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