blending gifts
DESCRIPTION
WTF - BlendingTRANSCRIPT
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
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.