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Posted: Tue Apr 29, 2008 7:05 pm
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Posted: Tue Apr 29, 2008 7:06 pm
Homid Gifts Master of Fire (Level One) — Once humans tamed fire to keep them warm and to drive off the wild beasts, they were on their way to civilization. Werewolves with this Gift invoke 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. System: This Gift allows a werewolf to heal fire damage as if it were bashing. This requires the expenditure of a Gnosis point; the effects last for a scene. Persuasion (Level One) — 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. System: The player rolls Charisma + Subterfuge. If successful, the storyteller reduces the difficulties of all social rolls by one for the remained of the scene. In addition, any successful social rolls may have significantly more impact than they would without the Gift. A werewolf could win arguments with hard line opponents, or cause a cold-hearted psychopath to relent (at least for a little while). Smell of Man (Level One) — Creatures of the wild have learned well that where man goes, death follows. With this Gift, the werewolf enhances the human scent around him greatly, causing wild animals to feel uneasy and nervous. However, the scent also causes domestic animals to recognize the werewolf as their master. An ancestor-spirit teaches this Gift. System: All wild animals (not including supernatural creatures in animal form) lose one die from their dice polls when within 20 feet of the Garou( save when defending themselves or running away), and they are likely to flee. All domesticated animals recognize the werewolf as a friend and refuse to harm him. For example, an attack-trained dog ordered to take down the werewolf would run up to the character and wag its tail. If the domesticated animal is harmed, then it will revert to acting naturally. The Garou may use this Gift at will. She simply states when she is activating it or turning it off. Jam Technology (Level Two) — 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. System: The player spends one Gnosis point and rolls Manipulation + Crafts. The werewolf may choose the level of complexity she intends to “jam.” All technological devices (i.e. any devices shaped from fabricated materials like metal or plastic) of that complexity within 50 feet cease functioning for one turn per success. The devices remain unchanged but inert. Knives won’t cut, gunpowder won’t ignite, gears won’t turn and so on. The difficulty of the roll is based on the following chart: Device Difficulty Computer 4 Phone 6 Automobile 8 Gun 9 Knife 10 Staredown (Level Two) — By staring into the eyes of a human or animal, a werewolf can cause the target to flee in terror. This Gift can be used against any other werewolves, but the target will freeze in place rather than flee. A ram or snake spirit teaches this Gift. System: The Garou using this Gift may focus on only one target per turn; the player rolls Charisma + Intimidation (difficulty 5 + the victim’s Rank). The victim flees for one turn per success, although he may expend a Willpower point to resist the Gift’s effects for a turn. Should the character score five or more successes, the victim flees for the duration of the scene. Werewolves (and most powerful Wyrm-monsters) will not flee, but they cannot attack while the Gift’s user continues to stare them down. However, if they are attacked themselves, all bets are off. Disquiet (Level Three) — This Gift makes its target feel inexplicably depressed and withdrawn. The subject finds it difficult to draw on his full emotion or to maintain any type of concentration. An ancestor spirit teaches this Gift. System: The player rolls Manipulation + Empathy against a difficulty equal to the target’s Willpower. If successful, that opponent will not be able to recover Rage for the duration of the scene. Furthermore, all difficulties for extended actions increase by one. Reshape Object (Level Three) — The werewolf can shape once-living material (but not undead!) into a variety of objects instantly. Tress 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. A pattern spider, one of the Weaver’s spirits, teaches this Gift. System: The player rolls Manipulation + Crafts against a variable difficulty (5 to turn a broken tree limb into a spear, 8 to turn a plank into a floatable raft) and spends a Gnosis point. The created object is not necessarily permanent; it will last a length of time according to the following chart. Expending an additional Gnosis point allows a created weapon to inflict aggravated damage for the scene’s duration or until the object returns to its original form. This effect can be made permanent with the sacrifice of a permanent Gnosis point if the object itself is changed permanently. Successes Duration One 5 Minutes Two 10 Minutes Three One Scene Four One Story Five Permanent Cocoon (Level Four) — The werewolf can wrap himself in a thick, opaque sarcophagus-like epidermis, making him immobile but near impervious to harm. This cocoon grants him immunity to fire, starvation, gas, high pressure, cold, and similar environmental hazards. An insect or weaver spirit teaches this Gift. System: The Garou spends one Gnosis point. While in the cocoon, the werewolf ignores any attacks which fail to do damage at least equal to her Stamina + Rituals, but attacks that pierce the cocoon destroy it. The cocoon lasts for one scene, after which it dissolves rapidly and evaporates. The player may extend the duration of the Gift by spending more Gnosis points. Spending days in the cocoon is entirely possible, but the maximum duration is up to the Storyteller. Spirit Ward (Level Four) — A werewolf with this Gift may protect himself from spirits by performing a quick warding rite. To use this Gift, the werewolf draws an invisible pictogram in the air that scares and unnerves any nearby spirits. The symbol travels with the werewolf as long as it lasts. An ancestor spirit teaches this Gift. System: The player spends one gnosis point and rolls Manipulation + Rituals (difficulty 7). Spirits within 100 feet of the character (except pack totems or caern spirits) must subtract one from their dice pools for each success. This Gift lasts for one scene. Assimilation (Level Five) — A werewolf with this Gift blends smoothly into any culture, no matter how strange or unfamiliar he might normally find it. He could slip among Bedouin nomads as if he were one of them, or he could shop in a Chinese market without anyone noticing that he does not belong. The Gift doesn’t hide racial differences, but it does allow the user to mimic behaviors and mannerisms of a native. It also grants the ability to speak and understand the culture’s language, although this knowledge vanishes as the gift ends. Ancestor spirits teach this Gift. System: The player rolls Manipulation + Empathy. If successful, the character interacts with members of another culture as if he were one of them. The difficulty depends on how alien the culture is. The difficulty would be a 5 for another Garou sept, but it could be as high as 9 when trying to assimilate into a Black Spiral Hive in another country. The character will not suffer Social-roll penalties when interacting with members of the culture, although he will not receive any special benefits. The Gift lasts for one scene plus one day per Willpower point spent when activating it. Part the Veil (Level Five) — With this gift, a werewolf may immunize any human from the Delirium for a scene. In this way, the human can interact with Garou without deleterious effects. However, the human will forget much of what he knows if the Delirium is induced in him at a later date. An ancestor spirit teaches this gift. System: The player spends a Gnosis point and rolls Charisma + Empathy. One success is all that’s required.
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Posted: Tue Apr 29, 2008 7:11 pm
Metis Gifts Metis are the outcasts of Garou society. Unlike homid and lupus Garou, however, they are born into werewolf society and raised within it, reminded constantly of their inadequacies. The abuse heaped on a metis usually creates a deeply repressed inner fury, but it also leads them to a deeper connection with the spirit world, possibly as a means of escape from the horror of their lives. • Create Element (Level One) — The metis has the power to create a small amount of one of the four basic elements — fire, air, earth or water. In this way, she can replenish the air supply in an airtight room, make a rock to throw at someone, create a fire without matches or wood, or even fill a bathtub without any faucet or pipes. The metis cannot create specialized forms of any element. Precious metals (especially silver), lethal gases and acid are beyond his reach. This Gift creates only natural air, earth, fire and water. Elementals teach this Gift. System: The werewolf s player spends one Gnosis point and rolls Gnosis. Each success allows the character to create approximately one cubic foot of the desired element, to a maximum weight of 100 lbss, anywhere he can see within 60 feet. The element remains in existence until used up (breathed in the case of air or burned up in the case of fire without any fuel to keep it going). The flames created with this Gift are genuinely hot, but they are no substitute for a flame-thrower. They inflict one health level of damage per success, to a maximum of three health levels of damage. • Primal Anger (Level One) — The metis learns to focus the anger within her heart and use it to increase her Rage. The anger takes a physical toll on the werewolf, and it is up to her to unleash it on her enemies. The spirits of ancient metis teach this Gift. Few members of other breeds have suffered enough shame and suffering to learn this Gift. System: A character with this Gift may sacrifice a single health level, once per scene, and gain two extra points of Rage in exchange (even if doing so takes her above her permanent Rage rating). The health level is treated as aggravated damage for purposes of recovery. • Sense Wyrm (Level One) — 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 eaten tainted food. This power requires active concentration. Any spirit of Gaia may teach this Gift. System: The player rolls Perception + Occult. The difficulty depends on the concentration and strength of the Wyrm's influence. Sensing a single fomor in the next room would be difficulty 6, while detecting the stench of a Bane that was in the room an hour ago would be difficulty 8. Vampires register as Wyrm-tainted, save those with Humanity Traits of 7 or higher. • Burrow (Level Two) — 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. System: The player rolls Strength + Athletics against a difficulty depending on the substance to be excavated (4 for loose mud, 9 for solid rock). Some alloyed metals (such as titanium steel) and other reinforced structures will not yield to the werewolf no matter how hard she digs. The character can burrow one yard per turn for each success. After the initial roll, the character does not need to roll again to continue at the same speed. • Curse of Hatred (Level Two) — The metis may verbalize the hatred in her heart, disheartening opponents with the intensity other emotion. A spirit of hate teaches this Gift. System: The player spends one Gnosis point and rolls Manipulation + [removed](difficulty of the opponent's Willpower). If she succeeds, her opponent loses two Willpower points and two Rage points. This Gift may be used on an opponent only once per scene. • Eyes of the Cat (Level Three) — The werewolf may see clearly in pitch darkness. His eyes glow a lambent green while this power is in effect. Any cat-spirit can teach this Gift, although werewolves who make enemies of the Bastet will have trouble finding teachers. System: The character must state when the Gift is in effect, but it requires no roll or expenditure. The character suffers no difficulty or dice-pool penalties from darkness. • Mental Speech (Level Three) — This Gift grants mental communication, even over vast distances. The user must either know the target personally (although he does not have to be friends with that person) or have something that belongs to that person, such as a lock of his hair. Bird spirits and ; spirits of intellect teach this Gift. Owl is a particularly sought-after teacher, and those who learn from him claim to have enhanced abilities at night. System: The player rolls Charisma + Empathy (difficulty 8 ) and expends a Willpower point; the effects last for a scene. His character may hold a mental conversation with a target at a maximum distance of 10 miles per success. It does not allow mind reading, but the werewolf may use social Abilities, such as Intimidation. • Gift of the Porcupine (Level Four) — When using this Gift, the werewolf undergoes a startling transformation. Her fur becomes elongated, bristly and sharp like the quills of a porcupine. This change makes her an even more fearsome killing machine. A werewolf must be in Crinos, Hispo or Lupus form to use this Gift. Porcupine teaches this Gift, and he has a great fondness for metis. System: The character spends a Gnosis point to sharpen his fur. Anyone whom the metis tackles, grapples or immobilizes takes aggravated damage from his newfound quills (Strength +1). Furthermore, anyone who strikes him with bare flesh (and scoring fewer than five successes on the attack roll) takes damage based on the attacker's own Strength, although the metis still takes normal damage. This Gift lasts for one scene or until the werewolf wills his fur to return to normal. • Wither Limb (Level Four) — With a snarl and an angry gaze, the werewolf forces a target's arm or leg to twist, desiccate and wither, making it useless. Creatures with regenerative abilities will restore the limb to full function after one scene; otherwise, the effects are permanent. Snake-spirits, spider-spirits and other venomous spirits teach this Gift. Some werewolves even invoke spirits of disease to learn this Gift. System: The player spends a Gnosis point and rolls Willpower (difficulty of the victim's Stamina + 4). The victim adds two to the difficulties of all Dexterity rolls. If his leg is affected, he can move at only half of his normal speed. • Madness (Level Five) — 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, inducing 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. System: The player spends a Gnosis point and rolls Manipulation + Intimidation (difficulty of the victim's Willpower). The insanity lasts a number of days equal to the successes rolled on the attempt. During this time, the metis can increase or decrease the effects of the madness, granting the victim lucidity and then driving him into psychosis. Even after the Gift has ended, the repercussions from the bout with madness often haunt the target for the rest of his life. • Totem Gift (Level Five) — Due to the metis' strong ties with Garou society, she can plead directly with her tribal totem, gaining some of its power. The effects of this Gift depend on the nature of the tribal totem power. Rat (totem of the Bone Gnawers) might send swarms of rats to attack the Garou's enemies, and Grandfather Thunder (totem of the Shadow Lords) might smite the Garou's enemies with a blast of thunder and lightning. The potential of this Gift depends only on the favor of the totem, and it may cross over into the miraculous. Only the tribal totem teaches this Gift. System: The player spends one Gnosis point and rolls Charisma + Rituals (difficulty 7). The greater the number of successes, the more dramatic the effects. One success might cause a minor distraction, whereas 10 successes is the dramatic equivalent of summoning a localized twister to destroy the metis' foes.
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Posted: Tue Apr 29, 2008 7:12 pm
Lupus Gifts The Gifts of the lupus breed reflect their strong ties to the natural world and the wilds. Usually these Gifts enhance the natural abilities of the werewolf, allowing her to perform feats that other breeds would find impossible. • Hare's Leap (Level One) — By invoking this Gift, 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. System: The player rolls Stamina + Athletics (difficulty 7). If successful, she may double her normal jumping distance. (See Jumping.) • Heightened Senses (Level One) — 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 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. System: The player spends a Gnosis point. The effects last for one scene. In Homid or Glabro forms, the werewolf's Perception difficulties decrease by two, and he may roll Perception + Primal-Urge to perform sensory feats impossible for humans (such as tracking by scent). In Crinos, Hispo and Lupus forms, Perception difficulties decrease by three (which is not cumulative with the ordinary Lupus-form Perception bonuses), and the werewolf gains an extra die to Primal-Urge dice pools. • Sense Prey (Level One) — Werewolves used this ancient Gift during hard winters to feed their packs. The Gift lets Garou locate enough prey to feed a pack. In the urban environment, this Gift guides the lupus to prey within the city, usually in parks, sewers, animal shelters and even zoos. The Gift will tell the werewolf the location of large numbers of prey within 50 miles in the wilds, and within the limits of a city and its suburbs. Humans do not register as prey animals, although some say that the Red Talons know a variant of this Gift that can find them. A wolf-spirit teaches this Gift. System: The hunter's player rolls Perception + Primal-Urge. The difficulty is 7 in wilderness environments and 9 in urban environments. Success indicates the location of enough prey to feed a large pack. In the case of multiple sources, the Gift guides the werewolf to the nearest source (although not necessarily the easiest or safest). • Scent of Sight (Level Two) — The werewolf can compensate for her vision completely by using her sense of smell. She can attack invisible creatures normally or navigate roughly in absolute darkness. Wolf-spirits teach this Gift. System: The player rolls Perception + Primal-Urge against a Storyteller-determined difficulty that depends on how powerful local smells are. The Storyteller should require rolls only when something could cause the Garou to lose his opponent's scent (such as if the opponent runs through water or into a reeking alley). • Sense the Unnatural (Level Two) — 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. System: The player rolls Perception + Enigmas. The more successes he rolls, the more information he gains. The sensory input is somewhat vague and subject to interpretation, though. For instance, a vampire might smell of old blood, of fear, of rotten flesh, of fresh meat or of whatever else the Storyteller finds appropriate. Interpreting the information properly might require an Intelligence + Occult roll (Storyteller's option). • Catfeet (Level Three) — This Gift gives the werewolf the agility of a cat, making him immune to falls under 100 feet (he lands on his feet just right). He also has perfect balance even on the most slippery surfaces, and the difficulties of all combat actions involving body slams and grappling decrease by two. Cat-spirits teach this Gift. System: This ability becomes innate to those who learn the Gift. • Name the Spirit (Level Three) — A werewolf with this Gift becomes familiar with the ways of the Umbra. He can sense the type and approximate Trait levels (Rage, Gnosis, Willpower) of spirits. A spirit servant of the Uktena totem teaches this Gift. System: The player spends one Willpower point and rolls Perception + Occult (difficulty 8 ). • Beast Life (Level Four) — 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. System: The player spends one Gnosis point and rolls Charisma + Animal Ken (difficulty 7). The character gains the ability to communicate with all animals automatically. One success can attract specific types of animals within a 10-mile radius, and those that can reach the werewolf in a reasonable amount of time will do so. Each additional success adds 10 miles (two successes indicate a 20-mile radius). All wild animals become friendly to the character. They follow any reasonable request the character makes, and many unreasonable ones as well. A character who uses this Gift to force an animal to sacrifice itself had best pay homage to its spirit or risk angering Gaia. The effect lasts for one scene, but the time may be extended by spending one Gnosis point per extra scene desired. • Gnaw (Level Four) — The werewolf's jaws strengthen to the point that she can chew through just about anything, given enough time. In addition, her jaws do more damage in combat, and only death will break her grip if she clamps her teeth into an opponent. Wolf-spirits teach this Gift. System: The player spends one Willpower point and rolls Stamina + 4 against a variable difficulty (3 for wood, 6 for steel handcuffs, 9 for a train car coupling). The length of time it takes to gnaw through something depends on the number of successes. In addition, this Gift gives a character's bite two extra dice of damage for the duration of the scene. • Elemental Gift (Level Five) — The werewolf calls upon the primal force of Gaia Herself, thereby commanding the spirits of the elements to rise up, undulate forward and even engulf foes. This Gift summons an elemental spirit, not merely the raw matter of the elements, but primal spirits possessing power enough to challenge even something as powerful as a Nexus Crawler. The elementals grant this Gift. System: The player spends one Gnosis point and rolls Charisma + Occult (difficulty 7). If successful, he calls an elemental who grants him the ability to control a large volume of air, earth, water or fire (in any of their forms) that is approximately 20' by 20' per success. The effect lasts for one scene or until the elemental leaves or is destroyed. • Song of the Great Beast (Level Five) — To use this Gift, the werewolf must travel to the deep wilderness. When she reaches her destination, she howls the Song of the Great Beast into the sky, summoning one of the Great Beasts to her aid. These beasts are the terrible and ancient creatures that walked the Earth in ages past. Examples include the Willawau (giant owl), theYeti, the Sabertooth Tiger, the great Megalodon sharks that swam the seas eons ago and the mighty Mammoth, who arrives in herds. Who knows what else a Garou might call? Rumors say that dinosaurs survive in the deep Congo.... The surviving Great Beasts possess abilities in the physical world that rival those of mighty spirits in the Umbra. Even the wisest of Garou are not certain of their natures. Once the ancient one arrives, the werewolf may make a request, although she should do so with great caution. If the Great Beast agrees to aid the werewolf, it will do so in its own way, but enemies of the lupus should beware. Few spirits know this Gift. It's said that those that do dwell in the Realm of Pangaea. System: The player spends one Gnosis point and rolls Charisma + Primal-Urge (difficulty 8 ) to sing the Song of the Great Beast. More successes improve the Great Beast's disposition. Traits are left to the Storyteller's discretion, but they should be appropriately impressive.
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Posted: Tue Apr 29, 2008 7:14 pm
Ragabash Gifts The Ragabash were blessed by Luna with the wit to question rigid tradition and the cunning to use stealth and trickery against the Garou's enemies. The New Moons' Gifts allow them to get the job done in a clever, unconventional fashion. • Blur of the Milky Eye (Level One) — The Garou's form becomes a shimmering blur, allowing him to pass unnoticed among others. Once the Garou has been seen, however, this Gift is negated until the viewer has again been distracted. A chameleon-spirit teaches this Gift. System: The player rolls Manipulation + Stealth (difficulty 8 ). Although he doesn't become truly invisible, each success increases the difficulties of all Perception rolls made to detect him by one. • Open Seal (Level One) — With this Gift, the Garou can open nearly any sort of closed or locked physical device. A raccoon-spirit teaches this Gift. System: The player rolls Gnosis (difficulty of the local Gauntlet rating). • Scent of Running Water (Level One) — The Garou can mask her scent completely, making herself virtually impossible to track. A fox-spirit teaches this Gift. System: The difficulties of all rolls to track the Garou increase by two. This Gift becomes an innate ability to the Garou who learns it. She need not expend any points or make any rolls. However, the Ragabash may still leave a scent behind if she decides to do so voluntarily (which may be necessary to blend in with wolf packs). • Blissful Ignorance (Level Two) — The Garou can become completely invisible to all senses, spirits or monitoring devices by remaining still. A chameleon-spirit teaches this Gift. System: The Garou's player rolls Dexterity + Stealth (difficulty 7). Each success subtracts one success from the Perception + Alertness rolls of those looking for the character actively. If no one is doing so, then just one success indicates complete concealment. • Sense of the Prey (Level Two) — 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. System: No roll is required unless the target is hiding actively (intent alone is not enough), in which case a Perception + Enigmas roll is made against a difficulty of the target's Wits + Stealth. If the target is a spirit, the difficulty is the spirit's Gnosis. • Taking the Forgotten (Level Two) — The Ragabash with this Gift can steal something from a target, and his victim will forget that she ever possessed the stolen item. A mouse-spirit teaches this Gift. System: The player must score three successes on a Wits + Stealth roll (difficulty of the victim's Intelligence + Streetwise). • Gremlins (Level Three) — The Ragabash can cause a technological device to malfunction, merely by touching it. This Gift actually disrupts the spirit energy within the device that aids its function. If the Garou can frighten the spirit sufficiently, it will flee the device, causing it to malfunction permanently. A Gremlin teaches this Gift. System: The player rolls Manipulation + Intimidation; the difficulty is determined by the complexity of the item. The more successes the Garou obtains, the more the device is damaged. Five successes disable the device permanently (the spirit has fled). Good roleplaying might certainly warrant one to three additional dice at the discretion of the Storyteller. Device Difficulty Computer 4 Phone 6 Automobile 8 Knife 10 • Open Moon Bridge (Level Three) — The Garou has the ability to open a moon bridge, with or without the permission of the totem of that caern. A Lune teaches this Gift. System: The player spends one Gnosis point. See the Rite of the Opened Bridge for more information on opening moon bridges. The maximum distance that can thereby be covered is 1,000 miles. • Luna's Blessing (Level Four) — When the moon is visible in the night sky, silver refuses to cause the Garou aggravated wounds. Indeed, if the moon waxes full, silver weapons may well turn on those who would wield them against the character. A Lune teaches this Gift. System: For each strike against the Garou, the wielder of the weapon must roll three extra dice on the attack; these dice are read only to check for botches. The Garou can soak and regenerate silver as if it were bashing or lethal damage (depending on whether the silver is part of an edged weapon or not), but only when the moon is in a visible phase above the horizon. Therefore, the Garou is still vulnerable during a new moon. • Whelp Body (Level Four) — With this Gift a Garou may deliver a devastating curse upon a foe's body, causing it to weaken or palsy. Many consider the use of this power on a foe to be a declaration of unending war. Either a pain-spirit or a spirit of disease teaches this Gift. System: The player spends one Gnosis point and rolls Gnosis, and the target resists with his own Gnosis roll. The Garou's difficulty is the opponent's Willpower, while her victim's difficulty is the Ragabash's Gnosis. (Victims without Gnosis roll Stamina without any adjustments for supernatural powers or the like.) Each success scored by the Ragabash allows him to remove one point from any of the victim's Physical Attributes. The effect is permanent, although the victim may restore these Attributes via experience. This Gift may be used only once ever against a given opponent. • Thieving Talons of the Magpie (Level Five) — The Garou can steal the powers of others and use them herself. These powers can be Garou Gifts, spirit Charms, vampiric Disciplines, True Magic or any other such power. Naturally, a magpie-spirit teaches this Gift. System: The player must gain three successes on a Wits + Stealth roll (difficulty of the target's Willpower). If successful, the Ragabash can use the specified power (and the victim cannot) for each successive turn she is willing to spend a Gnosis point. The werewolf's Gnosis is substituted for any Traits exclusive to the victim that might be necessary to work the power, such as a vampire's blood pool or a mage's Arete. The Ragabash must know something about his target's powers, and he must target a power in the terms by which he would understand it. • Thousand Forms (Level Five) — Most trickster archetypes are shapeshifters, and the Ragabash is no different. The Garou with this Gift may change herself into any animal between the sizes of a small bird and a bison. The Garou gains all the special powers (flight, gills, poison, sensory abilities, etc.) of the animal she mimics. She may not take the form of Wyrm-beasts (not that she would wish to!), but she may take the form of mythical beasts with some extra effort. System: The player spends a Gnosis point and rolls Intelligence + Animal Ken. The difficulty varies, rising higher the farther removed from the Garou's natural form the desired animal is. For example, an ape or panther (mammals of roughly equal mass) might be difficulty 5, while an alligator (a reptile of slightly larger size) would be difficulty 7, and a frog (a much smaller amphibian) would be difficulty 9. Mimicking mythical animals is always difficulty 10.
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Posted: Tue Apr 29, 2008 7:16 pm
Theurge Gifts Luna's Gifts to her Crescent Moon children grant them insight into and power over the spirit world. The Theurge is blessed with the ability to manipulate the Umbra and the intellect of others, all in the name of serving a greater wisdom. • Mother's Touch (Level One) — 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. System: The player spends one Gnosis point and rolls Intelligence + Medicine (difficulty of the wounded individual's Rage, or 6 for non-Garou). Each success heals one health level. The Theurge may heal even Battle Scars in this manner if the Theurge uses the Gift in the same scene in which the scar was obtained and she spends a second Gnosis point. There is no limit to how many times this Gift may be used on a person, but each use requires the expenditure of one Gnosis. • Sense Wyrm (Level One) — As the metis Gift. • Spirit Speech (Level One) — This Gift allows the Garou to communicate with encountered spirits. The Garou is thus able to address them whether they wish to be addressed or not. Of course, nothing (usually) prevents the spirit from ignoring the Theurge or leaving. Any spirit can teach this Gift. System: Once learned, this Gift allows the Garou to understand the communication of spirits intuitively. Particularly alien spirits may be difficult — or, in the case of many Banes, outright painful — to understand. • Command Spirit (Level Two) — The Theurge can give simple commands to encountered spirits and expect a measure of compliance. This Gift does not grant the ability to summon spirits. It enables the user only to coerce them to obey. Any Incarna avatar can teach this Gift. System: The player must spend a Willpower point and roll Charisma + Leadership (difficulty of the spirit's Gnosis). Each successive command requires the expenditure of another Willpower point. Note that the Garou cannot command spirits to leave areas to which they have been bound. Doing so requires the Level Three Theurge Gift: Exorcism. • Name the Spirit (Level Two) — As the Level Three lupus Gift. • Sight from Beyond (Level Two) — 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. Crow-spirits teach this Gift. System: Interpreting these signs is best handled through roleplaying, but the Storyteller can require the Garou's player to roll Wits + Occult (difficulty 7) if he deems appropriate. • Exorcism (Level Three) — This is the Gift of ejecting spirits from places or objects, whether they are there voluntarily or are bound there. Any Incarna avatar can teach this Gift. System: The Garou must concentrate uninterrupted for three turns. If a spirit does not wish to leave, the player must make a Manipulation + Intimidation roll (difficulty of the spirit's Willpower). If the spirit has been bound to its lodging place (or into a fetish), then the exorcist must make a Wits + Subterfuge roll (difficulty 8 ) and gain more successes than the binder did when tying the spirit to its location. This Gift can be used to "cure" fomori, although the host will surely die as the Bane is ejected unless a powerful healer manages to preserve her life during the exorcism. • Pulse of the Invisible (Level Three) — Spirits fill the world around the Garou, and none knows this fact better than the Theurge. This Gift grants constant awareness of the spirit world. Even in the physical world, the Theurge with this Gift can interact with spirits in the Penumbra at will. While most spirit activity is barely worth watching, the Theurge will be aware of any dramatic changes. Any spirit can teach this Gift. System: If the Garou's permanent Gnosis equals or exceeds the Gauntlet, he can see into the Umbra automatically. Otherwise, the player must roll Gnosis to pierce the Gauntlet (difficulty of the Gauntlet rating). Only one success is required. The effect lasts for an entire scene or until the character enters an area with a higher Gauntlet. • Grasp the Beyond (Level Four) — The Garou may take things to and from the Umbra without having to dedicate them to herself (see the Rite of Talisman Dedication). This Gift affects humans and animals, both willing and unwilling. Garou often use this power to take loyal Kinfolk with them on Umbral quests or to heal injured Kinfolk — both body and soul — in mystic Glens. System: The Garou must grasp the object or person he wishes to take to the spirit world. He must then spend a number of Willpower points: one for small items (a pocket-watch or knife), two for larger items (a backpack or bow) and three for huge items (including people). The player makes the usual Gnosis roll to pierce the Gauntlet and step sideways; if successful, both he and the desired object or person pass into the Umbra. An unwilling target may resist with a Willpower roll; each success subtracts one from the Garou's successes. A Garou attempting to abduct an unwilling victim must achieve at least three successes on his Gnosis roll. Unless she has the ability to step sideways, any person taken to the Umbra must rely on the Garou to escape, or she must find an area with a very thin Gauntlet, such as a caern. The Gauntlet rating must be 3 or lower for a victim to exit of his own accord. If he does exit, he may not reenter the Umbra, regardless of the Gauntlet rating. If left in the Umbra too long, a living creature eventually turns to spirit matter entirely. • Spirit Drain (Level Four) — The Garou may drain power from a spirit to feed his own resolve. A spirit servant of the Uktena totem teaches this Gift. System: The player makes a resisted Gnosis roll against the spirit. If the player succeeds, the spirit loses one Essence point per success for the rest of the scene. For every two points drained, the Garou gains a temporary Willpower point, but she loses any points exceeding her maximum at the end of the scene. • Feral Lobotomy (Level Five) — With but a thought, the Garou can devolve an opponent's mind to that of an animal, effectively destroying his intelligence. A spirit servant of the Griffin totem teaches this Gift. System: The player rolls Wits + Empathy (difficulty of the target's Willpower + 3, maximum 10), and spends a variable number of Gnosis. If successful, the Garou can destroy a target's Intelligence Attribute permanently. Two Gnosis points must be spent for each point of Intelligence destroyed, and the Garou cannot destroy more points than he rolls successes. Additionally, the target begins acting more animalistic with each point removed. • Malleable Spirit (Level Five) — The Garou can change a spirit's form or purpose. A Chimerling teaches this Gift. System: The Garou's player must best the spirit in a resisted Gnosis roll. The difficulty is based on what the Garou tries to accomplish, while the spirit's difficulty is the Garou's Gnosis. Change Difficulty Characteristics (Willpower, Rage, Gnosis; one point changed per success) 6 Disposition (Friendly, Neutral, Hostile) 8 Type (Naturae, Elemental, Bane, etc.) 10
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Posted: Tue Apr 29, 2008 7:18 pm
Philodox Gifts Luna gifts her Half Moon children with the powers of balance, the ability to detect truth and enforce law. As judges and mediators, many Philodox gravitate into leadership positions, and they possess Gifts to aid them in this role. • Resist Pain (Level One) — 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. System: The player spends one Willpower point; his character may ignore all wound penalties for the rest of the scene. • Scent of the True Form (Level One) — This Gift allows the Garou to determine the true nature of a person. This information is conveyed as an olfactory sensation — it is actually a scent of the target's natural form. Any spirit servant of Gaia can teach this Gift. System: The Garou can tell automatically when someone is a werewolf; anything else requires a Perception + Primal-Urge roll. It takes two successes to detect vampires, faeries or other shapeshifters as such, and it takes four to detect fomori or mages. • Truth of Gaia (Level One) — As judges of the Litany, Philodox have the ability to sense whether others have spoken truth or falsehood. A Gaffling of Falcon teaches this gift. System: The player rolls Intelligence + Empathy (difficulty of the subject's Manipulation + Subterfuge). This Gift reveals only whether the target speaks the truth or lies. • Call to Duty (Level Two) — 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. System: Obviously, the Philodox must learn the spirit's name, which usually requires personal acquaintance or use of the Gift: Name the Spirit. The player rolls Charisma + Leadership (difficulty of the spirit's Willpower). If the player spends two Gnosis points, the werewolf can summon all Gaian spirits within one mile to protect or assist her, even if she does not know their names. • King of the Beasts (Level Two) — The Philodox's authority extends even into the realm of beasts, such that he can command the loyalty of any specific animal. If successful, the animal follows his commands willingly and unconditionally. A lion- or falcon-spirit teaches this Gift. System: The Philodox must choose one target within 100 feet. The player rolls Charisma + Animal Ken against a difficulty based on the werewolf's relationship with the animal. This power works on only one animal at a time, and it does not attract animals to the Garou's vicinity (see the Level Four lupus Gift: Beast Life). Relationship Difficulty A sibling 3 Feed and care for 6 Strange 8 Hostile 10 • Strength of Purpose (Level Two) — 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. System: Once per scene, the player may roll Stamina + Rituals (difficulty 7). For every two successes, the Philodox recovers one point of Willpower up to her maximum. • Weak Arm (Level Three) — Philodox are masters of judgment, and this trait extends even into the field of battle. By watching an opponent's fighting style, the werewolf can evaluate his strengths and weaknesses. Snake- and wind-spirits teach this Gift. System: The player rolls Perception + Brawl (difficulty 8 ). Each success gives her one bonus die to add to her attack or damage rolls against this opponent. For instance, a Philodox who gets four successes on this roll could add two dice to her attack rolls and two to her damage pool. This Gift can be used against a given foe only once per scene, and the benefits are lost at the end of the scene. The Garou must concentrate for a full turn to use this Gift. • Wisdom of the Ancient Ways (Level Three) — 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. System: The character must meditate for a short time, concentrating on the past. The player then rolls Gnosis (difficulty 9, -1 for each point of Ancestors the Garou possesses). The number of successes determines how detailed and exact the answer he receives will be. • Roll Over (Level Four) — The Philodox can call on her power to radiate a commanding presence that compels others to submit to her. Should she succeed in a test of wills, she dominates her foe, which causes humans to fall to their knees and wolves to roll on their backs. Either a lion- or a wolf-spirit teaches this Gift. System: The player must score at least three successes more than her opponent on a resisted Willpower contest. If the Gift takes effect, the victim can take no action other than submission unless he is in direct danger. • Scent of Beyond (Level Four) — The werewolf can bring all his senses to bear on one spot with which he is familiar (even an Umbral site), no matter how far away that spot is. The Philodox senses the site from a point of view as if he were standing in the middle of the area being scanned. A bird-spirit teaches this Gift. System: The player rolls Perception + Enigmas (difficulty 8 ). If the spot is in the Umbra, the difficulty is 8 or the Gauntlet rating (whichever is higher). • Geas (Level Five) — This Gift places its target under a geas, a sacred oath to obey the Philodox's bidding. The geas cannot make the targets act contrary to their basic instincts (such as self-preservation). Therefore, she could send a group on a quest, but she could not make its members attack and try to kill each other — unless they were psychotics or werewolves without pack bonds. An Incarna avatar teaches this Gift. System: The player spends one Gnosis point and rolls Manipulation + Leadership (difficulty of the target's Willpower). In the case of a group, the difficulty is the highest Willpower among its members. The geas' compulsion lasts until the task is completed or until the target is dropped to the Incapacitated health level in pursuit of the quest. No victim can labor under more than one geas at a time; the first one laid always takes precedence. • Wall of Granite (Level Five) — Philodox have a stronger relationship with the elementals of the earth than do other werewolves, for just as the earth upholds those upon it, the Philodox uphold their people's ways. While in contact with earth or rock, the Philodox can invoke a wall to protect himself. This wall will move with the Garou, defending him from all angles. Earth elementals teach this Gift. System: The Garou spends one Gnosis point. The wall's dimensions are three yards high, two yards long and one yard thick. It has a soak pool of 10 dice, and 15 health levels must be inflicted to penetrate it at any point. The wall lasts for one scene or until released into the earth by the Garou.
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Posted: Tue Apr 29, 2008 7:19 pm
Galliard Gifts The Moon Dancers are filled with passion and song, so Luna gives them Gifts that allow them to weave emotions, dreams and hopes. The Galliard is an artist of the highest order, and all the world is his canvas. • Beast Speech (Level One) — 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. System: The player simply rolls Charisma + Animal Ken, although each separate encounter or type of animal requires a separate roll. • Call of the Wyld (Level One) — This Gift augments the Galliard's natural task of communication through howls. The Galliard can howl a cry that stirs and invigorates other werewolves, even those far beyond the normal range of hearing. This Gift is most commonly used at the beginning of revels or other events to charge up the sept, or to call for aid in times of peril. A wolf-spirit teaches this Gift. System: The player rolls Stamina + Empathy; the number of successes determines how far away the Call can be heard and how stirring it is to those who hear it. This Gift can be used in concert with any of the standard Garou howls. The Storyteller determines the actual effects, but they should be linked to the type of howl made and the intent of the Garou. Some examples are: every two successes gives those at a revel an extra die to their dice pools; Wyrm agents are distracted by the call and their difficulties rise temporarily; all Garou in the area do not hesitate to respond to the Garou's Call for Succor. • Mindspeak (Level One) — By invoking the power of waking dreams, the Garou can place any chosen characters into silent communion. A Chimerling teaches this Gift. System: The player spends one Willpower point per sentient being chosen and makes a Manipulation + Expression roll (difficulty of the victim's Willpower) if the being is unwilling. All those included in the dream may interact normally through the Mindspeak, although they can inflict no damage through it. Their real bodies can still act, although all dice pools decrease by two. The Mindspeak ends when all the participants want it to, or on the turn the Galliard fails the roll against an unwilling member. The beings affected must be within line of sight. • Call of the Wyrm (Level Two) — This dangerous Gift actually attracts creatures of the Wyrm. Galliards typically use the Call to bait an ambush or to flush prey from hiding. Any spirit servant of Gaia can teach this Gift. System: The Garou's player makes a resisted roll of Manipulation + Performance against the Wyrm creature's Willpower (both rolls are difficulty 7). If the Wyrm creature loses the contest, it must come to the source of the Call. • Distractions (Level Two) — The Garou can make annoying yips, yelps and howls to divert the attention of his target. A coyote-spirit teaches this Gift. System: The player rolls Wits + Performance (difficulty of the victim's Willpower). Each success subtracts one die from the target's dice pool next turn. • Dreamspeak (Level Two) — The Galliard can enter another's dream and thereby affect the course of that dream. The werewolf does not have to be anywhere near the target, but she must know or have seen the dreamer. A Chimerling teaches this Gift. System: The player rolls Wits + Empathy (difficulty 8 ). If the dreamer awakens while the Galliard is still within the dream, the werewolf is thrown out of the dream world, and he loses a Gnosis point. • Eye of the Cobra (Level Three) — With but a look, the Garou can attract anyone to his side. A snake-spirit teaches this Gift. System: The player rolls Appearance + Enigmas (difficulty of the target's Willpower). The Garou needs three successes to bring the target to his side; fewer at least start the victim moving in the right direction. Once there, the target can do as he pleases, but he must try his best to get to the Galliard until then. • Song of Rage (Level Three) — This Gift unleashes the Beast in others, forcing werewolves, vampires and other such creatures into frenzy and turning humans into berserkers. A wolverine-spirit teaches this Gift. System: The Garou rolls Manipulation + Leadership (difficulty of the target's Willpower). The victim flies into a violent rage (or frenzy, if naturally prone) for one turn per success. • Bridge Walker (Level Four) — The Galliard has the ability to create minor moon bridges through which she alone can travel. The Garou travels between the ends of this moon bridge in one percent of the time it would take to travel that distance normally, allowing her to disappear from in front of a foe and reappear behind it instantly. Note that these moon bridges are not protected by Lunes, and they attract the interest of spirit creatures occasionally. These beings have even been known to follow the Garou into the physical world. A Lune teaches this Gift. System: The player spends one Gnosis point to create the bridge. The moon bridge lasts for only one passage, unless the player spends a permanent Gnosis point during its creation, in which case it lasts until the next full moon. The maximum distance that can be traversed by the bridge is the Garou's Gnosis in miles. • Shadows by the Firelight (Level Four) — By invoking the power of shadows and dreams, the Galliard may create interactive stories in which others take part — willingly or not. Shadows dance around the participants as they act out their roles (as directed by the Galliard). This Gift is used commonly at moots, allowing many Garou to take part in the same legend recounted by the Galliard. However, this Gift can also be used on the unwilling, forcing them to participate in a story of the Garou's choosing. An ancestor-spirit teaches this Gift. System: When using this Gift on the unwilling, the player must spend a variable amount of Gnosis and score three successes on a Manipulation + Performance roll (difficulty of the target's Willpower). If successful, the player may tell a story and force the victim to perform exactly as the story's character does. This effect lasts one turn per Gnosis point spent. • Fabric of the Mind (Level Five) — The highest-ranked Galliards can bring the products of their imagination to very solid life, crafting creatures from the spiritual essence of dreams. Chimerlings teach this Gift. System: The player makes an extended roll of Intelligence + Performance (difficulty 8 ). She can create any form of life she can imagine, assigning it one dot of Traits for each success gained on the roll. The werewolf can take as long as she wants to form the creature, accumulating successes from turn to turn, but once she stops, the dream being takes form and requires the expenditure of Gnosis to keep it manifested. The cost is one Gnosis per scene if the dream being remains relatively inactive (such as doing minor chores or watching a location), or one point per turn if the being engages in combat or similarly strenuous activity. The werewolf must be careful, because if she botches at any point, the dream being escapes her control. It will remain in the physical world for as long as it sees fit. • Head Games (Level Five) — This Gift embodies the Galliard's ability to manipulate emotion in its purest form. The Galliard can change a target's emotions as she pleases, from hate to love and back again. Coyote-spirits teach this Gift. System: The Garou rolls Manipulation + Empathy (difficulty of the target's Willpower). Success allows the Garou to steer the emotions of any one individual. The more successes the player rolls, the more quickly the emotions manifest and the stronger they feel. Some emotions won't last without good cause. A Galliard could make someone fall in love with him, but the love won't last. (It may well even turn into justified resentment.) If the Galliard's actions would reinforce the emotion — treating a "new friend" well or threatening a terrified foe — there's a better chance that the emotions will become the real thing. The Storyteller should give the Galliard's player extra dice for roleplaying this Gift especially well.
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Posted: Tue Apr 29, 2008 7:21 pm
Ahroun Gifts When Luna is full, she floods her children with Rage. The Ahroun is her chosen warrior, born to fight and die in her name and Gaia's alike. Luna rewards these brave souls with strength, speed, skill and power, all of which one needs direly in the face of the Enemy. • Falling Touch (Level One) — This Gift allows the Garou to send her foe sprawling with but a touch. Any aerial spirit can teach this Gift. System: The Garou's player rolls Dexterity + Medicine (difficulty of the opponent's Stamina + Athletics). Even one success sends the victim to the ground. Doing so counts as an action; activating this Gift and striking a foe with intent to harm are two separate things. • Inspiration (Level One) — 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. System: The player spends one Gnosis point. All comrades (but not the Gift's user) receive one automatic success on any Willpower rolls made during the scene. • Razor Claws (Level One) — By raking his claws over stone or another hard surface, the Ahroun hones them to razor sharpness. Either a cat- or bear-spirit teaches this Gift. System: The player spends one Rage point, and the Ahroun must take a full turn to sharpen her claws. For the remainder of the scene, her claw attacks do an additional die of damage. • Sense Silver (Level Two) — 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. System: The Garou rolls Perception, + Primal-Urge (difficulty 7). If successful, she can detect the presence of any nearby silver. Three successes allow him to pinpoint the silver's s location. • Spirit of the Fray (Level Two) — This Gift allows the Ahroun to attack with lightning speed, striking before any foe. A cat-spirit teaches this Gift. System: Once the character learns this Gift, its effects are permanent. The Ahroun may add 10 to all his initiative rolls, which will nearly always ensure that he strikes first. If he chooses, the Ahroun may spend a Gnosis point to add another 10 to his initiative roll. Remember, though, that doing so prevents him from spending Rage to gain extra actions; werewolves can't use Rage and Gnosis in the same turn. • True Fear (Level Two) — 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. System: The player rolls Strength + Intimidation (difficulty of the target's Willpower). Each success she achieves cows the enemy for one turn; the victim cannot attack at this time. He may defend himself if attacked and otherwise act normally, although his actions will likely be guided by fear. • Heart of Fury (Level Three) — The Garou can steel himself against anger, suppressing his Rage and creating a mental dam against the explosive frenzies of his kind. This anger will catch up with him eventually, though, so he must vent it before it breaks free. A boar-spirit teaches this Gift. System: The player rolls Willpower (difficulty of the character's permanent Rage rating). Every two successes add one to the character's frenzy difficulties for the scene, making it harder to frenzy. When the scene ends, however, past slights and injuries come rushing back to haunt the Garou, refilling the Garou's heart and soul. He must spend one Willpower point or make a frenzy check immediately at the regular difficulty. • Silver Claws (Level Three) — The Ahroun can establish her battlefield primacy against other werebeasts by transforming her own claws into silver. A Lune teaches this Gift. System: The player rolls Gnosis (difficulty 7) to activate the Gift. The transformation lasts for the scene or until the Ahroun decides to end the Gift. Silver claws still do aggravated damage to all targets, and they are naturally unsoakable to Garou and most other werebeasts. While the Ahroun manifests the claws, she suffers searing agonies. Each turn, she gains an automatic Rage point. Furthermore, all non-combat difficulties increase by one because of the distraction. When her Rage points exceed her Willpower, she must check for frenzy. • Clenched Jaw (Level Four) — 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. System: After making a successful bite attack, the player may invoke this. Gift by spending a Rage point. For each successive turn she opts to maintain her grip, she makes a bite attack roll (difficulty 3). While foes can make a resisted Strength roll to break the grip (suffering an additional health level of damage in the process of tearing free), the Garou may add half her Willpower to her dice pool. • Stoking Fury's Furnace (Level Four) — No auspice is as closely tied to their Rage as the Ahroun, who is the master of directing his fury. This Gift — taught by a wolverine-spirit — allows him to channel his Rage even more effectively. System: The Garou regains one Rage point in any turn that he takes damage, and he does not have to check for frenzy from that specific stimulus (other stimuli induce frenzy checks as normal). In addition, the Garou can spend one Rage point — and only one — per turn without losing any temporary Rage. However, if he spends multiple Rage in any turn, they are marked off as usual. • Kiss of Helios (Level Five) — The Ahroun can invoke the sun's power to become completely immune to the damaging effects of fire. Additionally, the Ahroun may ignite any portion of his body and keep it burning for extended periods. Most commonly the Garou will light his mane during rituals, but he can also ignite his claws or mouth without ill effect. A fire elemental or a sun-spirit teaches this Gift. System: The player spends one Gnosis. For the rest of the scene, the Ahroun cannot be harmed by any natural forms of fire, up to and including molten lava. Artificial fires (napalm, gas fires, etc.) do one-quarter damage, and they are treated as bashing damage. The Garou does two additional dice of aggravated damage if he attacks with blazing fists, claws or fangs. The effects last for one scene. • Strength of Will (Level Five) — The Ahroun with this Gift could lead his pack to the gates of Hell itself if that were what it took. A wolf-spirit or an Incarna avatar teaches this Gift. System: The Garou's player spends a point of Willpower and rolls Charisma + Leadership (difficulty 8 ). Each success grants all the Garou's allies within 100 feet an extra point of Willpower. These extra points last for the rest of the scene, and they can be spent as usual. This Gift can even raise an ally's Willpower above its maximum or even above 10. This Gift may be used only once per scene.
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Posted: Tue Apr 29, 2008 7:33 pm
Black Furies Gifts The Black Furies' Gifts reflect their ongoing relationship with the Wyld. The Furies also possess some of the most effective Gifts of war of all the Garou. • Breath of the Wyld (Level One) — 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. System: The Fury must touch her target's skin, and this Gift must be used outdoors in a natural setting (a city park is natural enough for the Gift to function). The player rolls Gnosis (difficulty 6 for humans, 5 for Garou). Success grants a rush of energy and clarity of thought. In game terms, this Gift grants one extra die on all Mental rolls for the next scene. It also adds one to the difficulty of any Rage rolls the target makes in that time. • Heightened Senses (Level One) — As the lupus Gift. • Sense Wyrm (Level One) — As the metis Gift. • Curse of Aeolus (Level Two) — The Fury calls up a thick, eerie fog that obscures vision and unnerves her opponents. The Fury can see through the fog, but all others have trouble navigating by sight. A spirit in service to Aeolus, the fog totem, teaches this Gift. System: The player makes a Gnosis roll. The difficulty varies according to the surrounding terrain and humidity: 4 near the sea, 6 under normal circumstances, 9 in a desert. The Black Fury can see normally, but others caught in this fog halve their Perception scores (with regards to sight only). The fog is quite unnerving, and everyone except the Fury and her packmates loses a die from all Willpower dice pools. • Sense of the Prey (Level Two) — As the Ragabash Gift. • Coup de Grace (Level Three) — 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. System: The player spends one Willpower point and rolls Perception + Brawl (difficulty of the target's Stamina + Dodge). If successful, the player doubles her damage dice on the Garou's next successful attack. • Visceral Agony (Level Three) — 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. System: The player spends a Rage point before the character attacks. Any wound penalties the target suffers as a result of this attack are doubled (i.e., a foe at Wounded would lose four dice). If the target is in frenzy or otherwise resistant to pain, he still suffers normal wound penalties. • Body Wrack (Level Four) — 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. System: The player spends a Gnosis point and rolls Strength + Medicine (difficulty of the opponent's Stamina + 3). Each success causes the victim to lose one die from all dice pools as pain wracks her body. The effects last for one scene. • Wasp Talons (Level Four) — 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. System: The player spends a Rage point and rolls Dexterity + Brawl to hit. The difficulty is figured as though the character was using a firearm; the medium range is 20 yards. Damage is figured normally for a claw-strike. The Garou's claws take one full turn to regenerate. • Thousand Forms (Level Five) — As the Ragabash Gift. The Fury that chooses to risk taking the form of a mythical beast typically honors Pegasus by assuming her form. • Wyld Warp (Level Five) — 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 increases 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. System: The player spends one Gnosis point and one Rage point. She then rolls Wits + Enigmas (difficulty of the local Gauntlet). Successes summons a variable number of Wyldlings, which will alter the situation as the Storyteller sees fit.
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Posted: Tue Apr 29, 2008 7:37 pm
Bone Gnawers Gifts Whatever else can be said about them, the Bone Gnawers are survivors without peer. Their Gifts — blessings from Rat and her brood — are geared chiefly toward surviving the perils of the modern world. • Cooking (Level One) — The Garou must have small pot (a coffee can will do) 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. System: The player rolls Wits + Survival. The difficulty depends on the items "cooked." Inedible but harmless material is difficulty 6, while actively toxic substances are difficulty 10. • Resist Toxin (Level One) — 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. System: The player rolls Stamina + Survival. Success nullifies the effects of most conventional poisons, and adds three dice to the Garou's Stamina for purposes of resisting Wyrm-enhanced poisons. The effects last for the scene. • Tagalong (Level One) — Commonly 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 totem, 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. System: The Bone Gnawer must know the name of the totem in question. He must also prostrate himself before the caern's center or the pack's leader and wiggle forward on his stomach like a begging dog. The player rolls Charisma + Subterfuge. The difficulty varies based on the totem's opinion of the Bone Gnawer, which is left to the Storyteller's discretion. Success indicates that the character gains the previously mentioned benefits for one day, and that the totem will not look favorably on a Garou who mistreats the Bone Gnawer without cause. This Gift usually won't cause any bad feelings from the sept or pack in question as long as the Bone Gnawer minds his manners. However, using it too often certainly will. • Blissful Ignorance (Level Two) — As the Ragabash Gift. • Odious Aroma (Level Two) — 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. System: The player spends one point of Gnosis. For the duration of the scene, all beings that can smell and are within 20 feet of the Garou subtract two from all dice pools as they fight to breathe. • Friend In Need (Level Three) — 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. System: When a packmate or fellow Bone Gnawer is in danger, the Bone Gnawer may "lend" him what he needs, be it a Gift the Bone Gnawer knows, his Rage, his Willpower, or even his own life (in the form of health levels). The Bone Gnawer cannot lend a Gift of a higher rank than the recipient could know, nor can he lend Abilities or Attributes. The player must spend one Willpower point and roll Willpower (difficulty 7) and must succeed for the transfer to take place. If the roll botches, the Bone Gnawer loses the Traits in question but the recipient does not gain them. This Gift lasts until the end of the scene unless the recipient decides to terminate it early. If the recipient dies before the Traits are returned, the Bone Gnawer loses them permanently. • Reshape Object (Level Three) — As the homid Gift. • Attunement (Level Four) — 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 beings 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. System: The player spends one Gnosis and rolls Perception + Streetwise. The amount and accuracy of the information depend on the number of successes rolled. On a botch, playful spirits lie (which can be fatal, depending on the nature of misinformation). • Infest (Level Four) — 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 insects, 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. System: The player spends one Gnosis and rolls Manipulation + Animal Ken (difficulty 7). One success stirs up some shrieks and a call to an exterminator, while five swamps the structure in vermin completely, making it uninhabitable for quite some time. • Riot (Level Five) — 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. System: The player spends one Gnosis point and rolls Wits + Subterfuge (difficulty 8 ). If successful, the spirits direct their hosts against a target of the Garou's choice. The different hosts, however, will not necessarily work together — they may even begin to fight each other as the mob mentality takes over. The number of successes determines the area affected. Successes Extent One Building Two Block Three Neighborhood Four District (the South Side, etc.) Five Entire City • Survivor (Level Five) — 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. System: The player spends one Gnosis and rolls Stamina + Survival (difficulty 7). The effects last for one day per success. By spending a second Gnosis point, the Bone Gnawer can gain three extra points of Stamina, and he suffers no wound penalties, but the Gift will expire prematurely after 10 rounds of full combat. The Garou must sleep for at least eight hours when the Gift wears off, and he awakens ravenously hungry.
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Posted: Tue Apr 29, 2008 7:39 pm
Children of Gaia Gifts The most peaceful of the tribes, the Children of Gaia's Gifts aid in calming others and strengthening themselves. The Children are not devout pacifists, and many of their Gifts prove that their approach to war is no weaker than that of any other tribe. • Mercy (Level One) — 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. System: The player spends one Gnosis point. For the rest of the scene, all damage that the Garou inflicts with her own body (claws and teeth, but not weapons of any kind) is considered bashing. A creature "killed" by such damage merely falls unconscious, and he may heal the wounds at the usual rate for bashing damage (see Healing}. • Mother's Touch (Level One) — As the Theurge Gift. • Resist Pain (Level One) — As the Philodox Gift. • Calm (Level Two) — This Gift imparts the secret of quelling the anger in others. A unicorn-spirit teaches this Gift. System: The player spends one Gnosis point and rolls Charisma + Empathy (difficulty of the target's Willpower). Each success removes one of the target's Rage points, which may be regained normally. If used on a creature that has the capacity to frenzy but does not possess Rage (vampires, some fomori), the Gift cancels the frenzy if the player scores more successes that the target's Willpower. • Luna's Armor (Level Two) — 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. System: The Garou concentrates for one full turn, and the player spends a Gnosis point and rolls base Stamina + Survival (difficulty 7). The player may add one die per success to the Garou's soak pool for the rest of the scene. These bonus dice may also be used to soak silver damage, but only these dice. For example, if the Garou's Stamina is 4 and the player rolls three successes, the Garou has seven dice to soak non-silver damage and three to soak silver. • Dazzle (Level Three) — 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. System: The player rolls Charisma + Empathy. The difficulty varies according to the target. Target Difficulty Normal human 4 Packmate 5 Gaian Garou (even frenzied) 6 Wyrm creature (including Black Spiral Dancers) 8 Alien or unemotional creatures (vampires) 9 Dazzle rarely works to pacify spirits that don't feel emotion or that have a specific emotional focus (like hate-spirits). Success indicates that the target sits down and stays there, cantemplating Gaia's love quietly, for the rest of the scene. Attacking the target will disrupt the effects of this Gift. Dazzle can br used on a given target only once per scene. • Spirit Friend (Level Three) — 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. System: The player rolls Charisma + Empathy (difficulty 7). Each success adds one die to any rolls involving interactions with spirits for the duration of the scene. • Beast Life (Level Four) — As the lupus Gift. 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. • Strike the Air (Level Four) — 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 opponent to exhaust himself in the attempt. A mongoose-spirit teaches this Gift. System: The player spends one Willpower point and rolls Wits + Dodge (difficulty of the opponent's Willpower). For the duration of the scene, the opponent cannot strike the Garou, no matter how many successes he achieves on the roll. This Gift is canceled immediately if the werewolf attacks his opponent or if anyone else attacks on the Garou's behalf. This Gift will work on multiple opponents, but the player must spend a point of Willpower and make a new roll for each opponent. • Halo of the Sun (Level Five) — 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. System: The player spends one Gnosis point, and the effects of the Gift last for one scene. The Garou is surrounded in blinding sunlight, and anyone looking directly at the werewolf is blinded (add three to difficulties to attack the Garou). The Garou adds two dice of damage to all hand attacks, and hand damage is considered aggravated in all forms. Any vampires within 20 feet take damage as though exposed to true, direct sunlight. • The Living Wood (Level Five) — 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 fight foes. A Glade Child teaches this Gift. System: The player spends one Gnosis point and rolls Charisma + Survival (difficulty 8 ). Each success animates one tree. The trees move with the Dexterity of the Child of Gaia, and they can have Strength ratings from 4 to 15, depending on their size. Other Traits are up to the Storyteller's discretion.
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Posted: Tue Apr 29, 2008 7:41 pm
Fianna Gifts The Gifts of the Fianna lean toward their fae allies and vigorous nature, and toward calling on the power of their lands. • Faerie Light (Level One) — 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 teaches this Gift. System: The player rolls Wits + Enigmas (difficulty 6). The light can appear anywhere within the Garou's line of sight. It can move, bobbing along at 10 feet per turn, if bidden to do so. The light lasts for one turn per success, but the player can spend a point of Gnosis to make it last for the entire scene. • Persuasion (Level One) — As the homid Gift. • Resist Toxin (Level One) — As the Bone Gnawer Gift. • Glib Tongue (Level Two) — This 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. System: The player spends one Gnosis point and rolls Wits + [removed](difficulty of the listener's Wits + Alertness). The effects last for one turn per success. • Howl of the Banshee (Level Two) — 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. System: The player spends a Gnosis point and rolls Charisma + Intimidation. All who hear the howl must roll Willpower (difficulty 8; 6 for allies of the Fianna) or flee in terror for one turn per success on the Garou's roll. • Faerie Kin (Level Three) — 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. System: The player spends at least one Gnosis point and rolls Manipulation + Occult (difficulty 8 ). Spending more Gnosis increases) the raw power of the faeries who respond, while more successes on the roll means that more faeries answer. Note that this Gift may summon changelings or dream-spirits called chimera, but it will call true fae only in strange Umbral reaches, and even then very rarely. Botching this roll is bad news; the faeries who respond are vicious and malevolent, and they will act to hinder the Garou. • Reshape Object (Level Three) — As the homid Gift. • Balor's Gaze (Level Four) — 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. System: The player spends one Rage point and one Gnosis. She must then roll Perception + Occult (difficulty 8 ). For the rest of the scene, any foe at whom the Garou glances must roll Willpower (difficulty 8 ) and equal or exceed the player's successes or double over in pain. Any beings thus affected take wound penalties as though they were at Crippled (-5 dice to all actions), regardless of their current health. Any characters already at Crippled are considered Incapacitated. • Phantasm (Level Four) — 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. System: The player spends one Gnosis for each 10-foot area to be covered by the illusion and then rolls Intelligence + Expression. Anyone who doubts the illusion must roll Perception + Alertness and exceed the Garou's successes in order to see through it. • Call the Hunt (Level Five) — 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 an area). This Gift calls the Huntsman of Celtic mythology to harry and slay the evil. The Huntsman himself teaches this Gift. System: The Garou must chant and concentrate for one full hour. The player then spends one Gnosis point and rolls Charisma + Occult (difficulty 8 ). The Huntsman appears with a single hound, plus one hound for each extra Rage or Gnosis point the player wishes to expend. If the roll is botched, the evil is not worthy of the Huntsman's attention. If the summoner does not join the hunt, the Huntsman instead leads the hunt against the Garou. • Gift of the Spriggan (Level Five) — The Fianna may grow to up to three times her usual size or shrink to the size of a small puppy. A faerie or a Chimerling teaches this Gift. System: The player spends one Gnosis point and rolls Stamina + Primal-Urge (difficulty 8 ). The effects last for one hour per success or until the Garou cancels the Gift. If the Garou grows larger, she gains three Strength dice for every 100% increase in size. If she grows smaller, she retains her normal Traits, but she may sneak around unnoticed or masquerade as someone's pet.
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Posted: Tue Apr 29, 2008 7:45 pm
Get of Fenris Gifts Fierce warriors against the Wyrm one and all, the Get's Gifts are almost universally martial. Even their Ragabash and Theurges are expected to stand out in battle. • Razor Claws (Level One) — As the Ahroun Gift. • Resist Pain (Level One) — As the Philodox Gift. • Visage of Fenris (Level One) — The Get appears larger and more fearsome, commanding respect from peers and cowing his foes. A wolf-spirit teaches this Gift. System: The player rolls Charisma + Intimidation. Only one success is necessary to affect non-Garou and Garou of equal rank. To affect Garou of higher rank, the player must score a number of successes equal to twice the difference of rank between the Garou and the target. For example, for a Rank 1 Garou to affect a Rank 5 Garou would require eight successes (not very likely). Allies and peers affected by this Gift see the Get as impressive and noble (-1 difficulty bonus to all Social rolls). Foes pause for a moment to summon the resolve necessary to fight such a monster (losing one from their initiative ratings). This Gift lasts for one scene. • Halt the Coward's Flight (Level Two) — The Garou may slow a fleeing (not charging) foe, making him easier to catch. A wolf-spirit teaches this Gift. System: The Garou must spend one turn concentrating, and the player rolls Charisma + Intimidation (difficulty of the target's Willpower). If the roll succeeds, the target's speed is halved for one scene. • Snarl of the Predator (Level Two) — The Garou lets out a feral snarl that terrifies opponents and cows them into submission. A wolf-spirit teaches this Gift. System: The player rolls Charisma + Intimidation (difficulty of the opponent's Wits +3). Each success subtracts one die from an opponent's dice pools oft the next turn. This Gift takes one full turn to invoke. • Might of Thor (Level Three) — The Garou can increase his strength tremendously, the better to slay his foes. A wolf-spirit teaches this Gift. System: The player spends one Gnosis and one Rage, then rolls Willpower (difficulty 8 ). The Garou's Strength doubles for one turn per success. After the Gift wears off, the Get is weakened considerably (Physical Attributes are considered 1, and Willpower is halved) until he can rest for at least one hour. • Venom Blood (Level Three) — 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. System: The player spends one Rage point and rolls Stamina + Medicine (difficulty 7). Anyone coming into contact with the Garou's blood for the duration of the scene takes one die of aggravated damage per success on the first roll. • Hero's Stand (Level Four) — 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 duratiorr of the Gift, he gains many powers through Gaia's might. An earth elemental teaches this Gift. System: The player rolls Willpower (difficulty 8 ). Each success grants one extra die to all Physical dice pools. Also, the Garou may not be surprised, and all attacks are considered frontal. The Garou may not move until all foes have been defeated or have fled. • Scream of Gaia (Level Four) — The Garou emits a horrible, ragged scream imbued with Rage and the 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. System: The player spends a Gnosis point and rolls Rage. Everyone within a 50-foot radius is blasted to the ground to suffer one health level of bashing damage per success as a shockwave rips through the area. • Horde of Valhalla (Level Five) — 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. System: The player spends as much Rage and/or Gnosis as he wishes and rolls Charisma + Animal Ken. If successful, a number of spirit wolves appear from the Umbra to do battle with the Garou foes. The number of wolves is equal to the number of points spent by the player. The wolves are functionally identical to the wolves of the Great Hunt. They remain for the entire scene. • Fenris' Bite (Level Five) — 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. System: The player spends one Rage point and rolls Strength + Medicine (difficulty of the opponent's Stamina + 3). The Garou's next bite attack, if it hits, will mangle and disable one of the target's limbs, inflicting three automatic, unsoakable, aggravated health levels of damage in addition to any damage already rolled. The limb is rendered useless until the target can regenerate the damage, or permanently in the case of humans and other creatures who do not regenerate. If the player achieves five or more successes on the Strength + Medicine roll, the limb is severed.
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