Wolves in Wolf's Clothing
[ 1 ] Loose Tongue ( Werewolf: The Forsaken — Page 113 )
Dice Pool: Manipulation + Socialize + Wisdom versus Composure + Primal Urge
Action: Contested; resistance is reflexive
Some folks just have a knack for getting other people to blab incessantly. A werewolf with this Gift can take advantage of that strength, making people feel oddly chatty around her. The werewolf must engage a subject in conversation for at least 30 seconds before she can use this Gift. Success clouds a target’s better judgment, making it difficult to keep secrets from the werewolf. A contested roll is made for the intended subject with the highest Composure + Primal Urge dice pool. The Gift user need not be alone with the subject of this Gift for the Gift to work. She can isolate a particular subject in a crowd if she wants to. A contested roll is made for that subject alone. This Gift can be used successfully on only a single subject and only once per scene on that subject.
Dramatic Failure: The werewolf is infected by the Gift’s effects instead of her targets, suffering a -3 penalty to all Empathy, Persuasion and Subterfuge rolls for the duration of the scene.
Failure: The character fails to affect the target.
Success: Up to one target in conversation with the werewolf is affected per success. You decide who is affected based on the total successes rolled. Targets under the Gift’s influence suffer a -2 penalty to Empathy and Subterfuge rolls for the duration of the scene, and only toward rolls made against the Gift user. A subject is not suddenly forthcoming with secrets to anyone else who comes along, but he becomes more susceptible to “friendly conversation.”
Exceptional Success: The targets suffer the listed penalties, as well as a -2 penalty to Composure rolls for the rest of the scene.
Evasion 2: Sand In The Eyes
Cost: 1 Essence
Dice Pool: None
The genuinely cunning know the value of covering their tracks… not simply footprints, but also slips of the tongue or suspicious behaviour. This Gift tends to make the questioner seem imminently forgettable to onlookers. The Gift doesn’t make the character any more innocuous at the time (a security guard will probably still ask to see her ID, for instance), but it becomes more difficult to remember her after the fact.
Anyone who interacts with the werewolf while the Gift is in effect suffers a -5 penalty to any later Intelligence + Composure rolls for the purposes of remembering details about the werewolf. They’re hard-pressed to pick the character out of a lineup, recall how long she hung around or even realize she was digging for information. If the werewolf takes any violent action against the subject, the Gift’s effects end where that subject is concerned. This Gift can only cloud memories of the scene in which the Gift was used; it does not erase all memories of the werewolf if the target and werewolf interacted previously.
[ 3 ] Playing Possum ( Werewolf: The Forsaken — Page 113 )
Cost: 1 Willpower
Dice Pool: Wits + Subterfuge + Cunning
Enemies often turn their backs on fallen foes. Imagine a victor’s shock when a supposedly dead werewolf rises to attack with complete surprise. To all but the most careful examination, a werewolf using this Gift appears quite dead. Her chest doesn’t rise and fall, her heart fails to beat and her body seems cooled to ambient temperature for as long as a day.
Dramatic Failure: The Gift’s effects take hold in the wrong way, increasing the werewolf’s heart rate and respiration in an unhealthy fashion. All Stamina rolls suffers a -1 penalty for the duration of the scene.
Failure: The character may still play dead, but her pulse, breathing rate and regenerative abilities don’t change, possibly giving her away.
Success: The character appears to be freshly dead, displaying no discernible pulse or respiration, and she can remain in that state for up to one day. If she suffers from any wounds, they appear to have clotted with the slowing of blood, though the character receives no actual healing. (In fact, she doesn’t regenerate while this Gift is in effect.) She can revive herself at will as an instant action. A contested Intelligence + Medicine roll can be made for a persistent investigator if he spends at least one scene carefully checking over the werewolf, to recognize that the “death” isn’t genuine. While “dead,” the character knows what’s going on around her, but she can’t move without ending the effect of the Gift.
Exceptional Success: As success, but the character is able to regenerate her wounds at the usual rate without displaying any external sign of healing.
[ 4 ] Double Back ( Werewolf: The Forsaken — Page 114 )
Cost: 1 Willpower
Dice Pool: Intelligence + Investigation + Glory
While one facet of being clever and evasive is hiding your tracks, another aspect of wiliness is seeing when someone’s trying to pull the wool over your eyes. This Gift gives a werewolf a keen sense for deception, alerting her when things aren’t as they first appear. The effects of this power persist for the remainder of the scene.
Dramatic Failure: The character perceives a hidden hand at work where none exists.
Failure: The character gains no additional information.
Success: The character becomes immediately aware of all attempts at physical deception in her environment. She knows where a person has tried to hide evidence, conceal a trail or otherwise mislead a pursuer or investigator. She knows whether anyone in her area is disguised (although she cannot see through the disguises), and can tell where someone is physically hidden. This Gift doesn’t make the character aware of social deception (such as a person telling a lie) or of mystical disguises. She is, however, aware of a physical deception even if it’s mystically cloaked. For example, if a mage casts a spell of illusion to hide a wall safe, this Gift doesn’t reveal the presence of deception in the safe’s area. If the safe has also been physically hidden behind a painting, the character gets the extremely confusing sensation that something is hidden behind the picture, despite what his eyes tell him. If the safe is hidden behind a picture then the picture itself is hidden by a spell of illusion, however, this Gift doesn’t detect the physical hiding place.
Exceptional Success: As success, but the werewolf also becomes aware of any mystical tampering, deception or concealment. Again, she cannot see through such things, but she’s aware of their existence. If, for example, a vampire uses a power of deception to hide itself from sight, a werewolf whose player rolls an exceptional success senses the presence of the hidden being, but not necessarily who or where he is.
[ 5 ] Fog Of War ( Werewolf: The Forsaken — Page 114 )
Cost: 1 Essence
Dice Pool: Manipulation + Expression + Honor versus Resolve + Primal Urge
Action: Contested; resistance is reflexive
A well-ordered battle plan seldom survives being put into action. Noise, smoke, darkness and fear lead to disorganization as confusion sets in. This Gift increases chaos in any situation. SWAT teams fire on each other, intruders get hopelessly lost, and emergency instructions are garbled. The werewolf howls, drums or sings a song against opponents (not necessarily enemies), throwing a veil of confusion over an area. All targets within extreme hearing range (whether they notice the sound or not) get a contested roll as a reflexive action.
Dramatic Failure: The werewolf’s howl falters and conjures no fear or confusion. Fog of War cannot be used again for the remainder of the scene.
Failure: Successes rolled for the werewolf are less than or equal to those rolled for a listener. The listener goes about his business unaffected for the duration of the power.
Success: The most successes are rolled for the werewolf. A listener suffers a -3 penalty to all actions while the Gift remains in effect. The effect lasts as long as the werewolf concentrates on the song; he cannot engage in other strenuous or distracting activity. Inflicting any wound on the performing werewolf terminates the effect. Penalties are not cumulative. If three werewolves all invoke the Fog of War at once, potential targets must make three separate contested rolls. Failure on any of the three imposes the -3 penalty, but it doesn’t increase to -6 or -9 if a target fails more than one contested roll. A user can designate subjects to go unaffected by the Gift in the turn in which the player makes the roll, but the user must designate them specifically and be able to see them when he does so. Otherwise, they are affected by default. A subject cannot be designated as immune if he hears the song once it’s already begun.
Exceptional Success: Five or more successes are rolled for the Gift user, and he wins the contested action. The song need not be sung continuously. Anyone who hears it in the first turn of performance and who loses the contested roll is affected for the remainder of the scene.