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Classification: Union // Open Ref werewolf/power/gift/fools-luck

Fool’s Luck

Gift · Werewolf · Level 4

Werewolf
Cost
1 Gnosis
Roll
Wits + Enigmas (difficulty 7)

This Gift grants tem­ porary immunity to bad luck. A rabbit-spirit teaches it.

System: The player spends one Gnosis point. The character cannot botch any rolls until the sun next rises; treat any botches as normal failures.

With this Gift the Nuwisha plays games with fate itself. With the cackling of laughter she can swap good fortune for bad, twisting the strings of probability and fate between her fingers — though she has no control over the outcome. An avatar of Chung Kuel teaches this Gift.

System: When the target makes a roll, the were­ coyote’s player can spend a Gnosis point and roll Wits + Enigmas (difficulty 7). If the Nuwisha rolls at least as many successes as her victim, his action fails as if he had rolled no successes. Set the victim’s dice aside, or make a note of the victim’s roll. The next time in the scene that the victim is called upon to make a roll, use the results of the dice roll (the numbers on the dice) that the Nuwisha interrupted. If the victim’s next action would have used a smaller dice pool or had a lower difficulty, he has a chance of great success — but if he must now use three dice showing “1, 2, 2” in place of his normal eight-dice pool, his future is very unlucky. A Nuwisha may not use this Gift on himself.

See also 3

Abilities & Attributes

  • Enigmas shared/trait/ability/enigmas
  • Wits shared/trait/attribute/wits

Tribes & Fera

  • Nuwisha werewolf/faction/fera/nuwisha
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