Post by Tami on Oct 15, 2006 0:06:30 GMT -5
· Attunement - (BG4,GW4)
By standing in a particular area, the character can commune with the spirits of the area, thus getting an overview or what exists or has happened in the area - rough population, secret tunnels, places of note and so on. This Gift is taught by a Rat spirit to Bone Gnawers and a Cockroach spirit to the Glass Walkers.
System: The Garou spends one Gnosis point and rolls Perception + Streetwise (difficulty 6). The amount of information gathered depend on the number of successes; on a botch, the spirits lie. This Gift may only be used in urban areas, as the Gnawers have become desensitised to the wilderness.
· Attunement - (SS4,WD4)
This Gift is similar to the Bone Gnawer Gift, but may be used only in the wilderness. By standing in a particular area, the character can commune with the spirits of the area, thus getting an overview of what exists or what has happening in the area - rough population, secret trails, places of note and so on. This Gift is taught by an Owl spirit.
System: The Garou spends one Gnosis point and rolls Perception + Survival (difficulty 6). The amount of information gained depends on the number of successes. On a botch, the spirits lie.
· Avalanche - (RT4)
The Garou must be in a mountainous or otherwise tectonically unstable area. The Gift causes an avalanche, mudslide, etc to engulf his foes. This Gift is taught by an earth elemental.
System:The Garou spends one Gnosis point and rolls Manipulation + Survival (difficulty determined by the Storyteller depending on the instability of the terrain). The more successes, the more powerful the effect. On a botch, the Garou is caught in the avalanche.
· Avoid Fate - (SG4)
With this Gift, the Stargazer can dodge the wheels of fate for the moment. Through a preternatural connection between herself and the universe, she avoids certain disaster. A cat spirit teaches this Gift to Garou.
System: Once per scene, the player can spend a Gnosis point to reroll any failed roll.
· Balor's Gaze - (Fi4)
One of the Garou's eyes begins to glow a baleful red. Its stare is horrifying, causing wracking pain in any being who meets its glare and whose resolve falters. This Gift is taught by a Pain spirit.
System: The Garou spends one Gnosis and one Rage point. He then rolls Perception + Occult (difficulty 8). Thereafter, for the remainder of the scene, any foe at whom he so much as glances must equal or exceed the Garou's successes on a Willpower roll (difficulty 8) or double over in agony. Such a foe is treated as Crippled (-5 to actions) for the scene, even though the foe takes no actual wounds; foes who are already Crippled are effectively Incapacitated. If a foe successfully resists, she is immune for the duration.
· Bare the Heart (Earth Guide Camp) - (Uk4)
This Gift is only taught to those who join the Earth Guide camp and utilises the Uktena's noted penchant for delving into the deepest secrets. The Earth Guides use this Gift to examine Bane Tenders for signs of Wyrm-taint. Using the clear sight granted to him by this Gift, the Uktena can look beyond outward manifestations, internal manipulations and even magical disguises that might mask Wyrm-taint, corruption or evil intent and pierce straight to the heart of the truth. Thus, the Garou might note that an otherwise normal-looking person is really a fomor or a Black Spiral Dancer by use of this Gift. Garou using the Gift could also determine that someone is disguised (via cosmetic means or magical change), but only if that person has evil intent (ie: intends to commit some evil - as defined by the Garou's concept of evil - while so disguised. Thus, if a bank robbery was in the offing, the Garou might not see through the mask unless he cares about that bank, but he would unmask someone intending to clear-cut a virgin forest). This Gift is taught by an Incarna avatar.
System: The Garou using this Gift must spend at least one turn intently observing the person he wishes to examine. While doing so, he attunes himself to the person's innermost core, the truth of the heart, and spend two points of Gnosis. The player then rolls Perception + Empathy (difficulty 6). Even one success uncovers a falsehood if one exists and the nature of the mask (cosmetic, magical, etc). Two successes pinpoint how deeply the taint runs and the exact nature of the hidden heart (ie: the target is Wyrm-corrupted, a Bane, a vampire, etc) while three successes allows the Garou to discover such a creature's immediate intent (ie: what its plans are for the rest of the scene).
· Beast Life - (Lu4,CoG4)
The Garou may not only communicate with animals, but can attract and command them. If there are no animals of the sort desired in the vicinity, none can be called. This Gift is taught by any Animal-spirit.
System: The Garou spends one Gnosis point and rolls Charisma + Animal Ken (difficulty 7). One success causes animals within a 10-mile radius to be affected. Each additional success add 10 miles (two successes indicate a 20-mile radius). The effect lasts for one scene, but the time may be extended by spending one Gnosis point per extra scene.
· Berserker's Song - (GF4)
The Get can sing himself into a controlled Frenzy. He can ignore wounds, shift to Crinos immediately, and he is immune to many mental Gifts of Charms. In this state, unlike normal frenzy, the Get can pull out of the frenzy at any time. An angry Wolverine-spirit or bear-spirit teaches this Gift to the Get.
System: The Garou spends two Rage points and begins singing his particular song of Rage (many young Get prefer "death metal"). The number of successes on a Stamina + Expression (or Performance) roll (difficulty 6) equals the number of rounds the frenzy lasts. She can drop the frenzy earlier by spending a Willpower point.
· Body Shift - (Ho4)
This Gift allows the Garou who possesses it to extended their shapeshifting abilities to a new plane. They can alter their physical form to improve their strength, or to gain increased speed above and beyond the ability to change to Crinos by borrowing from one aspect of themselves to temporarily give to another.
System: The player who wishes to use this Gift must spend a point of Rage and roll Stamina + Primal Urge (difficulty 7). Each success allows them to move a point from one physical attribute to another - from Stamina to Strength, or from Dexterity to Stamina.
· Body Wrack - (BF4)
The Garou can cause a target to suffer immense pain. This Gift is taught by a pain spirit.
System: The Garou spends a Gnosis point and rolls Dexterity + Medicine (difficulty of the opponent's Stamina + 4). Each successes causes the victim to lose one die from all Dice pools as agonising pain sweeps over his body.
· Bridge Walker - (Ga4)
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 instantly behind it. Note that these Moon Bridges are not protected by Lunes and occasionally attract the interest of spirit creatures; these beings have been known to follow the Garou into the physical world. This Gift is taught by a Lune.
System: The Garou spends one Gnosis point to create the Bridge. The Moon Bridge lasts for only one passage unless the Garou 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.
· Call Elemental - (Uk4)
The Garou is able to call one of the four classical elementals (air, earth, water, fire) of his choice to him. This Gift is taught by an elemental spirit.
System: The Garou spends one Gnosis point and rolls Gnosis (difficulty of the area's Gauntlet) to summon the elemental. He must then roll Manipulation + Occult (difficulty 7) to cause the elemental to look favourably upon him. At the end of the scene, the elemental will return from whence it came.
· Call Forth the Wyld (Wyld Children) - (Uk4)
Using this Gift, a Garou can summon the Wyld in its raw essence to disrupt manifestations of the Weaver. This energy must be concentrated to interfere with the working of machinery or technological items to be effective. Unlike the Homid Gift: Jam Technology, Call Forth the Wyld permanently disrupts the devices it affects. Barring costly repairs and replacements of fizzled parts, the item will never work properly again. Not that items cease to function; they just work in an odd, and unforeseen manner. Rather than merely creating a glitch, this Gift actually disrupts Weaver energy by overpowering it with the chaos of the Wyld. Devices may function in reverse of normal (clocks run backward, cars only drive in reverse, computers print out information upside down) or may function in some totally random fashion (guns explode when used; missiles reprogram themselves to hit a random target after initiating their own countdown and firing sequence; cars only function underwater). Creative anarchy should reign. Obviously, this Gift can be highly dangerous - Wyld Chyldren use it with glee and teach it to any one who asks who is not too tainted with Weaver or Wyrm energy.
System: The player must roll Manipulation + Repair (difficulty 6) and spend a Gnosis point to use the Gift. One success is sufficient to discombobulate most small technological targets. Storytellers may require more successes or higher difficulties to affect larger or more complex targets.
· Call the Cannibal Spirit - (WD4)
The Garou must chant and dance for a full hour under the night sky to invoke this Gift. If the summons is successful, a Wendigo avatar will answer the summons. The avatar will track down a victim of the Garou's choosing (the Garou must have an article or part of the victim) to eat his heart. Great Wendigo sends an avatar to his most worth Children to teach them this Gift.
System: The Garou spends a Gnosis point and one Rage point. She then rolls Charisma + Occult (difficulty 8). If the roll botches, or the Wendigo avatar is thwarted in its mission, it will return to kill the summoner.
· Camera Eye - (GW4)
The Garou can "film" events simply by looking at them. They will be recorded onto the retina of the werewolf who uses this Gift and can be later transferred onto video tape or still film. While the images thus captured can be as artful as any photographic shot, they cannot be altered until they are later transferred to a physical medium.
System: Any sight that the Garou witnesses can be captured with the expenditure of a Gnosis point and a roll of Perception + Alertness (or Performance for artistic shots) at a difficulty 5. To transfer the images to a viewable medium, the Garou must stare at the object and spend a Willpower point. This Gift lasts for a scene.
· Clenched Grip - (Ah4)
The Garou's jaw can become a grip of steel, clamping down on a foe and not releasing it until the Garou chooses. This Gift is taught by a Wolf spirit.
System: After making a successful bite attack, the Garou, by spending a point of Rage, makes her grip unbreakable. While foes can make a typical resisted Strength roll to break the grip, the Garou gains an automatic success per point of Strength, and can roll half her Willpower pool (rounding down) to add more successes.
· Cocoon - (Ho4)
The Garou causes a thick, opaque epidermis to surround him. The Garou is immune to fire, starvation, gas, et al. This Gift is taught by an Insect- or Weaver-spirit.
System: The Garou spends one Gnosis point. While in the cocoon, attacks must do an amount of damage equal to the Garou's Stamina + Rituals to affect him at all. The cocoon lasts for one scene. Extra time may be gained by spending more Gnosis points, allowing Garou to stay protected for days. How long a Garou can ultimately spend in the cocoon is up to the Storyteller.
· Corner Shot (Wise Guys Gift) - (GW4)
This Gift makes any Glass Walker goodfella a feared opponent. Any single bullet fired will "home in" on its target, regardless of any cover or changes in direction is needs to take. Only single shots will work - autofire in not possible.
System: The Garou player must spend a point of Gnosis, and then roll Dexterity + Firearms at the normal difficulty. As long as the named target is within the range of the gun and within 90 degrees either side of the way the Garou is pointing, they will be hit with the bullet as if it was fired in a straight line.
· Counting Coup - (WD4)
The Garou invoking this Gift can steal Renown from another Garou by touching them, but doing no actual damage. The Garou is in effect demonstrating that he could have severely damaged his opponent, and only did not because he chose so.
System: Before a combat, the player must spend a Gnosis point to activate this Gift. Then onward, they can declare that they are trying to count coup against their opponent - they make an attack roll with a +2 difficulty penalty (it is harder to know when to pull the blow). If the attack succeeds, they effectively pull one point of temporary Glory from their opponent for themselves.
· Crescent Moon Fata (Moon Lodge - Theurge) - (SF4)
Garou with this Gift can examine the tapestry of fate itself, carefully discerning individual threads to learn something of an object's past or destiny.
System: To learn this Gift, a Garou must best a potent spider or firefly Jaggling of Moira (a moon incarna). The challenge is usually a contest of arcane game-craft (Wits + Occult or Enigmas; difficulty 9; 7 for Theurges). If the roll is botched, the Jaggling becomes offended and leaves, stealing three temporary Gnosis in the process. The player must make a Perception + Enigmas roll (difficulty 5) and spend a point of Gnosis to activate this Gift. The Garou sees one "thread" per success. The Storyteller should be inventive, though somewhat cryptic, in relating visions of fate. The Garou may see the fate of a given person, place or thing. (A Garou with four successes could apply one thread to four separate targets, or all four threads to one target). The Garou may see into the past or future (character's choice); to see into both, two threads must be applied to the same target. A thread grows indistinct the further it stretches into the past or future. How far the Garou sees depends on how many successes are applied in either direction. One success allows him to see several hours into the past or a few minutes into the future. Five successes applied in a single direction may allow the Garou to see several days into the future or hundreds or years into the past.
· Curse of Corruption (Bane Tender) - (Uk4)
This Gift allows a Bane Tender to take part of the taint from the Bane he is tending and infuse the one cursed with it. This takes the form of some physical loss or mental instability that makes functioning much more difficult; it may whither limbs, inflict the target with a permanent nausea,make her bones brittle and likely to shatter or cause paralysis. It can also cause unstable personality quirks (foolish risk-taking, being insulting to those of greater rank, refusing to obey orders or cooperate with one's pack, complete unreasoning cowardice) or reduce the target to idiocy. Effects last for one full lunar cycle from the time the curse is inflicted. This Gift is taught by an Incarna avatar.
System: The Garou must choose to afflict her target either mentally or physically. She then spends two points of Gnosis and rolls Manipulation + Intimidation (versus a difficulty equal to her target's Gnosis). One success inflicts a minor effect, or one that only functions sporadically, while more successes cause more serious afflictions or ones that constantly affect the target throughout the length of the curse. Storytellers should be creative, but fair, when assigning curses.
By standing in a particular area, the character can commune with the spirits of the area, thus getting an overview or what exists or has happened in the area - rough population, secret tunnels, places of note and so on. This Gift is taught by a Rat spirit to Bone Gnawers and a Cockroach spirit to the Glass Walkers.
System: The Garou spends one Gnosis point and rolls Perception + Streetwise (difficulty 6). The amount of information gathered depend on the number of successes; on a botch, the spirits lie. This Gift may only be used in urban areas, as the Gnawers have become desensitised to the wilderness.
· Attunement - (SS4,WD4)
This Gift is similar to the Bone Gnawer Gift, but may be used only in the wilderness. By standing in a particular area, the character can commune with the spirits of the area, thus getting an overview of what exists or what has happening in the area - rough population, secret trails, places of note and so on. This Gift is taught by an Owl spirit.
System: The Garou spends one Gnosis point and rolls Perception + Survival (difficulty 6). The amount of information gained depends on the number of successes. On a botch, the spirits lie.
· Avalanche - (RT4)
The Garou must be in a mountainous or otherwise tectonically unstable area. The Gift causes an avalanche, mudslide, etc to engulf his foes. This Gift is taught by an earth elemental.
System:The Garou spends one Gnosis point and rolls Manipulation + Survival (difficulty determined by the Storyteller depending on the instability of the terrain). The more successes, the more powerful the effect. On a botch, the Garou is caught in the avalanche.
· Avoid Fate - (SG4)
With this Gift, the Stargazer can dodge the wheels of fate for the moment. Through a preternatural connection between herself and the universe, she avoids certain disaster. A cat spirit teaches this Gift to Garou.
System: Once per scene, the player can spend a Gnosis point to reroll any failed roll.
· Balor's Gaze - (Fi4)
One of the Garou's eyes begins to glow a baleful red. Its stare is horrifying, causing wracking pain in any being who meets its glare and whose resolve falters. This Gift is taught by a Pain spirit.
System: The Garou spends one Gnosis and one Rage point. He then rolls Perception + Occult (difficulty 8). Thereafter, for the remainder of the scene, any foe at whom he so much as glances must equal or exceed the Garou's successes on a Willpower roll (difficulty 8) or double over in agony. Such a foe is treated as Crippled (-5 to actions) for the scene, even though the foe takes no actual wounds; foes who are already Crippled are effectively Incapacitated. If a foe successfully resists, she is immune for the duration.
· Bare the Heart (Earth Guide Camp) - (Uk4)
This Gift is only taught to those who join the Earth Guide camp and utilises the Uktena's noted penchant for delving into the deepest secrets. The Earth Guides use this Gift to examine Bane Tenders for signs of Wyrm-taint. Using the clear sight granted to him by this Gift, the Uktena can look beyond outward manifestations, internal manipulations and even magical disguises that might mask Wyrm-taint, corruption or evil intent and pierce straight to the heart of the truth. Thus, the Garou might note that an otherwise normal-looking person is really a fomor or a Black Spiral Dancer by use of this Gift. Garou using the Gift could also determine that someone is disguised (via cosmetic means or magical change), but only if that person has evil intent (ie: intends to commit some evil - as defined by the Garou's concept of evil - while so disguised. Thus, if a bank robbery was in the offing, the Garou might not see through the mask unless he cares about that bank, but he would unmask someone intending to clear-cut a virgin forest). This Gift is taught by an Incarna avatar.
System: The Garou using this Gift must spend at least one turn intently observing the person he wishes to examine. While doing so, he attunes himself to the person's innermost core, the truth of the heart, and spend two points of Gnosis. The player then rolls Perception + Empathy (difficulty 6). Even one success uncovers a falsehood if one exists and the nature of the mask (cosmetic, magical, etc). Two successes pinpoint how deeply the taint runs and the exact nature of the hidden heart (ie: the target is Wyrm-corrupted, a Bane, a vampire, etc) while three successes allows the Garou to discover such a creature's immediate intent (ie: what its plans are for the rest of the scene).
· Beast Life - (Lu4,CoG4)
The Garou may not only communicate with animals, but can attract and command them. If there are no animals of the sort desired in the vicinity, none can be called. This Gift is taught by any Animal-spirit.
System: The Garou spends one Gnosis point and rolls Charisma + Animal Ken (difficulty 7). One success causes animals within a 10-mile radius to be affected. Each additional success add 10 miles (two successes indicate a 20-mile radius). The effect lasts for one scene, but the time may be extended by spending one Gnosis point per extra scene.
· Berserker's Song - (GF4)
The Get can sing himself into a controlled Frenzy. He can ignore wounds, shift to Crinos immediately, and he is immune to many mental Gifts of Charms. In this state, unlike normal frenzy, the Get can pull out of the frenzy at any time. An angry Wolverine-spirit or bear-spirit teaches this Gift to the Get.
System: The Garou spends two Rage points and begins singing his particular song of Rage (many young Get prefer "death metal"). The number of successes on a Stamina + Expression (or Performance) roll (difficulty 6) equals the number of rounds the frenzy lasts. She can drop the frenzy earlier by spending a Willpower point.
· Body Shift - (Ho4)
This Gift allows the Garou who possesses it to extended their shapeshifting abilities to a new plane. They can alter their physical form to improve their strength, or to gain increased speed above and beyond the ability to change to Crinos by borrowing from one aspect of themselves to temporarily give to another.
System: The player who wishes to use this Gift must spend a point of Rage and roll Stamina + Primal Urge (difficulty 7). Each success allows them to move a point from one physical attribute to another - from Stamina to Strength, or from Dexterity to Stamina.
· Body Wrack - (BF4)
The Garou can cause a target to suffer immense pain. This Gift is taught by a pain spirit.
System: The Garou spends a Gnosis point and rolls Dexterity + Medicine (difficulty of the opponent's Stamina + 4). Each successes causes the victim to lose one die from all Dice pools as agonising pain sweeps over his body.
· Bridge Walker - (Ga4)
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 instantly behind it. Note that these Moon Bridges are not protected by Lunes and occasionally attract the interest of spirit creatures; these beings have been known to follow the Garou into the physical world. This Gift is taught by a Lune.
System: The Garou spends one Gnosis point to create the Bridge. The Moon Bridge lasts for only one passage unless the Garou 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.
· Call Elemental - (Uk4)
The Garou is able to call one of the four classical elementals (air, earth, water, fire) of his choice to him. This Gift is taught by an elemental spirit.
System: The Garou spends one Gnosis point and rolls Gnosis (difficulty of the area's Gauntlet) to summon the elemental. He must then roll Manipulation + Occult (difficulty 7) to cause the elemental to look favourably upon him. At the end of the scene, the elemental will return from whence it came.
· Call Forth the Wyld (Wyld Children) - (Uk4)
Using this Gift, a Garou can summon the Wyld in its raw essence to disrupt manifestations of the Weaver. This energy must be concentrated to interfere with the working of machinery or technological items to be effective. Unlike the Homid Gift: Jam Technology, Call Forth the Wyld permanently disrupts the devices it affects. Barring costly repairs and replacements of fizzled parts, the item will never work properly again. Not that items cease to function; they just work in an odd, and unforeseen manner. Rather than merely creating a glitch, this Gift actually disrupts Weaver energy by overpowering it with the chaos of the Wyld. Devices may function in reverse of normal (clocks run backward, cars only drive in reverse, computers print out information upside down) or may function in some totally random fashion (guns explode when used; missiles reprogram themselves to hit a random target after initiating their own countdown and firing sequence; cars only function underwater). Creative anarchy should reign. Obviously, this Gift can be highly dangerous - Wyld Chyldren use it with glee and teach it to any one who asks who is not too tainted with Weaver or Wyrm energy.
System: The player must roll Manipulation + Repair (difficulty 6) and spend a Gnosis point to use the Gift. One success is sufficient to discombobulate most small technological targets. Storytellers may require more successes or higher difficulties to affect larger or more complex targets.
· Call the Cannibal Spirit - (WD4)
The Garou must chant and dance for a full hour under the night sky to invoke this Gift. If the summons is successful, a Wendigo avatar will answer the summons. The avatar will track down a victim of the Garou's choosing (the Garou must have an article or part of the victim) to eat his heart. Great Wendigo sends an avatar to his most worth Children to teach them this Gift.
System: The Garou spends a Gnosis point and one Rage point. She then rolls Charisma + Occult (difficulty 8). If the roll botches, or the Wendigo avatar is thwarted in its mission, it will return to kill the summoner.
· Camera Eye - (GW4)
The Garou can "film" events simply by looking at them. They will be recorded onto the retina of the werewolf who uses this Gift and can be later transferred onto video tape or still film. While the images thus captured can be as artful as any photographic shot, they cannot be altered until they are later transferred to a physical medium.
System: Any sight that the Garou witnesses can be captured with the expenditure of a Gnosis point and a roll of Perception + Alertness (or Performance for artistic shots) at a difficulty 5. To transfer the images to a viewable medium, the Garou must stare at the object and spend a Willpower point. This Gift lasts for a scene.
· Clenched Grip - (Ah4)
The Garou's jaw can become a grip of steel, clamping down on a foe and not releasing it until the Garou chooses. This Gift is taught by a Wolf spirit.
System: After making a successful bite attack, the Garou, by spending a point of Rage, makes her grip unbreakable. While foes can make a typical resisted Strength roll to break the grip, the Garou gains an automatic success per point of Strength, and can roll half her Willpower pool (rounding down) to add more successes.
· Cocoon - (Ho4)
The Garou causes a thick, opaque epidermis to surround him. The Garou is immune to fire, starvation, gas, et al. This Gift is taught by an Insect- or Weaver-spirit.
System: The Garou spends one Gnosis point. While in the cocoon, attacks must do an amount of damage equal to the Garou's Stamina + Rituals to affect him at all. The cocoon lasts for one scene. Extra time may be gained by spending more Gnosis points, allowing Garou to stay protected for days. How long a Garou can ultimately spend in the cocoon is up to the Storyteller.
· Corner Shot (Wise Guys Gift) - (GW4)
This Gift makes any Glass Walker goodfella a feared opponent. Any single bullet fired will "home in" on its target, regardless of any cover or changes in direction is needs to take. Only single shots will work - autofire in not possible.
System: The Garou player must spend a point of Gnosis, and then roll Dexterity + Firearms at the normal difficulty. As long as the named target is within the range of the gun and within 90 degrees either side of the way the Garou is pointing, they will be hit with the bullet as if it was fired in a straight line.
· Counting Coup - (WD4)
The Garou invoking this Gift can steal Renown from another Garou by touching them, but doing no actual damage. The Garou is in effect demonstrating that he could have severely damaged his opponent, and only did not because he chose so.
System: Before a combat, the player must spend a Gnosis point to activate this Gift. Then onward, they can declare that they are trying to count coup against their opponent - they make an attack roll with a +2 difficulty penalty (it is harder to know when to pull the blow). If the attack succeeds, they effectively pull one point of temporary Glory from their opponent for themselves.
· Crescent Moon Fata (Moon Lodge - Theurge) - (SF4)
Garou with this Gift can examine the tapestry of fate itself, carefully discerning individual threads to learn something of an object's past or destiny.
System: To learn this Gift, a Garou must best a potent spider or firefly Jaggling of Moira (a moon incarna). The challenge is usually a contest of arcane game-craft (Wits + Occult or Enigmas; difficulty 9; 7 for Theurges). If the roll is botched, the Jaggling becomes offended and leaves, stealing three temporary Gnosis in the process. The player must make a Perception + Enigmas roll (difficulty 5) and spend a point of Gnosis to activate this Gift. The Garou sees one "thread" per success. The Storyteller should be inventive, though somewhat cryptic, in relating visions of fate. The Garou may see the fate of a given person, place or thing. (A Garou with four successes could apply one thread to four separate targets, or all four threads to one target). The Garou may see into the past or future (character's choice); to see into both, two threads must be applied to the same target. A thread grows indistinct the further it stretches into the past or future. How far the Garou sees depends on how many successes are applied in either direction. One success allows him to see several hours into the past or a few minutes into the future. Five successes applied in a single direction may allow the Garou to see several days into the future or hundreds or years into the past.
· Curse of Corruption (Bane Tender) - (Uk4)
This Gift allows a Bane Tender to take part of the taint from the Bane he is tending and infuse the one cursed with it. This takes the form of some physical loss or mental instability that makes functioning much more difficult; it may whither limbs, inflict the target with a permanent nausea,make her bones brittle and likely to shatter or cause paralysis. It can also cause unstable personality quirks (foolish risk-taking, being insulting to those of greater rank, refusing to obey orders or cooperate with one's pack, complete unreasoning cowardice) or reduce the target to idiocy. Effects last for one full lunar cycle from the time the curse is inflicted. This Gift is taught by an Incarna avatar.
System: The Garou must choose to afflict her target either mentally or physically. She then spends two points of Gnosis and rolls Manipulation + Intimidation (versus a difficulty equal to her target's Gnosis). One success inflicts a minor effect, or one that only functions sporadically, while more successes cause more serious afflictions or ones that constantly affect the target throughout the length of the curse. Storytellers should be creative, but fair, when assigning curses.