Knowledge (WTF)
Knowledge is a set of Gifts granted to the Forsaken by spirits that represent wisdom and information; spirits of computers and rat- and cockroach-spirits are some sources. They focus on the gathering of useful facts and data. The Gifts of Knowledge are affinity to the Iron Masters.
First Edition
Powers




Know Name: The werewolf can learn the name of someone in line of sight.



Traveler's Blessing: The werewolf's spirit-granted knowledge permits her to intuitively know the local language and customs.



Sagacity: This Gift allows the user to gain instant expertise in a given field for a short time.



Know the Path: The wielder gains knowledge of the quickest, most efficient (though not necessarily safest) path to the desired location.



Communion With the Land: The Uratha gains understanding of the terrain surrounding him, including enemy locations, good places to find, and the best avenues of attack.
Second Edition
Powers
- Needle (Cunning): Hunting for deliberately hidden knowledge can be like seeking a needle in a haystack. This Facet ensures that it is so.
- This Story Is True (Glory): Tales of the past can teach important lessons in the present. It doesn't matter of the story is factually true, as long as the symbolic meaning is true enough.
- Know Thy Prey (Honor): This Facet whispers in the ears of the Uratha as he looks upon his prey, revealing what others know of it.
- Lore Of The Land (Purity): The bond between Uratha and territory is deep, and this Facet draws upon it in search of answers.
- Sift The Sands (Wisdom): When the wise Uratha calls, knowledge itself heeds his cry. Seated amongst the collated knowledge of others, complex research takes a matter of minutes and hidden lore reveals itself willingly.
References
- WTF: Werewolf: The Forsaken Rulebook, p. 126-128

- WTF: Werewolf: The Forsaken 2nd Edition, p. 127-129

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