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