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Werewolf: The Forsaken - Blank It

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designed to directly damage an individual, but it can sure as<br />

hell do so indirectly, causing thousands of dollars in property<br />

damage alone. In times of drought, the power of this Gift can<br />

be a great boon. <strong>The</strong> downpour lasts for a scene.<br />

Those caught in heavy rain suffer a –2 penalty to<br />

perception rolls and ranged combat.<br />

Exceptional Success: <strong>The</strong> character can select an<br />

area that receives less or no rain, effectively creating an<br />

eye of the storm.<br />

Suggested Modifiers<br />

Modifier Situation<br />

+2 <strong>The</strong> weather is already raining or drizzling<br />

+1 A heavily clouded day<br />

–3 A cloudless day<br />

–5 Desert or other similarly arid area<br />

Killing Frost (••••)<br />

This Gift summons forth the chill of a hundred winters<br />

in the space of a few heartbeats. <strong>The</strong> Storm Lords speak<br />

reverently of this Gift as “the breath of Winter Wolf.”<br />

Cost: 1 Essence<br />

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

Action: Instant<br />

Roll Results<br />

Dramatic Failure: <strong>The</strong> Gift’s power turns against the<br />

werewolf. <strong>The</strong> user immediately takes two points of lethal<br />

damage from the cold.<br />

Failure: <strong>The</strong> temperature drops by only a degree or two.<br />

Success: <strong>The</strong> temperature suddenly drops below<br />

freezing within 10 yards per dot of Primal Urge of the user.<br />

Frost forms on surfaces, and water freezes. If the Gift is<br />

used within a rainstorm, the sudden freezing rain might<br />

down power lines and break tree branches. Living creatures<br />

take two points of bashing damage from the sudden<br />

chill. In addition, anyone in the area suffers a –2 penalty<br />

to Strength and Dexterity rolls for as long as the cold lasts<br />

(though they don’t take additional damage in subsequent<br />

turns). <strong>The</strong> reduced temperature lasts for one turn per<br />

success. At the Storyteller’s discretion, any creatures who<br />

are appropriately protected from the cold may take less<br />

damage or be immune to the imposed penalties.<br />

<strong>The</strong> Gift user is protected from the direct effects of<br />

the cold, but may be subject by secondary effects. <strong>The</strong><br />

cold doesn’t injure him or cause any debilitating effects,<br />

but he might still slip when trying to move across ice or be<br />

injured by a falling power line.<br />

This Gift can be used only once per scene.<br />

Exceptional Success: <strong>The</strong> sudden shock of cold is<br />

particularly vicious; living creatures suffer three points of<br />

damage instead of two.<br />

Suggested Modifiers<br />

Modifier Situation<br />

+2 Winter<br />

–2 Summer<br />

Thunderbolt (•••••)<br />

This Gift implores a mighty thunderbird to turn its<br />

gaze earthward and fix its flashing eyes on a select target.<br />

At the werewolf’s command, lightning strikes his foe, its<br />

power capable of killing most mortals and severely wounding<br />

even supernatural opponents.<br />

Cost: 1 Essence<br />

Dice Pool: Intelligence + Survival + Glory – Defense<br />

Action: Instant<br />

Roll Results<br />

Dramatic Failure: <strong>The</strong> bolt strikes a random target<br />

nearby, be it friend or foe.<br />

Failure: <strong>The</strong> werewolf’s call is ignored.<br />

Success: <strong>The</strong> bolt deals a base of five points of lethal<br />

damage, plus any extra successes from the activation roll<br />

after the first. <strong>The</strong> werewolf can nominate any target<br />

within his line of sight, as long as the victim is outdoors or<br />

standing near a window.<br />

Exceptional Success: <strong>The</strong> blast also deafens the<br />

target for two turns.<br />

Suggested Modifiers<br />

Modifier Situation<br />

+2 Rain or windy weather<br />

+1 Cloudy day<br />

–3 Cloudless sky<br />

RITES<br />

Rites represent the werewolf ability to invoke their<br />

distant spirit cousins, calling upon ancient bans and pacts<br />

that were struck when the world was new. Many human<br />

attempts at spirit ritual are echoes of the true power of a<br />

rite, a power that was lost to mortals at the time of the Susuru<br />

Hafarrakum. Werewolves can still make these ancient<br />

rituals work. <strong>The</strong>ir half-spirit nature and claimed blood<br />

ties to both Father Wolf and Luna give their voices an<br />

urgency that mortals cannot match. <strong>The</strong>se rituals must be<br />

performed in the proper manner to draw a spirit’s response<br />

and imbue the ceremony with supernatural power.<br />

<strong>The</strong> following isn’t an exhaustive list of rites. Most of<br />

the rites detailed here have existed for thousands of years<br />

among the Uratha. In fact, many of them predate the Sundering.<br />

<strong>The</strong>se rituals are simply the most common ones,<br />

found wherever werewolves are. <strong>The</strong> majority of these rites<br />

are known to the Pure Tribes as well as the <strong>Forsaken</strong>.<br />

ACQUIRING RITES<br />

An alternative to choosing a Gift at character creation<br />

is the Rituals trait. <strong>The</strong> “free pick” with which you can<br />

normally choose a Gift from any list is traded for a single<br />

dot in Rituals. (No more than one dot can be acquired at<br />

character creation.) That dot grants your character access to<br />

the rites that Uratha culture knows and teaches its members.<br />

Presumably your character’s early days after the First Change<br />

Rites<br />

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