13.12.2012 Views

Werewolf: The Forsaken - Blank It

Werewolf: The Forsaken - Blank It

Werewolf: The Forsaken - Blank It

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

146<br />

Chapter II: Character<br />

Success: <strong>The</strong> ward lasts for one turn per success<br />

rolled and affects an area with a radius of five yards per<br />

success, centered on the character. <strong>The</strong> ward works<br />

on both sides of the Gauntlet, affecting spirits both in<br />

the physical world and in the Shadow reflection of the<br />

target area. Spirits within the ward’s area (those that<br />

were already present or those that enter the area while<br />

the ward is still in effect) immediately fall into a deep<br />

slumber which can last for days unless they succeed on a<br />

Resistance roll to remain awake. Even awake, the drowsiness<br />

induced by the song imposes a –1 penalty on every<br />

action that spirits attempt. Most spirits who don’t succumb<br />

immediately to the ward’s effect recognize their peril and<br />

leave the warded area as quickly as possible.<br />

Spirits falling into slumber from this ward do not<br />

wake unless physically assaulted. Once the ward effects<br />

end, any spirit put to sleep via this ward may wake up after<br />

a reflexive Resistance roll. Further rolls may be made once<br />

per day until the spirit does wake.<br />

Werewolves, Ridden, Hosts or other creatures of part<br />

spirit and part flesh who are in the Shadow Realm are affected<br />

by the ward as if they were spirits, except Resolve + Primal<br />

Urge is rolled for them to resist, and at a +3 bonus. Other<br />

creatures in the Shadow Realm that aren’t part spirit (such<br />

as mages) are not subject to the ward’s effects; nor are spirits<br />

that are bound into fetishes or otherwise not independently<br />

active (with the exception of those possessing living hosts).<br />

A werewolf may attempt to use this Gift only once per day.<br />

Exceptional Success: <strong>The</strong> ward lasts an additional<br />

two turns.<br />

WEATHER GIFT S<br />

By their very nature, the <strong>Forsaken</strong> are closely tied to<br />

the spirits of the natural world. By exploiting this connection,<br />

knowledgeable werewolves can influence the very<br />

heavens. One of the most visible and useful ways of doing<br />

so is by commanding various forms of weather.<br />

<strong>The</strong>se Gifts are typically taught to the <strong>Forsaken</strong> by<br />

storm- or powerful bird-spirits.<br />

Call the Breeze (•)<br />

A werewolf may summon a brisk wind (approximately<br />

25 miles per hour) and direct it as he wills. This wind is<br />

useful both for dispersing or redirecting a fire or flying<br />

insects, or as a distraction.<br />

Cost: None<br />

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

Action: Instant<br />

Though it requires no roll to actually summon the<br />

wind, a successful Manipulation + Occult roll is necessary<br />

to direct it to any specific task, such as to disperse tear gas.<br />

Because of the distraction of the sudden breeze, perception<br />

task rolls (World of Darkness Rulebook, p. 45) made<br />

in the area suffer a –1 penalty. <strong>The</strong> Gift lasts for one turn<br />

per dot of Primal Urge that the summoner has. <strong>The</strong> breeze<br />

can be conjured indoors or out.<br />

Silent Fog (••)<br />

Though fierce fighters and savage predators, even<br />

werewolves recognize the need for stealth and guile.<br />

This Gift is a prime example of how werewolves operate<br />

strategically and with a mind toward hewing to the Oath’s<br />

prohibition against human discovery. With it, a werewolf<br />

may summon a thick blanket of fog to obscure an area, allowing<br />

a pack to move unseen in whatever form its members<br />

choose. This fog bank moves as the werewolf who<br />

summoned it wills it to, and it makes an excellent vehicle<br />

for ambush or a way of avoiding combat entirely.<br />

Cost: 1 Essence<br />

Dice Pool: Manipulation + Survival + Cunning<br />

Action: Instant<br />

Roll Results<br />

Dramatic Failure: <strong>The</strong> fog appears, but it obscures the<br />

vision of the summoner and his pack as much as anyone else.<br />

Failure: <strong>The</strong> weather does not change.<br />

Success: Over the course of a turn, the cloud-spirit<br />

summoned with this Gift congeals from the air, and a dense<br />

fog covers an area equal to the werewolf’s Primal Urge x<br />

20 square yards. <strong>It</strong> may thereafter be directed to move in<br />

any direction at a rate of (Primal Urge x 10) yards per turn.<br />

While within the fog, a perception check at –2 is required<br />

for observers to spot someone more than one yard distant.<br />

Even if spotted, ranged attacks are treated as if those within<br />

the bank are substantially concealed (see “Concealment”<br />

on pp. 162-164 of the World of Darkness Rulebook). Silent<br />

Fog lasts for an entire scene or until the spirit is dismissed<br />

by the <strong>Forsaken</strong> who commanded it.<br />

Exceptional Success: <strong>The</strong> fog is particularly thick,<br />

levying a –3 penalty to perception checks instead of –2.<br />

Deluge (•••)<br />

With this Gift, a werewolf summons a rain-spirit to<br />

bring a torrential downpour to an area. No gentle shower,<br />

this torrent has myriad uses, from ruining crops to starting<br />

flash floods to erasing evidence of a pack’s passage. This<br />

Gift can only be used outdoors.<br />

Cost: 1 Essence<br />

Dice Pool: Manipulation + Survival + Honor<br />

Action: Extended (20 successes; one turn passes per roll)<br />

Roll Results<br />

Dramatic Failure: <strong>The</strong> weather alters in a manner<br />

other than the character’s choosing. <strong>It</strong> may shift from<br />

rain to snow to hail to high wind, usually in some fashion<br />

horribly inconvenient to the Gift user. <strong>The</strong> aberrant and<br />

troublesome weather persists for the duration of the scene.<br />

Failure: <strong>The</strong> weather doesn’t change.<br />

Success: <strong>The</strong> area affected is equal to one square mile<br />

per success achieved. Common sense must be applied to applications<br />

of this Gift. <strong>The</strong> deluge could flood low-lying areas<br />

or cause a river to swell its banks, but no one standing on<br />

even reasonably high ground is going to drown. <strong>The</strong> Gift isn’t

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!