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Werewolf: The Forsaken - Blank It

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134<br />

Chapter II: Character<br />

An ephemeral spirit or ghost can affect the Irraka, and<br />

vice versa, as if they were both solid. Spirits, of course,<br />

are likely to take the presence of an ephemeral werewolf<br />

very badly, as it’s a predator that can bodily injure or kill<br />

them. Ghosts run the same gamut of emotions, predispositions<br />

and prejudices as the living do, so there’s no telling<br />

how one might react to a werewolf passing through, but<br />

ghosts don’t suffer Lunacy like the living do. Some guard<br />

what territory they’ve staked out, going so far as to attack<br />

a werewolf in hopes of driving him away. Others mindlessly<br />

repeat some task that absorbed them in life, remaining<br />

unaware of a werewolf no matter what happens. Still<br />

others are just so happy to encounter another intelligent<br />

soul that they do what they can to keep the werewolf from<br />

leaving. Some adventurous ghosts might even follow a<br />

werewolf around and manifest in the living world for as<br />

long as they can, starving for the contact and social interaction<br />

of which their deaths have bereaved them.<br />

For more information on ghosts, see the World of<br />

Darkness Rulebook, p. 208.<br />

Cost: 1 Essence<br />

Dice Pool: Wits + Survival + Purity<br />

Action: Instant<br />

Roll Results<br />

Dramatic Failure: <strong>The</strong> werewolf slips into the<br />

spectral state as intended, but finds himself surrounded by<br />

angry ghosts who mean him harm. Also, he can stay in<br />

this place for one less turn than he would have been able<br />

to normally before the penalties begin to kick in.<br />

Failure: <strong>The</strong> character is unable to become ephemeral,<br />

but the Essence point is still spent.<br />

Success: <strong>The</strong> character becomes ephemeral as described.<br />

Exceptional Success: <strong>The</strong> character may remain in<br />

ephemeral form without penalty for one extra turn.<br />

RAGE GIFT S<br />

<strong>The</strong> spirits recognize the power that Rage grants<br />

werewolves, and they respect that power even if they<br />

resent how the Uratha came by it. In an effort to appease<br />

the Uratha and hopefully convince them to direct their<br />

Rage elsewhere, spirits offer these Gifts. <strong>The</strong> list helps a<br />

werewolf derive more power from his Rage, and even manipulate<br />

the power that Rage gives rivals and enemies.<br />

Mask of Rage (•)<br />

<strong>The</strong> character makes himself seem preternaturally terrifying<br />

by exposing onlookers to Lunacy and intensifying its<br />

effects. If the character does so in Dalu or Urshul form, Lunacy<br />

is as intense as it would be if he were in Gauru form. If<br />

he does so in Hishu or Urhan form, he emanates a Lunacyinducing<br />

effect as if he were in either Dalu or Urshul form<br />

(respectively). This Gift cannot be activated in Gauru form.<br />

<strong>The</strong> effect lasts for as long as the werewolf remains in the<br />

form in which he activates it, for as long as he chooses, or<br />

for the rest of the scene (whichever comes first).<br />

Cost: 1 Essence<br />

Dice Pool: No roll is required<br />

Action: Instant<br />

Hone Rage (••)<br />

A character with this Gift can channel the power<br />

of his Rage more efficiently than the average character,<br />

sacrificing the time he can spend in Gauru form for increased<br />

physical prowess. For each success rolled, a player<br />

can exchange one turn of Gauru form for one additional,<br />

temporary dot of either Strength or Dexterity. If the player<br />

scores two successes, he may sacrifice two turns in Gauru<br />

form for two additional dots of Strength, two additional<br />

dots of Dexterity, or an additional dot of Strength and an<br />

additional dot of Dexterity. <strong>The</strong>se extra dots apply only<br />

while the werewolf is in his Gauru form, and they last for<br />

as long as he remains in that form.<br />

This Gift can be activated when a character assumes<br />

Gauru form, or it can be activated after he’s already in<br />

that form, as long as turns in Gauru are still available to<br />

be sacrificed. If no more turns are left to exchange, the<br />

Gift cannot be used. As the action to activate this Gift<br />

is reflexive, the bonus dots received apply to any action<br />

taken in the same turn in which this Gift is activated.<br />

Activating the Gift doesn’t count as a distraction from attacking<br />

while in Gauru, and doesn’t threaten Death Rage.<br />

If a character enters Death Rage while using this Gift, the<br />

Gift’s effects immediately end, and the character will be<br />

subject to Death Rage for the usual duration.<br />

Trait maximums based on a character’s Primal Urge<br />

do not apply against these bonus Attribute dots. Note<br />

also that a character’s Speed, Defense and Initiative are<br />

subject to temporary modification based on changes to his<br />

Dexterity and/or Strength.<br />

Cost: 1 Essence<br />

Dice Pool: Stamina + Survival + Purity<br />

Action: Reflexive<br />

Roll Results<br />

Dramatic Failure: <strong>The</strong> character loses one turn<br />

from Gauru duration, but no additional Attribute dots are<br />

gained.<br />

Failure: <strong>The</strong> character neither loses any time in Gauru<br />

form nor gains any additional Attribute dots.<br />

Success: For every success rolled, the player may<br />

sacrifice one turn of Gauru Rage. For each turn so sacrificed,<br />

the player may apply a temporary bonus dot to either<br />

Strength or Dexterity. Trait maximums due to Primal<br />

Urge do not apply, and the bonus dots disappear when the<br />

character changes out of his Gauru form. Extra successes<br />

beyond the number of turns of Gauru form remaining<br />

confer no benefit.<br />

Exceptional Success: <strong>The</strong> player adds Stamina to<br />

the Attributes that may gain dots. Remember that Health<br />

increases as a result, though the time he may spend in<br />

Gauru form (Stamina + Primal Urge) does not benefit.

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