blending gifts

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Blending Gifts Red Wolf asks that his Iron Masters adapt to the changes wrought by humanity and keep pace with the changes shaping the modern world. The Blending Gifts help werewolves to do that, adding a little edge against the harshness of life in the dark places of city and wilderness, the Shadow and among the unseeing human herd. Thus, these Gifts are often referred to as Red Wolf’s Gifts. Shadow Coat (•) The careful werewolf is interested in blending into both the physical and the spirit world. This Gift makes him seem less remarkable when in the spirit world. Spirits are less likely to notice him at all, though if they do, their ire toward one of the Uratha is not diminished. Once activated, this Gift imposes a 3 penalty to all dice rolls made to notice the werewolf. The Gift works only in the Shadow; the Gift’s effects end at the end of the scene or when the werewolf re-enters the physical world, whichever comes first. Cost: 1 Essence Dice Pool: No roll is required. Action: Instant Manytongues (••) Humanity has hundreds of languages in use today, and hundreds more that have seen use during past centuries. Iron Masters have fallen back on this Gift a great many times over the years, especially when moving to claim territory in a new area. Manytongues allows the werewolf to understand but not speak the language of any human he is speaking with, whether it is face-to- face or over the phone, as long as he can hear the subject’s voice. Cost: 1 Essence per targeted subject Dice Pool: No roll is required. Action: Instant Resist Toxin (•••) Cities produce a great deal of foulness as they grow and develop. Between artificial human-made toxins that can affect the Shadow and the powers of some spirits to poison their enemies, this Gift is a handy defense mechanism. Any time the character suffers the harmful effects of poisoning, he can activate this Gift to purify his system immediately and take no damage. Cost: 1 Essence Dice Pool: No roll is required. Action: Reflexive Mask the Hunter (••••) Even when werewolves don’t wish to, they attract attention. The burden of Primal Urge can seem to be a blessing in a werewolf’s life, but Primal Urge subconsciously alerts nearby humans that there is a predator in their midst. This Gift is one of the most valuable offered by Red Wolf, allowing an Iron Master to suppress the wolf within for a short time and interacting with humans normally. Once the power is activated by the expenditure of Essence, the character is no longer subject to the social penalties of Primal Urge for the rest of the scene. Unfortunately, this advantage comes at significant cost in Essence. There is simply no easy way for the hunters to walk among the herd, and this Gift is treasured by those who use it even for short durations. Cost: 3 Essence Dice Pool: No roll is required. Action: Instant Hide the Curse (•••••) Mastering the most powerful elements of change and adapting to one’s environment, this Gift from Sagrim-Ur allows a werewolf to mask himself completely among the human herd. For a single day, the werewolf has the

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Page 1: Blending Gifts

Blending Gifts

Red Wolf asks that his Iron Masters

adapt to the changes wrought by humanity and

keep pace with the changes shaping the modern

world. The Blending Gifts help werewolves to

do that, adding a little edge against the harshness

of life in the dark places of city and wilderness,

the Shadow and among the unseeing human

herd. Thus, these Gifts are often referred to as

Red Wolf’s Gifts.

Shadow Coat (•)

The careful werewolf is interested in

blending into both the physical and the spirit

world. This Gift makes him seem less

remarkable when in the spirit world. Spirits are

less likely to notice him at all, though if they do,

their ire toward one of the Uratha is not

diminished.

Once activated, this Gift imposes a –3

penalty to all dice rolls made to notice the

werewolf. The Gift works only in the Shadow;

the Gift’s effects end at the end of the scene or

when the werewolf re-enters the physical world,

whichever comes first.

Cost: 1 Essence

Dice Pool: No roll is required.

Action: Instant

Manytongues (••)

Humanity has hundreds of languages in

use today, and hundreds more that have seen use

during past centuries. Iron Masters have fallen

back on this Gift a great many times over the

years, especially when moving to claim territory

in a new area. Manytongues allows the werewolf

to understand but not speak the language of any

human he is speaking with, whether it is face-to-

face or over the phone, as long as he can hear

the subject’s voice.

Cost: 1 Essence per targeted subject

Dice Pool: No roll is required.

Action: Instant

Resist Toxin (•••)

Cities produce a great deal of foulness

as they grow and develop. Between artificial

human-made toxins that can affect the Shadow

and the powers of some spirits to poison their

enemies, this Gift is a handy defense

mechanism.

Any time the character suffers the

harmful effects of poisoning, he can activate this

Gift to purify his system immediately and take

no damage.

Cost: 1 Essence

Dice Pool: No roll is required.

Action: Reflexive

Mask the Hunter (••••)

Even when werewolves don’t wish to,

they attract attention. The burden of Primal Urge

can seem to be a blessing in a werewolf’s life,

but Primal Urge subconsciously alerts nearby

humans that there is a predator in their midst.

This Gift is one of the most valuable offered by

Red Wolf, allowing an Iron Master to suppress

the wolf within for a short time and interacting

with humans normally.

Once the power is activated by the

expenditure of Essence, the character is no

longer subject to the social penalties of Primal

Urge for the rest of the scene. Unfortunately,

this advantage comes at significant cost in

Essence. There is simply no easy way for the

hunters to walk among the herd, and this

Gift is treasured by those who use it even for

short durations.

Cost: 3 Essence

Dice Pool: No roll is required.

Action: Instant

Hide the Curse (•••••)

Mastering the most powerful elements

of change and adapting to one’s environment,

this Gift from Sagrim-Ur allows a werewolf to

mask himself completely among the human

herd. For a single day, the werewolf has the

Page 2: Blending Gifts

ability to suppress his own curse, living from

sunrise until sunset as a perfectly normal human.

Of course, with no fear of Death Rage and no

Primal Urge making humans uncomfortable also

comes the inability to shapeshift and use any

Gifts, so werewolves should be very careful

when they use this power. This Gift only

functions during the day; the power of Luna

over her children renders any attempts to use

this Gift past nightfall completely impossible.

Cost: 3 Essence

Dice Pool: Harmony

Action: Instant

Roll Results

Dramatic Failure: The Gift fails, and

the Lunes of the character’s choir are angered by

her presumption. At the Storyteller’s discretion,

the character may suffer minor social penalties

in dealings with the Lunes associated with her

choir, and is unable to use the Gift again for a

full lunar cycle.

Failure: The Gift simply fails.

Success: The character loses the ability

to channel any of her supernatural abilities,

including shapeshifting, until nightfall. The

character is considered completely mortal in all

respects, lacking even regeneration and Primal

Urge.

Exceptional Success: No further effect.