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Werewolf: The Forsaken - Blank It

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Action: Instant<br />

Roll Results<br />

Dramatic Failure: <strong>The</strong> object loses no Structure<br />

points and the character cannot use Shatter on that same<br />

object again for 24 hours.<br />

Failure: Nothing happens.<br />

Success: For every success, up to one cubic yard of an<br />

object or substance loses a point of Structure.<br />

Exceptional Success: As a success; the extra points<br />

are the exceptional reward.<br />

Condense or Expand (•••••)<br />

This bizarre Gift either shrinks or enlarges an object<br />

while keeping its mass the same. Making an object<br />

larger causes it to become lighter and easier to break, for<br />

example, while making it smaller causes it to become<br />

heavier and much harder to break. <strong>The</strong> object maintains<br />

its original consistency — woven fibers, for instance,<br />

remain flexible — but both its Size and Durability change.<br />

If the character condenses an object, its Size decreases by<br />

one while its Durability increases by two. If the character<br />

expands the object, its Size increases by one while its<br />

Durability decreases by two. (Size and Durability combine<br />

to form an object’s Structure — effectively its Health — as<br />

shown on p. 135 of the World of Darkness Rulebook, so<br />

a change in either calls for a change in Structure.) <strong>The</strong><br />

character must touch the object in question.<br />

If two characters try to use opposing versions of this<br />

Gift on the same object at the same time, the side with<br />

the greater number of successes achieves the desired effect.<br />

If they try to achieve the same effect, their efforts combine.<br />

If they try to do the same thing but either suffers a<br />

dramatic failure, the opposite effect occurs. Objects that<br />

are either condensed or expanded cannot then be affected<br />

by Straighten or Ruin, although Sculpt and Shatter are<br />

still permitted under their normal circumstances. A<br />

character can use this Gift multiple times on the same<br />

object over successive turns as long as the player pays the<br />

Willpower cost and continues to make successful rolls.<br />

If the effects of this Gift reduce an object’s Size or<br />

Durability to zero, the object either disappears as a gas or<br />

collapses under its own weight (respectively). Also, the<br />

subject in question must be a discrete object taking up no<br />

more than one cubic yard of space. Undifferentiated sections<br />

of larger objects cannot be targeted.<br />

<strong>The</strong> changes made to an object are permanent.<br />

Cost: 1 Willpower<br />

Dice Pool: Intelligence + Crafts + Purity<br />

Action: Instant<br />

Roll Results<br />

Dramatic Failure: <strong>The</strong> effect the character seeks is<br />

reversed.<br />

Failure: <strong>The</strong> object undergoes no change whatsoever.<br />

Success: If the character tries to condense the object,<br />

it loses one point of Size and gains two points of Durability<br />

(resulting in a net gain of one point of Structure. If the<br />

character tries to enlarge the object, it gains one point of<br />

Size and loses two points of Durability (resulting in a net<br />

loss of one point of Structure). If the object could cause<br />

damage to a person or other object from being shrunk<br />

(such as a worn pair of handcuffs or a briefcase containing<br />

a laptop), both the condensed object and the person<br />

or object take four points of lethal damage. If this is not<br />

sufficient damage to destroy or sever whatever is within<br />

the condensed object, the condensation stops. A necklace<br />

so affected would shrink enough to inflict four points of<br />

damage to its wearer but would not keep shrinking enough<br />

to sever the wearer’s head.<br />

Exceptional Success: <strong>The</strong> change in the object’s Durability<br />

increases by one additional point. That is, if the<br />

character tries to enlarge the object, it loses three points<br />

of Durability. If the character tries to shrink the object, it<br />

gains three points of Durability.<br />

STEALTH GIFT S<br />

Werewolves frequently find great advantage in leaving<br />

no footprints or traces of their presence. Likewise, moving<br />

silently and swiftly is of benefit in both hunting prey and<br />

stalking an enemy. <strong>The</strong>se Gifts represent the preternatural<br />

abilities of werewolves to remain hidden from prying eyes.<br />

<strong>The</strong> Hunters in Darkness in particular possess affinity with<br />

these Gifts, and any who find a need for furtiveness and<br />

secrecy find them highly beneficial. <strong>The</strong> spirits of nocturnal<br />

animals or entities are the primary teachers of these Gifts.<br />

Feet of Mist (•)<br />

Sight and sound are not the hardest senses for a werewolf<br />

to defeat, but even a bloodhound would wear its nose<br />

out trailing a werewolf with Feet of Mist. <strong>The</strong> werewolf’s<br />

scent fades to near-imperceptibility.<br />

Cost: 1 Essence<br />

Dice Pool: This power requires no roll.<br />

Action: Reflexive<br />

All attempts to track or detect the werewolf by scent<br />

are automatically at a –1 penalty (see “Tracking,” p. 178),<br />

even when this Gift is not active. By expending a Willpower<br />

point, the werewolf intensifies the penalty to track<br />

or detect her to –3. <strong>The</strong> character may consciously suppress<br />

this power if she wishes to lay a normal scent.<br />

Blending (••)<br />

An expert hunter knows the value of not being seen.<br />

A werewolf with this Gift can blend with the landscape<br />

by simply remaining still — overlooked even in the open.<br />

Cost: None<br />

Dice Pool: Wits + Stealth + Cunning versus Wits +<br />

Composure (see below)<br />

Action: Instant or contested<br />

Stealth Gifts<br />

139

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