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Faekat Adoption Agency Crew
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Posted: Mon Jul 24, 2023 12:16 am
The Garou (werewolves) were made to defend the earth from the cosmic forces that threaten to tear it apart. The Garou fight against the Wyrm, the destroyer. It is a struggle against nearly insurmountable odds, especially considering the rivalry between many tribes. These rivalries make it almost impossible for the werewolves to present a unified front against a cosmic force that pervades reality. From this morass of hatred and mutual betrayal, there is little hope that the Garou can emerge triumphant against a foe so well-armed as the Wyrm. The Wyrm promises money, power, sex, and whatever else the heart desires to its followers, while the Garou receive no reward for their striving. It drives them deeper and deeper into despair or into betrayal so deep that they choose to serve the Wyrm instead. Spiritual Forces of the Garou world:The three main spiritual forces are the Wyrm, Weaver, and Wyld. The Wyld is raw unbridled creation. The Weaver spins reality into patterns. The Wyrm is supposed to destroy the excess order or the excess chaos. However, the Weaver went insane and tried to spin all of reality into its web, including the Wyrm. This drove the Wyrm mad so that it now seeks not to balance, but to destroy everything. The Wyrm has many agents and many faces, all bent on the utter destruction of Gaia, the Earth. The Garou are fighting to keep the Apocalypse from coming, but they are dying out and losing the war. Some tribes believe that the coming Apocalypse will be the end of everything, and fight desperately for even the smallest victory. Other tribes believe the side that wins at the final battle will be able to reshape the world in its own ideal. Some Garou blame the Wyrm for all evils and some blame the Weaver for spinning the world into stasis. Thus the Garou can agree on nothing and will not provide a unified front in the coming End Times. The GarouThe Garou (werewolves) believe themselves to have been created by Gaia as her defense against the Wyrm and Weaver. They are the ultimate predators in the World of Darkness. They revere the Wyld but are also steeped in millennia old traditions. They are fighting to survive in the modern world, but cling to the old ways. Adding to their troubles is the fact that only one in ten offspring of a Garou turns out to be Garou themselves. Worse still, their kin, the wolves, have been nearly hunted to extinction, leaving them with very few wolf mates. Thus they have had to make do with humans, thinning the primal instincts of the Garou so that a Homid Garou may never have seen a forest until after his First Change. There is one way to guarantee Garou offspring, and this is to mate with another Garou. However, due to an ancient curse laid on the Garou, any offspring produced this way are deformed and sterile, marking them as obviously different. Their birth can put the life of their mother in jeopardy. Thus the Garou need to take their chances with humans and wolves to continue the line. The Garou are a divided people, separated along lines of breed, auspice, and tribe. Each Garou has a breed, auspice, and tribe and this means that they are not even uniform along a single trait. A Lupus Ahroun Child of Gaia is a far different creature than a Lupus Ahroun Shadow Lord even though they share two traits in common. The most severe divisions are between tribes, but breeds and auspices hold different values as well, which can contribute to conflicts in ideals. The Breeds:Homid: These are Garou who were raised in human society, and often never know their heritage until their First Change. They often have trouble dealing with the wilderness and the spirit world. They are, however, deeply knowledgeable of human society and understand most technology. Homids are the most common breed. Metis: These are the deformed and sterile offspring of two Garou. They are perhaps the best balanced of the breeds being equally likely to understand the wilderness or human technology. Additionally, their natural form is Crinos, the man-wolf form, granting them great battle prowess. If accepted into the pack, they have the advantage of being raised in Garou society and thus know its often quirky ins and outs. Once they were the rarest of the breeds. It's a sign of how desperate things have become that in some tribes, they are more common than Lupus. Lupus: These are born of wolves and have a deep primal connection to Gaia. However, they are sadly out of place in the human world, having little understanding of human society. Some never even learn to speak a human language. Most hate technology and often blame humans for all that is wrong in the world. Auspices:Ragabash: Those born beneath the new moon are the tricksters and fools of Garou society. They challenge the Garou's traditional ways in order to help discard traditions that are outdated. Their tricks and pranks teach wisdom and humility to those who would listen. However, most Garou have little respect for the role of the Ragabash and consider them little more than pranksters. In addition, they also tend to be the assassins of the Garou, using Gifts to help them remain undetected. Theurge: Those born beneath the crescent moon are the mystics and seers of the Garou. They have a natural affinity with the spirits and can speak with them, either persuading them to join their cause or forcing them to do their bidding like sorcerers. They are often associated with healing as well. Philodox: Those born under the half moon are the arbitrators and judges of the Garou. They are charged with keeping the traditions of the Garou. However, they also strive for balance and harmony amidst the hot tempers of Garou. They are often jacks of all trades and can speak with the spirits almost as well as a Theurge, yet fight just as well as an Ahroun. The Philodox are the traditional leaders of the Garou. Galliard: Those born beneath the gibbous moon are filled with passion that bursts forth in glorious song and hot tempers. They are the warrior-bards of legend taking time out from their art to fight and from their fighting to sing rousing tales or weave intricate stories. They are often joyous and make good company. Ahroun: Those born beneath the full moon are the natural warriors of the Garou. No Garou is incompetent at fighting, but the Ahrouns excel at it. They often lead the Garou during times of war or when there are no Philodox in the pack. Basic Abilities:(All Tribe Werewolves possess unless otherwise stated)Garou have several special abilities. They heal damage incredibly fast, and can be killed by little but silver or the claws and fangs of other supernaturals. They can change shapes at will and step into the Umbra, the spirit world. They are granted Gifts by the spirits; these are special magical abilities or spells. They are generally instantaneous effects. This can be anything from being untrackable to conjuring a fireball to the ability to speak with animals. Each Breed, Auspice, and Tribe has its own set of Gifts. Common to all Garou are Rites, magic that requires specific things to be done to invoke them and have oft-bizarre effects. A common Rite is that which allows you to change form without shredding your clothing, while a rare and potent rite allows a group of Garou to build a caern, a gate between the physical and spirit world. Rites take time to learn and to enact. Rage:It is a gift of madness from Luna (the Moon) that allows the Garou to do truly spectacular things. Too much Rage is extremely dangerous and will result in frenzy, a maddened state where the Garou can lose all control. There are two forms of Frenzy that commonly occur: Berserk and Fox. In a Berserk frenzy, the Garou will attack everything in sight regardless of allegiance, if their spiritual side, Gnosis, is weak. In a Fox Frenzy, the Garou will flee in terror and will do anything to get away. Truly horrible frenzies are known as going into the Thrall of the Wyrm. The details surrounding as to what will happen when a Garou enters the Thrall of the Wyrm frenzy is dictated by a Garou's Breed. Thralled Homids will cannibalize fallen enemies (or packmates), Metis will do perverse and twisted sexual things to enemies and packmates (regardless of whether they are alive or dead), and Lupus will attack and destroy anything and anyone who can't defend themselves, particularly packmates. The Thrall of the Wyrm is one of the most dangerous, destructive, and twisted forms of frenzy known amongst the Garou, which may be the reason why some Garou vent their Rage regularly, lest they endanger their allies. Gnosis:Gnosis is similar to the Polynesian concept of mana, or the Eastern concept of chi. While all creatures have some spiritual component, Garou can consciously control and use it. Garou are quite literally half-spirit already and Gnosis reflects how connected they are to their other half. Gnosis can't be precisely measured, but if you think of it like water, it makes comprehending the difference between a Garou and a human easier. A human has a cupful to last a lifetime, a Garou has access to an endlessly replenishing river. Gnosis can be used to bribe spirits, activate fetishes (magical artifacts) and Gifts, and to enter the Umbra. Creatures without enough Gnosis generally cannot perceive or enter the Umbra. Gnosis is a renewable, but dwindling, resource. Garou can regain it at sacred sites, by meditating, or bargaining with spirits. Sacred sites provide Gnosis, but if they become defiled, it can corrupt the Garou, or there simply may be no more available. The water analogy works well here. They need water, but they need to protect their sources because drinking tainted water may make them sick, and if they aren't careful, their well may go dry. The Umbra:The Umbra is the spirit world, a land filled with spirits, sometimes friendly, but more often hostile in these dark days. It is divided into several layers around the earth (frequently called The Realm, or the Gaia Realm), like an onion. Closest is the Penumbra, the reflection of the real world. In the Penumbra, things are revealed as they are in spirit. Technological items such a computers, or even buildings, are covered in the webbing of the Weaver, while objects of the Wyrm are covered in a thin film of slime and foulness. Gifts:(Similar to Vampire Disciplines)Gifts generally reflect the facet represented by the spirit that granted it. A spirit associated with learning might be able to teach a Garou to read any language. A spirit associated with war might be able to teach a Garou to strike so hard she can cut through armor like butter. Gifts taught by spirits are learned virtually instantaneously. The spirit simply grants the ability to the Garou and gives it some instruction in how this new power works. Spirits generally will ask for chiminage for teaching a gift. The greater the gift, the greater the chiminage. A minor gift may require simple chiminage like planting a tree or killing a minor Bane. A truly powerful gift may require the Garou to swear to cleanse an entire toxic waste dump or swearing that he will never set foot in a city again. Sometimes Garou can teach gifts to other Garou, but this process generally takes several weeks (or months) and is fraught with danger as the student practices with his new power. Some kinfolk can learn gifts, but these are exceptionally rare individuals. Most kinfolk know no gifts. Even the most adept kinfolk probably only knows one or two. Mechanically, gifts range in level from one to six. Garou cannot learn a gift if its level is greater than the Garou's current rank. Garou have access to them based based on their breed, auspice, and tribe. While they can learn gifts not of their breed, auspice, or tribe, it is less likely. Storywise, spirits are less likely to teach those gifts to Garou from the wrong group and will demand heavier chiminage (A chiminage is the ritual payment that follows the interaction with spirits.). Ronin: Some Garou are not part of a tribe, either from expulsion or their own deliberate choice, thus becoming Ronin.
Gifts of the Ronin:
Rank 1:
Hide the Wolf: A Garou with this Gift can temporarily hide all signs of his rage, including the subtle, instinctual signs which often spook humans and wolves. In this way, the Garou can live among them without suffering the Curse. However, the sight of a Garou in Crinos form will still activate the Delirium in humans. This Gift is taught by a raccoon- or chameleon-spirit.
Rank 2:
Vengeance of the Scorned: The Garou can turn part of a Garou’s (or other shapeshifter’s) flesh into silver, causing extreme pain to the opponent. This Gift is taught by a rat-spirit.
Buffalo Run: The Garou can charge an opponent with amazing speed and devastating force. This Gift is taught by a buffalo-spirit.
Rank 3:
Elude the Posse: The Garou using this Gift is transported to another location — via the Umbra — no less than ten miles from her original location. However, she cannot necessarily control where she arrives. This Gift is taught by a Wyld-spirit.
Raven’s Wings: A lord with this gift is especially close to Raven, and may manifest a spirit avatar in the form of a raven to spy for him. The raven may see and hear, but may not affect the physical world or, in turn, be affected by attacks of any sort.
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Posted: Mon Jul 24, 2023 12:17 am
Black Furies: Composed almost entirely of female Garou, the Furies are staunch defenders of the Wyld. They rage against slights done them by male society. For all their battle prowess, the Furies are a deeply mystical tribe and their rituals are mysterious and hauntingly beautiful. The only males among the Furies are Metis.
Gifts of the Black Furies:
Rank 1:
Wyld Resurgence Bent to Gaia’s service, the creative, living essence of the Wyld roars through the Fury’s body, shining beneath her skin as a rippling wave of prismatic energy which focuses on and shines out through her wounds. This surge supercharges the werewolf’s regenerative powers, quickly mending even the most grievous of wounds. A servant of Pegasus teaches this Gift.
Man’s Skin Distasteful though it may be, the Black Furies sometimes find it necessary to pass unnoticed through the world of men. This Gift allows a Fury to effectively change gender in the eyes of onlookers. Her features and build become decidedly more masculine, and her garb seems of a masculine cut. Her hair, eye and skin color remain the same; the result is a man who shows a slight family resemblance to the Fury. Despite this Gift’s name, it works equally well when male metis Furies employ it to disguise themselves as women. The Gift is taught by an ancestor-spirit or a seahorse-spirit.
Arion’s Burden The Black Furies had many tribeswomen among the ancient Scythians, who were renowned for their use of cavalry. During their battles with other Garou tribes, the Furies often surprised their enemies by showing that they too could employ cavalry, thanks to this Gift. Most animals shy away from creatures of high Rage, and even the Glabro form tended to make a werewolf heavier than the horse could handle. But this Gift perfectly calms the mount’s mind and makes the Black Fury as light as a child to it. It is taught by an avatar of Pegasus.
Moonshadow With this Gift, a Daughter of the Moon may step sideways using a patch of moonlight. In addition, the difficulty is lowered by one.
Owl Speech Black Furies may invoke the kinship between their tribe and the owls of Athena. This Gift combines the effects of the Galliard Beast Speech Gift and the Philodox King of the Beasts Gift, though it only works on owls. This Gift is common among the Temple-Keepers of Artemis and the Sisterhood. Many of their Kinfolk share this Gift, and new sisters often receive it as an initiation Gift.
Sense Wyld The Garou may sense Wyld energies or spirits in the nearby area. Any Gaian spirit can teach this Gift.
Spirit Smuggler Members of the Sisterhood frequently make deliveries through countries with broad laws against contraband; they might also wish to carry a weapon into an area interdicted by metal detectors or the like. Spirit Smuggler makes this much easier for them to do, and it is useful in a wide variety of situations. When the character wishes to hide an item from searches, she can use this Gift to push the item into the Gauntlet for a short time; it will return to the character’s possessions in the physical realm after a few minutes have passed. This Gift is taught by a Raccon-spirit
True Shot The accuracy of Artemis on the hunt could not be equaled by any other; this Gift allows Maidens to replicate their aunt’s spectacular feats of archery on the battlefield or on the hunt. It is less effective for Mothers and Crones than for Maidens, but still gives them some benefit. This Gift is taught by a Lune.
Watchful Eyes Since time immemorial, the Black Furies have been able to determine the location of those that break the laws of Gaia. Such beings (human, Garou, or spirit) are not always Wyrm- or Weaver-tainted; as in the classic example, Orestes was not under the influence of any supernatural being when he killed his mother Clytemnestra, but he did break Gaia’s laws by doing so. This gift has been the Furies’ tool for such a hunt; with a few moments’ concentration, the Black Fury who uses Watchful Eyes can roughly determine the distance and direction to the nearest such criminal. This Gift is taught by an Owl-spirit.
Breath of the Wyld As the Furies see it, the problem with most humans (and some Garou) is that they have forgotten that the energy of Creation is nourishing, refreshing and ever present. With this Gift, the Black Fury may instill a feeling of vitality and life in a living being. A spirit servant of Pegasus teaches this Gift.
Mother’s Touch The Garou is able to heal the wounds of any living creature, aggravated or otherwise, simply by laying hands over the afflicted area. The Garou may not heal herself, spirits or the undead with this Gift. A bear- or unicorn-spirit teaches this Gift.
Heightened Senses The werewolf with this Gift tunes in to the world around him, increasing his senses vastly. When in Homid or Glabro form, her senses become as sharp as those of a wolf, allowing him to hear sounds beyond his normal range, granting him superior night vision and making his sense of smell stronger than that of any dog. In wolf forms, his senses become preternaturally potent, allowing him to perform feats that border on precognition. This Gift has drawbacks as well. If a fire alarm were to go off around a Garou using this Gift, it might render him helpless. Cities can barrage the werewolf with a sensory overload. Wolf-spirits teach this gift.
Sense Wyrm The werewolf can sense manifestations of the Wyrm in the nearby area. This Gift involves a mystical sense, not a visual or olfactory image, although werewolves using the Gift sometimes say things like, “This place stinks of the Wyrm” (with a few more colorful adjectives). Garou should remember that the Wyrm’s taint can cling to relatively blameless souls. Werewolves may sense an innocent person who happens to work in a Wyrm-controlled factory or who has eated tainted food. This power requires active concentration. Any spirit of Gaia may teach this Gift.
Rank 2:
Sense of the Prey / Pulse of the Prey If he knows anything about his prey, the character can track it down as rapidly as he can travel. This unerring sense of direction operates anywhere, and it is useful for tracking spirits through the Umbra as well as finding beings on Earth. A wolf- or dog-spirit teaches this Gift.
Flurry of Arrows The bow of Artemis slew many monsters of both human and Black Fury myth; the incarnation of Luna as maiden huntress was a swift and accurate shot with the bow. Appropriately, Luna has taught her children how to nock and release arrows more rapidly than a human might hope to follow. This Gift is taught by a Lune.
Truest Sacrament The Order of Our Merciful Mother frequently leavens Christian ceremony with Gaian supplication, to better aid their flocks. Truest Sacrament enables them to do so without rousing the suspicion of the faithful; humans with faith in Christianity see Gaian ritual as innocuous and even appropriate, after this Gift’s application. In so doing, the Furies are better able to free the most dogmatic and close-minded followers of patriarchal faiths to accept a broader spiritual mindset. This Gift takes advantage of humans’ ability to rewrite their memories of an event to suit their preconceptions in the same way that the Delerium does. This Gift is taught by a Unicorn-spirit.
Spirit Loan In extreme circumstances, a Moon-Daughter may find that another Garou has far more use for one of her Gifts than she does. To this end, Gaian spirits have shown the Daughters how to lend one of thier Gifts to another werewolf for a limited duration. The Black Fury who uses this Gift feels somewhat bereft of Gaia’s love and attention while another Gift has been loaned, but suffers no other ill effects. This Gift is taught by a Hen-spirit.
Omen of power The Freebooters are famed among the Garou for their ability to find items and places of great magical power. Some believe that they follow Wyld-spirits in their nearly-random wandering through the Umbra; others say the Freebooters can sense the perturbations of even the weakest ley lines. Regardless of the true nature of their abilities, many Freebooters can sniff out the locations of dormant caerns (that is, those once opened whose power has since faded). When conditions are right, they can even sense particularly powerful fetishes from a distance. This Gift is taught by a Hound-spirit.
Kneel By pointing a finger or claw at a target, a Fury can force him to his knees. Only the strongest-willed can do anything but strain and swear in response. This Gift is taught by one of Pegasus’s brood.
Form Mastery This Gift empowers the Wyld spark that resides in all Garou, granting the character greater control over her shapeshifting abilities. A wolf-spirit teaches this Gift.
Touch of the Muse With this Gift, the Fury invokes the spirits of art and artifice, allowing her to lower the difficulty of any Social situation.
Rend The Furies of myth did not use swords or axes to destroy enemies of the Gods; the Black Furies of old did not use weapons to slay enemies of Gaia. They used teeth and claws, and sheer animal might. While many Bacchantes certainly do use the tribe’s ritual labrys and bow, and others carry klaives and other fetish weapons, when they frenzy they most often fight with their natural weapons. Even out of frenzy, the Bacchantes recognize the intimidation factor of rending a foe with fang and claw, and many revel in its primal nature. Rend allows the Bacchantes to rip through substances that they could not ordinarily pierce, and do as much damage with their natural weapon as another might with a human’s sword. This Gift is taught – sometimes to great comic effect – by a Wine-spirit.
Stoking the Soul’s Fire Every aspect of a Furies life has different strengths: the Maiden’s fury at Gaia’s pain is unmatchable, the Mother’s will is indomitable, and the Crone’s spirituality is beautiful and terrible.A Maiden Black Fury can use this Gift to replenish her natural strengths by sacrificing her suppressed natures. The Maiden’s greatest strength is her anger; she can sacrifice from her will and spirituality to stoke that rage to scorching intensity. This gift is taught by a Wolverine-spirit.
Kali’s Tongue In the days of ancient myth, the Wyrm-creature Raktabija terrorized the Indian subcontinent. Raktabija could not be slain; every drop of blood that touched the earth sprang up another Raktabija. Soon after the battle against him began, the field was crowded with Raktabijas, each eager for the blood of Garou and Gaian spirits The mother-goddess Parvati (an aspect of Gaia) finally took to the field against Raktabija, in her guise as the hideous demon-warrior Kali. Kali spread her tongue out over the battlefield and prevented any of Raktabija’s blood from striking the Earth; she then commanded the Garou and gods present to destroy the Wyrm-creature, which they did.
The Gift Kali’s Tongue removes a creature’s ability to heal damage; its effects are relatively short-term, but if a creature is destroyed while this Gift is in effect, that death is permanent. What the Mother gives, the Mother’s vengeance can take away. This Gift is taught by a Cobra-spirit.
Trail of Pain First developed by the Amazons of Diana camp, this Gift allows the user to sense persons in agony. The Amazons use this Gift to uncover individuals suffering abuse. Other Black Furies use this Gift to track the abusersafter wounding them. This Gift is taught by a spirit servant of Pegasus.
Messenger’s Fortitude The Garou can run at full speed for three days without rest, food or water. When the Garou reaches her destination, she has 10 minutes to complete whatever business brought her, then she must sleep for three days. A camel- or wolf-spirit teaches this Gift.
Curse of Aeolus The Fury calls up a thick, eerie fog that obscures vision and unnerves her opponents. The Fury can see through the fog, but all other have trouble navigating by sight. A spirit in service to Aeolus, the fog totem, teaches this Gift.
Rank 3:
Wings of Pegasus The Fury can sprout majestic wings when in Hispo form, allowing her to fly at will. An avatar of Pegasus teaches this Gift.
Heart Claw The Fury breaks one of her claws off in a wound, imbuing it with all of her killing intent. The claw continues to burrow into her opponent’s flesh, and will not stop until it finds his heart. A wasp-spirit teaches this Gift.
Flames of Hestia (Version 1) The Fury produces white flames around her hands. These flames purify whatever they touch; cleansing tainted food or water. They will also reduce damage inflicted by radiation, poison, or disease by one level per success. The flames do one level per success in aggravated damage to Banes and fomorii if the Fury scores a successful hit while invoking the Gift during hand-to-hand combat.
Winged Delivery While the Sisterhood has a large network of Kinfolk, contacts, smugglers and informants available, at times the most effective means to move an item is to give it to a friendly spirit and have that spriit make the delivery. Using this Gift and some concentration, the character pushes a small item into the Umbra and gives it to an Owl Jaggling, which will deliver the item to a well identified person or location as rapidly as it can travel.
Garou who abuse this Gift to send dangerous items or active weapons (like grenades) into the Umbra – thereby jeopardizing the owl-spirit’s existance – find that the retribution of the spirit world is swift and harsh. This Gift is obviously taught by owl-spirits.
Flames of Hestia (Version 2) The Black Furies revere the holy Wyld places of the world; part of the tribe’s set of tools is the Flames of Hestia Gift, which enables a Black Fury to purify a person, spirit, or object with searing white-hot spiritual flame. The fire coruscates around the Fury’s hands, enabling her to apply the Gift to anything she can touch. This Gift is taught by an avatar of Hestia the teacher.
Barring the Will The Mother’s will is impossible to compromise when she does not wish to yield. She can sacrifice her anger and spirit energies to replenish her strength of purpose. This Gift is taught by a Donkey-spirit.
Bacchantes’ Rage When deep in the wilds, the Black Furies can use this Gift to inflict extra damage. Even the toughest Get have walked away with a battle scar due to the effects of this potent Gift — and some couldn’t walk away at all. This Gift is taught by a Wyld-spirit.
Visceral Agony The werewolf’s claws change to barbed, wicked talons dripping with black venom. While wounds caused by these claws cause no extra damage, the pain alone they inflict is crippling. A pain-spirit teaches this Gift.
Coup de Grace The Garou studies her foe, looking for the best place to strike. In doing so, she sets herself up to land this devastating attack. An owl-spirit teaches this Gift.
Rank 4:
Calm Before the Storm The Black Furies are at heart a tribe of contradiction, they both represent the harmony and beauty of the Wyld, but also the spectacular savagery and brutality of the same. Sometimes, they even bring the two forces together, such as with this Gift. It lays a sense of peace and quiet over an area, not an uncomfortable silence but a serene sense of security. It is, naturally, used to prepare an ambush. The moment this peace breaks, these spirits of calm depart quickly and are replace with spirits of anger, storm and pain. Few subjected to this Gift survive the assault that follows. This Gift is taught by a cat-spirit.
Blizzard of Arrows The Black Fury who uses this Gift truly shows herself the equal of any man – or machine – on the battlefield. Once Blizzard of Arrows is activated, the Garou deals out nightmarish pain to the hordes that oppose her. Heroes with this Gift might single-handedly have turned cavalry charges, in the days when such things still took place. For today, however, the Fury with this Gift is the perfect ally when faced by hordes of Wyrm-creatures. This Gift is taught by a Porcupine-spirit.
Bolster the True Name The Crone has no need for a child’s rage, and her wiles are enough to let her survive the day that the Mother’s stalwart nature fails her. She can sacrifice her hatred and will to reinvigorate her spiritual connections. This Gift is taught by a Lune.
Song of the Siren The sound of the Garou’s voice can entrance anyone who hears it. Typically, the Garou sings or howls while using this Gift, although some modern Glass Walkers have taken to poetry recital. This Gift can make an opponent pause before a fight but can rarely stop a heated combat already in progress. A songbird-spirit teaches this Gift.
Wasp Talons The Fury with this talent can fire her claws from her hand like darts. She is incapable of using claw attacks with that hand until her claws regenerate, however. A wasp-spirit teaches this Gift.
Body Wrack The Fury causes a target immense, crippling pain. The Fury needs only point to the target for this Gift to be effective. A pain-spirit teaches this Gift.
Rank 5:
Walk With Hades When Persephone entered the lands of the dead with Hedes, her lover, her mother, Demeter, the harvest goddess, went in after her. As an aspect of Gaia, Demeter understood her daughter’s desire for Hades, but refused to let a powerful spirit remain in the deadlands for long. Eventually, Persephone acquiesced to return to the living realm, under the agreement that she could periodically return to Hades’ side, and could return to the Underworld eventually.
Demeter agreed to this arrangement verbally, but eventually performed a secret ritual to block her daughter from entering the realms of the dead. Such travel is, after all, counter to the proper way of things. Embittered by her now-permanent separation from her lover, Persephone taught a number of favored Black Furies the secret roads into the land of the dead; these secrets have been passed down by Persephone’s servitor spirits and aged Garou to the present day. Technically, use of this Gift violates one of Gaia’s laws – “The living live, and the dead remain dead.” But since it is only used by the most ancient and respected Black Furies, and even then only in the most extreme circumstances, few punishments have come down onto those forced to use it.
Storm of Mother’s Wrath When the Black Furies take up arms to destroy an enemy of Gaia, they are like unto a force of nature. Should a pack of Bacchantes include one with Storm of Mother’s Wrath, they nearly become a force of nature. The Fury wielding this Gift causes a fearful dark hailstorm to erupt, even out of a clear sky; the pack of Bacchantes, however, are not inconvenienced by the storm, and can move around and fight in it without difficulty. Signs of such a hailstorm in the area tend to be a red flag to Wyrm-creatures, who know that a pack of Furies must be involved in a desperate fight; they may move to join in, or they may wait in ambush outside of the storm. A Mammatus, a Wyld-spirit of the air, teaches this Gift.
Gorgon’s Gaze This hideous power of legend can turn living flesh into stone with but a gaze. Victims who make eye contact with the user of this Gift find themselves changed into statues where they stand. This Gift is a closely guarded secret, not to be shared with the other tribes. Rumors persist that elder Black Furies can make the effect permanent.
Difficult to find and even more dangerous to approach, the legendary Basilisk-spirit can teach this Gift.
Wyld Warp A desperate tactic at best, this Gift summons a number of Wyld-spirits. What they do when they arrive is wholly unpredictable. They may run or fly about in a destructive frenzy, tearing the Fury’s foes apart. They may grant the Fury and her packmates temporary increase in might or Rage, or they might decide to destroy all Weaver-tools in the area. They may even heal the Fury and her allies of any wounds they have suffered. The Fury has no way of knowing, but the effect is usually beneficial. A Wyldling teaches this Gift.
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Faekat Adoption Agency Crew
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Faekat Adoption Agency Crew
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Posted: Mon Jul 24, 2023 12:17 am
Bone Gnawers: The Gnawers are mangy dog-like Garou who live in the poorest, burnt out parts of the cities. They live literally paw to mouth. However, the Gnawers are supremely informed about anything and everything that goes on within their cities. The other Garou consider them mange-ridden dogs however and have no respect for their urban skills. They are known for taking excellent care of their families, both human and Garou, and in times past were considered to be the most loyal friend one could have.
Gifts of the Bone Gnawers:
Rank 1:
Trash is Treasure: The refuse of humanity provides all the canny Bone Gnawer needs. Through the use of this Gift, any broken object can be temporarily restored to full functionality and usefulness. A raccoon-spirit teaches this Gift.
Scent of Sweet Honey: A target the Garou touched at some point during the last hour begins to exude a wonderfully sweet aroma, and becomes slightly sticky to the touch. All manner of vermin quickly appear and coat the victim. The resulting coat of gnats, flies, bees and beetles crawls, stings, and generally impairs vision and hearing. Insect-spirits teach this Gift.
Stench and the City: Many city Garou use this Gift when facing off against just about anything with a particularly sensitive nose: this can include other Garou, Black Spiral Dancers, and a host of normal animals or Wyrm-creatures. The Gift incapacitates its target by overwhelming its sense of smell with the stink of the city: sweat, blood, human waste, rot, smoke and car exhaust.
Garou have been known to use this Gift to pull one of their own out of the thrall of frenzy, or to incapacitate a crazed wolf without permanent injury. The Black Spiral Dancers are said to be quite familiar with Stench and the City as well, and are perfectly willing to use it on Gaian Garou.
Kitchen Chemistry: With ten minutes, a bit of rage, and everyday household chemicals, you can unleash a firestorm of vengeance against an uncaring world. You have a deep and instinctive understanding of the principles of modern chemistry, one that allows you to scratch-build and detonate explosives. (This Gift exists to cancel out the need for any sort of “realistic” explosive rules in the game.) Rat-spirits teach this Gift, occasionally with the help of a few furtive cranks on the internet.
The Mark: The Garou can mark a person or place with a scent only other werewolves can sense. The mark is subtle; placing it isn’t. This Gift is taught by lost-dog-spirits.
Desperate Strength: In times of great trauma, desperate people have displayed amazing feats of strength and endurance. With a burst of adrenaline, a mother can lift a truck off a pinned child, or a father may smash through a wall to save his family. Through strength of will, a Bone Gnawer may channel that same desperate energy. If another packmate has fallen or been captured, the Garou may use this hideous strength in a desperate effort to help his pack.
Declamation: By spending at least an hour studying a written text, the Garou can memorize vast passages of information word for word. The effects work like a cross between speed-reading and eidetic memory. Actually understanding or accessing the information is difficult, but repeating it by rote is simple. Lupus Garou cannot learn this Gift, but remarkably enough, illiterate homids can; for the Gift’s duration, they can decipher all sorts of “funny little squiggles” on paper. The Garou must be fluent in speaking the language he is reading. This Gift is often taught by Rat Finks and Frankweilers. Rat Finks use this Gift to transfer sensitive information in a format that’s difficult to steal. Frankweiler Galliards use this Gift repeatedly on their favorite plays and novels. This Gift is taught by a bookworm-spirit, a favorite Gaffling of Frankweilers.
Urban Ward: If your home has no walls, sleeping can be a nightmare. There’s no guarantee that someone won’t sneak up on you to steal your stuff… or even take your life. Some werewolves solve this problem by sleeping in packs, but it never hurts to take extra precautions. Rural Garou set twigs and branches that easily snap underfoot; Bone Gnawers rig the same warnings with tin cans, tripwires, or even broken glass. With a little mystical aid, a werewolf can enlist spirits in similar defenses. The werewolf can never be sure exactly where the boundary of the urban ward is set but he may be paranoid enough to spend more time setting multiple layers of trash around his encampment. This Gift is taught by a Rat-spirit, who usually warns its student to always collect trash and shy things for just this purpose.
Smell of Success: You’re good at sizing people up. With a few sniffs, you can smell how successful someone really is. Even on a bad day, you can sense whether he’s got money in his pocket, a steady job, or a place to stay. When passing by street folk begging for change, some people claim they don’t have anything to give. By repeatedly sizing up people on the street, Bone Gnawers learn to distinguish a real bad-luck case from a cheap b*****d who doesn’t give a damn. After mastering this elemental talent, the Garou can then sniff out deeper secrets from passers-by.
This insight can also be used on people who beg for food, money, or assistance from the Garou; for instance, Hoods use this ability to distinguish someone who really needs help from a scam artist. Either way, this Gift is taught by a rat-spirit, usually while the student sits on a street corner asking for help over and over again; the rat gets a cut of any handouts during the time of training.
The Hungry Hound / Nose of the Hungry Hound: A Garou with this Gift can hunt down the closest source of discarded, safe, edible food. The user might find a bag of nacho puffs dropped out of a passing car window or the one perfect warm slice of cheese pizza buried at the bottom of a dumpster. The Gift may also reveal people who are willing to give a handout or spare some munchies. The Hungry Hound reveals food that’s available for free. For instance, it won’t automatically detect the hot dogs in a vendor’s cart, but if the man selling them would be happy to give one away to a hungry-looking wolf-dog, the chance of finding them improves considerably. This Gift is taught by a raccoon-spirit, often in exchange for liberating a few choice treasures the spirit really wants.
Cardboard Mansion: A Bone Gnawer with this Gift can create a perfectly functional shelter for herself. That Garou can fashion any ordinary cardboard box into a waterproof, noise-resistant and insulated home. Despite conditions outside the box, the “mansion” remains dry, warm and quiet. A home or hearth-spirit can teach this Gift.
Tagalong: Gommonly used by Bone Gnawers residing in a sept controlled by other tribes, this Gift ingratiates the Bone Gnawer to a pack’s or caern’s totem for a short time. While the Gift is in effect, the Gnawer is treated as a member of a pack with regards to using the totem’s blessings and any pack tactics the pack knows. If used on a caern toem, the totem looks favorably upon the Bone Gnawer. The Gnawer may then perform the Rite of the Opened Caern, if he knows it, without fear of retribution. A lost-dog-spirit, a spirit servant of Rat, teaches this Gift.
Resist Toxin: Many Bone Gnawers learn a preternatural resistance to poisons and toxins of all kinds, doubtless due to their diet of refuse and American beer. A trash-spirit teaches this Gift.
Cooking: The Garou must have a small pot (a coffee can will doe) and a ladle or spoon to use this Gift. He places whatever he can find into the pot — trash, beer cans, old newspapers, etc. — adds water (spit counts) and stirs. The result is a pasty, bland-tasting mush that is nevertheless edible and filling.
Rank 2:
Guise of the Hound: The Bone Gnawer masks herself so that she blends into the urban landscape, disguising her Lupus form so that it appears as a large dog rather than a wolf. Despite its enormous utility, most other tribes spurn this Gift as degrading to the dignity of the Garou. A dog-spirit teaches this Gift.
Cornered Rat: When backed into a corner with nowhere to run, there are only two options — beg for mercy or turn and fight. Rat-spirits teach Bone Gnawers to excel at the latter.
Between the Cracks: Urban blight is the very underbelly of the Wyrm, and the Bone Gnawers know it better than any other tribe. The werewolf’s instincts guide him to the nearest barren spot within an urban area — a place where no human has set foot in at least a week, one which is not only isolated and currently unoccupied, but also likely to remain so for the rest of the night. This may be a boarded-up, abandoned building, a vacant apartment, or even a dead subway station. Bone Gnawers find this Gift useful for securing ritual spaces, setting up ambushes while preserving the Litany, and finding a place to sleep for the night. Any urban spirit can teach this Gift.
Find the Prize: The Garou employing this Gift closes her eyes and thinks about finding a thing of great value, either a specific item or a general class of things. She then spends a Gnosis point and rolls Perception + Enigmas (the difficulty depends on the rarity/uniqueness of the item being sought). Each success on the roll gives one clue concerning the whereabouts of this item. The clue is decided by the Storyteller and must be worked into the story: “Turning the corner, you see an ad for the Hound Dog Cafe… perhaps the Elvis plate could be there?” Note that just because an item has been located does not mean it can be easily gotten.
Hootenanny: Bone Gnawer Hillfolk invented this Gift, and they’ve been teaching it to Galliards everywhere. A good old-fashioned hootenanny involves music plaed really fast and incredibly well – “Dueling Banjos” is currently the most common song used with it.
While a Garou enacts this performance, every werewolf in his pack finds it easier to run, fight, jump, or perform any other rapid, strenuous physical activity. Unfortunately, everyone who hears the performance feels like dancing-they might stomp their feet, clap to the music, and even dance around if the music’s good enough. This gives the pack a decided edge in combat. With this Gift, a pack of Hillfolk and a Galliard with a banjo can tear up a whole room full of fomori and Black Spirals with one hell of a square dance. This Gift is taught by an ancestor-spirit, usually one that looks and acts like a Galliard. Some Galliards claim this Gift is taught by the ghost of Elvis, but no one believes them.
On Patrol: This Gift extends the duration and rang of Scent of the True Form or Sense the Unnatural; the Garou needn’t have either one of those Gifts before learning this one, but this Gift is useless without them. Bone Gnawers who hang out on strategically chosen street corners have a chance to sniff out supernatural creatures in the neighborhood. Using the Gift takes about an hour. During that time, if a Wyrm-tainted creature passes within about a city block, there’s a chance the werewolf will pick up his scent. Galliards use this Gift while performing on street corners; Ragabash do the same thing while begging for change. Lost-dog spirits teach this Gift.
I Got a Rock: Instead of throwing a weapon to cause greater injury, the werewolf throws projectiles with greater accuracy. This Gift is taught by an air-spirit.
Stone-Throwing Devil: Anything you can throw as a weapon becomes dedlier. If your Garou is the sort of b*****d that throws rocks during city riots, dumps garbage on policemen from a fire escape or tosses around furniture in bar brawls, then this Gift is for you.
Road Ward / Ward of the Road: You’ve been tossed out of just about everywhere. Now the spirits help you survive falls that would cripple just about anyone else. Leaping out of a car on the freeway is a minor inconvenience. Getting pushed off a building is a b***h. Either way, this Gift can still reduce the damage from the fall. As a side effect, for one scene after you activate the Road Ward, you’ll always land on your feet. Wanderlust-spirits teach this Gift.
Dead End: Through a bit of graffiti and casual sabotage, the Garou can discourage anyone who wants to track him, follow him, or even take interest in his affairs. The werewolf can alter a sign, spray-paint directional information, or perhaps just simply turn street signs the wrong way to misdirect people who find it. This Gift works far better on humans than supernatural creatures. Some urban werewolves attempt this Gift two or three times a week to keep their stomping grounds hidden (rather like a lesser version of the Rite of the Signpost, listed below).
Trash Magnet: Ordinary street garbage becomes the Bone Gnawer’s ally as it swirls about his opponent or engulfs his rival. All the trash nearby assails the target of this Gift, making life difficult. Older Bone Gnawers can completely immobilize smart-mouth, upstart Garou in heaps of trash and piles of garbage. Trash-spirits teach this Gift, although Rat-spirits teach a version that animates sewer flotsam.
Odious Aroma: The Bone Gnawer can amplify his (probably already formidable) body odor to the point that it debilitates any who can smell it. A stinkbug-spirit teaches this Gift.
Blissful Ignorance: The Garou can become completely invisible to all senses, spirits or monitoring devices by remaining still. A chameleon-spirit teaches this Gift.
Rank 3:
Gift of the Skunk: With this Gift, the Garou can swell his musk glands, allowing him to spray musk like a skunk. It is, of course, taught by a skunk-spirit.
Call the Rust: By whistling softly through his teeth, the werewolf can summon sudden and destructive rust onto any metal within his immediate vicinity. Guns corrode and jam, knives crumble, and cars become flaking hunks of junk. This Gift is taught by a water elemental.
Dumpster Diving: One of the less sanitary tribal totems, the Great Trash Heap, has dissipated its consciousness throughout the dumping grounds, landfills, and trash piles of the world. Bone Gnawers who follow this totem commune with the Incarna by defending, protecting and even obeying these festering heaps. When a Garou has reached this rank of renown, he may be called upon to travel between festering sacred sates to carry out the totem’s demands.
Just as entering a Moon Bridge helps Garou travel between caerns, dumpster diving allows Bone Gnawers and thier packs to venture from one shrine of the Great Trash Heap to another. The werewolf burrows down into the trash, tunnels around in it, and then resurfaces inside another Heap on another part of the planet. Obviously this Gift is taught by a totem-spirit of the Great Trash Heap. A Garou termporarily servin the totem through the Level One Gift: Tagalong can learn this gift, but the werewolf must still petition the totem each time he uses it.
Cooter’s Revenge: Any Bone Gnawer who watches too much television knows about Cooter. He’s got a tow truck parked down the street from the Dukes of Hazzard, and he always has the right tool for the right job. Followers of the tribe’s automotive totem (described under “Totems”) train extensively with automotive tools, and wouldn’t be caught dead without them. This Gift not only makes proper repairs much easier, but can also save your life if you’re caught unaware while changing a tire by the side of the freeway.
Rant and Rave: Suffused with the pure energy of the Wyld, the user of this Gift rants and raves in a torrent of nonsensical language. Only others who are properly attuned to his magic silver-hammer disco ball dimension can penetrate his tinfoil hat. More precisely, any member of his pack or the Bone Gnawer tribe can decode whaterver nonsense he is saying. He can also project these thoughts at a distance to one listener; the ranting Garou chooses which individual receives his psychic transmission.
The listener does not have to actually hear the ranting Garou. As long as he’s within the same city, or even the same state or province, there’s a chance he’ll receive the message. (Unlike teh Gift: Mindspeak, line of sight is not always required.) Ranting Bone Gnawers have been known to hold entire conversations from opposite sides of the same city, taking turns shouting violent imprecations to no one in particular. A Wyldling-spirit teaches this Gift.
Laugh of the Hyena: Hyena follows no one; instead, he laughs and mocks anyone who tries to command him. In the same fashion, a Garou who can actually convince a Hyena-spirit to teach him such defiance can steal the spirit’s mocking laughter. The Garou can learn to resist any attempt to command, cajole, force, or demand him to do something he doesn’t want to do. This is never subtle. The Garou (and the player) must cackle like a hyena-spirit when calling upon this Gift.
Streets Tell Stories: You’ve got an ear to the sidewalk… literally. By touching a road, sidewalk, or path of some kind, you recieve a flash of impressions about what has transpired there during the last twenty-four hours. Urban spirits whisper words, waft scents, and even give a taste of events in the neighborhood. This Gift is bestowed by a City Mother or City Father Totem, usually as a reward for acting in defense of the city.
Lucky b*****d: By performing an epic feat to please the spirits, you’ve found a way to overcome the curse of your jackal’s blood. This Gift is taught by a jackal-spirit, usually as an act of forgiveness after an appropriate Umbral quest lasting at least one game session.
Gift of the Termite: The Bone Gnawer can cause wood and appear to rot with astonishing speed. Furniture falls apart, documents disintegrate and even building collapse. Obviously, the best instructor of this Gift is a termite-spirit.
Beg: Playing upon the compassion of others, Bone Gnawers can generate an amazing amount of pity. By exaggerating her miserable state, a clever Bone Gnawer can gain favor with people who have too much anyway. By groveling or telling her particular sob story, she ;might get a handout, a favor or at least a good meal. A pigeon-spirit teaches this Gift, which is one reason only Bone Gnawers ever learn it.
Friend In Need: It takes a lot for a pack to accept a Bone Gnawer as an equal, but once they do, the Bone Gnawer’s loyalty is unshakable. This Gift allows a Bone Gnawer to risk all, even his own life, to aid a packmate or tribemate. A dog-spirit teaches this Gift.
Reshape Object: The werewolf can shape once-living material (but not undead!) into a variety of objects instantly. Trees may become shelter, buck antlers become spears, animal hides become armor, and flowers become perfumes. The item will resemble the object from which it was shaped (e.g., the aforementioned spear is made of antler, not wood). A Pattern Spider — one of the Weaver’s spirits — teaches this Gift.
Rank 4:
Blink: The Bone Gnawer can duck into a shaded area (an open dumpster, a dark alley, beneath a parked car) and pop out in another shaded area some distance away. A rat-spirit teaches this Gift.
Cliché Curse: From Roger Ebert’s Little Bigger Movie Glossary, “Clichéphobia. Condition affecting people raised on movies. Symptoms occur when real life situations echo movie clichés, and the sufferers must take action to avoid what would be the inevitable denouement in a movie.”
What is a humorous anecdote in the hands of humans becomes a deadly weapon in the claws of a Bone Gnawer. Most often employed with an appropriately dramatic curse (although this isn’t necessary), the target of this Gift becomes certain to suffer an unfavorable fate in a cliché-related way. Anyone reaching for something high in a cupboard will inevitably have the entire contents fall on top of him. Riding a bicycle on a sunny day invites being hit by a truck. While it is possible to avoid the effects of this curse, doing so requires virtually shutting yourself from the world, and not in a dark room, either. It is taught by a dog spirit or by a spirit from a television realm.
Trust Me: Once each game session, a Bone Gnawer with this Gift can tell an outrageous lie so well that ordinary humans accept it as truth. The story must at least be vaguely possible and end with the words, “Trust me.” What the human does with this knowledge is entirely a matter of roleplaying. Munchmausen Ratkin teach this Gift.
Face in the Crowd: You thrive in the midst of riots, angry mobs, lynchings, civil disturbances or any other situation where a crowd of humans rebels, revolts, or resists authority. The Gift doesn’t actually enrage a crowd; it just adds direction to a riot already in progress. Wyldlings and Ratkin Twitchers teach this Gift
Shadow of the Rat: Rats are known for their resilience, persistence, and ruthlessness. Since Rat serves as the Bone Gnawer’s tribal totem, Garou of this tribe may learn a great deal about survival under the tutelage of rat-spirits.
Infest: The Garou can summon a horde of vermin to invade a structure (no bigger than a large building). The Gift summons any kind of vermin common to the area, which usually includes a lively variety of insect, slugs, and rodents, and it may also include carrion birds and snakes. These creatures will not attack humans mindlessly. They will act according to their natures, which often means fleeing to dark places and hiding out. Any vermin spirit can teach this Gift.
Attunement / Lay of the Land: The Garou may commune with the spirits of a city or town and gain information about the area from them, including rough population, enclaves of Garou or other being and secret tunnels. This Gift does not function in the wilderness, since the Bone Gnawers have lost the knack for conversing with such spirits easily. A rat-spirit teaches this Gift.
Rank 5:
Gluttony: The Bone Gnawer can open his jaws far wider than is normally physically possible, and can swallow things or beings whole. A werewolf with this Gift is even capable of gulping down an entire buffalo, or a whole pack of Black Spiral Dancers, only to regurgitate the creatures later This Gift is taught by a catfish-spirit.
Help Me: Once each game session, a Bone Gnawer with this Gift can tell a tale of suffering so pitiful that he can elicit the help of an average human. With enough successes, he may convince the human to go out of his way to help the poor suffering b*****d get on his feet. Masters of this Gift have managed to walk with a mark to the ATM for a sizable donation, borrow the keys to a car for an evening, or sleep on someone’s floor. The tribe has spent millennia watching over the human race; after realizing on some subconscious level this great service, the human pays his protector back with a grand favor. Great Bone Gnawer heroes use this Gift when they need help protecting humans from the evils around them.
Piping: In times of great need, an elder can issue a call to his tribe that echoes through the Umbra of an entire city. First, hordes of spirits appear before him in the spirit world. They then swarm out to find everyone of the same tribe. Bone Gnawers use this Gift more than any other tribe, usually relying on hordes of rat-spirits to find all their hidden brothers and sisters. The tribalists don’t need to answer the call, but the spirit can relay a brief message exhorting the Garou to aid her brothers and sisters. Using this Gift for a trivial purpose may cost the Garou temporary Honor.
Survivor: This Gift confers temporary immunity to many environmental factors. The Garou has no need of food, water or sleep, and she does not suffer from temperature extremes. She is also immune to natural diseases and poisons. Wyrm toxins will still affect her, but at half their normal potency.
Riot: This Gift summons a horde of malevolent spirits to provoke the inhabitants of a city into violent rioting. The Gift plays on the hatred and fear of the down-and-outs of the city: the homeless, the poor and even stray animals. The Gnawer can direct the riot to a degree, but such things tend to escalate, and the Garou has no power to stop the riot from doing so. A rat-spirit teaches this Gift.
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Posted: Mon Jul 24, 2023 12:17 am
Children of Gaia: The Children believe that all Garou are really Children of Gaia who have not realized this yet. They strive for harmony between all the tribes and shun unnecessary violence. The Garou see their peace-loving ways as utter foolishness and consider the Children weak. However, when the Children do strike in battle, they do so with the deep conviction that they are truly Gaia's chosen and fight with the madness of religious zealots.
Gifts of the Children of Gaia:
Rank 1:
Brother’s Scent: Drawing upon the universal brotherhood of all creatures of Gaia, the werewolf seems to fit in wherever he goes. Those given no reason to suspect the Child’s presence simply overlook her. A servant of Unicorn teaches this Gift.
Swallow Rage: This Gift allows the Child of Gaia to overcome her innate savagery, although at a dangerous cost. By use of this Gift, the Child may stop a frenzy and reduce her Rage by directing it inward. The inward battle is visible for several minutes and can take the form of a shuddering concentration or even a masochistic heating. An ancestor-spirit teaches this Gift.
Jam Weapon: The Garou may stop any Weaver-born weapons from working within the range of his voice. A dove-spirit teaches this Gift.
Water-Conning: The Child may purify water by dipping her hand or bowing her forehead to the surface. An avatar of Unicorn teaches this Gift as a sign of his favor.
Mercy: Children of Gaia see no use for lethal force when they are not fighting minions of the Wyrm, but even they succumb to frenzy. This Gift, used chiefly by Children of Gaia with high Rage or in duels, allows the Garou to use her natural weaponry and Rage without fear of killing her opponent. A dove-spirit teaches this Gift.
Resist Pain: Through force of will, the Philodox is able to ignore the pain of his wounds and continue acting normally. A bear-spirit teaches this Gift.
Mother’s Touch: The Garou is able to heal the wounds of any living creature, aggravated or otherwise, simply by laying hands over the afflicted area. The Garou may not heal herself, spirits or the undead with this Gift. A bear- or unicorn-spirit teaches this Gift.
Rank 2:
Unicorn’s Arsenal: The werewolf’s claws and fangs become dazzling and pearlescent, shining with an inner multihued glory. Those wounded by these natural weapons lose the will to fight. An avatar of Unicorn teaches this Gift.
Para Bellum: Though the Children love life, spring, and all that is good of Gaia, they aren’t pacifists; they always stand ready to protect their Mother. The werewolf’s Rage bursts forth in a torrent when another breaks the peace she so cherishes. A bear-spirit teaches this Gift.
Stinging Blows: The Children hate to admit it, but sometimes you can’t negotiate your way to a position of peace. Occasionally, you have to have faith in your own righteousness, and enforce you will upon those who are genuinely acting like children. But it you’re going to do it, at least you can make your claim as strongly as possible and prevent unnecessary damage. This Gift is taught by a wasp spirit.
Spellbinding Oration: Similar to Persuasion (level one Homid), this Gift allows a Child of Gaia to be persuasive when dealing with others. The Garou’s statements will take on an air of extra meaning and credibility. Those hearing him are likely to agree with him. This Gift is taught by a Unicorn spirit.
Mule’s Bane: This metis-specific Gift allows a metis to lash out at others by visiting his enemies with his own deformity. Mule-spirits teach this Gift.
Grandmother’s Touch: This Gift heals as does Mother’s Touch, but can heal the user of the Gift. This Gift cannot heal spirits or the undead. A unicorn-spirit teaches this Gift.
Domestic Seeming: Unicorn does not want humans to fear her children, even the lupus. Many lupus Children of Gaia learn this Gift in the interest of walking comfortably among humans. By using this Gift, a werewolf in Lupus form convinces observers that they see a dog, not a wolf. Ordinary humans look at the wolf and think “husky,” “malamute” or some other similar breed of dog. Even other supernatural beings (save spirits) can be fooled by the Gift, seeing what they expect to see rather than the truth. This Gift is taught by any spirit of peace.
Luna’s Armor: The Child of Gaia may call for Luna’s protection in battle. This Gift even allows limited resistance to silver. A Lune teaches this Gift.
Calm: This Gift imparts the secret of quelling the anger in others. A unicorn-spirit teaches this Gift.
Rank 3:
Speech of All Things: The Children of Gaia must communicate if they wish to accomplish their goals of unity and understanding. This Gift is a greater version of the Homid Gift: Speech of the World. The Garou can understand, read, write and speak any language as fluently as she physically can. She can emulate the roars of the Simba, but any member of that Breed would know the difference since she does not have the vocal capacity to make the correct sounds. Within those limits, she can speak the languages of various Changing Breeds, she knows the secret rune language of dead magi, and if she were so inclined, she could even understand the dread tongues of the Wyrm. This Gift does not protect the Garou mind from what she hears. A servant of Unicorn teaches this Gift.
Calm the Savage Beast: Even the most callous of homids can sympathize with the Rage that moves their fellow Garou in the final days. This Gift allows the werewolf to lend a frenzying Garou the will to escape her Rage’s hold over her. It is taught by an ancestor-spirit.
Pain Chain: A doctor who treats only the symptoms of a disease doesn’t cure it, but merely prolongs the patient’s suffering. The Children of Gaia likewise know that only attacking the pawns of the Wyrm merely prolongs the Apocalypse War, rather than ending it. This Gift helps them go after the Wyrm itself by sensing who’s pulling whose strings, and even understanding who’s pulling theirs in turn. It is taught by a dog-spirit.
Good Faith: With this Gift, the Garou can cause all those in his presence to become filled with a sense of higher purpose. They all feel the work they must do together is more important than their differences. All other distractions are gone, and they feel inspired to take reasonable positions, rather than inflexible postures or exaggerated stands intended to be bargained away. Those who resist, and continue to bargain in bad faith, become loudly and uncontrollably flatulent each time they state their position. This Gift is taught by avatars of the New World Trinity totem.
Parting the Velvet Curtain: The Garou with this Gift may open the Gauntlet, physically transporting creatures other than shapeshifters into the Umbra. This Gift is taught by a turtle-spirit.
The Cleaving Hoof: Unicorn’s powerful hoofblows often killed the humans that hunted him. This gift allows the Garou to focus inner strength into a single blow, ending a fight before further harm can take place. A Unicorn-spirit teaches this Gift.
Lover’s Touch: The Garou can restore what another lacks: not only wounds healed, but also strength of will and even spiritual essence. Any spirit of love or avatar of Unicorn may teach this Gift.
Words of the Alpha: The Children have often sought leadership in human societies as well as among Garou. This Gift allows a leader to seek the best course of action for a particular goal. Eagle teaches this Gift.
Soothe the Savage Beast: By being the catalyst for any sort of soothing music (singing, turning on a radio, playing a CD, etc.) the Garou makes it more difficult to Rage. When Garou must fight one another, the Children of Gaia sometimes use this to their advantage, as many are more experienced at holding back their Rage. A nightingale-spirit teaches this Gift.
Guilt Trip: By unearthing buried guilt and remorse, the Child of Gaia can force another to perform an action against her own will. Even if little relation exists between the guilty conscience and the task at hand, the Gift can be effective. Better results occur when there is a direct link, however. The Gift works best when the target wants to perform the action, but pride or fear prevents her from doing so.
Many urban spirits that have witnessed the cruelty of humanity toward itself know this Gift and teach it to the Garou.
Chant of Morpheus: The user of this Gift can induce a long, restful slumber in the target. Although the Gift will not stop a frenzied werewolf, it can ward off a frenzy before one takes place. The Gift disinclines any hostile activity after the peaceful rest. Also, the waking victim is able to think much more clearly. An opossum-spirit teaches this Gift to individuals with patience and a lot of time.
Spirit Friend: A Child of Gaia’s presence is generally more beatific than that of most werewolves, and although humans can’t sense this aura of peace, spirits can. The Garou can use this Gift to aid in interactions with spirits. A unicorn-spirit teaches this Gift.
Dazzle: The Garou can flood a target’s mind with the glory and love of Gaia, rendering him harmless for a short while. A unicorn-spirit teaches this Gift.
Rank 4:
Uncaught Since the Primal Morn: Gift grants Unicorn’s perfect speed to the Garou, allowing her to outrun virtually any pursuer. An avatar of Unicorn reaches this Gift.
Serenity: The Garou can fill a hot heart with the peace of Gaia, even in the midst of battle. An avatar of Unicorn teaches this Gift.
Serpent-Driving: The touch of Unicorn’s horn sets evil spirits and poisonous beasts to flight. This Gift enables the Child of Gaia to mimic Unicorn’s power, driving foul creatures out of water, underbrush, and so on. It is a more powerful ability of Unicorn’s horn, and Unicorn himself teaches this Gift.
Unicorn’s Grace: A Garou with this Gift never loses her poise and rarely loses her temper. Even in the nastiest arguments or the bloodiest combats, Children of Gaia can maintain their cool with this blessing. An avatar of Unicorn teaches her followers this Gift.
Strike the Air: The Garou becomes the ultimate example of passive resistance. She becomes unable to attack an opponent, but she is also unable to be hit, allowing her opponents to exhaust himself in the attempt. A mongoose-spirit teaches this Gift.
Beast Life: The werewolf with this Gift can communicate with other wild animals and attract (or even command) them. Domesticated animals will speak with the werewolf, but they have given themselves to the ways of humans and must be persuaded to obey the Garou. Any animal spirit may teach this Gift, although Lion and Bear are most often sought as teachers.
Children of Gaia: Children of Gaia who use this Gift never do so if the animals attracted would come to harm, unless the very heart of a caern is threatened.
Rank 5:
Trust of Gaia: With this Gift, the Garou instantly earns the trust of all who meet him or hear him, even over a telephone or television. They feel instinctively that he is a good and trustworthy person. This feeling wells up from such a deep level that it cannot be changed by even the most invasive mind control. People affected by this Gift can still be mind-controlled to attack the Garou, but hate doing so. Those who are Wyrm-corrupted feel intense dislike instead of trust.
This trust is strong, but it does not supersede the person’s common sense. If the Child of Gaia is firing a machine gun into the crowd, the people will still scatter, rather than trust that he’ll miss them. However, they will all be convinced that he had a very good reason for firing.
The Children of Gaia warn that this Gift has great potential for abuse, and punish those who use it for petty gain. This Gift is taught by an avatar of Unicorn.
The Living Wood: The Garou calls upon the spirits of the forest to come to her aid. The trees around the Child of Gaia animate, and they can restrain or right foes. A Glade Child teaches this Gift.
Halo of the Sun: The Garou is surrounded by a nimbus of blazing sunlight. Some Wyrm-creatures may flee before this terrifying sight, but any who stay and fight discover that the Garou strikes with added power. Helios, the Celestine of the sun, teaches this Gift.
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Faekat Adoption Agency Crew
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Faekat Adoption Agency Crew
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Posted: Mon Jul 24, 2023 12:18 am
Fianna: Traditionally from the Ireland, these Celtic Garou are fond of song and strong drink. They are often seen as drunken fools, but take their fighting just as seriously as their partying. They know much forgotten Garou lore and are considered the lost cousins of the Fair Folk.
Gifts of the Fianna:
Rank 1:
Two Tongues: The glib words and clever schemes of the Fianna are wasted on a single mark. This Gift teaches the werewolf to talk out of both sides of her face, literally carrying on two conversations simultaneously, and to decide who hears what. An ancestor-spirit teaches this Gift.
Salmon Leap / Hare’s Leap / Leap of the Kangaroo: The old legends relate of Fianna warriors leaping over enemies and crossing rivers without getting their feet wet; this Gift is one way they did it. Taught by a salmon-spirit or ancestor-spirit, this Gift is functionally identical to the Lupus Gift: Hare’s Leap.
Hare’s Leap: By invoking this Gift, the werewolf may leap incredible distances. Hare-, frog- and cat-spirits usually teach this Gift. The lost Bunyip knew this Gift as Leap of the Kangaroo, however marsupial-spirits seem loath to aid werewolves these days. Today, many werewolves call this Gift “Leap of the Kangaroo” in their fallen cousins’ honor.
Faerie Light: The Garou can conjure a small, bobbing sphere of light. The sphere illuminates only a three-foot area, but that is usually enough to provide the necessary light — or to lead foes into ambush. A marsh-spirit or faerie teaches this Gift.
Resist Toxin: Many Bone Gnawers learn a preternatural resistance to poisons and toxins of all kinds, doubtless due to their diet of refuse and American beer. A trash-spirit teaches this Gift.
Persuasion: This Gift allows a homid to become more persuasive when dealing with others, in such a way that his statements and arguments are imbued with added meaning or credibility. An ancestor-spirit teaches this Gift.
Rank 2:
Flame Dance: Pushing the fire in his heart into his limbs, the Fianna hurls himself unharmed through the ranks of Gaia’s foes. A mongoose-spirit teaches this Gift.
Form Mastery: This Gift empowers the Wyld spark that resides in all Garou, granting the character greater control over her shapeshifting abilities. A wolf-spirit teaches this Gift.
St. Herve’s Folly: According to an old folktale, St. Herve once preached to a wolf that had eaten the ox he used to plow with, and the wolf was so ashamed that he agreed to plough in the ox’s place. If the Fianna didn’t murder St. Herve for this, they wanted to. But they also learned a lesson from it, and mischief-minded Fianna now use this carnivalesque Gift to create similar, though more pleasing, results. It convinces a leader of any sort that his status is incorrect and rather that he should serve those whom he rules. It can convince a town mayor to clean the shoes of a homeless person, or an alpha to bow to the will of his omega. The Gift is taught, unfortunately, by an ox-spirit.
Ceridwen’s Blood: Blood has a power within it. With this Gift, a Fianna can tap the life-force within her own blood to restore a fallen ally. However, by doing so, she must suffer the wounds she heals. This Gift is taught by spirits allied to Stag.
Fire in the Belly: Anger and inner turmoil does wonders for creativity. Some Fianna use this principle in new and potentially dangerous ways, directing some of their inner Rage to fuel their creative urges. While the work is more intense, it is also colored by the Rage, reflecting the redirected fury of the Fiann’s soul. “Sublime” and “peaceful” are not words associated with works produced using this Gift. On the other hand, forged weapons take on the new resonance quite readily, attracting War and Rage spirits (-1 difficulty for Rite of the Fetish). Brigid herself teaches this Gift.
Spear of Dancing: The old tales tell of Fianna throwing spears while balanced on the beam of a chariot at full gallop, or even crossing an army by leaping from spearpoint to spearpoint. This Gift gives the Fianna the ability to balance on the smallest surfaces, whether tightrope, post or even a spearpoint. If successful, the Garou takes no damage from stepping or handstanding on sharp objects, but may otherwise be wounded normally. A bird-spirit or an ancestor-spirit may teach this Gift.
Fair Fortune / Luck of the Irish: A Fianna with this Gift has a streak of luck a mile wide. She’s dealt a great hand, her prey is extra-clumsy today, or the wind shifts just in time to scent an ambush. A faerie or fortunespirit teaches this Gift.
Howl of the Unseen: Just as then ancient peoples had power in the connections between two halves (day/night, light half/dark half, etc), so do the Fianna draw on their connection of spirit world and physical realm to bridge the Gauntlet. This Gift allows a howl from one side of the Gauntlet to echo across to the other. It is taught by a Bean Si, as well as by the spirits of animals that make loud noise without being seen, such as frogs or insects.
Reverie: This Gift makes the victim’s mind wander down memory lane. While it may occasionally dredge up useful remembrances, it mainly serves to makes someone less observant or less focused on the task at hand. An ancestor-spirit teaches this Gift.
Brew: The Fianna are renowned for their ability to drink liquor. Part of this legend stems from their ability to make it. With Brew the Garou can mystically transform a pitcher of any liquid into an alcoholic substance. This Gift can surreptitiously inebriate unsuspecting targets. A grain-spirit, and in some cases a worm-spirit, teaches this Gift.
Howl of the Banshee: The werewolf emits a fearful howl that causes those who hear it to run in terror. A Banshee — a mournful spirit of the dead — teaches this Gift.
Glib Tongue: Gift makes listeners hear whatever they wish to hear. The Fianna can say anything, even total gibberish, but anyone listening will agree heartily. While this Gift is not a way to talk a millionaire into signing over all his goods, it is a superb method of talking one’s way into a party, making fast friends or avoiding being caught in a lie. A rabbit-spirit teaches this Gift.
Rank 3:
Cairbre’s Tongue: This Gift was used by the ancient songmaster Galliard Cairbre to show his people the corruption of Breas the Beautiful. By speaking out harshly against or satirize someone who is Wyrm-tainted, the possessor of this Gift will cause the Wyrm-taint to appear as splotches on his target’s face, lowering the target’s Appearance. This Gift is taught by faeries and Fianna ancestor spirits.
Pin the Eagle’s Wing: Known as Lleu’s Spear by the Welsh Fianna (who claim to have discovered it), a Fianna with this Gift can throw a spear as far as an arrow and sink it deep into its target. Spirited Fianna can even pierce heavy doors or strike a foe on a high rooftop — or pierce a Leech’s putrid heart. Ancestor-spirits teach this Gift.
Woadling: The ancient Celts would paint their skin with woad — the components of which caused a frenzy-like state — before marching off to battle. The Fianna carry on this tradition and take it even further. After painting the woad on their bodies, they can bring the paintings to life to harry an opponent. A stag-spirit can teach this Gift.
Ley Lines: By manipulating ley lines — part of an energy web that crisscrosses the planet — the Fianna can disorient would-be trackers or hunters. The victims of this Gift find themselves following false trails, making wrong turns or walking in circles. The user’s trail simply disappears! The secrets of this Gift can be learned from an earth-spirit.
Song of the Siren: The sound of the Garou’s voice can entrance anyone who hears it. Typically, the Garou sings or howls while using this Gift, although some modern Glass Walkers have taken to poetry recital. This Gift can make an opponent pause before a fight but can rarely stop a heated combat already in progress. A songbird-spirit teaches this Gift.
Faerie Kin: The Fianna can call upon ancient pacts between her people and the fae. By emitting a special howl, the Garou can call whatever fae are in the area to help. They will obey the Fianna, but not without question. A dream-spirit teaches this Gift, and the teaching normally involves a quest of some kind.
Sense the Unnatural: The werewolf can sense any unnatural presence and determine its approximate strength and type. Supernatural presences can include magic, spirits, the Wyrm, wraiths and vampires, although it won’t pick them out specifically as such. The werewolf may sense a person plagued by hauntings as easily as a ghost. Any spirit servant of Gaia can teach this gift.
Reshape Object: The werewolf can shape once-living material (but not undead!) into a variety of objects instantly. Trees may become shelter, buck antlers become spears, animal hides become armor, and flowers become perfumes. The item will resemble the object from which it was shaped (e.g., the aforementioned spear is made of antler, not wood). A Pattern Spider — one of the Weaver’s spirits — teaches this Gift.
Rank 4:
Faerie Blood: The Garou can temporarily transform his blood into that of a Faerie. This Gift is taught by a Faerie Lord.
Airitech’s Daughters: Airitech, a creature of the Otherworld in Celtic lore, had three daughters who took on the shape of werewolves. In the end, they were slain. This Gift allows the Fianna to play the part of Airitech, by forcing the visage of a Crinos werewolf onto (at most) three humans. It doesn’t make them stronger, or give them the instincts that Garou have, but they make fine decoys when being hunted by the Wyrm. Like Airitech’s Daughters, these werewolves exist to be murdered. The Gift is taught by an ancestor spirit.
Warp Spasm: Many tales of Cuchulain state he would glow in combat, radiating a great heat. At the end of a battle, women would dump water over his body to cool him down. This Gift causes the user to radiate a tremendous heat, igniting nearby flammable items and melting metal. The aura only works while the Fianna is in a berserk frenzy. At the end of the frenzy, the Fianna cools off. This Gift is taught by Fianna ancestor spirits.
Fog of War: No matter how disciplined the army and ordered the plan, a battlefield is chaos. Smoke, noise, hidden enemies and fear can all lead to disorganization. Even in the modern age, mistaken identity leads to “friendly fire” casualties. This Gift exacerbates this problem to often devastating effect. A commander might not see advancing foes, or see foes that aren’t there; a team may fire upon allies, or mistake a command to “advance” for a call to “retreat.” This Gift is taught by a raven- or other trickster-spirit.
Song of the Dire: The Fianna sings a battle song to empower her comrades as she enters a fray. Driven by their packmate, the embattled Garou double their efforts to defeat the foe. The Black Spiral Dancers have learned to turn tail and flee upon hearing the lyrics of this dread Gift.
Phantasm: The Garou creates an unmoving illusion that contains visual, auditory, olfactory and even tactile elements. A grain-spirit — the so-called “spirit of spirits” — teaches this gift.
Balor’s Gaze: This Gift emulates the power of one of the Fianna’s legendary enemies. One of the Garou’s eyes glows a livid red color, and all enemies caught in his gaze are stricken with pain. A pain-spirit teaches this Gift.
Rank 5:
Fog on the Moor: This Gift transforms the Fianna into a ghostly outline of himself, allowing him to pass through anything except silver as though he were incorporeal. He may communicate and strike opponents normally. He cannot be harmed by anything except silver; all incoming attacks pass through him. A fog-spirit teaches this Gift.
Havgan’s Healing: Named after the foe Pwyll dueled with in the Otherworld, this powerful Gift lets wounds alternately harm and heal the Garou, giving the Fianna a critical edge in a sustained battle. A death-spirit teaches this Gift.
Forms of Cernunnos: Celtic legends abound with heroes transforming into animals, whether to escape, to hunt, or to spy. Cernunnos the Horned God was the master of animals; with this Gift the Garou is able to master the form of any animal. A Wyld spirit or a faerie spirit teaches this Gift.
Gift of the Spriggan: The Fianna may grow up to three times her usual size or shrink to the size of a small puppy. A faerie or a Chimerling teaches this Gift.
Call the Hunt: The werewolf may use this Gift only once per month, and only if there is an overwhelming need for it (such as discovering that a truly great evil infests and area). This Gift calls the Huntsman of Celtic mythology to harry and slay the evil. The Huntsman himself teaches this Gift.
Rank 6:
Sleep of the Hero: This powerful Gift has been invoked many times in Fianna history. When a great hero (Rank 5 or higher) ides in battle, the Fianna take the body and dedicate it to the land. This Gift forms a bond between the Fianna and the land and the spirit of the hero. The champion’s life returns, but he remains in a deep sleep, not to awaken until the Apocalypse. The target must be placed somewhere in the earth, such as a cave, or within a burial mound. During this sleep, the hero is unaffected by the elements and does not need to breathe. This Gift is taught by Fianna ancestor spirits.
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Posted: Mon Jul 24, 2023 12:18 am
Get of Fenris: The Get are harsh warriors who embody the Norse ideals. They value battle prowess above all else, but also put great stock in personal honor and cleverness. Most Get of Fenris hail from the Norse homelands of Sweden, Norway, Finland, Denmark, and Scandinavia but have seeped into more Germanic countries like Austria and Germany over the centuries via migration. Some Get have embraced the concept of white supremacy and National Socialism in both past and present and have since given the rest of the tribe a reputation that is riddled with misconceptions and stereotypes.
Gifts of the Get of Fenris:
Rank 1:
Lightning Reflexes: Fenrir are Gaia’s ultimate warriors, effortlessly switching from offense to defense as the needs of battle demand. A mongoose-spirit teaches this Gift.
Sigurd’s Stride: When Odin imprisoned Brunhilde in a ring of fire, it was Sigurd who dared the fires and rescued her. Like Sigurd, Get of Fenris with this Gift need not fear flame. The Gift is taught by a fire spirit.
Snow Running: The Fenrir have spread far and wide, but their home is in the North. This Gfit has served them well in their homelands, allowing them to run over snow or ice as if it were solid ground without sinking in or leaving footprints.
Safe Haven: Few Garou are as territorial as the Get of Fenris. This Gift enables a Fenrir to keep a close supernatural watch on his territory, becoming instantly aware of any trespassers marked by the Wyrm. Owl-spirits teach this Gift.
Visage of Fenris: The Get appears larger and more fearsome, commanding respect from peers and cowing his foes. A wolf-spirit teaches this Gift.
Razor Claws: By raking his claws over stone, steel, or another hard surface, the Ahroun hones them to razor sharpness. Either a cat- or bear-spirit teaches this Gift.
Resist Pain: Through force of will, the Philodox is able to ignore the pain of his wounds and continue acting normally. A bear-spirit teaches this Gift.
Master of Fire: Once humans tamed fire to keep them warm and to drive off the wild beasts, they were humanity’s ancient pact with the spirits of fire. The spirits of flame agree to hold back their hunger when the werewolf touches them. An ancestor spirit or a fire-spirit grants this Gift.
Rank 2:
Fangs of the North / Claws of Frozen Death: Blue smoke rolls off of the werewolf’s claws and teeth, which are transformed into curving daggers of hardened ice. Wounds inflicted with these terrible weapons turn black and fester, all the warmth and life driven out of them. A snow-spirit teaches this Gift.
Wearing the Bear Shirt: Fear is for cowards; Rage is for warriors. The Fenrir who learns this Gift hardens himself against fear, even on an instinctual level. This Gift is taught by a bear-spirit.
Troll Skin: This Gift allows the Fenrir to draw on the power of earth for protection, just as the legendary trolls and even Jotunn were able to do. When the Get activates this Gift, her skins grow tough and thick, covered with warty knots of hard, armored flesh. This Gift is taught by an earth elemental.
Sense Guilt: The Hand of Tyr camp specializes in the use and misuse of this Gift. By staring into the eyes of another, the Get can sense whether the target harbors guilt for some past offense. The most experienced Get can even get a feeling for what sort of crime transpired. Unfortunately, a few Get have been known to take advantage of this Gift by “sensing” guilt where none exists or by blackmailing Garou after a successful reading. A crow-spirit teaches this Gift.
Beastmind: The Garou can reduce the mental faculties of his victim to that of an animal for a short time. An avatar of Griffin teaches this Gift.
Snarl of the Predator: The Garou lets out a feral snarl that terrifies opponents and cows them into submission. A wolf-spirit teaches this Gift.
Halt the Coward’s Flight / Executioner’s Privilege: The Garou may slow a fleeing (not charging) foe, making him easier to catch. A wolf-spirit teaches this Gift.
Strength of Purpose: Some Garou feel so strongly about their place in the pack, the tribe and the world that they can draw on this resolve in times of need. The Philodox can pull new resolve from his deepest reserves. A wolf-spirit teaches this Gift.
Sense of the Prey / Pulse of the Prey: If he knows anything about his prey, the character can track it down as rapidly as he can travel. This unerring sense of direction operates anywhere, and it is useful for tracking spirits through the Umbra as well as finding beings on Earth. A wolf- or dog-spirit teaches this Gift.
Rank 3:
Redirect Pain: If a Fenrir is struck in battle, he may rely upon this Gift to retaliate. His enemy immediately experiences the pain from wounds received by the Fenrir. A cuckoo-spirit teaches this Gift.
Alberich’s Claws: Alberich was a dwarven king who had his castle below the ground, carved out of the rock itself. Get of Fenris with this Gift could well have been amongst the builders of that palace, for their claws can slice directly through stone, steel or any other inanimate material as if it were butter. It is taught by a mole spirit or earth elemental.
Loki’s Touch: This Gift is rare among the Get of Fenris, but the Rotagar often find it necessary to cool the rages of their comrades. With just a touch, the Garou may cause a target to go into uncontrollable fits of laughter or simply to have a better sense of humor. This Gift is taught by any Trickster spirit (most often Ratatosk, the Squirrel).
Mark the Enemy: A specialized power developed by the Swords of Heimdall, this Gift marks the target with a mystical brand that only this Gift’s users can see. The Swords use this brand to label their enemies so that all other Swords can see the threat. An avatar of Fenris himself teaches his children to identify their enemies thus.
Chill of Early Frost: The werewolf calls down a mystical chill from Great Wendigo himself, freezing the surrounding lands and anyone in it. A spirit servant of Great Wendigo teaches this Gift.
Venom Blood: The Garou may change her blood into a black, acidic bile that poisons anyone unlucky enough to come into contact with it. A snake- or spider-spirit teaches this Gift.
Might of Thor: The Garou can increase his strength tremendously, the better to slay his foes. A wolf-spirit teaches this Gift.
Coup de Grace: The Garou studies her foe, looking for the best place to strike. In doing so, she sets herself up to land this devastating attack. An owl-spirit teaches this Gift.
Rank 4:
Heart of the Mountain / Yu’s Endurance: The werewolf becomes as untiring and eternal as the mountains, and cannot be defeated in a test of endurance. A mountain goat-spirit teaches this Gift.
Body Shift: Garou raised in the shifting maze of human society are well-prepared for the endless adaptations Gaia demands of her protectors. An ancestor-spirit teaches this Gift.
Glory-Scars: Fenrir are proud of their scars, even those that have maimed them permanently. This Gift allows a werewolf to overcome her old injuries for a brief period of time, acting as though her body was never injured. The Fenrir’s scars blaze with silver light, and any missing extremities are replaced with temporary substitutes made of the same cold, bright energy. Any war-spirit of Fernris’ brood may teach this Gift.
Berserker’s Song: The Get can sing himself into a controlled frenzy. He can ignore wounds, shift to Crinos immediately, and he is immune to many mental Gifts or Charms. In this state, unlike a normal frenzy, the Get can pull out of the frenzy at any time. An angry wolverine-spirit or bear-spirit teaches this Gift to the Get.
Scream of Gaia: The Garou emits a horrible, ragged scream imbued with Rage and pain of Gaia. The force of the scream batters foes and knocks them off their feet. Storm-spirits, which the Get call Sturms, teach this Gift.
Hero’s Stand / Last Stand: The Garou channels the strength of Gaia herself, becoming one with the earth upon which he stands. While he may not retreat or even move from that spot for the duration of the Gift, he gains many powers through Gaia’s might. An earth elemental teaches this Gift.
Clenched Jaw: The werewolf with this Gift can bite down with such power that her grip won’t loosen until she chooses to do so; even in death, her jaws bite down. A wolf- or hyena-spirit teaches this Gift.
Rank 5:
Endurance of Heimhall: This powerful Gift grants the Garou great endurance and hardiness for a time. This Gift is taught by a Boar-spirit.
The Good Death: No true Get of Fenris fears death – only dying poorly. This Gift is Great Fenris’ final blessing to his children; the Fenrir who activates this Gfit intends to die with her foes’ heartsblood on her claws. The werewolf calls on Great Fenris to aid her and sets herself against her foe. The Fenrir continues fighting long after she should be dead, and doesn’t fall until her enemy (or enemies) dies with her. The avatar of Great Fenris himself teaches this Gift.
Strength of the Ancestors / Strength of the Einherjar: This gift allows a Fenrir to call upon his greatest ancestral heroes for assistance. It is only used in dire situations, when the lives of more than one Garou are endangered. Calling on the strength of one’s ancestors allows a Get to increase his physical might, wisdom or even sense acuity substantially, albeit for a limited time. These ancestral heroes come to the aid of a Get only in times of great peril, and punish any Fenrir who attempts to call on them without need. This Gift is taught by an ancestor-spirit.
Fenris’ Bite: The Garou’s already vicious bite increases in power terribly, to the point that the Garou can mangle or even sever limbs with a single bite. An avatar of Fenris teaches this Gift.
Horde of Valhalla: The Garou who uses this Gift must be in good standing with his tribe’s totem, and he must have a great need for aid, for he is asking help of Fenris himself. This Gift — taught by an avatar of Fenris — summons great wolves to come to the Garou’s aid.
Rank 6:
Call Great Fenris: As the ultimate expression of the pact between tribe and totem, the greatest Get heroes my summon the war-avatar of their tribal totem to aid them in their hour of need. The avatar joins in combat, slaying all that are not Get of Fenris or under their protection. However, Great Fenris demands a sacrifice for his intervention – usually the left hand of the summoner. It’s said that if the war-avatar is called for no good reason, it will devour the summoner entirely before departing – but there are no concrete tales of any Get of Fenris wise and mighty enough to attain this Gift yet foolish enough to abuse it. This Gift is taught by a wolf-spirit.
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Faekat Adoption Agency Crew
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Faekat Adoption Agency Crew
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Posted: Mon Jul 24, 2023 12:18 am
Glass Walkers: The lords of the cities, the Walkers are always on the cutting edge of technology. They are deeply involved in human society and control much of the human business world as well as the Mafia. They love the toys of the Weaver and are often associated with computers and guns. Some are even partially cybernetic. Many Garou hold the opinion that Walkers serve the Weaver, which is considered just one step above serving the Wyrm. However, this is not the case; Walkers do maintain unusually good relations with Weaver spirits, but serve only Gaia and police themselves against Weaver corruption. The tribe has changed names many times, the most well known prior names being the Warders of Men (Dark Ages and Renaissance) and the Iron Riders (Industrial Revolution and Wild West).
Gifts of the Glass Walkers:
Rank 1:
Sheng-Nong’s Eyes: The Boli Zouhisze can see from the perspective of his tools and draw on their concentration for the task at hand, allowing him to perform multiple actions with ease. While this was originally used to wield two swords with equal dexterity, any tools can be used; even the werewolf’s own hands count as a “tool.” Either a monkey-spirit or a spirit of war teaches this Gift.
Tommy’s New Trick: While one of the Wise Guys favorite gun Gifts (Trick Shot, rediscovered from the Iron Riders by Gianluigi Lucci) eventually leaked to the whole tribe, this one may well go with them to their grave. This Gift ensures that when spraying bullets from an automatic gun, not a single bullet misses its target. A bird spirit (though never a pigeon) teaches this Gift.
Network Terminal: Computers have grown more and more connected in recent years, most prominently via the Internet. Meanwhile, no matter how good your computer is, there’s probably someone with a better computer and you’re likely connected to it. This Gift connects the Random Interrupt to the theoretical better computer, making all work much easier. A Pattern Spider teaches this Gift.
Plug and Play: All of the Weaver’s works are connected through the same web, the same song. The Glass Walkers exploit this truth to draw more power from the modern profusion of technology, making their devices compatible with almost everything. A Net Spider teaches this Gift.
Weaver’s Eyes: Garou with this Gift gain an insight into the Weaver’s deep and subtle patterns for hiding information inside of other information and to the invisible patterns buried in large prime numbers. Encryption algorithms mean nothing to these Glass Walkers; using Weaver’s Eyes, they can even pierce magical shrouding of data. The Garou must have the data to be decrypted in some form — generally, residing on a local computer. Weaver’s Eyes cannot be directly used to break open the encryption on a live connection between two computers, but it will help the Garou use his own abilities to break through that encryption.
Agro Culture: The Garou can cause plants to take root and grow in places where it is usually impossible for plants to grow. This Gift does not make plants grow supernaturally fast; it simply gives them a chance for life where none existed before. The plants must still be tended to and watered. However, the plants can use artificial substances such as concrete and plastic for soil. They dig their roots in and grow. Plants can even be coaxed to grow out of walls, as long as they are nurtured during the process. This Gift is taught by plant spirits.
Well-Oiled Running: The greatest toll a Soldier has is her equipment. The worst enemy she has is the possibility of it failing. This Gift greatly reduces those chances by safeguarding machinery against environmental factors. It is taught by a dust, war, or water-spirit.
Last Ditch: When the chips are down and your back’s to the wall, risks need to be taken. This Gift makes those last choices a little less risky by allowing for some instinctual co-ordination to be taken. A bee or ant-spirit teaches this Gift
Cool Mind: Too many Garou are afraid of advancing beyond the limits of their bodies. To counter this, the Cyber Dogs have a Gift that banishes fear, anxiety or any other emotion. People targeted by this Gift lose their emotion temporarily, able to think perfectly logically. A Pattern Spider teaches this Gift
Budget Approval Process: As any underpaid and underprivileged office worker will tell you, getting any budget approved involves knowing whom to ask. Those types would find this Gift a blessing, as would many other types. This Gift lets you find the weak point of any social group, which person can be leaned on to get results. It is taught by either an ant- or bee-spirit
Skyscraper Vision: Whilst the urban jungle offers many new possibilities for the hunter, it also presents its share of difficulties. One of the most troublesome of these is the possibility of their prey slipping into a crowd and simply disappearing. With this Gift, the Glass Walker can see through the eyes of a glass spirit in a skyscraper window to pick out their prey from above. The City Father or a glass-spirit teaches this Gift.
Trick Shot: This Gift, once an acquired taste, has undergone a recent surge in popularity. It allows the Garou to execute brilliant feats of sharpshooting, such as shooting a weapon from an opponent’s hand or firing down the barrel of an enemy’s gun. The Garou cannot use this Gift to harm an opponent directly, however, and he can use Trick Shot only with rifles or pistols. Air-spirits teach this Gift.
Diagnostics: At a glance, the Glass Walker can tell what is wrong with a machine. He can then enlist the aid of the machine’s spirit in repairing the faulty device. Any technological spirit can teach this Gift.
Control Simple Machine: The Garou may command the spirits of the simplest machines, causing levers to flip, doors to unbolt, pulleys to roll and so on. Any technological spirit can teach this Gift.
Mother’s Touch: The Garou is able to heal the wounds of any living creature, aggravated or otherwise, simply by laying hands over the afflicted area. The Garou may not heal herself, spirits or the undead with this Gift. A bear- or unicorn-spirit teaches this Gift.
Persuasion: This Gift allows a homid to become more persuasive when dealing with others, in such a way that his statements and arguments are imbued with added meaning or credibility. An ancestor-spirit teaches this Gift.
Rank 2:
Fu Xi’s Honor: When confronted with a threat to a helpless member of the werewolf’s family or pack, the Boli Zouhisze can rise above her normal limits to defend them. The spirit of any animal that mates for life may teach this Gift.
Image of the Saints: God or Gaia (take your pick) has His/Her touch on everyone. This Gift allows the Wise Guy to sense the spiritual or supernatural ties another individual possesses within the context of Catholic saints. A dove-spirit teaches this Gift.
Mind Partition: A favorite among Random Interrupts who discover they can’t multitask nearly as well as their computers, this Gift allows the Garou to break their own mind into segments, quickly switching their concentration to a new task while never losing their place on the old task. One Cruncher described the Gift by saying, “It’s not true multitasking, but it fakes it well.” A Pattern Spider teaches this Gift.
Hands Full of Thunder: Many Glass Walkers regard the gun as the ultimate sign of the power of the modern age, and make pacts with the spirits to assure that their firearms do not become useless, primitive clubs in the midst of battle. A technological spirit or war-spirit teaches this Gift.
Garafena’s Crown: Garafena was a mythical serpent in Russian folklore that sat upon a golden crown and was called upon to give blessing to his followers. A recent Gift that has only been known since 1998, Garafena now offers his blessings to any Garou who wears his mark. This Gift is taught by a snake-spirit.
Overclock: In the world of computers, your equipment is outdated by the time it’s out of the box. This Gift allows the Garou to make a piece of computer equipment perform beyond its specifications. This includes speeding up a processor to render a 3D image quicker, improving video cards to display more polygons than usual or adding more memory to hold larger amounts of information. Any technological spirit can teach this Gift.
Encrypt: Paranoid Glass Walkers — which is to say, most of them — use the best encryption technologies available on the open market when they send data through the Internet or Digital Web. If a Glass Walker suspects that a Netspider is watching her Net activity, she may even choose to use this Gift, which magically protects data against snooping. Encrypt doesn’t ordinarily hide itself from magical observers — anyone with the ability to see into the spirit world will notice that the message has been enshrouded, unless the Glass Walker takes special care to hide that.
Steel Made Flesh: Sometimes it’s useful to take a step back in order to facilitate many steps forward. An example would be in airports or other places with metal detectors. This Gift allows the Garou to change all cybernetics in his body back into flesh. While flesh, cybernetics do not operate. A snake or cicada-spirit teaches this Gift.
Buzzword Language: The Glass Walkers have always needed the ability to hide in plain sight more than other tribes by virtue of being in plain sight so much more often. As a result, they’ve developed many Gifts for communicating unnoticed, but very few have been so successful as this. The Corporate Wolf simply begins to babble in the incoherent – yet entirely accepted – toungue of modern business and the person he’s talking to will completely comprehend his message, which can be totally unrelated to a single word in the conversation.
Pennies from Heaven: The Glass Walker convinces money spirits to change their denomination. the coin or note simply metamorphoses into the appropriate denomintation. Money spirits teach the Gift.
Steel Fur: Focusing in on their own being, the Glass Walker wraps his own spirit with those of steel, turning his fur into hardened metal. Metal or Earth elementals teach this Gift.
Heat Metal: Glass Walkers — who understand the workings of science and spirits alike — can mystically excite the molecules within metal. Metal heated in such a way can be forged, molded or used to sear flesh. A red-hot crowbar can be a very effective weapon, and heating the exterior of a gasoline tanker can have explosive results. Glass Walkers learn this Gift from fire, earth, or metal elementals.
Power Surge: By speaking with electricity spirits, the Garou causes a blackout over a widespread area. An electricity elemental teaches this Gift.
Cybersenses: By studying both his natural senses and the sensory capabilities of machines, the Garou may exchange the former for the latter. He may choose to exchange normal hearing for radar, or ordinary sight for infrared or UV sight. Any technological spirit can teach this Gift.
Jam Technology: The werewolf can cause technological devices to cease functioning, albeit temporarily. Even the simplest of shaped objects will refuse to perform its function. A Gremlin — a type of Wyld-spirit that enjoys breaking things — teaches this Gift
Rank 3:
Whispers on the Street: Walkers’ enemies have historically been non-werewolves for the most part, since even the Black Spiral Dancers used to avoid the city. It’s no surprise that Gianluigi Lucci invented a Gift that allows communication exclusively between Garou. By picking up an object and whispering to the spirits surrounding it, the Garou can imbue it with a message that can be heard subconsciously by every werewolf picking it up. Sadly, this includes Black Spiral Dancers and, some argue, non-Wise Guy Glass Walkers. A Pattern Spider or insect spirit teaches this Gift.
Universal Interface: Most Random Interrupts use two methods for dealing with computers. Some use mundane computers and techniques, others leap into the Umbra and deal with the technological spirits driving computers directly. This Gift allows a Random Interrupt to strike a balance between these two techniques, using the Umbra itself as a computer. He can simply type on air and visualize a screen in his own mind. A Pattern Spider teaches this Gift.
Web Walker: The Garou may move across the Pattern Web through the Umbra, ignored and unmolested by any Weaver-spirits in the area. This Gift is taught by any Weaver-spirit.
Steel Blowfish: One of the stranger Dies Ultimae Gifts, this trick comes as an extension of the Steel Fur Gift. Like it, the Soldier’s fur becomes metallic, however the metal is much harder with this version, and the Garou puffs up to three times his normal size! However, this also makes him so heavy that he becomes utterly immobile. But he makes excellent cover, and it is to this purpose that the Gift is usually employed. The Gift can only be taught by a Pattern Spider found in a car wreck in which at least one person died, and the airbag failed to deploy. Somewhat depressingly, the Gift is widely known.
Intrusion: It’s impossible to keep a cockroach out of a house, and it’s equally impossible to keep a Glass Walker out, provided she has this Gift. Once this Gift is activated, the Glass Walker can easily break almost any barrier that is presented to her. Doors mysteriously unlock upon her approach; padlocks fall open with no explanation. The Gift has, however, a very short and specific time limit. A cockroach-spirit teaches the Gift.
Electroshock: The Glass Walkers are the tribe of glass, steel and electricity. This last element can be used to directly damage opponents that the Glass Walker can either touch, or who are touching a conductive material such as metal or water. An electricity-spirit teaches this Gift.
Data Flow: The Glass Walkers originally developed this Gift as a “remote control” for new electronic devices. As the computer gained importance, this Gift gained a whole new utility. Glass Walkers now use this ability to take control of the data resources that are so important to the world’s economy and to society in general. By focusing her attention on a single computer, a Glass Walker can take control of that machine from across the room. She can order it to erase its memory, alter security clearances, transmit false data or simply print a document. An electrical spirit or the even more complex computer spirits can teach this Gift.
Tongues: This Gift allows the user to read or write any human language encountered, no matter how ancient or obscure. Galliards often use this Gift when translating ancient texts to revive old legends or compose new songs for moots. This Gift is taught by a Raven-spirit.
Elemental Favor / Yao’s Commands: By begging, threatening or cajoling an urban elemental, a Garou can convince the spirit to do her a favor by manipulating or even destroying her earthly shell. Thus, a glass sheet might explode at the Garou’s foes; a door might refuse to open, even if unlocked, or a car’s brakes might fail. An urban elemental teaches this Gift.
Control Complex Machine: Similar to Control Simple Machine, the Garou may now converse with and command the spirits of electronic devices such as computers, video games, and cars. One learns (or steals) this Gift from a Net-Spider.
Reshape Object: The werewolf can shape once-living material (but not undead!) into a variety of objects instantly. Trees may become shelter, buck antlers become spears, animal hides become armor, and flowers become perfumes. The item will resemble the object from which it was shaped (e.g., the aforementioned spear is made of antler, not wood). A Pattern Spider — one of the Weaver’s spirits — teaches this Gift.
Rank 4:
Umbral Motorcade: A “motorcade murder” was the Mafia equivalent of a drive-by killing. The idea was to be gone the moment after the deed was done. Gianluigi Lucci always felt this never went far enough, and came up with the trick of never being there in the first place. This Gift allows the Wise Guy to shoot a victim in the physical world from the Umbra. A rat spirit teaches this Gift, a fact that made the Gift unpopular in some quarters.
Corner Shot: A feared Gift, this allows the Wise Guy to shoot around corners. Packs were fond of timing this Gift with multiple guns, creating hails of gunfire through open doorways before entering a room. A bird spirit (again, never a pigeon) teaches the Gift.
Cooling System: As per the Wendigo Level Four Gift: Chill of Early Frost. This Gift was originally copied from the Wendigo by the Iron Riders, who employed it to preserve food by freezing it, and was rediscovered by the Random Interrupts, who use it both in combat and to keep server rooms cool. The Random Interrupts often favor spending a point of Willpower in addition to the point of Gnosis to control the temperate and keep it just above freezing. Since Great Wendigo would usually rather murder a Glass Walker than teach them, a Penguin spirit or a Pattern Spider teaches this Gift.
Signal Rider: From the telegraph to the cell phone, the Glass Walkers have always kept up good relations with spirits of cutting-edge communication. This Gift allows the Garou to open a moon bridge that rides the back of a telephone signal, transporting her instantly to the location of whoever is on the other end of the line. A Pattern Spider teaches this Gift.
Heart of the Mountain / Yu’s Endurance: The werewolf becomes as untiring and eternal as the mountains, and cannot be defeated in a test of endurance. A mountain goat-spirit teaches this Gift.
Call the City’s Wolves: The city is a rich and complex ecosystem, and humans, animals and machines fill the roles that natural creatures fill in the wilderness. The Glass Walkers cannot often get wild wolves to aid them, but the city has its own predators. With this Gift, the Glass Walker can make a phone call, send an email or fax and expect some sort of backup; some master Theurges simply knock on the nearest door and wait to see who emerges. A City Mother or Father teaches this Gift.
Tractor Beam: The Garou can transport non-dedicated objects with her to the Umbra when she steps sideways. She may not take living creatures, only objects. This Gift is taught by Weaver spirits.
Virtual Umbra: This Gift enables a Garou to transport himself into the CyberRealm’s Computer Web (Umbra page 61) from any part of the Pattern Web. Any spirit affiliated with computers can teach this Gift.
Tech Speak: This Gift allows the Glass Walker to contact others through any technological device. The Garou speaks to a Pattern Spider in or near a technological device and tells them the message to be delivered and whom it should be delivered to. The Pattern Spider then finds the receiver and uses any communications technology near them to deliver the message; Telephones yell it out, (without picking up the handset), electronic billboards display it, computer printers print it out as text. If no communications technology is present, any other technology will activate, though no message will be imparted. If no technology whatsoever is present near the receiver, the Gift fails. A Pattern Spider teaches this Gift.
Doppelganger: The Garou may take the exact likeness of any other human, wolf or Garou. A chameleon-spirit teaches this Gift.
Attunement / Lay of the Land: The Garou may commune with the spirits of a city or town and gain information about the area from them, including rough population, enclaves of Garou or other being and secret tunnels. This Gift does not function in the wilderness, since the Bone Gnawers have lost the knack for conversing with such spirits easily. A cockroach-spirit teaches this Gift.
Rank 5:
Huang Di’s Sacrifice: Whilst Huang Di was known for his inventions, he was also the Yellow Lord and a great leader. Normally used by the pack’s alpha, this Gift allows a leader to revitalize his followers in moments of darkness. This Gift is taught by only one spirit, who lives at the foot of Bull Mountain and cries eternally. The spirit resembles nothing, and only teaches the Gift at sunrise.
Phone Travel: The Random Interrupt can effectively reach into a telephone line and emerge on the other end. She must first dial the number of where she wishes to arrive and someone must answer. A Patter Spider teaches this Gift.
Calm the Flock: With this power, the Garou may walk among humans without accidentally evoking the Curse or the Delirium. This allows her to live among humans and maintain a family. The effects, however, do not last for long. This Gift is taught by a homid Ancestor spirit.
Technotheocratic Apocalyptica: They say the Glass Walkers worship their technology. That’s foolishness. Worshipping mere tools confuses the master with the servant. Worshipping monsters, now, that has some more flair. This Gift allows the Glass Walker to turn all machines in the room into possessed monsters; mobile phones suddenly beginning ringing at their loudest volume and hurl themselves at the person nearest to them, televisions deliberately explode, and electrical wires whip around, tripping and strangling whomever they can see. This Gift is taught by a Pattern Spider.
Song of the City-Beast: The lupus of many tribes know the Songs of the Great Beast, which can summon semi-legendary monsters such as giant sharks, apemen and dinosaurs. While skunk-apes, Jersey Devils and mothmen are not common in cities, the knowledgeable Glass Walker can call forces of equal power with this Gift. This Gift is usually taught by a City Father or Mother, often in return for the accomplishment of a great deed.
Family Debt: (Only Dons of the Central House may learn this Gift, for they are the caretakers of the tribal debt and favors pool.)
The Garou can call upon the past lives of other Garou to return a favor owed to the Glass Walker tribe, even if the debt was made centuries ago. Using this Gift will cause another Garou with the Past Life Background to become possessed by the ancestor whom the Glass Walker summons. The living Garou must be of the same tribe as the ancestor who is called (a Glass Walker cannot make a Bone Gnawer summon a Silver Fang ancestor). The Gift is taught by any long-lived spirit, such as a turtle or an elephant, and the Glass Walker often have such spirits witness any business transactions they make with other Garou.
Takeover: Whate you wear determines your worth as a human being in the modern corporate world. If you live outside the business, you are a number with a dollar sign in front of it, representing what you own and how much it, and you, are worth. For a business, you are your possessions, and this Gift makes it literally true. With this Gift, the Corporate Wolf can attack and physically destroy another person by destroying their possesions. A money spirit teaches this Gift.
Custom Built: Initially a Random Interruption invention but now spread throughout the tribe, this Gift is both revered and reviled. Treating spirits as data, the Glass Walker can manipulate the spirit of a tool to turn it into any other tool. The actual object doesn’t change, but its properties and use does. A PDA can become razor sharp, or a knife could be tapped on to hack into a system. Once the object has been used once, though, the spirit dies and the object breaks beyond repair. A Pattern Spider can teach this Gift, but they never do so willingly and must be coerced. More commonly, other Garou teach it.
Summon Net-Spider: The Garou can summon a Net-Spider, a Weaver spirit that gives its summoner near-absolute control over any computer system. The Spider can disrupt, erase or destroy whatever system it is sent into (the exact effects are left to the Storyteller, but are typically destructive). An avatar of Cockroach teaches this Gift.
Chaos Mechanics: Werewolves pulse with the Wyld’s energy, of course, but all creatures with form and nature have something of the Weaver in them, or so the Glass Walkers argue. Upon learning this Gift, the Glass Walker reconciles these two sides of his being, and he can summon primal energy and mystical form at the same time.
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Posted: Mon Jul 24, 2023 12:18 am
Red Talons: The Talons consist almost entirely of Lupus with a few scattered Metis thrown in. There are no Homid Red Talons. The Talons believe that the only way to heal Gaia is to kill every human on the planet and to let the Wyld balance things out. The Red Talons despise humans with a passion and have been known to attack humans on sight, even going so far as to devour their flesh. Their participation in the devouring of humans has been both a tribal tradition and pastime since nights gone by, and has proven to raise the suspicion of the other tribes since the act of cannibalizing humans goes directly against the Litany. How a tribe of feral beasts can still manage to fight the Wyrm and not succumb to its influence is perplexing, to say the least. They are known to revel in the hunting of humans and destroying technology but because of their tribes traditional "Lupus cubs only" rule, the wolf population dying off, the destruction of wildlife, and the Wyrm's near victorious status; they seem to be dying out.
Gifts of the Red Talons:
Rank 1:
Silence the Slain: Perhaps the most disturbing Gift the Red Talons as a tribe have access to, Silence the Slain allows a Garou to cut a victim off from any means of help by rendering him unable to make sounds of any kind. Even pounding his fists on the windows of a passing car will not disturb the passengers therein. A pain-spirit teaches this Gift, the better to enjoy the agony of being hunted down when potential aid stands deafly by.
Cub’s Lesson: Lupus Garou often have difficulty when walking among humans, even as part of a pack. Those few Red Talons that are intrigued rather than enraged by human behavior have even bigger problems, as they cannot expect instruction from the tribe in human ways. This Gift allows a lupus werewolf to learn from a mistake and gain a better understanding of human devices and customs, albeit temporarily. Weaver-spirits and (strangely enough) some ancestor-spirits teach this Gift.
Prey’s Cry: With this Gift, the Talon may emit a cry for help designed to lead a human into an ambush. In years past, the Talons would use this Gift to mimic the death-cry of a deer or a similar animal, since many humans still hunted their own food. In recent years, since most humans wouldn’t know how to kill a wounded animal if their lives depended on it, the Talons use Prey’s Cry to imitate the call of a favored pet or another human. A Raven-spirit teaches this Gift.
Howl to the Pack: The Talon howls, and no matter how far away, her pack hears her. She cannot hear any response they might give, but she can be sure that they hear any message she wishes to impart. The Gift is taught by a wolf-spirit or ancestor-spirit.
Purify Meat: While some Red Talons abstain from eating humans because of the Litany, the more common reason for hunting more conventional game is that humans are befouled by the chemicals they put into their bodies. In some parts of the world, this isn’t such a problem, but in most countries, human flesh is foul-tasting and unhealthy, even for Garou. In other places, the land is so corrupted that other game animals begin to taste rubbery and disgusting. With this Gift, a Red Talon can purge chemicals and other poisons from dead flesh. A water elemental teaches this Gift.
Hidden Killer: The Red Talons did not survive for so many years without learning ways to conceal themselves. This Gift allows a Garou to leave behind no physical evidence that would betray her hand (or claws and teeth) in a slaying. This Gift is taught my a snake-spirit.
Eye of the Hunter: Wolves can sense which animal from a herd is sick or weak and therefore the easiest prey. Red Talons can do so normally when confronted with a herd of deer, but more complex creatures like predators or pseudo-predators (like humans) make this difficult. This Gift, taught by a wolf-spirit, allows the Talon to pick out the weakest member of a group at a glance. It does not reveal why the target is the weak link in a herd, only that she is, but that alone is often enough to give the Garou an edge.
Speed of Thought: The Garou doubles her running speed. A roadrunner- or cheetah-spirit teaches this Gift.
Wolf at the Door: Some humans can’t just be splattered all over the nearest tree. Some of them have to be taught a lesson and left alive, for whatever reason. However, the Red Talons know how to make the message stick. This Gift induces a terrible dread of and respect for the forest, and it makes a human target afraid to tamper with it in any way. Eye contact must be made for this gift to work. Any predator spirit can teach this Gift.
Beast Speech: The werewolf with this GIft may communicate with any animals from fish to mammals. This Gift does not change their basic reactions; most animals are still afraid of predators such as werewolves. Any spirit of nature can teach this Gift.
Scent of Running Water: The Garou can mask her scent completely, making herself virtually impossible to track. A fox-spirit teaches this Gift.
Rank 2:
Feed the Pack: This Gift allows the werewolf to “eat for the pack.” Any food the Kucha Ekundu ingests feeds not only him, but the rest of his pack as well. The spirit of a hunting dog teaches this Gift.
Shadows of the Impergium: The Red Talon becomes the embodiment of all of humanity’s primal fears of the wolf, carrying a heavy miasma of ancient terror about her. A fear-spirit teaches this Gift.
Howls in the Night: The werewolf sends a full-throated howl shivering into the night sky, evoking primal terror in Gaia’s enemies. Creatures of the Wyrm who hear the howl find themselves troubled and unable to rest easily while their enemies are on the prowl. A wolf-spirit teaches this Gift.
Rampage: No Winter Garou have yet learned this Gift, and only the older Red Talons who had a hand in the Winter Council know it. This Gift, meant as a last resort, allows the user to smash stone, rend metal, and generally destroy any man-made object within reach. A wolverine-spirit teaches this Gift.
Reap the Soul: With this Gift, the Garou can spill the blood of a foe on the ground and immediately reap the energy thus released. Talons who overuse this Gift, however, often begin to smell vaguely of charnel to any werewolf using the Gift: Sense Wyrm. A spirit of decay teaches this Gift. Banes are also capable of teaching it, however, only the Dying Cubs themselves know which type of spirit teaches it to the Red Talons most often.
Judgement: The Red talons of Whelp’s Compromise are willing to let the humans who respect Gaia continue to exist. However, despite what some of their tribemates might accuse them of, they are not “soft” on transgressors against Her. With this Gift, the werewolf can judge a human according to the laws of Gaia and decide if she is living in accordance with the natural laws or not. A human who is living well is left alone. A human who is not is shown no mercy. A wolf-spirit teaches this Gift.
Offering of the Slain: Human corpses are problematic. They don’t burn well, the Litany prohibits eating them, and if other humans find them, they tent to get offended and search the area thoroughly. Burying them isn’t always an option because humans, being the curious little apes that they are, may eventually dig up an area for whatever reason and find the bodies. The Predator Kings certainly aren’t willing to stop killing humans just because disposing of their bodies is a problem, hence this Gift. With but a touch, the Talon can cause dead flesh to decay and crumble to dust in seconds, giving it up as an offering to Gaia. A spirit of decay or decomposition, as well as some scavenger-spirits, can teach this Gift.
Mark of the Prey: Rather than take her vengeance directly on an offending human, the werewolf can choose to change the human’s spiritual resonance to resemble that of a prey animal. Any predator that sees the human, no matter how small or normally afraid of humans, will see that human as prey. In most cases, this proves simply inconvenient, but if the human happens to own several large dogs, the result could be deadly. Any spirit of a prey animal teaches this Gift, sometimes under duress.
Primal Howl: The howls of a wolf pack evoke fear in prey, as they sense the predators approaching. This Gift allows a Red Talon to emit a howl that evokes that same reaction in anyone that can hear it. The Gift is taught by a wolf-spirit or ancestor-spirit.
Predator’s Leap: While any lupus werewolf can lean the secrets of jumping great distances, the Red Talons have refined the Gift to great effect when chasing or ambushing a foe. By employing this Gift, the Talon’s leap “tracks” a moving target, allowing her to pounce on her prey even if said prey has dodged or fled while the Talon is in mid-leap. A fox- or (sometimes) a cat-spirit teaches this gift.
Cull the Herd: A Red Talon using this Gift measures the vitality of her prey to plan her attack strategy effectively. During the Impergium, Red Talons used this Gift to pick the weakest of the humans and destroy them. Occasionally, the Red Talons killed the strongest of the humans to remove them from the breeding pool. Today, the Gift continues to help Red talons hunt and kill their prey. An avatar of wolf teaches his children how to detect the easiest prey.
Primal Instinct: The Red Talon can strip away the layers of humanity that cover up man’s basic instincts. A human assaulted with this Gift finds himself behaving like a beast. Momentarily losing all civility, the human strips naked, runs through the streets, growls at threats and makes numerous, uninvited overtures toward members of the opposite sex. All thoughts of business meetings, color television and BMWs vanish in favor of the basic drives of survival.
Red Talons use whatever means necessary to force ape-spirits to teach them this Gift.
Beastmind: The Garou can reduce the mental faculties of his victim to that of an animal for a short time. An avatar of Griffin teaches this Gift.
Sight from Beyond: When danger stalks the Garou or momentous events are in the offing, visions begin striking the Garou without warning. The nature of the danger is veiled in metaphor — a powerful vampire may appear in the Theurge’s dream as a bloody skeleton, while an impending battle might be heralded by dreams of carrion crows. Cros-spirits teach this Gift.
Sense of the Prey / Pulse of the Prey: If he knows anything about his prey, the character can track it down as rapidly as he can travel. This unerring sense of direction operates anywhere, and it is useful for tracking spirits through the Umbra as well as finding beings on Earth. A wolf- or dog-spirit teaches this Gift.
Rank 3:
Herding the Infant Ape: Perhaps the most unpopular Gift in the entire tribe, this Gift is hidden by Whelp’s Compromise, although a few Warders of the Land use it in more… experimental ways. It turns a human child of no older than ten years old into a creature of the wild, unable to set foot in a city. Some suggest this Gift is responsible for myths such as Romulus and Remus, or the tale of Mowgli. Whelp’s Compromise camp members use this to show that humans themselves can exist in harmony with Gaia, it is the City that is evil and needs to be destroyed.
Gaze of the Hunter: The Garou stares into the eyes of an intended victim, and communicates to them the ancient bond between predator and prey — beginning the sacred hunt. This Gift is taught by the spirit of any predatory mammal — wolf, mountain lion, bear, etc.
Snap Man’s Chains: All Red Talons feel disgust at domesticated animals, both predator and prey. They hate prey animals that simply stand around waiting to be slaughtered, rather than being allowed to live their lives before being eaten. Domesticated predators incense the Talons, for obvious reasons. This Gift allows the werewolf to free domesticated animals from whatever enclosures hold them, physical or otherwise. Horses throw their riders, dogs turn on their masters, farm animals smash through their gates and run. While the Red Talons have known this Gift for centuries, few learned it after the rise of cities, since so few humans there kept animals. However, the Warders of the Land continue to learn the Gift occasionally. Any animal-spirit can teach this Gift.
Howl of Hunger: Wolves gorge themselves when they eat, especially during the cold winter months, because they cannot be sure wen they will find food. Most humans know nothing of this kind of hunger, as they have their food handed to them. The Garou with this Gift can weaken any that hear her howl with crippling hunger. The Gift is taught by a wolf-spirit or ancestor-spirit.
Territory / Predator’s Many Eyes: The Red Talon with this Gift doesn’t need to patrol his hunting ground to know what transpires there. With bit a moment of concentration, he may extend his senses to any area he has marked. This Gift is taught by a wolf spirit.
Mother’s Rage: A she-wolf is most dangerous when protecting her cubs, and will fight against enemies from which she would normally flee if her family is at stake. The Red Talon with this Gift is able to harness that Rage and use it in battle, although only when defending something of value. A bear- or wolf-spirit teaches this Gift.
Recycle / Render Down / Rot Weavertech: Red Talons who posses this powerful Gift can destroy any man-made substance. Plastics, alloys and any other material not found in nature disintegrate with just a touch. Lawn chairs dissolve into oily puddles and steel melts into iron and carbon.
The cockroach-spirit, which has witnessed the human’s secret creation rites, knows the Gifts that can dissolve almost anything.
Trackless Waste: Humans have no sense of direction, the Talons assert. With this Gift, the Garou can make certain that they don’t. The Talon employing Trackless Waste must have some familiarity with the terrain in question. Upon using the Gift, humans become hopelessly lost. Compasses malfunction, maps are misleading, and landmarks seem to be out of place. A spirit of the wilderness teaches this Gift.
Elemental Favor / Yao’s Commands: By begging, threatening or cajoling an urban elemental, a Garou can convince the spirit to do her a favor by manipulating or even destroying her earthly shell. Thus, a glass sheet might explode at the Garou’s foes; a door might refuse to open, even if unlocked, or a car’s brakes might fail. An urban elemental teaches this Gift.
Red Talon: this version affects the four classic elements — fire, earth, water and air — and a natural elemental teaches it.
Rank 4:
Avalanche: The Garou must be in a mountainous or otherwise tectonically unstable area. The Garou causes an avalanche, mudslide, etc. to engulf his foes. The Gift is taught by an earth elemental.
Form of Akhlut: Inuit myth tells of Akhlut, a killer whale that turned into a wolf to walk on land. The legends are almost right, of course. This Gift allows a Red Talon to take on an aquatic form such as a fish, dolphin or whale. It is believed by some that this Gift is how the Red Talons spread from their original lands to other continents. The Gift is taught by the spirit of an appropriate pelagic animal, although the Red Talons respect the orca most of all.
Pain of the Land: The Dying Cubs often take the fight to the Wyrm by waging battle in already tainted locales. This often weakens the Garou, but this Gift evens the odds somewhat. Taught by an earth elemental, Pain of the Land makes the werewolf even more deadly when fighting on tainted ground. She fights as though the putrescence of the corrupted land, be it a landfill, a factory, or simply a city spurs her on and feeds her Rage every second of the battle.
Howl of Death: A Talon blessed with this Gift may infuse her howl with Rage and pain, causing grievous wounds to one target. The werewolf must be able to see her target clearly, and the target must be able to hear the howl. Only the intended target is affected by the Gift, though anyone else who hears it is disquieted and frightened.
Territory / Predator’s Many Eyes: The Red Talon with this Gift doesn’t need to patrol his hunting ground to know what transpires there. With bit a moment of concentration, he may extend his senses to any area he has marked. This Gift is taught by a wolf spirit.
Recycle / Render Down / Rot Weavertech: Red Talons who posses this powerful Gift can destroy any man-made substance. Plastics, alloys and any other material not found in nature disintegrate with just a touch. Lawn chairs dissolve into oily puddles and steel melts into iron and carbon.
The cockroach-spirit, which has witnessed the human’s secret creation rites, knows the Gifts that can dissolve almost anything.
Quicksand: The Garou turns the ground into a sticky morass that catches foes and prevents them from escaping or even walking. An earth elemental teaches this Gift.
Gorge: Natural wolves will eat as much as possible when food is available, for they never know when their next meal will arrive. With this Gift, a Red Talon can do much the same thing with Rage, Gnosis or Willpower, storing such energy against the day when she will need it. A wolf-spirit teaches this Gift.
Clenched Jaw: The werewolf with this Gift can bite down with such power that her grip won’t loosen until she chooses to do so; even in death, her jaws bite down. A wolf- or hyena-spirit teaches this Gift.
Rank 5:
Crocodile Pact: When the Red Talons first came to Africa and struck their deal with the Mokolé, the mighty werecrocodiles agreed that if the Garou could breed with the hunting dogs and do their appointed task in Africa without making war on the other Fera, they could stay. The Red Talons have (thus far) made good on their promises, and the eldest of the Kucha Ekundu have been rewarded with this Gift. The werewolf may call upon the Mokolé-mbembe for aid, in battle or otherwise. The spirits of the Dragon Kings teach this Gift.
Scabwalker Curse: The Red Talon suffuses a target with a superabundance of Wyld energy, making them violently allergic to the Weaver-works of man. Any artificial material blisters and abrades the target’s skin, concrete sidewalks and artificial carpet fibers shred her feet, polyester clothing causes her body to break out in weeping sores, and steel tools blister her hands. An avatar of Griffin teaches this Gift.
Shattering Howl: By using this Gift, the Garou releases a howl with enough power to shatter any man-made object. The Shattering Howl can splinter plastic, crack stone, and puncture rubber and similar materials. The werewolf does not have any control over what she shatters with this Gift, however, so she is advised to use it with care.
Blessing of the First Pack: The Red Talons believe that the very first pack of Garou set the standards for the auspices, and that only the Talons retain a strong enough connection to that First Pack to use this Gift. This may or may not be true, but no non-Talon Garou has ever exhibited this mighty Gift (but then, very few among the Talons even know of it). To learn this Gift, the Talon must have at least one dot in Ancestors. The Garou calls upon her the originator of her auspice and is temporarily transformed into the pinnacle of her moon-sign. An avatar of Wolf or a powerful Lune may teach this Gift, but neither does so often.
Gaia’s Vengeance: The Garou calls to the spirits of the surrounding forest to attack intruders. The terrain responds as best it can: Rocks roll and smash, vines trip, and water sucks victims under. An avatar of Gaia herself teaches this Gift.
Curse of Lycaon: In the ultimate twist, this Gift allows a Red Talon to transform a human being into a wolf. This Gift also works on Garou, forcing them into Lupus form. A wolf-spirit teaches this Gift.
Rank 6:
Shield of Gaia: The Garou can become so attuned to the laws and rhythms of Gaia that the Weaver’s laws cease to have any affect on her. This Gift can only be used once by any Garou who learns it; its effects are permanent. The Garou becomes immune to the effects of one form of technology, such as bullets, photography (i.e., cannot be photographed), electricity, chemical toxins, etc. This Gift is taught by an avatar of Griffin.
Home in All Lands: Legends among the Red Talons state that the wolves with the greatest connection to the Progenitor Wolf were not bound by distance, but indeed could appear anywhere where wolves were found. This was long thought to be simply lore, but in fact an elder Red Talon with strong enough lineage might well learn to fade from one location and appear anywhere else in the Realm or the Umbra, provided that the Progenitor has been there before him. Only the Progenitor Wolf himself teaches this Gift.
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Faekat Adoption Agency Crew
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Faekat Adoption Agency Crew
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Posted: Mon Jul 24, 2023 12:19 am
Shadow Lords: The Lords consider themselves to be the only tribe fit to lead the Garou in these dark times. They openly despise the Silver Fangs and seek to overthrow them at every turn. They are seen as ruthless, backstabbing, and manipulative, which is very often the case. However, they have great tribal unity. The Lords are not often respected but are almost always feared.
Gifts of the Shadow Lords:
Rank 1:
Paranoia: Lords of the Summit don’t remain such for long unless they can see their enemies coming. This Gift gives the Lord a heightened sense of awareness, and also reveals a few details about the enemies he’s about to face. A Stormcrow teaches this Gift.
Ears of the Bat: This Gift allows the Shadow Lord to use sonar like a bat. He may act in complete darkness without impairment. Shadow Lords with this Gift have large, bat-like ears. Even in Homid form, they have abnormally large ears. Bat-spirits teach this Gift.
Fair Path: The Hakken appears at formal ceremonies clean and dressed in proper attire, even if he has just returned from battle. A water-spirit teaches this Gift.
Dreams of a Thousand Cranes: By folding an origami crane, the Hakken enjoys good luck for a short period of time. An ancestor-spirit teaches this Gift.
Shadow Weaving: Slightly flexing her fingers or claws, the Garou pulls and weaves shadows as she desires — lengthening or shortening them, lightening or darkening, or even twisting them into grotesque and frightening shapes. A shadow-spirit teaches this Gift.
Rains of Mercy: Though this Gift surprises many non-Shadow Lord Garou, it is only because they forget the Shadow Lords follow a god affiliated with rain, and they come from a harsh land. Even the Darwinist Shadow Lords known that their Kin need to be fed, and the rain summoned with this Gift made sure those favored by the Lords never went hungry. A Stormcrow teaches this Gift
Purify Scent: If another supernatural creature attempts to determine the breed, tribe or auspice of a Bringer of Light, the target may use this Gift to retain her secrets. A Night-spirit teaches this Gift.
Perceptive Servant: Children of Crow are consummate eavesdroppers, and combined with the perceptiveness one gains by serving Crow, this Gift can be extremely useful. It is taught by a Crow-sprit.
Whisper Catching: Secrets are an important commodity, and those who strive to keep their secrets may very well be hiding something dangerous. This Gift was developed to root out potential traitors or plotters against the Garou, but has been open to… certain abuses ever since. The Shadow Lord may supernaturally eavesdrop on whispered conversations nearby, giving her an edge over those with something to hide. This Gift is taught by a crow-spirit.
Seizing the Edge: To the Shadow Lords, there is no possible way for a contest to be even. If neither competitor wins, they both lose. This Gift allows the Garou to swing the balance, ever so slightly, in her favor. A spirit servant of Grandfather Thunder teaches this Gift.
Fatal Flaw: The Shadow Lord can discern a target’s weakness, granting an advantage in combat. A Stormcrow teaches this Gift.
Aura of Confidence: The Garou projects a demeanor of control and superiority, preventing attempt to find flaws or read auras. This Gift does not prevent supernatural attempt to read the Garou’s thoughts, although it may make doing so difficult (Storyteller’s discretion). An ancestor-spirit teaches this Gift.
Rank 2:
Hidden Secrets: Children of Crow are terribly fond of blackmail, and this Gift does a lot to help their natural tendencies along. The Corax know this Gift as Dark Truths; the Shadow Lords learned the Gift from the raven-folk, and improved on it a bit. The Gift is taught by a fly-spirit.
Storm Winds Slash: Hakken may use their blades to injure Wyrm creatures at a distance. This Gift is taught by a metal or wind-spirit.
Song of the Earth Mother: A more powerful version of Sense Wyrm, this Gift allows the user to sense the presence of Wyrm activity within a broad area. Essentially, the Garou communes with the earth and listens to what it says. The Gift is taught by an earth-spirit.
Howls in the Night: The werewolf sends a full-throated howl shivering into the night sky, evoking primal terror in Gaia’s enemies. Creatures of the Wyrm who hear the howl find themselves troubled and unable to rest easily while their enemies are on the prowl. A wolf-spirit teaches this Gift.
Pure Identity: A Bringer of Light can alter his appearance to suggest he belongs to another race. If he remains in homid form, he can appear as pallid as a vampire or as glamorous as an Unseelie changeling. If he desires to keep his “scent” as a Garou, he can affect cosmetic changes and appear as a Black Spiral. This Gift is taught by a Chameleon-spirit.
Cold Voice of Reason: Shadow Lords are skilled manipulators, and are renowned for their ability to both stall for time and talk their opponents into going about their business. This Gift gives that character trait supernatural force, holding assailants at bay while the Lord himself either escapes or calls on others for support. It must be used strategically to be effective, but it can be powerful when used in this fashion. This Gift is taught by a crow-spirit.
Disfigurement: The Shadow Lord can place a nasty boil or dishonorable scar on the target. She can disfigure her rival in embarrassing ways that rob him of prestige in the presence of other Garou. Although the lesion isn’t physically handicapping, it certainly limits the victim’s social grace. A baboon-spirit or toad-spirit teaches this Gift.
Clap of Thunder: The Garou slams her hands together and creates a mighty thunderclap that stuns those who hear it. A Stormcrow teaches this Gift.
Halt the Coward’s Flight / Executioner’s Privilege: The Garou may slow a fleeing (not charging) foe, making him easier to catch. A wolf-spirit teaches this Gift.
Luna’s Armor: The Child of Gaia may call for Luna’s protection in battle. This Gift even allows limited resistance to silver. A Lune teaches this Gift.
True Fear: The Ahroun can display the true extent of her power, scaring one chosen foe into quiescence for a number of turns. Spirits of fear teach this Gift.
Rank 3:
A Thousand Eyes: The Child of Bat melds his consciousness with that of a swarm of bats, and may see and hear all that they see and hear for the duration of the night. Using this Gift requires a swarm of at least a thousand bats (easily found in most temperate or tropical areas). It is taught by a bat-spirit.
Patagia: The Shadow Lord can extrude large flaps of skin under her arms, resembling a flying squirrel’s membranes. When not in use, the flaps usually shrink into the Lord’s arms and sides, where they are not detectable. This Gift is taught by a bat-spirit or a squirrel-spirit.
Dark of Night: A Hakken can cause an opponent to become temporarily blinded. Hakken reserve such underhanded tactics for use against minions of the Wyrm. This Gift comes from a raven-spirit.
Under the Gun: The Shadow Lord lays a curse on her foe, ensuring certain death by bullets. While the curse is in effect, bullets (as well as arrows, hurled knives, and any other missile weapons) are strangely attracted to the target. Although this Gift is useful in battle, most Shadow Lords prefer to use it secretly on a chosen foe before a fight begins, ensuring an “unfortunate accident.” A raven-spirit teaches this Gift.
Interrogator: This Gift was originally discovered by a cult of Shadow Lords known as the Judges of Doom. A Garou may use this Gift to terrify his victim into a confession. This Gift is taught by a Fear-spirit.
Shadow Cutting: One of the more cunning tactics of the Shadow Lords, this Gift allows a Lord to maim or kill her opponent by attacking the shadow he casts. This tactic makes her attacks difficult to dodge, and can provide a great advantage in situations where the shadow is a larger or more accessible target than the opponent himself. A night-spirit teaches this Gift
Raven’s Wings: A lord with this gift is especially close to Raven, and may manifest a spirit avatar in the form of a raven to spy for him. The raven may see and hear, but may not affect the physical world or, in turn, be affected by attacks of any sort.
Icy Chill of Despair: The Shadow Lord with this Gift can appear to grow larger and more imposing, becoming a terrible, shadowy version of herself. This change in aspect can severely intimidate any onlookers. A Stormcrow teaches this Gift.
Summon Stormcrow: The Judges of Doom learned this blessing from Grandfather Thunder himself. The Stormcrows, some of Grandfather Thunder’s servants, come to the aid of those Garou who activate this Gift. Acting as spies, the Stormcrows follow anybody the Judge chooses and report back all they learn. Rumors speak of networks of Stormcrows that pass information back and forth like a telephone line.
Curse of Corruption: The Shadow Lords, never a tribe to play fair, designed this Gift to discredit their rivals. Victims of this curse find themselves doubted by even their staunchest allies. Despite a target’s most noble exertions, no one believes anything he has to say until the curse fades. A jackal-spirit teaches this Gift.
Spirit of the Bird / Dark Aerie: Few enemies would expect a werewolf to attack from above, which is precisely why the Uktena developed the means to do so. The Garou may hover, fly or float. Any bird spirit can teach this Gift. In the Shadowlord version of this Gift, the servant of Crow is enveloped by shadows as he escapes.
Paralyzing Stare: The Shadow Lord directs a terrifying glare at a target, causing her to freeze in terror. A Stormcrow teaches this Gift.
Direct the Storm: Having a packmate who is prone to frenzy isn’t safe for anyone. With this Gift, the Shadow Lord can direct the primal instincts of a frenzied Garou — friend or foe — causing him to attack targets of the Lord’s choice. A Stormcrow teaches this Gift.
Rank 4:
Assassin’s Strike: Like the Ratkin and the Nagah before them, the Judges of Doom have learned to quickly slip into and out of the Umbra so that they may surprise their prey. When using this Gift, the Judge disappears for a moment and reappears behind his victim, whereupon he may attack his victim with complete surprise. This Gift is taught by a cobra-spirit.
Living Treasure: A Hakken can convince the spirit of a treasure in his possession to relate its history and lore. An ancestor-spirit imparts this Gift.
Durance: The werewolf dominates a talen-bound spirit, spinning webs of metaphysical authority to forcibly lengthen its service to her. Some consider this Gift disrespectful, but the Shadow Lords find it ridiculous to discard a weapon that might serve Gaia, just for the sake of politeness. This Gift is taught by a spider-spirit.
Ubiquitous Presence: Paranoia is a wonderful weapon. It keeps enemies from resting, from thinking properly, and, done right, from ever attacking you. And if you can’t be everywhere at once, at least you can appear to be. The Shadow Lord can curse an enemy with paranoia, giving the victim an unflinching suspicion that the Garou is watching her, even when that belief would otherwise be entirely illogical. Shadow or night-spirits teach this Gift.
Seeds of Doubt: Talented tricksters, Shadow Lords with this Gift may convince a listener of one false idea, no matter how absurd. The Gift only works if the lie told is not obviously harmful to the listener. It is taught by a Raven-spirit.
Invoke the Spirits of the Storm / Call the Storm: The Garou can summon nearly any weather effect she desires, be it a tornado, fog, blizzard or thunderstorms. An avatar of Digo teaches this Gift. An avatar of Rainbow Serpent teaches the Bunyip version.
Strength of the Dominator: The Garou draws on a target’s anger to feed his own. A Stormcrow teaches this Gift.
Open Wounds: The Garou may cause the next wound he inflicts to bleed profusely, weakening the target further. A pain-sprit teaches this Gift.
Rank 5:
Find the Transgressor: With this potent Gift, the Judge calls upon the might of Gaia Herself to determine the exact location of any one named individual that has violated the Litany in some fashion. Use of this Gift is never a trivial undertaking, and those that abuse its power usually suffer dire consequences. An avatar of Gaia Herself teaches this Gift.
Divine Wind: The Hakken can call forth a powerful storm in a designated area. The storm uproots trees and overturns cars in its fury. An ancestor-spirit or a servant of Narukami, Lord of Thunder, teaches this Gift.
Purity of Blood: The disciple has become so resistant to the Wyrm that she may overcome the Blood Bond of vampires. This Gift is taught by an avatar of Grandfather Thunder himself.
Mask Taint: A Garou with this Gift may completely hide his Wyrm-taint from all senses, including Gifts that detect such taint. This Gift is taught by a Puppeteer Bane.
Wounding Lies: For all their ability to prevaricate or misdirect when the need is there, few Shadow Lords – particularly elders – like being lied to. This Gift is the ultimate expression of that conceit; it forces those whom the Lord is interrogating to speak the truth or suffer the consequences. A person that lies to the elder suffers great wounds that mystically appear across his body with each untruth. A pain-spirit teaches this Gift.
Shadow Pack: The Garou summons up shadowy duplicates of himself to stand by him in battle. These shadow-wolves resemble the Shadow Lord and have some of the same capabilities. A night-spirit teaches this Gift.
Obedience: With the power of this Gift, the Shadow Lord becomes the ultimate alpha, compelling all others to follow her orders. A Stormcrow teaches this Gift.
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Posted: Mon Jul 24, 2023 12:19 am
Silent Striders: Romani and vagabonds, the Striders originally hailed from Egypt and the Middle East. They were cast out of their ancestral homeland by the vampire Set and have been searching for a new homeland ever since. They are the messengers of the Garou and are always on the move. The Striders very rarely share their secrets, yet conversely are also known for their skill at prophesy. They hate vampires with a passion.
Gifts of the Silent Striders:
Rank 1:
Visions of Dust / Death Sight: The werewolf’s eyes become cloudy and pale as she attunes her vision to the ashen landscape of the Underworld. An owl-spirit teaches this Gift.
Heavens’ Guidance: This practical Gift prevents the Silent Striders who have it from ever being lost. Under a cloudy night sky and without the benefit of a chart or compass, a Strider can still make his way through unfamiliar territory. Although he cannot tell exactly where he is at all times, the Strider will always have a perfect sense of direction. Also, he always knows the exact distance he has traveled. Various star-spirits and other inhabitants of the Aetherial teach this Gift.
Tireless Running: Young Silent Striders quickly learn the need for extraordinary speed and stamina — often the message that even untested youths are asked to carry cannot wait for the message bearer to sleep or eat. A Garou with this Gift can run from moonrise to moonrise subsisting on nothing more than her spiritual energy, crossing almost four hundred miles, but as soon as she breaks her run she must eat and rest. This Gift is taught by a wolf-spirit.
Heavans’ Guidance: A Strider with this Gift is never lost while the stars shine in the sky. This Gift is taught by a spirit servant of the North Star.
Speed of Thought: The Garou doubles her running speed. A roadrunner- or cheetah-spirit teaches this Gift.
Silence: The Garou can muffle any sound she makes, the better to creep up on an enemy or escape unnoticed. An owl-spirit teaches this Gift.
Inspiration / Grim Resolve: Other werewolves look to the Ahroun for leadership in combat. The Gift of Inspiration is one reason. The Garou with this Gift lends new resolve and righteous anger to his brethren. Either a lion- or wolf-spirit teaches this Gift.
Sense Wyrm: The werewolf can sense manifestations of the Wyrm in the nearby area. This Gift involves a mystical sense, not a visual or olfactory image, although werewolves using the Gift sometimes say things like, “This place stinks of the Wyrm” (with a few more colorful adjectives). Garou should remember that the Wyrm’s taint can cling to relatively blameless souls. Werewolves may sense an innocent person who happens to work in a Wyrm-controlled factory or who has eated tainted food. This power requires active concentration. Any spirit of Gaia may teach this Gift.
Rank 2:
Speech of the World: This Gift allows Gaia’s warriors to read and wield the spirit of speech, bypassing the need to learn different languages and dialects. The Garou may speak and understand any human language she encounters, though she speaks with an obvious accent, marking her as an outsider. Speech of the World doesn’t convey literacy, nor is it an encyclopedia of cultural information. An ancestor-spirit teaches this Gift.
Axis Mundi: By spending a Gnosis point, the lupus can center herself in relation to Gaia, and always know which direction she is traveling in or facing, no matter where she may be in the Gaia realms. In addition, the lupus carries her “territory” around with her, in a mystical sense. Wolves will detect this, and concede her right to travel through their territories and hunt there. Even other lupus must make a Willpower roll not to recognize this right. Other animals will also recognize this, and not attack the intruder.
Troubleseeker: The Harbingers are noted for their intuitive ability to find trouble or Wyrm-corruption, no matter how well hidden. They sometimes appear from nowhere, just “happening across” some problem or threat. This Gift allows a Harbinger to discover trouble without really searching for it — he just starts down a road and sees where it takes him. Almost invariably, his path crosses some threat that needs seeing to.
Graceful Strike: This Gift was used in bygone days to assassinate corrupt officials or merchants who were the tools of vampires. Beautiful young Garou would dance for them, then strike when the target least suspected. The secrets of the dancer’s knife had been kept alive by members of the Dispossessed camp, who found it useful to play on their gypsy heritage. In these desperate times, it’s a common tool of the camp’s Galliards when a fight gets messy. This Gift is taught by a cobra-spirit.
Tread Sebek’s Back: When activating this Gift, the Garou calls upon the spirit of Sebek the crocodile to bear her up as she runs across the water. The werewolf can also run across other liquids (a vat of industrial cleaner, sewage, or even lava), but this Gift provides no protection for her feet — any damage is greatly lessened as the harmful substance only comes into contact with a small part of her body, but she must soak it nonetheless. Particularly fast and spiritually attuned Silent Striders claim to have run across seas using this Gift. It is taught by a crocodile-spirit, or that of a crocodile bird.
Summon Talisman: The Strider can summon to herself any dedicated handheld object (see the Rite of Talisman Dedication). The item disappears from wherever it currently rests, even from somebody else’s grasp, and appears in the Garou’s grip. Striders use this Gift to bring special items to them once they have finished a journey or to recover items lost along the way. A packrat-spirit teaches this Gift.
Messenger’s Fortitude: The Garou can run at full speed for three days without rest, food or water. When the Garou reaches her destination, she has 10 minutes to complete whatever business brought her, then she must sleep for three days. A camel- or wolf-spirit teaches this Gift.
Call to Duty / Spectral Authority: Any spirit the Philodox knows by name is a potential servitor. With this Gift, the werewolf can summon and command any spirit she knows by name. Only one command is possible at a time, and the spirit departs after fulfilling the one request. An Incarna avatar teaches this Gift.
Sense of the Prey / Pulse of the Prey: If he knows anything about his prey, the character can track it down as rapidly as he can travel. This unerring sense of direction operates anywhere, and it is useful for tracking spirits through the Umbra as well as finding beings on Earth. A wolf- or dog-spirit teaches this Gift.
Blissful Ignorance: The Garou can become completely invisible to all senses, spirits or monitoring devices by remaining still. A chameleon-spirit teaches this Gift.
Curse of Hatred: The metis may verbalize the hatred in her heart, disheartening opponents with the intensity of her emotion. A spirit of hate teaches this Gift.
Rank 3:
Mark of the Death-Wolf: The Silent Strider uses his claws to gouge an eerie sigil into a nearby surface, which fascinates and attracts the unquiet dead. An owl-spirit teaches this Gift.
Death Track: Sometimes someone’s journey ends too soon, such as a man dying before he can tell the Silent Strider important information. Silent Striders with this Gift do not let the end of someone else’s journey be the end of theirs. As long as the Silent Strider can find the body, they can then follow the trails of the spirit until they find the ghost. A servant of Owl teaches this Gift.
Ghost Touched: Once a Garou steps into the Dark Umbra, he carries an aura of death and decay with him always. The aura is difficult to see, but it is there nonetheless — the perceptive might smell a faint must in his fur, or catch strange reflections in the pupils of his eyes. This Gift harnesses that deathly aura, weaving it into a protective shield against the attacks or special abilities of ghosts. This Gift is taught by the denizens of the Dark Umbra, and is not easily come by.
Scale of Ma’at: The Halls of Ma’at are where the dead go to be judged; the liars, cheaters and murders are denied eternal life. The Silent Striders can invoke the judgement of Ma’at on the living, seeing through lies to find the ugly truth beneath. This Gift is taught by an ibis-spirit, the symbol of Thoth.
Long Running: Whether the Garou is on foot or in a vehicle, this Gift allows him to reduce the travel time on a lengthy journey. Striders use this Gift only when the need is dire; usually, they prefer to see the sights and take their time. A horse-spirit can teach this Gift.
Tongues: This Gift allows the user to read or write any human language encountered, no matter how ancient or obscure. Galliards often use this Gift when translating ancient texts to revive old legends or compose new songs for moots. This Gift is taught by a Raven-spirit.
Great Leap: The Strider with this Gift can jump truly astounding distances. A jackrabbit-spirit teaches this Gift.
Adaptation: The Garou takes no damage from poison or disease, and he may exist in any environment, regardless of pressure, temperature or atmospheric condition. This Gift does not protect the Garou from hazardous situations (like falling), only hazardous environments. A bear-spirit teaches this Gift.
Rank 4:
Black Mark: The Strider’s claws darken with the leaden sheen of the Dark Umbra, marking her foes fit for the attentions of the restless dead. An owl-spirit teaches this Gift.
Guiding Hand of Djeheuty: None could stay the words of Djeheuty, the messenger of the Gods. Those who have this Gift do not even have to accompany the message, but can send it on its way and be assured that it will reach its destination. The spirit of any migrating animal teaches this Gift.
Touch of Death: The Garou can inflict visions of death upon an unsuspecting opponent. Worse, these visions are highly personal premonitions of the opponent’s untimely demise, as if someone “had walked over his grave.” The fear this creates is paralyzing; in the worst cases, the victim falls catatonic and cannot be revived for days. On recovery, the stricken individual cannot remember details of what so terrified him, simply that involved his death. Victims who survive the encounter with the Eater of the Dead are forever marked with a white lock or patch of hair. This Gift is taught by a death-spirit.
Dam the Heartflood: No other tribe among the Garou has as much hatred for vampires, for as just a cause, as the Silent Striders. It is no surprise then that the Striders sought out this Gift, searching long through the spirit world and the physical world for the secret to incapacitating a vampire. They found an answer from the spirit children of Cobra, who taught them a spirit-poison usable against the vampires who defiled Cobra’s name.
Mindblock: Upon learning this Gift, the Garou’s mental defenses are strengthened to the utmost. A falcon-spirit teaches this Gift.
Speed Beyond Thought: The Garou can run at 10 times his normal land speed. The effects last for up to eight hours, during which the Garou can do nothing but concentrate on running. When the Gift’s effects end, the Garou must eat immediately or face frenzy from hunger. A cheetah- or air-spirit teaches this Gift.
Attunement / Lay of the Land: The Garou may commune with the spirits of a city or town and gain information about the area from them, including rough population, enclaves of Garou or other being and secret tunnels. This Gift does not function in the wilderness, since the Bone Gnawers have lost the knack for conversing with such spirits easily. A rat-spirit teaches this Gift.
Rank 5:
Invocation of the Pharaoh: This awe-inspiring Gift is only available to the greatest Strider heroes. The Strider must be in Homid form, must spend a Gnosis and a Willpower point, and must enact a 10-minute chant to the greatest of ancient Egyptian spirits. Once this is done, the Garou expands and grows, becoming a giant similar to the depictions of pharaohs on mastabas and sarcophagi. This Gift is taught by Sphinx.
Fetish Doll: Sympathetic magic is the oldest form of sorcery, and it is still effective. Although many cultures find this sort of magic repellent, the Uktena believe that the ends well justify the means. The Garou can harm his victim from afar using a specially created doll. He must have a piece of his victim or an object belonging to him, and he must then construct the doll. An ancestor-spirit teaches this Gift.
Reach the Umbra: The Garou may step into and out of the Umbra at will, without need of a reflective surface or even any effort at all. An owl-spirit teaches this Gift.
Gate of the Moon: This Gift creates a specialized moon bridge that takes the Strider to her destination instantly. At least a sliver of moon must be visible at her area of departure. A Lune teaches this Gift.
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Faekat Adoption Agency Crew
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Faekat Adoption Agency Crew
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Posted: Mon Jul 24, 2023 12:19 am
Silver Fangs: The ancestral leaders of the Garou, the Fangs are slowly rotting from within. By breeding with only the noblest of humans and by breeding with their own family members, they have bred weakness into their house. Many have mental disorders of some sort and more than one Metis has come about from a Silver Fang's incestuous habits. The rest of the Garou consider the Fangs doddering kings who should be overthrown. The Fangs will not let such a thing happen. Younger Fangs have been trying to fix what's wrong with the tribe and bring in fresh blood, though they haven't had much success as of yet.
Gifts of the Silver Fangs:
Rank 1:
Full Moon Cleansing: This Gift allows a Garou to turn her own Rage against her Harano, thereby defeating it like any other enemy. The werewolf learns this Gift in ritual combat with a blood-warrior spirit, who must be defeated and burnt in an Umbral fire. The Garou then marks himself with the glyph for her own auspice and the Ahroun glyph. Thus, she learns how the anger of the Full Moon may be made part of herself.
New Moon’s Laughter: This Gift allows a werewolf to make others around her more receptive to criticism and less obsessed with their own pride, thus showing them the wisdom of the New Moon. To learn this Gift, the werewolf must trick a Lune into revealing the Gift.
Harrier’s View: The Gift allows a pack alpha to have a perfect sense of where his packmates are, relative to his own position. This allows him to howl or shout orders more effectively and plan the tactics of the group better. A barrier-spirit teaches this Gift.
Osprey’s Eye: Osprey can spot his prey in the water from high in the air above, despite the distorting effect of the water itself. She gives her children the same ability, so they may hunt the enemies of Gaia as easily in the water as in the air. This Gift is taught by an osprey spirit, or by her ally, Salmon.
Ice Dance: This Gift is a legacy of the tribe’s deep roots in Russia and the frozen north. The Wyrm often chooses its battlegrounds with cunning, using Gaia’s own snow and ice against Her defenders. This Gift allows the Fangs to face the Wyrm on equal terms, or even turn Gaia’s own beauty to their advantage by moving freely across snow and ice, as if it was a flat plain of green grass. An ice elemental teaches this Gift.
Eye of the Falcon: Falcon is a great predator, with keen eyes and a sharp beak. As he soars in the sky, he can spot the tiny movement in the grass that betrays the location of his prey at great distances. He shares this Gift freely with his children so they may spot their foes easily and lead the Garou into battle with confidence. Any Falcon’s brood may teach this Gift.
Call the Breeze / Wind of Buzzard’s Wings: The Garou calls up a strong (20 mpg), cold breeze and directs it at whim. This breeze chills anyone not prepared for it, and it disperses (or redirects) clouds of vapor (including tear gas or airborne toxins) or swarms of insects. A wind-spirit teaches this Gift.
Lambent Flame: The Garou causes her body to ignite with silver light. A Lune teaches this Gift.
Falcon’s Grasp / Implacable Grip: A leader must keep a tight grip on his power, and this Gift allows the Garou to do so literally. The Garou’s hands or jaws tighten in a mighty death-grip, making it nearly impossible to escape. A falcon-spirit teaches this Gift.
Inspiration / Grim Resolve: Other werewolves look to the Ahroun for leadership in combat. The Gift of Inspiration is one reason. The Garou with this Gift lends new resolve and righteous anger to his brethren. Either a lion- or wolf-spirit teaches this Gift.
Sense Wyrm: The werewolf can sense manifestations of the Wyrm in the nearby area. This Gift involves a mystical sense, not a visual or olfactory image, although werewolves using the Gift sometimes say things like, “This place stinks of the Wyrm” (with a few more colorful adjectives). Garou should remember that the Wyrm’s taint can cling to relatively blameless souls. Werewolves may sense an innocent person who happens to work in a Wyrm-controlled factory or w
Rank 2:
Unity of the Pack: It is only natural for those guided by canny leaders to excel. This Gift allows the Silver Fang’s pack to enjoy the benefits of her unifying aura, making them deadlier warriors against the Wyrm’s minions. A wolf-spirit teaches this Gift.
Awe: The Garou, simply by her bearing and strength, proves to others her mastery and right to rule other tribes. This Gift is taught by a Falcon spirit.
Gibbous Moon Song: The Gift allows a Garou to learn the benefits of a smooth tongue and social awareness. It makes the werewolf talkative, interesting and likable, the very life and soul of any gathering. The moon’s own light seems to make her more interesting and attractive than she normally seems. A Great Green Cheese spirit, a lively and somewhat aromatic member of Luna’s brood, best known to the Bone Gnawers, teaches this Gift. Arrogant Silver Fangs who will not deign to deal with such a spirit will struggle to progress on this cycle. The werewolf and the spirit engage in a battle of wits, to see who can come up with the cleverest word play. If the Garou wins, the spirit happily teaches the Gift. Thus, she makes the persuasiveness of the Gibbous Moon part of herself.
Crescent Moon’s Awareness: This Gift allows the character to make other around her more aware of the spirits of the place. Garou catch glimpses and hear incomprehensible whispers of the spirits in the Penumbra, while Kinfolk and other humans feel an unsettling awareness of an alien world that they are normally oblivious to and have no means of understanding. This teaches them the power of the Crescent Moon. To learn this Gift, the Fang must track down any one of Falcon’s brood and perform one, simple service for him.
Truce of Helios: Helios brings reason and tact to the werewolves who honor him. He teaches the Garou to temper their instinct and Rage with thought and logic. Thus, those who follow him often become skilled diplomats and negotiators. Often the biggest problem in achieving a truce, treaty or alliance is getting the other side to listen to the argument that the character is putting forward. This Gift forces them to listen to what the Silver Fang has to say. However, Helios values truth and justice. He does not force the listener to accept what is said. Neither does he allow his followers to use this Gift to gain a combat advantage over another by using it to delay the listener while an ambush or attack is organized. Any werewolf using the Gift in that way will find that it doesn’t’ work, and may find it never working for them again. Helios sends a Child of Kamak or a Firebird spirit to teach this Gift to those he finds worthy.
Hand Blade: Many Silver Fangs specialize in klaive dueling and swordplay. On occasions, they are disarmed or attacked when they are unarmed. This Gift allows them to rely on their skill in swordplay by turning their arm into a razor-sharp blade that slices and cuts like the best-forged sword. An ancestor spirit, usually a former klaive dueling master, teaches this Gift.
Eagle’s Beak: The eagle’s beak is a sharp, tearing weapon that can tear its prey apart in seconds. An eagle spirit can teach a Silver Fang the secret of eviscerating his enemy swiftly through this Gift.
Deep Roots: This Gift allows the steadfast members of House Wise Heart to stand their ground against their foes. Nothing can move a werewolf rooted with this Gift, although he is as vulnerable to other forms of attack as ever. Any forest-dwelling spirit can teach this Gift.
Locate Spirit Tutor: The werewolves of House Wise Heart are renowned for their skill as tutors and mentors. However, they know that the spirits themselves are the best tutors for Gifts. This Gift allows a Silver Fang in the Umbra to locate the nearest spirit that can teach a particular Gift that he wishes his student to learn. From that point onwards, it is all up to the student and the spirit. A peregrine falcon-spirit teaches this Gift.
Hidden Meaning: Sometimes what someone doesn’t say is just as revealing as what they do say. This Gift allows a listener a sense of exactly what a speaker is concealing or avoiding saying. A heron-spirit teaches this Gift.
Merlin’s Call: This Gift allows the alpha of a pack to call out to her fellows, letting them know exactly where she is and allowing them to rally around her, even in complete darkness or other situations in which the werewolves are effectively blinded like heavy fog, or intervening walls. However, the sound that the alpha makes cannot be used by other creatures to locate the Garou. A merlin-spirit teaches this Gift.
Austere Mind: The Silver Fangs of House Austere Howl have always valued self-control. To this end, they successfully petitioned a stone elemental to teach them this Gift that grant s them the emotional stoicism of a rock.
Osprey’s Flight: When Osprey hunts, she can hover over the water. She wishes her children to hunt over rivers just as easily, so she teaches this Gift to those who prove themselves worthy enough.
Reason’s Grasp / Reason: The Silver Fangs took up many burdens when they accepted the leadership role for the Garou Nation. One of the hardest of these to bear is the propensity towards Harano and the mental disabilities that beset members of the Tribe. However, the spirits took pity upon the tribe members who were suffering and failing at a time of need, so they sent a Firebird spirit to teach them this Gift. Reason’s Grasp allows a Silver Fang to free herself temporarily from Harano or mental illness. It can also protect against any sanity-altering attack, be it from a spirit, Wyrm creature, vampire, mage or demon.
Word of Honor: To a Silver Fang, honor is everything. This Gift imbues a Garou’s words with his honorable bearing. As long as the Silver Fang speaks the truth, others believe him. An eagle-spirit teaches the Silver Fangs how to speak clear and true.
Empathy / Claw-to-Thumb: To be a leader among wolves is largely a matter of physical dominance, but a human leader must understand his charges and follow their will to a degree. With this Gift, a Silver Fang can understand those around him and live up to their expectations. A falcon-spirit teaches this Gift.
Luna’s Armor: The Child of Gaia may call for Luna’s protection in battle. This Gift even allows limited resistance to silver. A Lune teaches this Gift.
Sense Silver: As consummate warriors, Ahroun must be prepared for every eventuality — including silver weaponry. This Gift, taught by Lunes, allows the Ahroun to detect the presence of silver.
Rank 3:
Claim of Authority: There are times when a Silver Fang cannot be present at important moots or meetings, and must send another Garou in her place. To make sure that any advantages to be gained aren’t neglected, a Silver Fang with this Gift can grant her messenger some of her own natural authority. It is taught by an ancestor-spirit.
Dominance Blow: Smart Garou know to pay the Silver Fangs their due. Stupid ones openly challenge them, and force the Silver Fangs to assert their dominance. This Gift allows a Silver Fang to easily knock down would-be rebels by connecting physical dominance with rightful leadership. When this Gift is working, might does make right. Lupus Silver Fangs are fond of this Gift, which resembles wolf understandings of alpha standing. A wolf-spirit teaches this Gift
Half Moon Mnemonics: This Gift allows a Garou to remember a moment with perfect clarity, fixing it forever within their mind. They may recall that moment at any time, and examine the memory from any angle they wish. The memory does not dim with age, and the recall is always perfect and total. A sea spirit teaches this Gift. The werewolf must seek an Umbral sea and meditate on the sound of its wave, until she can hear the sea spirit calling to her. She must then focus on those instructions while at the same time keeping total awareness of the moment to learn this Gift. Thus, she makes the wisdom and reflection of the Half Moon part of herself.
Half Moon’s Diplomacy: Sometimes the first step to resolving a dispute is to prevent yourself saying anything to make the situation worse. This Gift allows a werewolf to try to calm an explosive moment by preventing everyone present from saying anything inflammatory, thus bringing them all the Half Moon’s wisdom. To learn this Gift, the werewolf must follow a harrier-spirit for an hour, matching her flight path from the ground, until she tries and consents to share this Gift.
Honor Pact: This is another of Helios’ Gifts that allows diplomacy between even the most intransigent of opponents. For the Gift to work, though, all parties involved in the negotiation must agree to its use willingly, even if they consider their position fixed and room for debate to be minimal. Participants must show their willingness by spilling their own blood and mingling it with that of the other participants, usually by slicing open their palms and shaking hands. Helios does not consider those creatures without blood or with toxic or damaging blood worthy of his Gift and they cannot participate. Each participant then swears an oath to both Falcon and Helios to work with her fellow participants to find a solution. This forges spiritual bonds between all involved, preventing them from acting against one anther’s interests and hopefully allowing a conclusion to the negotiations that suits and benefits all.
On occasions, a pack with a Sun Lodge member will use this Gift to prevent minions of the Defiler Wyrm turning one packmate against another. Helios allows a Child of Kamak to teach this Gift.
Burning Blade: This Gift causes a Garou’s weapon, be it a sword, klaive or axe, to burn with a deadly fire that burns her enemy even as it bites into their flesh. A firebird spirit teaches this Gift.
Talons of Falcon: Falcon’s talons are sharp, allowing him to grasp and impale his prey, before it even realizes that he has swooped. He grants these same talons to the most worthy of his children, so that they may impale their foes upon their claws. This Gift turns a werewolf’s claws into wickedly sharp impaling weapons, able to slice through skin and muscle and deep into the entrails of the Fang’s foe. A falcon spirit of the Great Flock imparts the secret of this Gift.
Wrath of Gaia: The Garou shows himself in full, terrible, glory as Gaia’s chosen warrior. His splendor overwhelms minions of the Wyrm, driving them before him in terror unless they can master their instinctive fear of this predator. An avatar of Gaia herself teaches this Gift.
Silver Claws: The Ahroun can establish her battlefield primacy against other werebeasts by transforming her own claws into silver. A Lune teaches this Gift.
Rank 4:
Crescent Moon Fata: This Gift allows a Garou to perceive the very threads of fate and destiny that direct the world. By studying a person or object, she can learn a little about its past, or its possible future. To learn this Gift, the werewolf must find a spider or firefly Jaggling of Moria, one of Luna’s Incarna, and challenge it to a contest of gamecraft. Should the Garou win, the Jaggling opens her eye to the play of fate upon the world. Thus, she makes the spiritual awareness of the Crescent Moon part of herself.
Gibbous Moon’s Understanding: The greatest of the Silver Fangs’ Galliards have sometimes also been some of the tribe’s most successful battlefield leaders. This Gift can take some of the credit for this. It allows the werewolf to howl out general or specific instructions to her allies, and have them heard and understood even over the noise of battle, thus showing everyone the Gibbous Moon’s wisdom. To learn this Gift, the werewolf must persuade three different Lunes to spend a whole night in the character’s company. Just before dawn, one of them will teach the Gift.
Leshii’s Boon: This Gift allows the Fang to turn the very plants and trees of the forest against her enemies. Tree branches lash against them and roots trip them up, animals n** at their heels and insects swarm around them. A leshii spirit teaches this Gift.
Ignore Death Blow / Sidestep Death: Old legends say that when the first Silver Fang died, he was reborn with this Gift. A Fang with this Gift simply sidesteps what would have become his deathblow. A lion-spirit teaches this Gift.
Mindblock: Upon learning this Gift, the Garou’s mental defenses are strengthened to the utmost. A falcon-spirit teaches this Gift.
Mastery: With the power of this Gift, the Fang can command other Garou, including Black Spiral Dancers, to do her bidding. A falcon-spirit teaches this Gift.
Rank 5:
New Moon Legerdemain: This Gift allows the werewolf to summon and command a group of small trickster spirits. This last step in the Cycle brings the werewolf to an understanding of Luna’s need for the tricksters and the madness that she welcomes. The spirits, once summoned, dance around the Garou in the Penumbra, protecting her from harm but disturbing and unsettling all those around her. They play tricks on everyone in the vicinity; harmless and amusing ones on the werewolf’s allies and destructive ones on her enemies. An avatar of Luna herself teaches this Gift, which puts the Garou in her debt — and service — forever. To learn the Gift, the Garou must undertake a great quest in Luna’s name, one that may take several game sessions to play out. Once the werewolf succeeds, Luna gifts her loyal subject an understanding of the true nature of madness. Thus, the werewolf makes the New Moon’s twisted wisdom part of herself. Full Moon’s Wrath: Sometimes Luna’s wrath waxes so great that her enemies fall before her chosen like corn before a scythe. This Gift allows a hard-pressed werewolf to summon war-spirits to her aid, striking at her enemies and giving her respite. Their power teaches the werewolf and her allies, not to mention her enemies, the wisdom and strength of the Full Moon. The werewolf must find and defeat nine of Falcon’s brood of Jagglings in succession on a night of the full moon to learn this Gift. At the end of the night, an Avatar of Luna appears and binds the defeated spirits to the Fang’s service ever more. However, she demands that the Garou be at her disposal on nights of the full moon in exchange.
The Secret of Gaia: Some Silver Fang legends tell of a Great White Wolf who gave his own life to save Mother Gaia. He was the ancestor of the Silver Fangs, and of all the werewolves. Those werewolves who rise to the highest rank amongst the tribe sometimes learn the secret that Gaia imparted to the Great White Wolf after his sacrifice, one that deepens their connection to Her and allows them to be completely aware of their surroundings.
Everything about her environment suddenly becomes part of the werewolf’s awareness. She can sense the lay of the land, the type and nature of the plants growing on it and what forms of animal life live there. She can sense what spirits are at work in the area’s Penumbra. The werewolf also gains some sense of the health of Gaia in that area. In an urban area, she might feel constricted or restrained, while in an area under attack by the Wyrm, she might feel itchy or in pain, depending on how successful the Wyrm minions are.
Any Silver Fang of sufficient rank may learn this Gift, but the majority of those who learn it are Theurges. For some reason, members of House Wise Heart receive this Gift more frequently than to those of any other House. It is technically possible for a Garou of another tribe to learn this Gift, but it has not happened in living memory, and no song records such an event occurring. Those werewolves who do learn this Gift are often changed as a result. Many choose to walk barefoot on the earth whenever they can, and show a greater than usual aversion to cities. None of them can actually articulate what the secret is, saying that it is either something you understand, or you don’t. Paws of the Newborn Cub: With a glare and snarl, the Silver Fang strips her foe of any supernatural power. Many servants of the Wrym have tried to employ their putrescent magic against the Fangs, only to realize that they face a mighty foe with only mundane methods of defense. A falcon-spirit teaches this Gift.
Luna’s Avenger: The Garou’s entire body, regardless of her current form, is changed to living silver. She becomes a nearly unstoppable warrior. A Lune teaches this Gift.
Rank 6:
Renew the Cycle: One of the most potent powers available to the Garou, this Gift allows the correction of a grievous wrong to the natural cycle of Gaia. The undead, whose very existence is an affront to the natural order of things, wither and crumble to dust when struck by the power of this Gift. Whether the undead is a shambling, month-old animated corpse or an ancient vampire, the Fang can destroy it with but a glance.
Only an avatar of Helios of Gaia Herself can teach this Gift.
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Posted: Mon Jul 24, 2023 12:19 am
Stargazers: The smallest of the tribes, many Stargazers are actually converts from other tribes. They are concerned with balance in all its forms, seeking for perfect harmony both within and without. They often lose themselves in philosophical thought however and most Garou think they spend too much time contemplating their navels and not enough time acting. They walk alone and join packs only long enough to try and impart their wisdom to other Garou. They are deadly when forced to act, for they are the originators of Kailindo, the Garou martial art.
Gifts of the Stargazers:
Rank 1:
Iron Resolve: Through the blessings of the spirits, the Stargazer’s resolve is tempered like steel, allowing great feats through application of sheer will. An ancestor-spirit teaches this Gift.
Muladhara: Awakening the Serpent Fire Gift: The Serpent Fire gifts must be learned in order, from 1 – 5.
The base chakra is awakened and the energy stirs. The character can call on this energy to help himself root or center for meditation, or summon energy to stave off fatigue. This also includes the Svadhisthana or sacral chakra, governing the sex organs.
Sense the Demonic: The difference between a servitor of the Wyrm and a demon-possessed mortal is subtle. While most demons emanate perceptible Wyrm-taint, strangely some seem able to mask themselves and escape such notice. Plus, Sense Wyrm doesn’t identify the nature of the taint, so the nature of the creature (that it’s a demon) goes unknown until it’s potentially too late. This Gift helps circumvent that problem. It doesn’t provide a literal sense so much as a spiritual one – the eye in the Demon Eater’s mind registers the disruption in the fabric of reality, and senses the demonic source. This Gift is taught by a chimerling.
Seed of Speech: The spoke mantra for this Gift is Aum-Vak-Bija. It represents the primal nature of speech and gives the Stargazer using this Gift a preternatural understanding of the underlying force behind all words and names. Merely by intoning the mantra and activating this Gift, the Garou is capable of harmonizing with the very fundamental nature of spoken sound and the knowledge that comes with it. This Gift is taught by an avatar of Cuckoo.
Drunken Spider: This Gift is primarily practiced by those Stargazers who feel that the Weaver is the true enemy of Gaia. With this ability, the Stargazer may affect the logic centers of any Weaver-spirit, jumbling its mind into sluggish discord. If the spirit isn’t part of any physical manifestation mirrored in the “real” world, the spirit is merely hampered and confused. If performed on a spirit that’s part of the soul of a machine, it actually makes the machine work significantly less efficiently, and thus makes it harder to use. A computer affected as such may not do what the user intends. Hitting “Enter,” for instance, might trigger the “Backspace” key instead. Or opening a document might cause it to appear as gibberish. This Gift can be taught by either a cockroach-spirit or a water-
Channeling: Rage is both a boon and a bane to the Garou, and the Stargazers feel this doubly so. Rage, while certainly a vital resource, is also a dangerous element. Many Stargazers seek new ways to harness and direct their Rage, and those with this Gift have at least one more option. A Garou using this Gift can channel her Rage into a single action, helping her perform that one action as best as she is able. This Gift is taught by a fire-spirit.
Imbalance: A Stargazer possessing this Gift causes considerable problems to all attackers. Those attacking find themselves clumsier and less nimble with every successful strike. An earth elemental teaches this Gift.
Paper Butterfly: Ancient court magicians of the Chinese emperor were able to conjure a cloud of paper butterflies out of thin air. Stargazers who have mastered this trick use it to create a mood of tranquility, or can use them to distract an opponent. This Gift is taught, appropriately enough, by a butterfly or moth-spirit.
Balance: The Stargazer is able to walk across any ledge, rope, etc., no matter how thin or slippery. Wind-spirits teach this Gift.
Inner Strength: After brief meditation, the Garou may convert her inner anger into iron resolve. Stargazer ancestor-spirits teach this Gift.
Falling Touch: This Gift allows the Garou to send her foe sprawling with but a touch. Any aerial spirit can teach this Gift.
Sense Wyrm: The werewolf can sense manifestations of the Wyrm in the nearby area. This Gift involves a mystical sense, not a visual or olfactory image, although werewolves using the Gift sometimes say things like, “This place stinks of the Wyrm” (with a few more colorful adjectives). Garou should remember that the Wyrm’s taint can cling to relatively blameless souls. Werewolves may sense an innocent person who happens to work in a Wyrm-controlled factory or who has eated tainted food. This power requires active concentration. Any spirit of Gaia may teach this Gift.
Rank 2:
Resist Temptation: Using gestures to her chakras, as Klaital did, the Stargazer can resist worldly, mental and spiritual temptations, including corruption. This Gift is taught by an earth-spirit.
Inner Light: The Stargazer can step sideways into the Umbra using only his own inner light; he has no need of a reflection or bright light to guide him. This Gift is taught by an Epiphling of Truth.
Manipura: Awakening the Serpent Fire Gift: The Serpent Fire gifts must be learned in order, from 1 – 5.
The solar plexus chakra stirs, allowing the character access to powerful energy and strength which can greatly aid Kailindo maneuvers.
The Teacher’s Ease: The Stargazers of the Sacred Thread are teachers, first and forever. They hold a great love of sharing information and enlightening others to knowledge, and those with this Gift may find their students a little more “enlightened” than others. With it, a ksatriya may actually open a student’s mind a little further than it already was, allowing the learner to absorb more information, more quickly. This Gift is taught by a Stargazer ancestor-spirit.
Word-to-Weapon: The warrior-teacher caste of the Sacred Thread is able to focus in on the mystic power underlying each and every word. Even a ksatriya without a weapon may conjure one using nothing more than the sound of his own voice. This Gift is taught by a wind-spirit.
Reverie of the Kol-Kin: Demons are malicious tricksters bent on chaos. Their souls have been corrupted by the Wyrm so badly, there’s little real humanity left inside, regardless of how they appear on the outside. They can’t be trusted. They can’t be left alone. This Gift helps to trap them and keep them still for a time. The Stargazer’s eyes become pale mirrors, glowing faintly even in daylight. Any demon looking into the Stargazer’s eyes is held transfixed, unable to move or speak. It’s said that this ability was passed down from the group’s progenitor, Zhong Kui, who used it to hold one demon at bay while his pack eased in for the kill. This Gift is taught by a Lune.
Sound of Suffering: The spoken mantra for this Gift is Aum-Kama-Rudra. Life is suffering. Among the Stargazers this is not a philosophy, this is fact. Once someone realizes that suffering is the dominating force within the universe, he can move past it onto a fuller, richer life – or so the theory goes. With this Gift, a Stargazer can inflict a temporary “realization of suffering” onto a single individual. The individual affected by this Gift is beset by a swell of sadness, and they can’t help but break down into hitching, wracking sobs. For the duration of this power, the target is left feeling both empty of substance and full of the world’s pain. This Gift is taught by both pain- and rain-spirits.
Wuxing: There is a mystical resonance — wuxing — that exists between the elements of water, fire, earth, metal and wood. These elements are the basic forces underlying everything in the world, and the resonance between them is something that a Stargazer with this Gift can hear and tap into. The Stargazer can take the reverberation between elements and tweak it temporarily; the result is, for a short time, that one element can be changed into the other. This Gift may only be taught by an avatar of Chimera.
Drunken Spider: This Gift is primarily practiced by those Stargazers who feel that the Weaver is the true enemy of Gaia. With this ability, the Stargazer may affect the logic centers of any Weaver-spirit, jumbling its mind into sluggish discord. If the spirit isn’t part of any physical manifestation mirrored in the “real” world, the spirit is merely hampered and confused. If performed on a spirit that’s part of the soul of a machine, it actually makes the machine work significantly less efficiently, and thus makes it harder to use. A computer affected as such may not do what the user intends. Hitting “Enter,” for instance, might trigger the “Backspace” key instead. Or opening a document might cause it to appear as gibberish. This Gift can be taught by either a cockroach-spirit or a water-
Surface Attunement: The Stargazer may attune herself to the surrounding environment, thereby gaining the ability to walk at normal speed across such surfaces as mud, water, snow and quicksand without falling through or leaving tracks. The spirits of small animals that are often overlooked by other tribes (such as rabbits, sparrows and mice) teach this Gift.
Rank 3:
Walk the Web: The Stargzer can walk through Weaver realms without attracting attention. Pattern Spiders will ignore her and go about their business. The character must chant a mantra through sub-vocalization (mouthing it silently). This Gift is taught by various Enigmatics. However, if the Stargazer takes direct action against any Weaver minions, the effect of the Gift is canceled and the spiders will come.
Cunning Koan: The character can cut through any falsity, illusion or bullshit with a few choice words. The words cannot be profane and must come in the form of a short haiku poem or koan. This Gift is taught by a crow-spirit or a Chimerling.
Anahata: Awakening the Serpent Fire Gift: The Serpent Fire gifts must be learned in order, from 1 – 5.
The heart center stirs, opening the Garou up to normally unseen perceptions concerning others. She can sense what they are feeling and know the best way to make them listen to her (although they cannot be coerced into acting against their wills).
Seven Mile Leap: The name of this Gift is a bit of a misnomer, since it doesn’t technically allow a Trance-Runner to leap seven miles up into the air. What it does do, however, is effectively increase the tautness and tension of her muscles, making her a light and powerful adversary. She can move quickly, jump to obscene heights, and land safely. This Gift is taught by any bird-spirit.
Bird Bones: Trance Runners are known for being notoriously light. Their bodies, little more than bones and tightly-corded muscle, can move fast and flexible partly due to their legendary “hollow” bones. It allows them to run quickly over almost any surface.
Burning Fire-Mind: The spoken mantra for this Gift is Aum-Hana-Daha. It signifies the burning, fiery nature of anger and wrath, and relates directly to a werewolf’s usage of Rage. Rage, like fire, is an uncontrollable, all-consuming entity. It cannot be leashed or tamed, and can leave much damage in its wake. The Stargazers, as a rule, are not opposed to using Rage, but they understand that it can run rampant – and unmitigated Rage is a terrible weapon to behold. This Gift allows a Stargazer to punish other Garou for attempting to access this unmanageable source of power needlessly. Any opponent of the Stargazer feels the anger literally sear their flesh. This Gift is taught by a fire-spirit.
Wind’s Returning Favor: A Stargazer may use weapons, but most need none. This Gift allows a Stargazer to take an opponent’s weapon upon their attack. This Gift is taught by a wind-spirit.
Mouthpiece of the Successor: According to an old and almost forgotten Stargazer tradition, a dying Garou may ask for a “mouthpiece” to come sit by his side and listen to him. The mouthpiece would then go to the rest of the sept and deliver the departed Stargazer’s secrets, stories, or last wishes during a funerary moot. Somewhere along the way, this Gift was concocted to aid in this tradition. With it, the mouthpiece may literally “record” the dying Garou’s voice and “play” it back through her own mouth later. The recording is literal – it’s the same exact voice, not the voice of the mouthpiece. Those who know the Gift now rarely use it for its original purpose, for it can be used to record anybody’s voice, for any reason at all. This Gift can be taught by either a mockingbird spirit or an avatar of Raven.
Sense Balance: As the arbitrators of the Garou Nation, the Philodox have developed an attunement with the precarious forces that balance the world and the individual alike. This Gift allows the user to detect an overabundance of any of the prime forces of the universe, whether Wyrm, Wyld or Weaver. It can point out a Bane manifestation at an industrial plant or mental instability in a packmate. A cat-spirit teaches a friendly Garou this Gift in exchange for a warm fire and promise not to chase her kin.
Conundrum: A Stargazer with this Gift can introduce an unsolvable problem into a victim’s mind. Depending on the effectiveness, the target could be completely immobilized by her new, fascinating train of thought. The effect varies with every individual, but it usually derives from the target’s personality: A computer-hacking Glass Walker might try to discover the last digit of pi, while a Bone Gnawer might try to reason why, indeed, did the chicken cross the road. An avatar of the Chimera teaches this Gift, but the Garou must first solve her instructor’s puzzle.
Merciful Blow: The Garou can subdue a foe in combat without harming him. A mongoose-spirit teaches this Gift.
Clarity: This Gift grants the ability to see through fog, pitch darkness and even recognize illusions or invisibility. A wind-spirit teaches this Gift.
Rank 4:
Imaginal Mantra: The Stargazer can chant a mantra to banish Banality from the area and awaken Glamour. During the chanting, he must imagine the area as being inherently magical, seeing the rocks, stones and buildings as living things — he must pretend to dream while awake. This Gift is taught by a Chimerling.
Visuddha: Awakening the Serpent Fire Gift: The Serpent Fire gifts must be learned in order, from 1 – 5.
The throat chakra stirs, allowing the character immense control over his voice and breath. He can halt others with a bellow or command them to heed his words.
Seeking the Void: The spoken mantra for this Gift is Aum-Ha-Sa-Kha-Prem. The Umbra, also called the Mirror Lands, is a void empty of true matter and built of little more than the ephemeral whorls of spirit substance. Many Garou are reliant upon hard travel within the Umbra. They must find their destination and get to it via moon paths or sniffing out spirit tracks. Stargazers using this Gift have a somewhat easier time getting somewhere in the Mirror Lands – provided that another Garou or spirit is already there. Using this Gift takes the werewolf directly to the location of the chosen individual, no matter where they are at that moment. The Stargazer must be in the Umbra to use this Gift. It is taught by a shadow-spirit.
The Silken Cloth: This Gift takes its name from an ancient Stargazer tradition. It’s believe that those who are not shapechangers cannot enter the Mirror Lands of the Umbra because they are impure. They do not have a kernel of the celestial substance of cosmos within them, as the Garou and the other Fera do. But many Stargazers still wished to show mortals (or others unable to access the Umbra) the hidden truths and puzzles found only in the Mirror Lands. Once, Stargazers could purify others with a silken cloth, rubbing them with it, so that they may enter the Umbra together. Now, that ability has been made into a Gift. This Gift lets a Stargazer bring one other human (or otherwise Umbra-banned individual) with her when she Steps Sideways. This Gift is taught by an Engling.
Summon the Chu-Mong: A long time ago, the Stargazers of Tibet made a pact with an ancient tribe of mountain spirits called the Chu-Mong (snow goblins). The pact was one of mutual protection, and a Stargazer using this Gift can reawaken the usefulness of the pact, at least temporarily. It summons the spirit of a Chu-Mong to help protect the Stargazer in question. The warmer the temperature, the harder it is to summon a Chu-Mong. Only a Chu-Mong can teach this Gift. Snow Goblin (Chu-Mong) A Chu-Mong is a small creature (like a primate in size and appearance) covered in fine white hair with long claws and a lower-jaw needled with yellow fangs.
Avoid Fate: With this Gift, the Stargazer can dodge the wheels of fate for the moment. Through a preternatural connection between herself and the universe, she avoids certain disaster. A cat-spirit teaches the Garou this Gift.
Preternatural Awareness: The Stargazer attunes all her senses to her surroundings, thereby becoming preternaturally aware of her opponent’s doing and allowing her to anticipate them somewhat. A wind-spirit teaches this Gift.
Mindblock: Upon learning this Gift, the Garou’s mental defenses are strengthened to the utmost. A falcon-spirit teaches this Gift.
Strike the Air: The Garou becomes the ultimate example of passive resistance. She becomes unable to attack an opponent, but she is also unable to be hit, allowing her opponents to exhaust himself in the attempt. A mongoose-spirit teaches this Gift.
Rank 5:
Harmonious Unity of the Emerald Mother: The wisest of Stargazers understand that all divisions of the flesh are mere illusion. The only true separation is of spirit — Wyrm from Weaver, Weaver from Wyld, Triat from Gaia. But even then, the great forces of the universe are connected. Drawing upon this wisdom, the Garou banishes the boundaries dividing the mind and body of man from the power of the werewolf. An avatar of Gaia herself teaches this Gift.
Break the Loom: The Stargazer uses controlled cognitive dissonance to temporarily confuse Paradox and banish it. With riddles and conundrums posed to the t h in air, the Stargazer thus confuses the Weaver, who halts her spinning as she tries to solve the riddle. This Gift is taught by Chimera herself.
Atma: Awakening the Serpent Fire Gift: The Serpent Fire gifts must be learned in order, from 1 – 5.
The crown chakra stirs and the third eye opens. The Stargazer gains immense wisdom and occult perception.
Eyes of Ignorance: The ksatriya using this Gift can look into another’s eyes and, for a period of time, literally strip them of their knowledge, leaving them ignorant and empty of ability. This Gift can be taught by an owl-spirit.
Liberation of Flesh: The spoken mantra for this Gift is Aum-waha-guru-dha-yan. Some Stargazers (particularly those among the Tranquil) posit that all flesh is weak, and like an anchor, it drags the spirit. Stargazers using this Gift find themselves “liberated” from their physical forms, becoming insubstantial and bodiless.
Ancestral Incarnation: The connection of a Stargazer to his ancestors can be deemed more “intense” than that of other Garou. This Gift is proof of that. The few Stargazers with this Gift are not only able to plumb the depths of the ancestral memories for help, but are literally able to become one (or many) of their ancestors for a short time. The Stargazer glows with a pale nimbus of light and actually exhibits the physical traits (altering her appearance) of one or several of her ancestors. For a time, the Stargazer may also tap into the wealth of knowledge and ability of her forebears and use that to enhance her own actions for a time. This Gift is taught by an Epiphling of Truth.
Directing the Soul: Stargazers with this Gift can redirect the effects of their Rage and Gnosis. By attaining this higher control over their inner selves, they influence the world around them in their favor. This Gift is taught by an Enigmatic spirit.
Wisdom of the Seer: By gazing into the night sky for an hour, the Stargazer can find the answer to almost any question among the stars. A Chimerling teaches this Gift.
Circular Attack: The greatest Stargazers have no fear of fighting even a horde of opponents. They are able to not only avoid their foes’ attacks, but they can actually channel those attacks into other enemies. A Stargazer with this Gift can even redirect a single foe’s attacks upon himself. A wind-spirit teaches this Gift.
Rank 6:
Thought-Form of the Twelve Ministers: The spoken mantra for this Gift is Aum-ka-la-rim-sa-ka-la-rim-ha-ka-la-rim. This Gift allows a Stargazer to attain true spiritual balance for a single moment. In that moment, all extreme desires and impure emotions are blasted away by an unmitigated blast of the Self. A startling crackle of energy travels like lightning to each of the Stargazer’s chakra points. It only lasts for a second, and then it is gone. But in its wake, the Stargazer is left empowered and burning with a halo of pale green light. There is only a handful of Stargazers who have ever been worthy enough to learn this Gift, and it can only be taught by an avatar of Chimera.
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Faekat Adoption Agency Crew
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Faekat Adoption Agency Crew
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Posted: Mon Jul 24, 2023 12:20 am
Uktena: Originally Native American, the Uktena have taken in every minority that has come to the Americas. The Uktena delve into dark secrets, from vampires to ghosts to things that go bump in the night. These dark mystics are often feared by other Garou who think they walk too close to the Wyrm.
Gifts of the Utkena:
Rank 1:
Spirit of the Lizard: The werewolf’s hands and feet spout hundreds of tiny hooks, allowing her to climb across or cling to any surface — even sheer horizontal surfaces and ceilings. A gecko-spirit teaches this Gift.
Pull Water: Using a forked stick or a smooth stone, a Garou can locate water hidden underground or within a succulent plant and pull it to the surface to be used. This Gift may tap into underground wells, water locked within loamy ground, moisture held within cacti or deep streams far beneath the desert floor. Some Uktena have used this Gift to help their Kinfolk in desert nations irrigate their fields, while others have kept a pack from dying of thirst when crossing badlands and open desert. Spirit servants of Uktena teach this Gift.
Moonstruck Path: Garou are well versed in hunting and tracking prey, yet there are times when they have no idea where such a trail starts or which journey to undertake first when a choice presents itself. The Gift of the Moonstruck Path allows the Garou to perceive the beginning of the path he must take in a given situation, even if she herself is not sure of its ultimate purpose. When the Gift is utilized, a ghostly pale blue-white beam of moonlight points to the correct direction for one scene. Sometimes, as when the Garou doesn’t know why she needs to move in a certain direction or what to do once she reaches her destination, it becomes a leap of faith, with the werewolf starting on an unknown path and only later discovering why. This Gift is taught by one of Uktena’s spirit brood.
Fast Track: This Gift strengthens the Garou’s stamina and allows her to travel much more quickly than would normally be possible. Using the Gift allows the Garou to determine the path of least resistance, so she can move from one place to another with great speed and less interference. While not a replacement for a Moon Bridge, Fast Track lets the Garou continue traveling long past the time she would normally become exhausted. She can effectively make a forced march that covers three times the distance she would normally cover in the same amount of time and arrive no more tired than usual. This Gift is taught by a bear-spirit.
Strut: This Gift, taught by a crane- or turkey-spirit, allows a Garou to appear physically grander and more impressive than he truly is.
Shroud: The Garou can create a field of inky blackness through which only she can see. A night-spirit teaches this Gift.
Sense Magic: The Uktena can discern magical energies, whether they emanate from Garou Gifts, vampiric wizardry or even human magic. A spirit servant of Uktena teaches this Gift.
Falcon’s Grasp / Implacable Grip: A leader must keep a tight grip on his power, and this Gift allows the Garou to do so literally. The Garou’s hands or jaws tighten in a mighty death-grip, making it nearly impossible to escape. A falcon-spirit teaches this Gift.
Spirit Speech: This Gift allows the Garou to communicate with encountered spirits. The Garou is thus able to address them whether they wish to be adddressed or not. Of course, nothing (usually) prevents the spirit from ignoring the Theurge or leaving. Any spirit can teach this Gift.
Sense Wyrm: The werewolf can sense manifestations of the Wyrm in the nearby area. This Gift involves a mystical sense, not a visual or olfactory image, although werewolves using the Gift sometimes say things like, “This place stinks of the Wyrm” (with a few more colorful adjectives). Garou should remember that the Wyrm’s taint can cling to relatively blameless souls. Werewolves may sense an innocent person who happens to work in a Wyrm-controlled factory or who has eated tainted food. This power requires active concentration. Any spirit of Gaia may teach this Gift.
Rank 2:
Shadows at Dawn: Sometimes, one must give information to get information. However, Uktena are notoriously tightfisted with secrets. With this Gift, the werewolf can share a bit of knowledge that later vanishes from the subject’s memory. An ancestor-spirit teaches this Gift.
Sight of Hidden Places: As the Uktena seek all things hidden, they may be gifted with the ability to find and see within unseen hollows such as caves, hollow trees, underwater caverns and hidden spaces. Objects and beings within the hidden area are seen as though lit by normal daylight and may even be examined utilizing other Gifts such as Sense Wyrm. Spirits of burrowing animals teach this Gift.
Fetish Fetch: The Uktena need not carry her fetishes with her at all. She may draw them from a hidden cache whenever she needs them, no matter the distance. A packrat-spirit teaches this Gift.
Medicine Dreams: When the humans began hunting animals, the animals retaliated by sending disease amongst the humans to kill them. Once they saw that their diseases killed good people as well as bad, they relented and herb-spirits came to medicine men in dreams to tell them how to heal the sick. Wise Uktena still know that medicine comes from these spirits in dreams, and this Gift allows them to call forth the herbs for wisdom. It is taught by the spirit of an aloe plant.
Call Forth the Wyld: Using this Gift, a Garou can summon the Wyld in its raw essence to disrupt the manifestations of the Weaver. This energy must be concentrated to interfere with the working of machinery or technological items to be effective. Unlike the Homid Gift of Jam Technology, Call Forth the Wyld permanently disrupts the devices it affects. Barring costly repairs and replacement of fizzled parts, the item will never work properly again. Not that the items cease to function; they just work in an odd and unforeseen manner. Rather than merely creating a glitch, this Gift actually disrupts the Weaver energy by overpowering it with the chaos of the Wyld. Devices may function in reverse of normal (clocks run backward, cars only drive in reverse, computers print out information upside down) or may function in some totally random manner (guns explode when used; missiles reprogram themselves to hit a random target after initiating their own countdown and firing sequence; cars only function underwater). Creative anarchy should reign. Obviously, this Gift can be highly dangerous.
Umbral Compass: This Gift helps Garou cross the Gauntlet and traverse the Umbra more easily. Once in the Umbra, the Gift helps the Garou orient herself so she has less chance of becoming lost or confused as to where she is. Further, it seems to urge the Garou toward a direction she needs to travel. Thus, if something terrible is happening in the Umbra, use of this Gift will point the Garou right toward it. This could be a good thing or very inconvenient and potentially deadly, depending on the Garou’s point of view and her ability to talk or fight her way out of difficult situations. This Gift is taught by any bird-spirit.
Uktena’s Freezing Stare: The Uktena can use this Gift to mesmerize an opponent by making direct eye contact. If the Gift is successful, the target freezes dead in his tracks. A spirit of Uktena teaches the Gift.
Indian Giver: Sometimes, one must give information to get information. Perhaps an explanation is necessary to get the curious to go away. However, Uktena are notoriously tightfisted with secrets. With this Gift, the Uktena can share a bit of knowledge that later vanishes from the subject’s memory. An ancestor-spirit teaches this Gift. Both Raiders and Pathdancers commonly learn this Gift, through it can be found throughout the tribe.
Coils of the Serpent: Using this Gift, an Uktena can call forth dark tentacles of mist or fog that wrap around enemies and hold them in a viselike grip. Each coil is four feet long and possesses the same Physical characteristics as the werewolf who summons the coils. Any snake-spirit can teach this Gift.
Reveal the Hidden: This Gift allows an Uktena to find non-supernatural items that may be eluding his search. This is a perfect tool to locate hidden passageways, concealed tomes of lore or a normal foe that may be successfully hiding from the werewolves. A Crow spirit teaches the Gift. Scouts (and their darker campmates, the Raiders) consider this Gift practically a requisite.
Another’s Moccasins: The human cultures of Uktena Kinfolk are too-frequently ignored or derided by the mainstream; their wolf Kin are persecuted as a matter of course. This Gift opens the eyes of the ignorant to life on the other side, showing them a new and (for a while, at least) fascinating perspective. By speaking briefly with the subject about the culture of species in question, the Garou can instill curiosity or appreciation for the culture — or if particularly successful, an obsession with learning about and aiding the Kinfolk’s people. The Earth Guides in particular use this Gift to nudge adversaries (usually in government or the media) into the role of allies. An ancestor-spirit teaches this Gift.
Overlook: It can be quite useful to be ignored at times. You can overhear what was not meant for your ears, or see armed guards look right past you. As long as the Uktena keeps a low profile, a supervisor will assume he’s just another tech, or the cowboys will see only “some tame Injun asleep by the hitchin’ post.” Some Ragabash call this the “Tonto goes to town” Gift; members of the Scouts also favor it. A cuckoo-spirit teaches this Gift.
Blending / Natural Camouflage: Intruder legends tell of the uncanny ability of native peoples to hide in plain sight, even only yards away. This Gift allows the user to blend into the landscape simply by crouching and keeping still. It isn’t invisibility; rather, the Garou draws the landscape into himself to appear to the unwary as a natural part of the terrain. This Gift is especially common among caern guardians. Any stealthy spirit, such as chameleon, teaches this Gift.
Spirit of the Fish: The werewolf blessed with this Gift can breathe underwater and swim as fast as he can run in Hispo form. Unsurprisingly, a fish-spirit teaches this Gift.
Spirit of the Bird / Dark Aerie: Few enemies would expect a werewolf to attack from above, which is precisely why the Uktena developed the means to do so. The Garou may hover, fly or float. Any bird spirit can teach this Gift.
Rank 3:
Uktena’s Passage: This Gift allows the Garou to calm or agitate water, whether in the form of a river, stream or lake. She may calm rapids or endow a placid lake with waves to help speed along a canoe or wash a swimmer to shore. The power to shorten a trip or thwart enemy craft is yet another advantage of this Gift. The spirits of the river trout and salmon teach this Gift.
Rending the Craft: The werewolf’s claws burn with mystic force, rending apart the delicate workings of magic. An ancestor-spirit teaches this Gift.
Chains of Mist: Silvery filaments spin out from the Garou’s claws, becoming streamers of mist that enwrap and confound nearby spirits, sapping their strength. A fog-spirit teaches this Gift.
Strength of the Guardian: This Gift provides Bane Tenders with extra power when attempting to bind or destroy a Bane (or other troublesome spirit) or keep it locked within its bindings. This is usually used against a Bane that the Garou is responsible for overseeing. Occasionally, another Bane Tender will be overcome, and the Garou must use this to regain control of the newly loosed Bane. Even more rare are those instances when the Garou is asked to locate and bind a particular Bane. This Gift is never used simply to overcome a Bane met by chance. It is too costly. The power gained lasts for the duration of the battle or scene. The Gift is taught by a wolf-spirit.
Ancestral Recall: By accustoming themselves to a particular area or tribal group, the Earth Guides can “recall” pertinent information about tribal practices or traditions that may have been lost over time. This might uncover hidden lore of the tribe or simply reveal everyday information not generally known by outsiders. The Gift is taught by an Uktena ancestor-spirit. Garou using this Gift need not have Background: Ancestors.
Sing Down the Rain: This Gift is used to bring rain from the heavens, either to nourish crops and cleanse the land, or to cause damage through mudslides and flooding. This Gift is common among Ghost Dancers. A frog-spirit teaches the Gift.
Death Trance: Sometimes, death is the only way out. But that doesn’t mean you want to stay that way. With this Gift, the Uktena may appear dead, following the expected progression (lividity, rigor, etc.) well enough to fool a forensics team. While “dead,” the Uktena is in a muted state, unable to move; his senses are still active but dulled and dreamlike. The danger is reviving, as the effort required to return to the living increases with time, and eventually the character is no longer feigning. An opossum-spirit teaches this Gift.
Secrets: Uktena are said to possess more hidden knowledge than any other tribe. This Gift may be one reason it is so. With Secrets, an Uktena can have one specific question answered simply by touching somebody who knows the answer. The answer to any question — such as “Where is the vampire’s lair?” — leaps into the Garou’s mind if, in fact, the target knows the answer in the first place. A dream-spirit can teach this Gift after being caught.
Scrying: By staring into a mirror or other reflective surface, the Uktena can witness distant events or spy on rivals. She can follow a comrade’s progress into a dangerous ambush or sneak a peek into the Tremere chantry house. Other supernaturals, especially ones with similar abilities, may have defenses against this Gift, which is taught by a fly-spirit.
Umbral Sight: Although all Garou can Peek from the Penumbra into the Realm, the Theurge is capable of shifting his sight into the Penumbra from the physical world. This Gift is taught by an owl-spirit.
Invisibility: The Garou can vanish from sight. When this Gift is in use, the Garou must concentrate on staying invisible. He cannot move faster than half normal walking speed, and he cannot draw attention to himself. A spirit servant of Uktena teaches this Gift.
Banish Totem: By speaking words of forbiddance, the Uktena can bar pack or personal totems from giving their children aid. Doing so also disrupts the spiritual rapport between packmates, making it difficult for them to execute pack tactics or act in concert. An ancestor-spirit teaches this Gift.
Wisdom of the Ancient Ways: All werewolves have an innate connection to their ancestors, a form of racial unconscious accessible through intense meditation. The Philodox can tap into these deep memories to remember ancient facts and lore. An ancestor-spirit teaches this Gift.
Rank 4:
Durance: The werewolf dominates a talent-bound spirit, spinning webs of metaphysical authority to forcibly lengthen its service to her. Some consider this Gift disrespectful, but the Shadow Lords find it ridiculous to discard a weapon that might serve Gaia, just for the sake of politeness. This Gift is taught by a spider-spirit.
Curse of Corruption: This Gift allows a Bane Tender to take part of the taint from the Bane he is guarding and infuse the one cursed with it. This takes the form of some physical loss or mental instability that makes functioning much more difficult; it may wither limbs, inflict the target with a permanent nausea, make her bones brittle and likely to shatter or cause paralysis. It can also cause unstable personality quirks (foolish risk-taking, being insulting to those of greater rank, refusing to obey orders or cooperate with one’s pack, complete unreasoning cowardice) or reduce the target to idiocy. Effects last for one full lunar cycle (i.e., one month) from the time the curse is inflicted. This Gift is taught by an Incarna avatar.
Bare the Heart: This Gift utilizes the Uktena’s noted penchant for delving into the deepest secrets. The Earth Guides use this Gift to examine Bane Tenders for signs of Wyrm-taint. Using the clear sight granted him by this Gift, an Uktena can look beyond outward manifestations, internal manipulations and even magical disguises that might mask Wyrm-taint, corruption or evil intent and pierce straight to the heart of the truth. Thus, the Garou might note that an otherwise normal-looking person is really a fomor or a Black Spiral Dancer by use of this Gift. Garou using the Gift could also determine that someone is disguised (via cosmetic means or magical change), but only if that person has evil intent (i.e., intends to commit some evil — as defined by the Garou’s concept of evil — while so disguised. Thus, if a bank-robbery was in the offing, the Garou might not see through the mask unless he cares about that bank, but he would unmask someone intending to clear-cut a virgin forest.) This Gift is taught by an Incarna avatar.
Guardian’s Fortitude: In desperate times the Uktena must call upon their endurance reserves to be vigilant, whether it is a Theurge locked in a multi-day rite, a Bane-Tender waiting vainly for reinforcements, or a lone warrior holding a mountain pass with no hope of retreat. This Gift gives them the strength to stave off the needs of the body in order to focus on the daunting task at hand. Those needs are not erased but merely deferred, however, so this ancestor-spirit-taught Gift is used only at great need. Many Bane-Tenders learn this Gift.
Spirit’s Horse: A potent Gift, Spirit’s Horse allows an Uktena to turn his body into a temporary home for an ancestor-spirit or other important creature from the time of legends. The Gift provides more than the memories and abilities associated with the Ancestors Background because for a brief time, the Uktena actually becomes the spirit who inhabits his body. The intent of the Gift is to honor an ancestor by allowing her to physically take part in a ceremony or moot, meet her descendents and share in the joys of the physical world. The Rite of Invitation to the Ancestors is often used in conjunction with this Gift, and these events almost never take place outside a tribal moot or council. An ancestor-spirit teaches the Gift.
Sideways Attack: The Uktena, ever delving into spirit matters, have learned the secrets of attacking Banes in the spirit world without ever leaving the physical realm. The Uktena’s arms seem to blur and vanish as she strikes into the Penumbra. This Gift is taught by a spirit servant of Uktena.
Pointing the Bone: The Garou can inflict ranged damage by simply pointing a bone at an opponent. After gathering the bone from some corpse herself, the Uktena can change it into a devastating weapon. A vulture-spirit can teach this Gift in exchange for a few scraps.
Hand of the Earth Lords: By drawing on the land’s energies, the Uktena can move any one object weighing up to 1000 pounds telekinetically. An air elemental and an earth elemental must teach this Gift in concert.
Call Elemental: The Garou is able to call one of the four classic elementals to his aid (earth, air, fire or water). An elemental teaches this Gift.
Attunement / Lay of the Land: The Garou may commune with the spirits of a city or town and gain information about the area from them, including rough population, enclaves of Garou or other being and secret tunnels. This Gift does not function in the wilderness, since the Bone Gnawers have lost the knack for conversing with such spirits easily. Any animal spirit teaches this Gift. Works in rural or wilderness rather than urban areas.
Rank 5:
Uktena’s Glare: Just as the anger within Great Uktena burns those who dare to face him, so can the follower of Uktena sear foes with his own Rage. To one who is worthy, Uktena may teach this Gift.
Fetish Doll: Sympathetic magic is the oldest form of sorcery, and it is still effective. Although many cultures find this sort of magic repellent, the Uktena believe that the ends well justify the means. The Garou can harm his victim from afar using a specially created doll. He must have a piece of his victim or an object belonging to him, and he must then construct the doll. An ancestor-spirit teaches this Gift.
Fabric of the Mind: The highest-ranked Galliards can bring the products of their imagination to very solid live, crafting creatures from the spiritual essence of dreams. Chimerlings teach this Gift.
Rank 6:
Becoming Uktena: The legends of the Cherokee say that a man was transformed into the Great Uktena to try to kill the sun. Great Uktena was around long before the Cherokee, but Garou have taken the form of his children on two or three occasions. Great Uktena teaches this Gift only to the most worthy of his Uktena followers; with it, the hero may transform into a creature even a Thunderwyrm would fear. After the crisis is resolved (assuming he lives), the new uktena slips into the nearest body of water and into the umbra, forever parting with his Garou brethren to join his father in Galunlati. Such a glorious end to an already legendary career is worthy of fireside retellings for generations.
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Posted: Mon Jul 24, 2023 12:20 am
Digo: All Digo are of Native American stock. They have not forgiven the European Garou (the "Wyrmcomers") for invading their homelands. They consider the Uktena their somewhat misguided brothers, and tolerate the Striders, but dislike most of the other tribes. They particularly loathe the Gnawers, Get, Walkers, Lords and Fangs.
Gifts of the Digo:
Rank 1:
Snow Sight: The Garou gains the ability to see clearly even in the harshest of blizzard or “white-out” conditions. Any arctic spirit teaches this Gift.
Beat of the Heart-Drum: The werewolf becomes an inescapable hunter, drawn ever onward by the beat of his prey’s heart until that heart grows still. A spirit servant of Great Digo teaches this Gift.
Dead Stick: In these last days, the falling of any Garou is tragic, and the pain of losing a packmate digs deep. But it remains better to know for certain than wonder and futilely hope he might return. This Gift allows the Digo to know if a packmate is indeed dead, and if so, where the remains lie. The Digo stabs a stick into the ground and waits till morning. If the packmate is alive, the stick will stand perfectly upright. If not, the stick will heavily lean in the direction of his body.
Ice Echo: The Digo conjures a perfect reflection of himself. The image is identical to the Garou, except that it is reversed, as though seen in a mirror (so any writing on the Garou’s clothing would be backwards, scars would be on the wrong side, etc.) The Digo can control the image easily, giving it voice and guiding its motion. An ancestor-spirit teaches this Gift.
Lift-Your-Leg: A Garou may mark her territory using a spot of her blood, urine, or saliva, and invoking her totem or ancestral spirit. The mark she leaves is identifiable as her own personal sigil, generally a unique variation of the totem’s sign, and causes no damage to the surface it is inscribed upon. This marking of territory fades after an entire cycle of Luna has passed. A wolf-spirit teaches this Gift.
Nose-to-Tail: As a wolf curls into a ball to keep warm, tucking her snout beneath her bushy tail, curving her spine inward to capture body heat, so the Garou may make herself resistant to cold. The Gift is more effective if the Garou is in Crinos, Hispo or Lupus form, but can be used in Homid or Glabro form in extremis. An ancestor-spirit teaches this Gift.
Camouflage: The Digo blends in with the surrounding wilderness, which makes him very difficult to see. A deer-spirit teaches this Gift.
Call the Breeze / Wind of Buzzard’s Wings: The Garou calls up a strong (20 mpg), cold breeze and directs it at whim. This breeze chills anyone not prepared for it, and it disperses (or redirects) clouds of vapor (including tear gas or airborne toxins) or swarms of insects. A wind-spirit teaches this Gift.
Empathy / Claw-to-Thumb: To be a leader among wolves is largely a matter of physical dominance, but a human leader must understand his charges and follow their will to a degree. With this Gift, a Digo can understand those around him and live up to their expectations. A falcon-spirit teaches this Gift.
Resist Pain: Through force of will, the Philodox is able to ignore the pain of his wounds and continue acting normally. A bear-spirit teaches this Gift.
Rank 2:
Virgin Snow: Nunavut, to many Digo, remains a symbol of hope and preserved purity among Garou and Kinfolk alike. The Ghost Dance has always trusted in the power that tradition holds, and it reveres the perfect and simple ways that have been imparted from generation to generation. This Gift rewards any Garou who chooses to follow the path of the old ways rather than take a modern or Wyrmcomer shortcut. An ancestor-spirit teaches this Gift to the Camp of the Ghost Dance in Nunavut.
Fangs of the North / Claws of Frozen Death: Blue smoke rolls off of the werewolf’s claws and teeth, which are transformed into curving daggers of hardened ice. Wounds inflicted with these terrible weapons turn black and fester, all the warmth and life driven out of them. A snow-spirit teaches this Gift.
Umbral Compass: This Gift helps Garou cross the Gauntlet and traverse the Umbra more easily. Once in the Umbra, the Gift helps the Garou orient herself so she has less chance of becoming lost or confused as to where she is. Further, it seems to urge the Garou toward a direction she needs to travel. Thus, if something terrible is happening in the Umbra, use of this Gift will point the Garou right toward it. This could be a good thing or very inconvenient and potentially deadly, depending on the Garou’s point of view and her ability to talk or fight her way out of difficult situations. This Gift is taught by any bird-spirit.
Tourniquet: A werewolf with this Gift may use it to drastically reduce any amount of her own bleeding, specifically blood loss that she experiences as a result of combat. A bloody wound taken in a duel or in battle by a klaive, blade, fang or claw can be staunched swiftly with a whisper of gratitude to the spirits. Tourniquet does not heal, numb or close the wound, but simply keeps it from bleeding further. Digo consider it very bad form to use this Gift to stem bleeding caused by self-inflicted wounds, causing the loss of Honor Renown if its use is known. Accordingly, Digo may not use this Gift while attempting to complete a rite or other ritual that requires any check of Stamina. A hawk-spirit teaches this Gift.
Devouring Rime: A Garou with this Gift can touch something living and cause it to become covered with ice. Slowly radiating outward from the point of contact, a shimmering coat of ice crawls over the target’s body, freezing every muscle it touches into motionlessness. A jaggling of Great Digo teaches this Gift.
Salmon Swim: A Garou with this Gift is able to swim as easily as a fish, or even walk on the surface of the water as if it were land. Salmon Swim works only on freshwater bodies, not on oceans, but it works as well on a lake or pond as it does a river. The Gift does not work within a swimming pool or other purely artificial container of fresh water. This Gift is taught by a salmon-spirit.
Scent of the Man-Eater: The Litany states purely and clearly that Garou shall not eat the flesh of humans or wolves. Despite the reputation of their totem spirit, Digo truly revile cannibalism as one of the most horrible violations of the Litany and of the ways of Gaia. This Gift allows a werewolf to sense if another Garou is guilty of this depraved act, by scenting the stain of human or lupine blood on the target’s spirit. An ancestor-spirit teaches this Gift.
Fog: The Warpath camp acquired a this Gift similar to the Black Furis’ Curse of Aeolus to cover their ecoterrorist activities. The Digo calls up a thick, eerie fog that obscures vision and unnerves her opponents. The Digo can see through the fog, but all other have trouble navigating by sight. A rain spirit teaches this Gift.
Ghost Pack: This Gift allows the Digo to call upon the aid of their ancient relatives. Much like the Past Life Background, the Ghost Pack can aid the Garou when she is in trouble or needs advice. The Ghost Pack whispers secrets to the Digo and often follows her around even after the Gift expires. A buffalo-spirit teaches this Gift.
Speak with Wind Spirits: The Digo may call upon wind-spirits for knowledge and guidance. He can ask them one question, which must concern the immediate area (wind-spirits have notoriously short attention spans). A wind-spirit teaches this Gift.
Cutting Wind: The Garou conjures up a bitterly cold blast of wind and directs it at will. The wind can knock opponents off their feet, as well as chill them to the bone. A spirit servant of Great Digo itself teaches this Gift.
True Fear: The Ahroun can display the true extent of her power, scaring one chosen foe into quiescence for a number of turns. Spirits of fear teach this Gift.
Rank 3:
Firewater’s Quench: Myeengun’s Lodge is a part of the Sacred Hoop dedicated to sharing the lore of wolves with the Digo tribe and their human Kinfolk and allies. Many homids and humans, out of poverty, misfortune, or boredom, fall into dangerous and destructive habits, habits that wolves regard as Man’s peculiar weakness – huffing gasoline, drinking too much liquor, becoming dependent on drugs that poison his body and mind. Wolves rarely fall into these traps, and they have aided many within their camp with their lupine ways, helping them to drive the desire for these vile substances out of their blood and their spirit. Myeengun, an ancestor-spirit who was born a human but became a wolf, teaches this Gift to his followers.
Sky Running: The Garou gains the ability to run at 50mph (80kph) through the skies. The Garou must continually remain in motion, or he falls. The Garou leaves a track of fire in the sky as he runs. This Gift is taught by a spirit servant of Digo.
Eye of the Storm: The Garou may create a place of calmness even in the midst of a raging blizzard or any other severe weather phenomena. Up to ten people can take shelter within this quiet place, suffering no damage from the fury that surrounds them. This Gift is taught by an air-spirit.
Blood of the North: The Digo takes winter as his brother, infusing the spiritual essence of the howling cold into his very flesh and bones. A snow-spirit teaches this Gift.
Whiteout: This Gift allows a Garou to transform the area around her into a blinding whiteout, rendering it utterly featureless and dangerously disorienting. Any characters within the reach of the spell are enclosed within a frightening, snowy blizzard-filled dome, which deadens all scents, mutes all sounds with the roar of wind, and blinds all types of vision. The Gifted character’s senses are untouched by these effects, although she remains within the whiteout. Similarly, other Digo are unaffected by the power of this Gift. A bear-spirit teaches this Gift.
Strength of Pine: This Gift allows a character to ground herself in the presence of Gaia, spiritually as well as physically. If the character is struck by lightning or electricity, she remains unharmed by it for that turn of combat; she also becomes resistant to physical attacks, regenerating herself as long as she does not uproot herself from the touch of Gaia. An earth-spirit and a lightning elemental jointly teach this Gift.
Icicle-Hide: This Gift allows a character to transmute herself, and any clothing or unliving objects that she is touching, into a crystalline creature of thick, impenetrable ice. As the Digo’s form grows suddenly transparent and metamorphoses into a rippling mobile statue, she truly takes on the essence of ice; as a result, she should avoid coming near any fire or source of heat, lest she find herself melting. Her body absorbs blows as solidly as any block of ice. The frozen Garou can still move, watch, listen, and use Gifts, but appears cold and unliving to standard and infrared observation. This Gift is taught by a polar bear-spirit.
Bloody Feast: Great Digo, as a hungry cannibalistic spirit, can teach his favored children the ability to gain added strength from an enemy’s flesh and blood. An avatar of Great Digo teaches this Gift.
Wisdom of the Ancient Ways: All werewolves have an innate connection to their ancestors, a form of racial unconscious accessible through intense meditation. The Philodox can tap into these deep memories to remember ancient facts and lore. An ancestor-spirit teaches this Gift.
Rank 4:
Call the Ice: The Garou may summon the spirits of the ice to cause a great fissure to form beneath the feet of her enemy, engulfing and encasing the target in a prison of ice from which he has little chance of escaping. This Gift may also cause the ice on a frozen lake to crack, dumping the target into the frigid water. Ice-spirits teach this Gift.
Wsitiplaju’s Bow: The Digo with this Gift can loose any arrow from her bow and unerringly hit her target, no matter where she stands, as long as there is a path through the air. The Gift sends the arrow traveling like a bird through any available space, diving over or under obstacles and around corners to reach its mark. However, Wsitiplaju’s Bow does not enchant the arrow used, and the arrow cannot pass through any barrier that a normal arrow could not pierce. The spirit of an ancestor with great skill at Archery teaches this Gift.
Bark of Willow: Unlike Resist Pain, which allows a character to ignore pain through force of will, but still feel it, this Gift allows the Digo to numb herself to pain completely, enabling her to endure pain for much longer periods of time, even days. This causes the character to be unable to judge the severity of her wounds or fatigue, and may lead her to continue on unwisely, causing herself further damage during combat while frightening her enemy with her seeming imperviousness. If the pain inflicted upon the Garou is not combative, i.e., she is undergoing a surgical operation or needs to cross a wall of flames, she may concentrate her will to keep from unwittingly furthering the damage to herself, and to bolster the confidence and courage of any Garou aiding her. This Gift is taught by a snake-spirit.
Shelter of Needles: As the Strength of the Pine grounds a single Garou, the protective umbrella of the Pine’s branches may be extended to shield any Garou, human or Gaian creature in the surrounding area. It also disables anything electrically powered beneath its canopy for that turn, as all the power is grounded and funneled towards Gaia. A pine-spirit teaches this Gift.
Harano / Curse of Harano: The Digo can inflict a state of Harano on a single victim. The target feels the tragic history of all the world’s oppressed peoples, including the Garou themselves. Rumors that this power would not affect Native Americans have been dispelled by a Shadow Lord who swindled the Gift out of a native Digo — who found himself the victim of a Gift he’d just taught. The Shadow Lord has not been heard from in recent days. A wind-spirit teaches this Gift.
Chill of Early Frost: The werewolf calls down a mystical chill from Great Digo himself, freezing the surrounding lands and anyone in it. A spirit servant of Great Digo teaches this Gift.
Call the Cannibal Spirit: By dancing under the night sky, the werewolf can summon an avatar of Great Digo to hunt down a target of the Garou’s choice. The Garou must possess a piece of his target whose heart the Digo devours.
Scream of Gaia: The Garou emits a horrible, ragged scream imbued with Rage and pain of Gaia. The force of the scream batters foes and knocks them off their feet. Storm-spirits, which the Get call Sturms, teach this Gift.
Hero’s Stand / Last Stand: The Garou channels the strength of Gaia herself, becoming one with the earth upon which he stands. While he may not retreat or even move from that spot for the duration of the Gift, he gains many powers through Gaia’s might. An earth elemental teaches this Gift.
Rank 5:
Balance of Wormwood: With this Gift, a character can learn to aid another Garou who has succumbed to the service of the Wyrm, and guard them from the Destroyer’s influence. Because Great Digo treasures the purity of his Tribe, he has conferred this Gift upon his children, to give them greater power to continue the fight against the Wyrm. Like a taste of wormwood, which brings clarity to the mind, two Garou join their spirits together beneath the cleansing, eternal winds of Digo’s spirit. With this Gift, depending upon each other, they may resist the attraction of the Wyrm that drives werewolves into unspeakable acts and mindless vile savagery. An avatar of Great Digo teaches this Gift.
Heart of Ice: The Garou can call down the curse of the Digo on an enemy. The Garou must whisper the name of the target to the winds; thereafter, the victim’s innards begin turning to ice. An avatar of Digo teaches this Gift.
Invoke the Spirits of the Storm / Call the Storm: The Garou can summon nearly any weather effect she desires, be it a tornado, fog, blizzard or thunderstorms. An avatar of Digo teaches this Gift. An avatar of Rainbow Serpent teaches the Bunyip version.
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Faekat Adoption Agency Crew
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Faekat Adoption Agency Crew
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Posted: Mon Jul 24, 2023 12:20 am
Black Spiral Dancers: BSD are known as the Lost Tribe, the dreaded Black Spiral Dancers are the Garou who turned to the Wyrm.
Gifts of the Black Spiral Dancers:
Rank 1:
Bale Aura: Twisted from the grandeur of Lambent Flame, a Dancer can shroud herself in the green light of balefire. The light causes no physical damage, but shadows cast by the light seem to move of their own accord and the whispers of the Wyrm crackle within the green flames, stoking the Rage within the Garou. Furmlings and Harpies teach this Gift.
Repress Taint: In order to infiltrate the Gaian Garou, a Black Spiral must be able to hide the touch of the Wyrm. This Gift allows him to repress his taint, hiding it from the prying eyes of the suspicious. The werewolf must still take care, however, as more talented Garou might sniff him out. Scryers teach this Gift.
Spiral-Shadow Dance: The Black Spiral Dancer learns to twine herself through the darkness, becoming swift as a scream. A variety of Banes teach this Gift.
Bale Armor: The Black Spiral Dancer’s body is limned in a terrible green-black radiance that saps the strength from her enemies’ blows and inflicts toxic burns upon their flesh. A Furmling teaches this Gift.
Acid Talons: The Black Spiral Dancer’s claws become a vibrant mixture of black, red, and yellow, and burn anything they cut. A Wakashaani teaches this Gift.
Bestowing the Predator’s Shadow: It would be fair to say that Black Spiral Dancers have even less tolerance for being tricked or mocked than other werewolves. This valuable Gift helps Dancer Ragabash survive the fallout of their Auspice’s duties by passing their identity onto someone else. Phantasmi teach this Gift.
Ways of the Urban Wolf: The Black Spiral Dancers are free to indulge in those natural urges that Gaia bids her defenders to restrain: to hunt man through the streets of the cities, to revel in his fear-stench, to drink his blood and eat his flesh. This Gift, taught by Wyrm elementals, makes the Dancer a master of such urban hunts.
Bleed: The metis can leak phantasmal blood, manifesting false injuries if she is unwounded, or producing enormous quantities of blood from minor wounds. Many Spirals use this Gift to ‘play dead’ when a battle is going poorly, or to frame innocents for vicious attacks. A Crimson Pestilent teaches this Gift.
Aura of Poison: The Black Spiral Dancer surrounds herself in a toxic miasma strong enough to cause even a human’s dull sense of smell to pick up the reek of a lethal stew of mercury, sulfuric acid, formaldehyde, and countless other chemicals. The message is clear: the Dancer is death, and should not be trifled with. A Halassh teaches this Gift.
Resist Pain: Through force of will, the Philodox is able to ignore the pain of his wounds and continue acting normally. A bear-spirit teaches this Gift.
Shroud / Cloud of Night: The Garou can create a field of inky blackness through which only she can see. A night-spirit teaches this Gift.
Resist Toxin: Learns a preternatural resistance to poisons and toxins of all kinds, doubtless due to their diet of refuse and American beer. A trash-spirit teaches this Gift.
Smell Fear: A Philodox employing this Gift can tell if anyone nearby is threatened by her, as well as the degree of her victim’s fear.
In any area of the Shattered Labyrinth, and initiate can experience the many subtle flavors and variations of fear. If Spirits serving Hakaken and Sykora also know this Gift intimately… and teach it that way.
Bane Protector: The Black Spiral can summon Banes to aid her. Before these servitors can act, the Black Spiral must convince them of her intent. Her actions must be in the best interest of the Wyrm. The servitors can fight for her, but will not allow themselves to be bound or destroyed. The spirits will also try to arrange a bargain, agreeing to help the summoner if she performs a service (or sacrifice) for them afterward.
This Gift is taught in the first circle of the Spiral Labyrinth. The dancer may find a way to deceive the Banes that torment her, convincing them to aid her instead. Alternatively, a Black Spiral who performs an especially difficult task for a Bane-totem might receive this knowledge in return.
Toxic Claws: The Dancer can cause toxic waste to ooze from her claws, coating them with an unhealthy greenish-gray slime. Wounds left by these claws tend to leave unhealthy-looking scars.
Sense Wyrm: The werewolf can sense manifestations of the Wyrm in the nearby area. This Gift involves a mystical sense, not a visual or olfactory image, although werewolves using the Gift sometimes say things like, “This place stinks of the Wyrm” (with a few more colorful adjectives). Garou should remember that the Wyrm’s taint can cling to relatively blameless souls. Werewolves may sense an innocent person who happens to work in a Wyrm-controlled factory or who has eated tainted food. This power requires active concentration. Any spirit of Gaia may teach this Gift.
Rathead: The Dancer can squeeze her body through any opening no smaller than a quarter in diameter. This Gift looks very disturbing to the unsuspecting onlookers. Corrupted rat-spirits teach this Gift.
Rank 2: Submit: Stolen from the Black Furies, with a snarl, a Black Spiral Dancer can force a target to kneel before him, agony coursing through her body until she submits. Spirals with this gift delight in forcing a proud Garou to the ground just to kill her while she’s on her knees. Raptors teach this Gift.
Hidden Killer: The werewolf can also choose to alter the evidence to match another Garou so long as she has a piece of the target, such as hair or blood. Abliphets teach this Gift.
Grave Claws: The werewolf’s claws and fangs become obsidian daggers, capable of tearing the soul loose from Gaia’s cycle and pinning it to the Dark Umbra. Any creature slain by this Gift is guaranteed to leave behind a ghost, which is anchored by dark magic to its killer. Outside of risky Umbral quests, only killing the Black Spiral Dancer who used this Gift can return a victim’s soul to Gaia. A Nihilach teaches this Gift.
Tar Shadow: The Ahroun’s shadow becomes solid and sticky, trapping unwary foes and making them easy prey. A H’ruggling teaches this Gift.
Shadows of the Impergium: The Red Talon becomes the embodiment of all of humanity’s primal fears of the wolf, carrying a heavy miasma of ancient terror about her. A fear-spirit teaches this Gift.
Howl of the Hunter: Setting a particular quarry in her mind, the Black Spiral Dancer crafts a howl specifically designed to elicit terror in her prey. If her victim can hear the howl, it strikes terror into his heart, haunting him whenever he tries to find rest. A Nocturna teaches this Gift.
Poisoned Gauntlet: The Black Spiral Dancer can breathe spiritual toxins into the wall between worlds, turning the Gauntlet into a deadly trap. A Rust Spider teaches this Gift.
Power Surge: By speaking with electricity spirits, the Garou causes a blackout over a widespread area. An electricity elemental teaches this Gift.
Howl of the Banshee: The werewolf emits a fearful howl that causes those who hear it to run in terror. A Banshee — a mournful spirit of the dead — teaches this Gift.
Burrow: Those who learn this Gift gain the ability to burrow through the earth. They make a real tunnel, and others can follow them through it. The digger creates a burrow just large enough for her to go through. Others may follow, but they are limited by the size of the hole. The werewolf must be in Crinos, Hispo or Lupus form to use this Gift as she needs her claws for digging (although even metis without claws can use this Gift). The tunnel is not structurally sound, and it will collapse over time. Mole kindly teaches this Gift to all metis who seek him.
Horns of the Impaler: This talent endows the Black Spiral with a pair of spiraling, chitinous black-and-green horns. Usually, they’re worn as antlers, although some Dancers have learned to protrude them from other parts of their bodies. This Gift is usually taught by a Dratossi. A Bane inside a physiologically freakish fomor might also bless an ally with this talent.
A Thousand Voices: The Black Spiral Philodox can distort the sound of his own footsteps, creating a series of illusory noises. Instead of one werewolf, enemies will hear an entire pack. Howls, shadowy apparitions, footfalls and even illusory scents are all possible. During the Dance of Rage, a dancer may learn this Gift as his anger multiplies many times over. Kirijama’s servants also offer mastery of this talent.
Wyrm Hide: The Black Spiral hardens his skin into a leathery hide, covering himself with pustulent, discolored flesh. If he’s actually wounded, the skin around the wound takes on a bluish tinge.
The second circle of the labyrinth requires a Dance of Rage. Sometimes the initiate is wounded repeatedly until he is forced into an unrelenting fury. If he survives, he may then discover how to harden his spirit against such assaults, developing his Wyrm Hide in the process. This Gift may also be taught by a Dratossi.
Sprint in Shadow: The Black Spiral Dancers live beneath the surface of the Earth, down in the chthonic darkness and close to the inhuman gibbering monsters that they worship as incarnations of their god. A Garou’s long run is difficult through the tunnels, as it depends on having plenty of room to run in straight lines and periodic sustenance. The Black Spirals turned in their earliest days to the spirits that cavort in the wake of Thunderwyrms, hoping that such spirits could teach them magics to increase their speed when traveling under the earth.
Plague Child: The favored children of the Plague Rats (Apocalypse, p. 90) may choose to learn this Gift to represent their fallen totem’s favor. The fallen werewolf who knows this Gift finds that ordinary diseases just can’t take hold in his system. He does act as a carrier, though, and can inadvertently (or deliberately) infect passersby with a cough or sneeze. Plague Child does not especially protect against supernatural plagues.
Wyrm Hide: A Dancer may use this Gift to transform her skin into a lumpy, leather, odious sickly hide that grants her additional protection from harm. Once the Wyrm Hide wears off, it slides oozing and bubbling off the Black Spiral Dancer, leaving a congealing, smelly mess where she stood.
Terrify: The Dancer with this Gift is more intimidating and terrifying than normal. A sneer from her is as effective as a full-throated grown from another.
Patagia: The Dancer can extrude large flaps of skin under her arms, resembling a flying squirrel’s membranes. When not in use, the flaps usually shrink into the Dancer’s arms and sides, where they are not detectable.
Ears of the Bat: This Gift allows the Black Spiral Dancer to use sonar like a bat. He may act in complete darkness without impairment. Black Spiral Dancers with this Gift have large, bat-like ears. Even in Homid form, they have abnormally large ears. Corrupted bat-spirits teach this Gift.
Rank 3:
Gift of the Tainted Totem: A twisted version of an Uktena Gift, a Dancer can not only bar a pack totem from aiding its children, she can temporarily replace the totem with her own pack or personal totem. The horror of having a Wyrm spirit binding a Gaian pack, even temporarily, is disorienting, and the taint left behind might be difficult to explain. Nexus Crawlers teach this Gift.
Ichor Blade: The Spiral’s arm changes into a black blade dripping with dark green poison. The ichor poisons the blood of anyone injured by the blade, causing crippling agony. Harpies and Wakshaani teach this Gift.
Claws of Corrosion: One of the greatest Black Spiral Gifts, this wicked magic allows the werewolf to poison a spirit with mystical toxins that slowly corrupt it into a servant of the Wyrm. A variety of Banes teach this Gift.
Feast of Essence: The Black Spiral Dancer’s claws are covered with barbed hooks, which catch and absorb the tattered power of slain spirits, refreshing the werewolf. A Thinbones teaches this Gift.
Thousand Teeth: Sharp teeth are the hallmarks of the ultimate predator, and the ways of the Wyrm’s wolves celebrate nothing if not excess. The muzzle of a werewolf using this Gift erupts with dozens of extra teeth. Black Spiral Dancers learn this Gift from Scrags, while Gaian Garou occasionally learn it from shark-spirits.
Visceral Agony: The werewolf’s claws change to barbed, wicked talons dripping with black venom. While wounds caused by these claws cause no extra damage, the pain alone they inflict is crippling. A pain-spirit teaches this Gift.
Nobody’s b*****d: Nobody wants to recognize a metis, and with this Gift, nobody will. A metis using this Gift is unrecognizable to all who see her. A Bane of abandonment teaches this Gift.
Call the Rust: By whistling softly through his teeth, the werewolf can summon sudden and destructive rust onto any metal within his immediate vicinity. Guns corrode and jam, knives crumble, and cars become flaking hunks of junk. This Gift is taught by a water elemental.
Icy Chill of Despair: The Shadow Lord with this Gift can appear to grow larger and more imposing, becoming a terrible, shadowy version of herself. This change in aspect can severely intimidate any onlookers. A Stormcrow teaches this Gift.
Blue Breath: This Gift enables the Dancer to exhale asbestos fibers in a deadly cloud of dust. This Gift is taught by Shush’thull, the Bane spirit of asbestos.
Allies Below: Howl, you crazy b*****d! If you let forth a rousing yawp, the spirits of the Earth will answer you. Wyrm creatures far beneath the Earth’s crust will cause minor tremors in the ground above them. Although the terrible quakes caused by this Gift seem awful, they merely reflect the sort of test the Galliard must endure in the Shattered Labyrinth to learn it. The worst scenario is one in which the labyrinth collapses in on itself.
Blood Omen: By examining the entrails of a freshly-killed creature, a Black Spiral Theurge can gain insights into a possible future. As expected, the vision is almost always tragic or violent. A Theurge can receive this Gift during the Dance of Cunning. Sometimes this visionquest involves the dismemberment of the mystic, who watches the violation of her own body. This grants her insights into her true nature by an examination of her own internal organs.
Touch of the Eel: The Black Spiral Ragabash releases a current of electricity through conductive materials nearby. If he is touched in any way during the use of this talent, the assailant receives an even greater shock. Only a Ragabash has the patience and deviance to learn this Gift. With the assistance of a servitor of its Bane-totem, the Black Spiral must capture an electricity elemental. In most urban environments, this may take several hours. The dancer then torments, taunts and tortures the spirit until it offers him this Gift. Alternatively, the Ragabash might have to survive a Dance of Endurance involving electricity.
Unseelie Faerie Kin: The Black Spiral can call upon changelings, just as Fianna do, but his fae allies will be members of the Unseelie Court. This Gift cannot be learned in the Shattered Labyrinth. However, an Unseelie noble or Shadow Court instigator may offer to teach the proper rituals of this Gift in return for a quest or geas. In some instances, the changeling may also learn to summon the Black Spiral’s pack!
Dagger of the Mind: The Black Spiral can command a Bane to seed a particularly dark emotion in the mind of his prey. The emotion is chosen when the Gift is learned (e.g., paranoia, despair, remorse, lust; “rage” is not an option, for obvious reasons). The Black Spiral calls upon the proper Urge Wyrm; one of its servitors then evokes the proper emotion from the victim. Within the Shattered Labyrinth, the Dance of Endurance tests the limits of a dancer’s self-control. If the initiate survives, one of the Urge Wyrms will show him how to inflict similar tortures on his enemies. Curiously enough, Stormcrows have learned this Gift; they guard their knowledge carefully. Theurges often use this rite to weaken their enemies before battle; Philodox use it to give themselves an edge in negotiations.
Landwaster: This Wyrm Gift allows the fallen tribe to steal life in order to gain Gnosis. Relshab the Faceless Eater (see Book of the Wyrm) teaches this Gift.
Foaming Fury: The Dancer’s mouth bubbles and foams with a noxious, greenish fluid. His eyes widen and roll in their sockets, showing the whites. The Dancer yips, barks and howls madly (and uncontrollably) as if in the grip of a rabid madness — a contagious one.
Burning Scars: Black Spiral Dancers often carve stylized scars representing their devotion to the Wyrm into their bodies. With this Gift, a Dancer can draw upon that devotion to inflict horrible injuries on her foes. When invoked, this Gift causes the Dancer’s scars to glow with an unwholesome brilliance that almost seems to crawl into the victim’s body through his eyes, nose, mouth and ears, burning him from the inside out and leaving horrible burns that mimic the Dancer’s own scars.
Rank 4:
Howl of the Bane: The Dancers have their own fearsome spirits to call, and in a blatant mockery of the Wendigo, a Spiral dances in a Blight or Hellhole, hooting, laughing, and slashing profane glyphs into the air. A bane of the user’s choosing coils from the darkness, taking a description of the target before it leaves on its murderous quest. Any powerful Bane can teach this gift.
Stolen Hide: The Black Spiral Dancer can don tormented spirits like a cloak, consigning them to oblivion to protect himself. A Nihilach teaches this Gift, but only to those who have already mastered Grave Claws.
Hungry Rust: The werewolf summons a Bane and invests it into a mechanical device. The Bane awakens when someone next uses the device, spewing corruption throughout. The tool rusts and twists, both degrading and attempting to bond with its user. A gun might fuse to a person’s hand, coating her arm in plates of stamped metal and loops of corroded casings, while a vehicle might partially absorb its driver into the seat and seal his hands to the steering column. A Nexus Crawler teaches this Gift.
Howl of Death: A Talon blessed with this Gift may infuse her howl with Rage and pain, causing grievous wounds to one target. The werewolf must be able to see her target clearly, and the target must be able to hear the howl. Only the intended target is affected by the Gift, though anyone else who hears it is disquieted and frightened.
Silver Reprisal: Luna’s servants only rarely extend her blessing to those who have danced the Black Spiral, but some Banes can add their own retributive curse to the Garou’s vulnerability to silver. Rather than protecting the Dancer, as Luna’s Blessing does to Gaian Garou, this Gift causes silver to burn its wielder in the same moment it harms the werewolf. A Furmling teaches this Gift.
Cassandra’s Blessing: The Wyrm’s tricksters use division and isolation as instructive tools, particularly against their many enemies. The victim of this Gift’s ‘blessing’ will find that nobody will believe anything she has to say, no matter how much evidence she has to back it up. A Nocturnae teaches this Gift.
Feast of Man-Flesh: The Black Spiral Dancers know of the power locked away in the flesh of men. By eating the uncooked flesh of a human being, the werewolf may temporarily borrow that person’s knowledge and skills. A cannibal spirit teaches this Gift.
Open Wounds: The Garou may cause the next wound he inflicts to bleed profusely, weakening the target further. A pain spirit teaches this Gift.
Summon Wyrm Elemental: The Dancer performs a short dance around a piece of a pure element. The dance corrupts the element and summons forth a Wyrm Elemental (Hogling, Furmling, H’ruggling, or Wakshaani). A Wyrm elemental teaches this gift.
Beautiful Lie: When the Veil is endangered, Gaia protects the minds of the innocent with the Delirium, granting false memories and delusions. Since Black Spirals commit particularly grisly crimes, they can use this Gift to channel the Delirium, producing further misdirection or even summoning false evidence to cover up their activities. Spirits serving Kirijama and Hakaken are both proficient in this sort of activity. They typically employ subterfuge to deceive those they wish to suborn. If a werewolf recruits enough servants for their scheme, this Gift may be taught in exchange. A Black Spiral with a particularly ingenious Dance of Cunning may also learn this Gift in the Shattered Labyrinth, especially if he exposes (or perpetuates) a particularly brilliant lie.
Doppelganger: The Garou may take the exact likeness of any other human, wolf or Garou. A chameleon-spirit teaches this Gift.
Crawling Poison: When the Dancer calls upon this Gift, his fangs turn black with venom, and his breath grows more foul than is normal. The venom kills humans and animals slowly, and, the victim suffers terrible agony as the venom spreads through his body. A Garou’s regeneration will protect her from the pain and eventual death, but only at the cost of her normal rapid healing.
Rank 5:
Cloak of Anthelios: Sculpted from Halo of the Sun, the character speaks the sacred word of Helios while drawing on his own Wyrm-tainted powers. The character is wreathed in violent red flame that drapes about him as a cloak. A servant of Helios who breaks under torture can teach this Gift, as can fallen Children of Gaia who know the sacred word of Helios. The gift is exceedingly rare, if even acquired as of yet.
Mask Taint: As the Skin Dancer Gift. Scryers also teach this Gift. [Skin Dancer Gift]: A Skin Dancer possessing this Gift may completely camouflage Wyrm-taint from all senses, including Gifts that detect such taint. This Gift is taught by a servant of Minotaur.
The White Howl: Once the most sacred blessing of the White Howlers, this mighty Gift is still passed down among the ranks of the Black Spiral Dancers as a reminder of the past to their Garou enemies. The sound of the White Howl is sufficient to rend both the workings of the Wyrm, and the hearts of Garou who hear it and realize how much Gaia has lost. It was once taught by an avatar of Lion, but no spirit teaches this Gift in the modern age; it survives entirely through a history of Black Spiral Dancers handing it down from warlord to warlord.
Strength Without Limit: Wyrmish power suffuses the flesh and bones of the warrior who uses this Gift, exaggerating his power beyond the limits of his body. His muscles bulk up until they tear through his skin, and his flesh peels back from wildly elongated teeth and claws; even his nerves thicken until they pulse like veins.
Madness: The metis struggles his whole life to find a place, a purpose and a sense of stability in his horrifying existence. With this Gift, he can force others to face their inner demons, including insanity and madness. The nature of the derangement varies among individuals, but it will always be severe, making it impossible for the victim to function normally. Lunes, along with spirits of trickery and madness teach this Gift.
Omen Claws: The Black Spiral Dancer’s claws become blades of anti-light, the area surrounding them suffused with a false glow as a contrast to their nullity. Anyone struck by these terrible claws suffers visions of the Apocalypse. An avatar of the Maeljin teaches this Gift.
Patience of the Wyrm: This Gift allows incredibly elaborate acts of sabotage and revenge by allowing the Spiral Dancer to dictate the moment her curses strike her foes. A Black Spiral Dancer must petition a Nexus Crawler to teach this Gift.
Instincts Unbound: Gaia’s warriors must explain the behavior of their fallen cousins as madness – why else would a wolf seek to despoil the world? the greatest among Black Spiral lupus use this Gift to teach the Garou the folly of their thinking by showing them the joys of unbound freedom. Psychomachia teach this Gift.
Totem Form: This powerful Gift allows a Black Spiral to take on the appearance — and much of the power — of her pack’s Bane totem. For instance, a Dancer sword to the Dark Fungus might sprout slime molds and toadstools in place of fur, radiating a cloud of halluciongenic spores, while a b*****d of the Green Dragon might swell into a draconian war form the equal of any Mokolé. This Gift is only taught by the pack’s totem spirit, and only to the Dancer who shows the most promise. Some packmates have been known to horribly maim one another in the process of proving who is worthy to learn this Gift.
Mask Taint: A Dancer with this Gift can hide his Wyrm-taint from all senses or Gifts that may detect it.
Balefire: The Dancer can hurl balls of sickly green flame at her enemies. Balefire, as the very lifeblood of the Wyrm, is very dangerous to werewolves. It often inflicts hideous and life-threatening mutations, as well as tainting the victim heavily. It’s impossible to dodge Balefire — it moves with a malicious intelligence. It can only be resisted.
Avatar of the Wyrm: The Dancer assumes an awful and horrific visage, perhaps even a facet of the Wyrm itself (albeit a small one). The Dancer increases in size, it skin becomes scaly and greenish-gray, and his claws increase in length to jagged, vicious knives dripping with venom. His howl becomes a terrifying roar. Only a Maeljin Incarna, one of the Wyrm’s most powerful avatars, can teach this Gift.
Rank 6:
Prelude to Apocalypse: As the Gaian Gift As In the Beginning, this version might be learned by a Black Spiral Theurge and summons Wyrm-spirits of all kinds. No Black Spiral Theurge has yet learned this Gift, but it might be taught by a Maeljin Incarna. The Theurge can tear away aeons of the Weaver’s works for a short while. This Gift rips down the Gauntlet entirely, merging the worlds of flesh and spirit as they were in the days of legend. Moreover, this mended region acts as a shining beacon to Gaian spirits, calling a flood of nature-spirits and other allies to assist the Theurge. An avatar of Gaia Herself teaches this Gift.
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