Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
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