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Werewolf: The Forsaken - Blank It

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144<br />

Chapter II: Character<br />

motel room may reveal who has been in the room recently<br />

and what they did there, though a television set’s “memory”<br />

won’t reach as far back as a computer’s. Joining with a mainframe<br />

computer may give the character reams of information,<br />

more than he can even absorb. <strong>The</strong> character retains<br />

information for one minute after leaving the gestalt<br />

A werewolf can remain bound to a machine’s spirit<br />

for a number of turns equal to his Harmony, or he may<br />

break contact as an instant action earlier if all information<br />

sought is acquired.<br />

If the object to which a character’s psyche is connected<br />

is destroyed, the character’s identity is thrown back to his<br />

body immediately. Any Structure damage inflicted on the<br />

object is also inflicted as points of Health to the character’s<br />

body. If the werewolf’s body is attacked, he is aware of it<br />

immediately. If his body is knocked unconscious, his spirit<br />

returns. If his body is killed, his psyche is trapped in the<br />

object for the duration of the power and is then lost forever.<br />

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

contact with the object’s spirit for a number of hours equal<br />

to his Harmony dots.<br />

Create Technology (•••••)<br />

To a master of technological animism, complicated<br />

devices are simply another element to be conjured up at<br />

will. This Gift allows a werewolf to create sophisticated<br />

technology from the basest materials.<br />

Cost: 1 Essence + 1 Willpower<br />

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

Action: Extended (5 to 50 successes required; one<br />

turn passes per roll)<br />

<strong>The</strong> character must have some foundation materials,<br />

such as metal or plastic, roughly equivalent in mass to the<br />

item she wishes to create. She must also either know how<br />

to build the item in question or have access to instructions<br />

on how to construct such a thing. A character cannot create<br />

a complicated bomb without either extensive knowledge<br />

of explosives or a manual or other set of instructions<br />

on how to create the object in question. Within these<br />

limitations, this Gift can quickly and efficiently replicate<br />

almost any technology imaginable. With a few pounds of<br />

scrap metal and sand, for example, she can create a rudimentary<br />

computer. Or a handful of glass could be transformed<br />

into a magnifying glass. <strong>The</strong> more complex the<br />

item is, the more successes are required. A dozen bullets<br />

may be formed with as few as five successes, a pistol 15,<br />

while a car or computer would take a total of 50.<br />

WARDING GIFT S<br />

Protecting the sanctity of the Uratha’s many holy<br />

sites is the reason various wards were originally developed.<br />

Over time, however, the People have found myriad ways to<br />

put wards to use outside loci, though they are still primarily<br />

used to guard those locations. <strong>The</strong>se Gifts are typically<br />

taught by wolf- or ancestor-spirits.<br />

Ward Versus Predators (•)<br />

<strong>The</strong> simplest of protections, this Gift lets other<br />

predators know that a tract of land has been claimed by a<br />

werewolf. All such predatory animals instinctually realize<br />

that to intrude into the territory is an invitation to be<br />

attacked or killed, and most are cowed by such knowledge,<br />

avoiding the warded ground religiously thereafter to avoid<br />

a potentially fatal confrontation.<br />

Cost: None<br />

Dice Pool: Presence + Intimidation + Honor<br />

Action: Extended (5 successes per square mile required;<br />

one hour per roll)<br />

<strong>The</strong> werewolf marks the extent of her territory (a<br />

maximum area equal to one square mile per point of the<br />

character’s Primal Urge) by urinating on objects along<br />

its boundaries. If the ward is set up around an area that<br />

already contains more than ten types of predatory animals<br />

per square mile (such as a zoo), the Gift cannot take effect.<br />

Animals that are already in the ward’s area of effect<br />

when the Gift is invoked aren’t affected by the ward.<br />

A number of successes must be achieved for an<br />

intruder on a Resolve + Composure roll in excess of those<br />

achieved on the werewolf’s Presence + Intimidation +<br />

Honor roll for a predatory animal to enter the warded area<br />

voluntarily. An equal number or less and the animal turns<br />

away at the boundary. <strong>The</strong> ward lasts for one lunar cycle.<br />

No penalties are imposed on an animal that is involuntarily<br />

dragged into the area. A ward doesn’t prevent other<br />

werewolves, other supernatural beings or humans from<br />

entering one’s territory. <strong>It</strong> works only against mundane<br />

predatory reptiles, birds and mammals. Other werewolves<br />

and supernatural beings with the senses to recognize the<br />

ward notice it, however. Crossing into the territory is,<br />

therefore, a conscious choice and an invitation for harm.<br />

Ward Versus Humans (••)<br />

Many times, the biggest danger to a locus comes not<br />

from werewolves’ supernatural rivals, but from humanity’s<br />

teeming ignorant masses, ever eager to transform the<br />

world around them and never suspecting the troubles this<br />

calls down from the Shadow. Entering, much less clearing,<br />

woods warded by this Gift calls forth feelings of unparalleled<br />

dread from the depths of the hindbrain. “Something<br />

lives in there that’s mightier than you,” the mind screams.<br />

“Something hungry that will eat you up.” Someone intent<br />

on entering the warded area might convince himself to do<br />

so, but a casual hiker or other such indifferent walks away.<br />

Cost: 1 Willpower<br />

Dice Pool: Presence + Intimidation + Wisdom<br />

Action: Extended (5 successes per square mile required;<br />

one hour per roll)<br />

<strong>The</strong> werewolf marks the extent of her territory (a<br />

maximum area equal to one square mile per point of the<br />

character’s Primal Urge) by urinating on objects along its<br />

boundaries. For a human being to enter the warded area

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