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Shade Anam Nightsbane
Captain

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PostPosted: Thu Sep 04, 2008 6:27 pm


here they are....

Gifts:

Crescent moon tree:


1. Eyes of two worlds- See the invisible and see the workings of magic that are unseen.

2. Read spirits- The ability to commune with the spirits of the moon to discover things.

3. World Cloak- While stationary, can wrap them self's with reality. Obscuring them from view. Plus 5 when hiding.

4. Between the weave- Short teleportaition. 10 yards instantaneous.

5. Crash the gates- Group teleportation 50 yards.




Death tree

1. Death sight- At the place where a human or living being (equal or greater) Dies, an imprint is left. Those with this gift can see the details of how they died within a close proximity of the spot. You can see only the circumstance of death, not events leading up to.

2. Ghost knife- The ability to imbue objects for a limited time so that they can interact with immaterial just like they were as material as any one else.

3. Corpse witness- Can breath into a corpses mouth and ask it a question about any thing after death that the corpse had witnessed. It will breath out the answer.

4. Word of quiet- The sound was allegedly spoken by the first
Incarna of Death, and a portion of that great spirit’s authority
lingers in its twisted syllables. When spoken, the word tugs
at the hearts of all living beings that hear it, brushing them
with the stillness of the grave. And yet, the word’s true power
comes when it is spoken against the undead, for it compels
them to lie down in their graves and rest again. Will cause damage to any undead who resist it (10pts). non lethal damage for Living beings (10pts).





Dominance tree


1. Warning Growl- must have eye contact with victim and they must be able to hear the growl. The victim gets a -5 on attack rolls against the one who gave the growl

2. Luna's Dictum- Able to give a command that must be followed to one individual targeted by the command. Further More, the command can not have any dangerous connotation for the target or any one else and be able to do and complete in moments.

3. Voice of command- Same as Luna's Dictum, but can have 2-4 directions to be followed and can effect up to three. Any one other than the first target gets a plus 2 to resist it.

4. Break the defiant- Target looses the will to disobey any thing said by the one who uses this move. (Does not mean the target can't disobey any if it would Violate one of their morals) Once used on a target, nothing else from this tree can be used on them till effects wear off.

5. Tug the souls Strings- Highest level! you still can not get them to harm them self's, but you could get them to harm others.





Elemental tree

1. Call water- Summon forth Water, about a gallon.

2. Manipulate Earth- Able to alter Rocks and dirt to your will, if you can touch it. An area off 100 square feet or 40 cubic feet.

3. Command fire- Can command fires to spread or squelch it. Can cause it to grow only 2x original size.

4. Invoke the winds wrath- Creates a whirlwind that can simply throw any thing not fastened down or weighing 150lbs. The user of the move can choose a starting direction, but once it begins, it is out of the hands of its invoker. Lasts 2 whole rounds.

5. Lament of the river- All natural bodies of water explode forth as if they experienced a whole month of flooding rain. kinda like an instant "Katrina".






Evasion tree


1. Loose tongue- When engaged in conversation, you can use this skill to cause them to give up some secrets or Direct the conversation to your will.

2. Sand in the eyes- Innate ability to not be memorable.

3. Playing possum- The breathing, heart beat, no reflexes, and heat of their body fades away. No way of telling if dead or alive. Can last in this state for 24 hours.

4. Double Back- Can see through a physical deceptions with heighten senses.

5. Fog of war- Can evoke Chaos and paranoia to any around them who fail a Dice check.






Full moon tree

1. Clarity- an extra dice for rolls against mind altering effects.

2. Atonement- While not allowing the animal rage to take over, you may drop a dice off of your opponents next rolls.

3. Death grip- double bite damage.

4. Rage armor- With every successful attack your armor increases 1 point.

5. Luna's fury- Once activated, a single miss will stop it. Double your defense and increase your attack by a Di.






Insight tree


1. Sense malice- Can sense when some one is greatly angered around them and who the anger is emitting from.

2. Scent of taint- Can smell when Non-Humans are around.

3. Echo Dream- induce a vision of area or an Object.

4. Soul Read- Can see a secret, fear, or weakness.

5. Omen Gazing- The character catches a glimpse of a potential
event in her near future — anywhere from 24 hours
to one week. The vision lasts for roughly a turn’s worth
of viewing.








Inspiration tree


1. The right words- plus 2 to all social rolls

2 Camaraderie- Plus one to an area to resist violence.

3. True Leader- Must be Leading a charge into danger, every one of your pack gains a TP.

4. Spirit skin- Doubles their Renown

5. Victors Song- The user must howl, chant or sing a song extolling
his comrades to valor and courage. Success rolled
grants one Essence to all allied werewolves within earshot,
save the Gift user. Furthermore, a one-die bonus is added
to all allies’ dice pools. This Gift works only in the face
of overwhelming odds (say, the imminent death of the
pack or the loss of all territory). Against typical threats or
evenly matched opponents, the Gift automatically fails;
the spirits look askance at misuse of their power. This
Gift may be used only once per day on a subject, and any
unspent Essence gained is lost at the end of the scene.
Die-pool bonuses stop at the end of the scene, too.







Knowledge Tree


1. Knew name- Know what the target calls them self's.

2. Travelers Blessing- Can understand any spoken Language.

3. Sagacity- Instantly gain a month of training in a subject for a fight, once it is over, you loose the knowledge.

4. Know the Path- The character visualizes the closest and
most efficient route to the location she wishes. The
information is stored in her head as a precise set of directions,
allowing her to spend minimal time checking for
landmarks. This Gift does not reveal the presence of
dangers or obstacles along the way, unless they are specific
landmarks. (“Turn left at the open chemical vats.”)

5. Communion with the Land- The character immediately gains full
knowledge of her surroundings with regard to potential
entrances and exits, the number of creatures larger than a
rat present and general terrain features. While she remains
in the area, gain an extra roll to Defense and attack is gained.
The area to which she can attune herself is roughly equal
to one acre per success.











Nature tree

 
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