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