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Rank 3
Oct 14, 2006 23:38:57 GMT -5
Post by Tami on Oct 14, 2006 23:38:57 GMT -5
· Adaption - (SS3) The Garou may exist in any environment, regardless of pressure, temperature or atmospheric composition. The Garou also takes no damage from poison or disease, though concentrated flame or radiation still affects the Garou normally. This Gift is taught by a Bear-spirit System: The Garou spends one Gnosis point and rolls Stamina + Survival (difficulty 7). The effects last for one hour per success and may be extended by spending Gnosis. This Gift may be applied to others as well as the Garou who possesses it. · Anahata - (Kundalini) - (SG3) The heart center stirs, opening the Garou up to normally unseen perceptions concerning others. She can sense what they are feeling and know the best way to make them listen to her (although they cannot be coerced into acting against their wills). System: The players rolls Charisma + Empathy and spends one Gnosis point. For the rest of the scene, the Stargazer can sense the surface emotions (anger, frustration, joy, etc) or those who directly interact with her. After three or more turns of interacting with that person, the player may make a Perception + Empathy eoll; each success lowers difficulties on any rolls to sway that person, and he will be especially receptive to wisdom or advice from the Stargazer. The Stargazer can also attempt to avert any angry action against herself in such ways. · Ancestral Recall (Earth Guide Camp) - (Uk3) By accustoming themselves to a particular area or tribal group, the Earth Guides can "recall" pertinent information about tribal practices or traditions that may have been lost over time. This might uncover hidden lore of the tribe or simply reveal everyday information not generally known by outsiders. The Gift is taught by an Uktena Ancestor spirit. The Garou using this Gift need not have Past Life. System: The Garou must have spent at least 24 hours in the presence of those whose tribal memories she is trying to access. The player then rolls Perception + Enigmas (difficulty 7). The number of successes determines the strength and obscurity of the information available. If the Garou can access hidden or forgotten lore, the player must spend a point of Gnosis to learn it. · Awaken Beast - (Me3) This is the old ability out of legends and folklore; the power to change someone else into a werewolf by biting him. If the Gift is successfully used on a victim, their Beast awakens and they begin to Frenzy. The effect lasts for a single scene, although a human bit with this Gift may develop permanent derangements. System: After a successful bite attack, the metis' player may spend a Gnosis point and roll Manipulation + Primal Urge (difficulty 6) against a resisted roll of the target's Willpower (difficulty 7) - B'et'e may add their Primal Urge score to the Willpower pool. If the attack is successful, the victim begins to Frenzy and will come to believe they are a werewolf. · Bacchantes' Rage - (BF3) When deep in the wilds, the Black Furies can use this Gift to inflict extra damage. Even the toughest Get have walked away with a battle scar due to the effects of this potent Gift - and some haven't walked away at all. This Gift is taught by a Wyld spirit. System: The Garou spends two Gnosis points to activate the Gift. During combat, she may spend Rage points to deal extra damage after a wounding hit; every point spent causes one additional, unsoakable Health Level of damage. · Beg - (BG3) By playing upon the compassion of others, Bone Gnawers can generate an amazing amount of pity. By exaggerating her miserable state, a clever Bone Gnawer can gain favour with people who have too much anyway. By groveling or telling her particular sob story, she might get a handout, a favour or at least a good meal. A pigeon spirit teaches this Gift, which is one reason only Bone Gnawers ever learn it. System: The players must spend one Gnosis point and roll Manipulation and Performance. If the roleplaying is particularly moving, the player can forgo the roll at the Storyteller's discretion. The difficulty depends on the target; a charitable Child of Gaia might be a 4, whereas an overbearing Get of Fenris might be a 9. The number of successes determines the amount of pity generated and the generosity of the favour. · Cairbre's Tongue (Songkeeper Gift) - (Fi3) This Gift was used by the ancient songmaster Galliard Cairbre to show his people the corruption of Breas the Beautiful. By speaking our harshly against or satirize someone who is Wyrm-tainted, the possessor of this Gift will cause the Wyrm-taint to appear as splotches on his target's face, lowering the target's Appearance. This Gift is taught by faeries and Fianna ancestor spirits. System: The Garou using this Gift must spend a Gnosis point, then roll Manipulation + Performance against a difficulty of the opponent's Willpower. If the roll succeeds, and the target is Wyrm-tainted, then she loses a point of Appearance for every success as incriminating blotches spread across her face and body. These marks last for a scene. If the roll fails, or the target is not Wyrm corrupted, nothing happens. · Call Earth Spirit - (CR3) The Garou may summon an earth spirit to do one task for her. She must have some earth with her (a handful of dirt or a rock). The earth spirit crushes things in its path, including foes it is directed against. This Gift is taught by an earth elemental. System:The Garou spends one Gnosis point and rolls Manipulation + Occult (difficulty 8). The spirit's rampage (in a straight line for upto 30 yards) causes 10 dice of damage (nonaggravated) to anything in its path. It knocks down whatever it hits, rolling over objects or victims and continues on its path. A botch on the summoning roll calls up a hostile spirit. · Call Flame Spirit - (Uk3) The Garou may summon a spirit of fire to perform one task for her. She must have a fire source for this Gift, even if it is only a cigarette lighter. The fire spirit will ignite flammable objects or hurl itself at her foe, blasting it in a great explosion as it departs the material world. This Gift is taught by a fire elemental. System: The Garou spends one Gnosis point and rolls Manipulation + Occult (difficulty 8). A spirit's explosion inflicts two dice of aggravated damage plus another dice for each success rolled. A botch on the summoning roll calls a hostile spirit. · Call of the Early Frost (Ymir's Sweat Gift) - (GF3) Per the Level Three Wendigo gift. Only members of the Ymir's Sweat bloodline (if they truly exist) may learn this Gift. · Catfeet - (Lu3) This Gift gives the Garou 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 are reduced by two. This Gift is taught by a Cat-spirit. System: The Garou does not need to expend points or roll for this ability; it becomes innate to those who learn the Gift. · Chant of Morpheus - (CoG3) The user of this Gift can induce a long, restful slumber in the target. Although the Gift will not stop a frenzied werewolf, it can ward off a frenzy before one take place. The Gift disinclines any hostile activity after the peaceful rest. Also, the waking victim is able to think much more clearly. An Opossum spirit teaches this Gift to individuals with patience and a lot of time. System: The number of successes on a Charisma + Enigmas roll (difficulty equal to the opponent's Willpower) determines the number of hours that the target sleeps. One Gnosis point activates this power. For one hour after waking, the target must spend a Willpower point to take any hostile action against the user of this Gift. Any attacks directed at the sleeper awaken her immediately and end the effects of the Gift. · Chill of Early Frost - (WD3) The Garou invokes the spirits of winter in a great ritual, summoning biting winds that whistle and shriek through the area. The chill is as much mystical as it is physical, sent from the domain of great Wendigo himself. System: The Garou chants for an hour and spends one Gnosis point. She then rolls Intelligence + Occult against a difficulty depending on the temperature (4 if it is already winter, 6 on a 20C spring day, 9 in the midst of a summer heat wave). Success drops the temperature in a five-mile radius to below freezing (or even further if it was already winter). Anyone without a natural fur coating subtract two from all Dice Pools and may suffer damage from the bitter cold. The effect lasts for one hour per success. · Clarity - (SG3) The Garou is able to see through fog, pitch darkness and even recognise illusions or invisibility. The Gift is taught by a Wind spirit. System: The Garou rolls Perception + Enigmas (difficulty 7). If the Stargazer attempts to see through someone else's illusion, the number of successes must match or beat that which were achieved when establishing the illusion. · Combat Healing - (Ah3) The Ahroun are famous for their ability to fight - it's their purpose in life. This Gift allows a Garou to heal wounds during combat without hesitation or even a moment's pause. Wolverine spirits teach this Gift, although they usually have to be bested in combat first. System: The player spends two Rage points to activate this Gift. The Garou may now heal two wounds per round without having to pause or roll. In addition, aggravated wounds may be healed at a cost of one Rage point per additional wound. · Control Complex Machines - (GW3) The Garou may bargain with the strange spirit life of the electronic world, thereby controlling cars, calculators, computers, video games, et al. The Gift is taught by a Net-Spider (the knowledge is sometimes stolen from the spirit, much as a cracker copies protected files). System: The Garou spends one Willpower point and rolls Manipulation + an appropriate skill (Computer, Science, Electronics) against a difficulty ascertained by the Storyteller (usually 8). This control lasts for the duration of the scene. · Conundrum - (SG3) A Stargazer with this Gift can introduce an unsolvable problem into a victim's mind. Depending on the effectiveness, the target could be completely immobilised by her new, fascinating train of thought. The effect varies with every individual, but it usually derives from the target's personality: A computer hacking Glass Walker might try to discover the last digit of pi, while a Bone Gnawer might try to reason why, indeed, did the chicken cross the road. An avatar of the Chimera teaches this Gift, but the Garou must first solve her instructor's puzzle. System: The Stargazer rolls her Manipulation + Subterfuge (difficulty of the opponents Wits + Enigmas). The number of successes indicates the complexity of the problem and the extent to which the target is distracted. Each success also subtracts one die from the target's Dice Pools for an equal number of rounds. Each Willpower point the target spends reduces the effectiveness of this Gift by 1. · Coup De Grace - (BF3,GF3[Fangs of Garm]) The Garou studies her foe, seeking the best place to land a blow, then sets herself up to deliver a devastating attack the following turn. This Gift is taught by an Owl spirit. System: The Garou spends one Willpower point and rolls Perception + Medicine (difficulty of the target's Stamina + Dodge). If successful, the Garou doubles the damage dice on her next blow, assuming it hits. · Conundrum - (SG3) The character can cut through any falsity, illusion or bullshit with a few choice words. The words cannot be profane and must come in the form of a short haiku poem or koan. This Gift is taught by a Crow spirit or a Chimerling. System: The player rolls Wits + Expression and spends one Gnosis point. Any illusion designed to foll others is revealed as such - even Bastet Den-Realms can be discovered with this Gift. In addition, anyone trying to lie at that moment is revealed as a liar - his words instead speak his true intent. · Curse of Corruption - (SL3) The Shadow Lords, never a tribe to play fair, designed this Gift to discredit their rivals. Victims of this curse find themselves doubted by even their staunchest allies. Despite a target's most noble exertions, no one believes anything he has to say until the curse fades. A jackal spirit teaches this Gift. System: The Shadow Lord rolls her Gnosis against a difficulty of the target's Gnosis. The number of successes indicates the number of turns the victim suffers from the curse. Until it fades, everything the victim says sounds dishonest. The Shadow Lord must spend a Willpower point to activate this Gift.
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Rank 3
Oct 14, 2006 23:44:31 GMT -5
Post by Tami on Oct 14, 2006 23:44:31 GMT -5
· Dark Aerie (Children of Crow) - (SL3) This is the same as the Uktena Gift, Spirit of the Bird (Werewolf, page 135), save that the roll is against Dexterity + Stealth (difficulty 7). The servant of Crow is enveloped by shadow as he escapes. · Data Flow - (GW3) The Glass Walkers originally developed this Gift as a "remote control" for new electronic devices. As the computer gained importance, this Gift gained a whole new utility. Glass Walkers now use this ability to take control of the data resources that are so important to the world's economy and to the world in general. By focussing her attention on a single computer, a Glass Walker can take control of that machine from across the room. She can order it to erase its memory, alter security clearances, transmit false data or simply print a document. An electrical spirit or the even more complex computer spirits can teach this Gift. System: A successful Wits + Computer roll (difficulty 7) plus the expenditure of one Gnosis point establishes contact with the computer. as long as the Garou keeps her target in line of sight, she can maintain contact with the machine. While this Gift allows remote access, the Garou must still make all the appropriate rolls to manipulate the computer. · Dazzle - (CoG3) The Garou can overwhelm a target with the beauty and glory of Gaia. This Gift is taught by a Unicorn spirit. System: The Garou rolls Charisma + Empathy (difficulty of the target's Willpower). So long as the target is not attacked, it will stand mutely in awe for the remainder of the scene. This Gift may only be attempted once per target per scene. · Disquiet - (Ho3) The Garou causes the subject of this Gift to feel inexplicably depressed and withdrawn. The subject will find it hard to use his anger (Rage) or concentrate effectively on tasks. This Gift is taught by an Ancestor-spirit. System: The Garou rolls Manipulation + Empathy against a difficulty equal to the Willpower of the opponent. If successful, that opponent will not be able to recover Rage for the duration of the scene; furthermore, all difficulties for extended actions (not combat) are increased by one. · Elemental Favour - (GW3) By cajoling a nearby urban elemental, the Garou can get the elemental to perform one "favor" for her. This can include the manipulation or even destruction of the elemental's housing - thus a metal vault door might unlock itself, a glass sheet might explode at the Garou's enemies, cables might coil around the Garou's opponents, etc. This Gift is taught by any urban elemental. System: The Garou rolls Charisma + Subterfuge against a difficulty of the elemental's Gnosis. · Elemental Favour - (RT3) As the level three Glasswalker GIft, but this version only affects the four "classic" elements - air, earth, fire and water. · Elemental Favour - (GW3) By cajoling a nearby urban elemental, the Garou can get the elemental to perform one "favor" for her. This can include the manipulation or even destruction of the elemental's housing - thus a metal vault door might unlock itself, a glass sheet might explode at the Garou's enemies, cables might coil around the Garou's opponents, etc. This Gift is taught by any urban elemental. System: The Garou rolls Charisma + Subterfuge against a difficulty of the elemental's Gnosis. · Elemental Favour - (RT3) By cajoling a nearby elemental, the Garou can get the elemental to perform one "favor" for her. This can include the manipulation or even destruction of the elemental's material reflection - thus a rock might roll onto enemies, fire may explode, water may flow at the Garou's whim, or winds may knock foes to their feet. This Gift is taught by any elemental. System: The Garou rolls Charisma + Subterfuge against a difficulty of the elemental's Gnosis. · Exorcism - (Th3) This is the Gift of ejecting spirits from places or objects, whether they are there voluntarily or are bound there. This Gift is taught by any Incarna avatar. System: If a spirit does not wish to leave, the character 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. · Eye of the Cobra - (Ga3) With but a look, the Garou can attract anyone to his side. This Gift is taught by a Snake-spirit. System: The Garou 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. · Eyes of Ma'at - (SS3) When a Strider invokes the power of ma'at itself, she may discern levels of truth invisible to even the canniest investigators With this Gift, she may perceive innocence and truth, should they reside in the breats of those she encounters. This Gift is taught by an Ibis or Baboon spirit. System: This Gift acts much as the Philodox Git: Truth of Gaia. However, the Garou may make Perception + Empathy rolls to determine the nature of any truths or lies the target may speak. ("Please, no, I never set foot inside her house!" "That is true, but you forced the door open so that your companions could enter. The guilt is plain and written on your heart." · Eyes of the Cat - (Me3) The Garou may see clearly in pitch darkness. The Garou's eyes will glow a lambent green while this power is in effect. This Gift is taught by a Cat-spirit. System: The Garou must state when this Gift is in effect, but there is no roll or cost expenditure. The Garou suffers no difficulty or Dice Pool penalties from darkness. · Faerie Kin - (Fi3) The Garou can call one of more faeries to aid her. The faeries are not under the Garou's control, though they are favourably disposed to the Garou (except on a botch - Gaia help the Garou who botches this one); what they do is entirely up to the Storyteller System: The Garou spends one Gnosis point and rolls Manipulation + Occulty (difficulty 8). Each extra Gnosis point spent over the base amount increases the faerie's raw power, while extra successes increase the faerie's numbers. · Flames of Hestia - (BF3) By invoking this Gift, the Fury can produce white flames around her hands. These flames purify whatever they touch; cleansing tainted food or water. They will also help cure any damage caused by things of the Wyrm, and when used in hand to hand combat, the Gift inflicts great harm upon the creatures of the Wyrm. This Gift is taught by any spirit servant of Gaia. System: By spending a Gnosis point and then rolling Gnosis against a difficulty of 8, the Fury can produce these flames. Each success reduces damage done by radiation, poison or disease by one Health Level. The flames do one Health Level per success in aggravated damage to Banes, fomori and Black Spiral Dancers if the Fury scores a successful hit while the Gift is invoked. · Fly Feet - (Ra3) Like an insect, the Garou can now cling to vertical surfaces. She can walk along walls or hang from a ceiling. The adhesive grip of the Garou can even assist her when catching falling objects or seizing handholds when she is falling. A fly-spirit, naturally, teaches this Gift. System: The Garou can automatically activate this Gift with a Dexterity + Athletics rolls. The difficulty depends on the surface. For instance, wood or stone is difficulty 5; glass or ice is difficulty 9. Moving along the ceiling increases the difficulty by 1. The Storyteller should halve all movement rates unless the player rolls five or more successes.
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Rank 3
Oct 14, 2006 23:49:04 GMT -5
Post by Tami on Oct 14, 2006 23:49:04 GMT -5
· Gathering Storm (Kailindorani) - (SG3) This Gift summons a group of Wind spirits that engulf one opponent in a cyclone, buffeting her with debris and hurling her aside. System: The player spends a Gnosis point and rolls Manipulation + Primal Urge. The opponent is thrown two yards for each success scored and also loses one Health Level per success. The opponent may soak this damage normally. · Gift of the Skunk - (BG3) With this Gift, the Garou can swell his musk glands, allowing him to spray musk like a skunk. This Gift is, of course, taught by a Skunk-spirit. System: On any turn, the Garou may spray his musk at any target. Dexterity + Primal Urge (difficulty 7; modified by range) is required to hit. A target hit by the musk doubles over retching and must spend a Willpower point to do anything all for the remainder of the scene. Even then, however, he subtracts one from his Dice Pool for each success the Garou scored of his roll. The effect lasts for the duration of the scene or until the target rigorously bathes. · Gift of the Termite - (BG3) The Gnawer can cause wood and paper to rot with astonishing speed. Furniture falls apart, documents disintegrate and even buildings collapse. Obviously, one of the best instructors is a termite spirit. System: After spending a Gnosis point, the character rolls Intelligence + Repair (difficulty 7). The number of successes determines the amount of wood or paper destroyed: One success can rot a ream of paper, three can deteriorate a wall and five successes can collapse the roof of a small building. Strategic use of this power can dramatic results even for those of lesser skill. · Good Faith - (CoG3) With this Gift, the Garou can cause all those in his presence to become filled with a sense of higher purpose. They all feel the work they must do is more important than their differences. All other distractions are gone, and they feel inspired to take reasonable positions, rather than inflexible positions or exaggerated stands intended to be bargained away. Those who resist, and continue to bargain in bad faith, become loudly and uncontrollably flatulent each time they state their position. This Gift is taught by avatars of the New World Trinity totem. System: The Garou rolls Wits + Expression against a difficulty of 6. Anyone who actively wants to resist finding common ground or negotiating in good faith must make a resisted Willpower roll (difficulty 6) against the Garou's number of successes. If he fails to resist, his opposition will be betrayed by his sudden flatulence, and he will likely be shunned and viewed as absurdly inflexible by those who bargain in good faith. · Gremlins - (Ra3) The Garou can cause a technological device to malfunction merely by touching it. Use of this Gift actually intimidates the spirit that inhabits the device and causes it to function. If the Garou can sufficiently frighten the spirit, it will flee the device, causing it to malfunction permanently. This Gift is taught by a Gremlin, a type of Wyld spirit that enjoys breaking things. System: The Garou rolls Manipulation + Intimidation; the difficulty is determined by the complexity of the item (see below). The more successes the Garou obtains, the more the device is damaged. Five successes permanently disable the device (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 · Guilt Trip - (CoG3) By unearthing buried guilt and remorse, the Child of Gaia can force another to perform an action against her own will. Even if little relation exists between the guilty conscience and the task at hand, the Gift can be effective. Better results occur when there is a direct link, however. The Gift works best when the target wants to perform the action, but pride or fear prevents her from doing so. Many urban spirits that have witnesses the cruelty of humanity toward itself know this Gift and teach it to the Garou. System: The player must roleplay the plea; otherwise the Gift automatically fails. Excellent roleplaying can even negate the need for a roll (or even the need for the Gift). Otherwise, the player must roll Manipulation + Empathy versus the target's Willpower. One success barely gets a Bone Gnawer to lift his pinkie, whereas five successes can force a proud Silver Fang to beg for forgiveness. The target can spend Willpower points to resist this Gift. · Half-Moon Mnemonics (Moon Lodge - Philodox) - (SF3) Luna's Philodox aspect is the teacher of ways and the keeper of memories. The Garou who learns this Gift may recall any moment with crystal clarity, freezing it forever in her mind. The Garou may then study the moment at her leisure, coming at it from almost any angle. Silver Fang Philodox are forever replaying captured memories, and thus seem especially distant to others. A Sea-spirit teaches this Gift; the Garou hears indistinct water-spirit voices throughout her training. Ideally, the Silver Fang stares into water when using this Gift to recall a memory. System: The player must spend one point of Gnosis for the character to "photograph" a moment, and must make a Wits + Alertness roll, difficulty 6. If the Garou attempts to access the memory later, the player must make an Intelligence + Occult roll (difficulty 7; 5 when the Fang is looking into water). A botch means the image disappears forever, leaving an actual hole in the Garou's memory. A Fang may have on more memories "on file" than her permanent Gnosis score, but may "dump" unwanted images at will. · Heart of Fury - (Ah3) The Garou can steel himself against anger, suppressing his rage and containing a mental dam against the explosive frenzies of his race. This anger will eventually catch up with him, so he must vent it before it breaks free in frenzy. This Gift is taught by a Lion or Wolf spirit. System: The Garou rolls Willpower (difficulty of his own permanent Rage). Every two successes add one to the Garou's frenzy difficulties for the scene, making it harder to frenzy. After that scene, however, past slights and injuries are remembered, refilling the Garou's heart and soul; he must spend one Willpower point or immediately make a frenzy check at regular difficulty. · Honor Pact (Sun Lodge) - (SF3) The Honor Pact is another Gift of diplomacy. All participants must enter into the pact willingly. Those who participate exchange blood (most often by cutting their palms open) and swear oaths to Falcon. Spiritual bonds connect participants, and they may not work against each other's interests in any way. (The Storyteller has final say in what constitutes the edict.) Packmates bound by this oath are highly resistant to the tendrils of the Defiler Wyrm. The Children of Karnak teach this Gift. System: Three temporary Gnosis points must be spent by each participant, while four must be spent by the user of the Gift. The players must also make a Charisma + Rituals roll (difficulty 7). Previous rivalries or differences between pactmakers are greatly lessened, reducing the difficulties of all Social rolls among themselves by -2. All attempts by agents of the Defiler Wyrm to corrupt those under an Honor Pact are at +2 difficulty. Garou who invoke this Gift but who frequently squabble or fight destroy the Gift's effects over time. The effects of the Gift last forever or until a participant breaks faith. The person who does so suffers five Health Levels of aggravated damage (as he is rent by the spirit-talons of Falcon), and is marked as an oath-breaker (as the Stone of Scorn rite). · Icy Chill of Despair - (SL3) The Garou can assume a frightening aspect, seeming to grow larger, more looming, shadowy and terrible. Viewers will hesitate and stall in fear. This Gift is taught by a Stormcrow System: The Garou concentrates for a turn, spends a Gnosis point and rolls Manipulation + Intimidation (difficulty 7). If successful, enemies viewing this sight must make a Willpower roll (difficulty 8), scoring a number of successes equal to the Garou; failure means that the victims must spend Willpower to attack, take action against or even verbally oppose the Garou. The victims are not controlled by her, merely to cowed to struggle or oppose her. This effect lasts for the rest of the scene. · Interrogator (Lords of the Summit) - (SL3) This Gift was originally discovered by a cult of Shadow Lords known as the Judges of Doom. A Garou may use this Gift to terrify his victim into a confession. This Gift is taught by a Fear-spirit. System: The interrogator rolls Manipulation + Subterfuge or Interrogation; the defendant resists with a opposed Willpower roll. If the Garou succeeds, the defendant will be paralyzed with fear for one round and confess the greatest crime that he has committed during the last cycle of the moon. This is long enough for a one sentence confession, but may only by used once per moon cycle. Judges of Doom may learn this as a Level One Gift. · Invent - (GW3) By invoking this Gift, the Glass Walker can use pseudo-science to create minor gadgets and devices to get him out of a fix. The closer the theory is to the laws of Science, the more likely the Gift can fool reality for the few necessary moments. System: The player must roll Intelligence + Repair (difficulty 8, modified by Storyteller whim). A Gnosis point must be spent to alter the material so that it will work as the Garou intends. · Invisibility - (Uk3) This Gift makes the Garou invisible to sight and difficult to hear or smell. When employing this Gift, the Garou must concentrate on its use at all times; the Garou may not move any faster than half speed, nor may he do anything that would distract her. This Gift is taught by a spirit servant of Uktena. System: The Garou concentrates for a turn and spends a Gnosis point. He then rolls his Intelligence + Occult against a difficulty set by the Storyteller (based on conditions). The number of successes must be recorded; anyone who attempts to see through the invisibility must roll more successes on a Perception + Alertness roll than the Garou rolled when invoking this Gift. · Ley Lines - (Fi3) By manipulating ley lines - part of an energy web that crisscrosses the planet - the Fianna can disorient world-be trackers or hunters. The victims of this Gift find themselves following false trails, making wrong turns or walking in circles. The user's trail simply disappears. The secrets of this Gift can be learned from an earth-spirit. System: After spending a Gnosis point, the player rolls Wits + Occult (difficulty 7). Any attempt to track the Garou must follow a successful Perception + Occult roll (difficulty 8). This roll must exceed the Gift user's successes to be successful. · Loki's Touch (Get of Fenris Ragabash (Rotagar)) - (GF3) This Gift is rare among the Get of Fenris, but the Rotagar often find it necessary to cool the rages of their comrades. With just a touch, the Garou may cause a target to go into uncontrollable fits of laughter or simply to have a better sense of humor. This Gift is taught by any Trickster spirit (most often Ratatosk, the Squirrel). System: The Garou must touch an opponent and roll Manipulation + Empathy (difficulty equal to the Rage plus the Rank of the target; maximum difficulty of 10). The fits of laughter will last for one round per success, during which time target may not take any offensive action, although he may defend himself if attacked. · Long Running - (SS3) Whether the Garou is on foot or in a vehicle, this Gift allows him to reduce the travel time on a lengthy journey. Striders use this Gift only when the need is dire; usually, they prefer to see the sights and take their time. A Horse-spirit can teach this Gift. The player rolls Dexterity + Athletics (or Drive) at a difficulty equal to the local Gauntlet and spends a Gnosis point. For every success, the travel time diminishes by 5 percent. A botch increases travel time by 25% or indicates that travel has stopped altogether (due to a flat tire, twisted ankle, etc).
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Rank 3
Oct 14, 2006 23:53:24 GMT -5
Post by Tami on Oct 14, 2006 23:53:24 GMT -5
· Mark the Enemy (Swords of Heimdall) - (GF3) A specialised power developed by the Swords of Heimdall, this Gift marks the target with a mystical brand that only this Gift's users can see. The Swords use this brand to label their enemies so that all other Swords can see the threat. An avatar of Fenris himself teaches his children to identify their enemies thus. System: By laying her hand on the target and successfully rolling Manipulation + Occult (difficulty 8), the Get can mark her enemy. Other Swords who know the Gift can see the mark with a successful Perception + Occult roll (difficulty 8). Any Garou who knows the Gift can remove the effect. · Mental Speech - (Me3) The Garou may mentally communicate with another being over great distances. This does not allow mind-reading, but does allow the Garou to use Social Abilities, such as Intimidation, from a distance. The Garou must know the person with whom he is attempting to communicate (although he does not have to be friends with that person). If he does not know the person, he must have something that belongs to that person, such as a lock of his hair. This Gift is taught by a Bird-spirit or any spirit affiliated with intellect. System: The Garou rolls Charisma + Empathy (difficulty 8). The Garou may transmit a maximum distance of 10 miles per success. · Merciful Blow - (SG3) The Garou can subdue a for in combat without harming him. This Gift is taught by a Mongoose spirit. System: The Garou spends one Gnosis point, attuning himself to the body of his foe. If his next blow (hand or weapon) strikes and does damage before a soak is rolled, the Garou may then roll Perception + Medicine (difficulty of the opponents Wits + Dodge). One or two successes on this roll cause the opponent to keep over helpless for the next turn; three or more paralyse the foe for the entire scene. · Message Glance - (SS3) The Strider can formulate a message of words or symbols that can be delivered with a single glance to the recipient's mind, and easily remembered by the recipient. System: The player rolls Intelligence + Linguistics, difficulty 7, to formulate the message. The number of successes determines the length of the message - 5 symbols or words per success. One Gnosis must be expended to deliver the message and the target must be in sight. The target receives a -1 to all difficulties interpreting and remembering the message. · Messenger's Fortitude (Freebooters) - (BF3) The Garou may run at full speed for three days without rest, food or water. After the duration expires, the Garou must sleep for a Week. This Gift is taught by a Camel or Wolf spirit. System: The Garou spends on Gnosis point and may do nothing save run; for an additional Gnosis point, he may imbue the effects of this Gift upon another being. · Might of Thor - (GF3) The Garou can immensely increase his strength, wreaking terrible havov on opponents. This Gift is taught by a Wolf spirit. System: The Garou spends one Rage point. He then rolls Willpower (difficulty 8). The Garou may double his Strength for one turn per success, after which he will be as weak as a kitten (Physical Attributes 1, half Willpower) until he rests for an hour. · Monkey Tail - (Lu3) Although the lupus' tail retains the appearance of a regular wolf's tail, it gains far more agility and flexibility. Although incapable of fine manipulation, the tail can grasp objects, wrap around branches or allow the Garou to hang upside down. The tail can also attack from an unexpected direction. A Monkey-spirit must be persuaded to teach a Garou this Gift System: After learning this Gift, the Garou's tail automatically becomes prehensile whenever she likes. In order to manipulate the tail successfully, the player must make a Dexterity + Athletics roll (difficulty 6). The difficulty can increase for very delicate operations. If the Garou's strength exceeds her Stamina, she can use the tail to hang or swing. When attempting to lift objects with her tail, the Garou's strength rating is halved. If used as an attack, the damage from the tail is Strength-1. · Name the Spirit - (Lu3) The Garou is able to detect the type of approximate Trait levels (Rage, Power, etc) of a spirit. This Gift is taught by a spirit servant of the Uktena totem. System: The Garou spends one Willpower point and rolls Perception + Occult (difficulty 8). · Open Moon Bridge - (Ra3) The Garou has the ability to open a Moon Bridge, with or without the permission of the totem of that caern. This Gift is taught by a Lune. System: The Garou spends one Gnosis point. See the Rite of the Opened Bridge (pg. 141) for more information on opening Moon Bridges. The maximum distance that can thereby be covered is 1,000 miles. · Paralysing Stare - (SL3) The Garou can direct a terrifying gaze at a target, causing her to freeze in paralytic fear. This Gift is taught by a Stormcrow. System: The Garou concentrates for a turn, spends one Gnosis point and rolls Charisma + Intimidation (difficulty of the target's Willpower). Each success gained on this roll freezes the opponent in place for one turn. · Parting the Velvet Curtain - (Th3,CoG3) This Gift allows a Garou to transport non-Garou into the Umbra. If the non-Garou wants to resist, she must make a resisted Willpower roll against the bearer of the Gift. This Gift can be used for physical transport through a reflective surface, or in combination with other Gifts, for spirit travel. While in the Umbra, the non-Garou are connected to the Gift user by silver threads. The others brought with the Theurge leave when she does, or at the whim of the Theurge. System: The player must make their normal Gnosis roll and spend a Willpower point for each non-Garou or non-Kinfolk that they wish to bring with them. The Theurge can send others home before herself by spending a Willpower point. · Princely Bearing - (SF3) This Gift allows a Garou to temporarily raise her Rank. During this time, she is considered to be of that Rank, and thus can issue challenges and rulings appropriate to that Rank. This Gift is not used in the presence of other Silver Fangs, but traditionally only used when interacting with the lesser tribes. System: The Garou must roll Charisma + Leadership at a difficulty of 9 and spend a Willpower point. One rank is gained for 1 success, 2 ranks if three successes are rolled, and so on. The maximum rank that can be gained is limited by their leadership score. A botch reveals the Silver Fang's perfidity. · Pulse of the Invisible - (Th3) Spirits fill the world around the Garou, and none knows this better than the Theurge. Those Garou with Pulse of the Invisible remain constantly aware of all that spirits do around them and can interact with them at will. While most of what occurs is barely worth watching, the Garou will be aware of any dramatic changes. This Gift is taught by any spirit. System: If the Garou's Gnosis Dice Pool equals or exceeds the Gauntlet, he can automatically see into the Umbra. Otherwise, he must roll to pierce the Gauntlet, using Perception + Occult (difficulty of the Gauntlet). Only one success is required. The effect lasts for an entire scene or until the character enters an area with a hight Gauntlet. · Raven's Wings - (SL3) The Garou with this Gift may send a portion of her spirit out of her body in the form of a raven. The raven can see and hear, but it cannot affect the physical world. It is invulnerable to attacks, however. This Gift is taught by a Raven-spirit. The Garou spends one Gnosis and rolls Wits + Occult (difficulty 6). The raven may be sent five miles away for every success on the roll. If it goes past this range, the Gift is canceled. While this Gift is in use, the Garou must concentrate to use the raven's sense and may take no other actions in the same turn in which he is communing with the raven. · Reshape Object - (Ho3,BG3,Fi3) The Garou can instantly shape once-living material (but not undead!) into a variety of objects - thus trees may become shelter, buck antlers become spears, animal hides become armor, and flowers become perfumes. The item will in some way resemble the object from which it was created (the spear is made of antler, not wood). This Gift is taught by a Weaver-spirit. System: The Garou rolls Manipulation + Repair against a variable difficulty (5 to turn a broken tree limb into a spear, 8 to turn a plank into a floatable raft, etc). The created object is not necessarily permanent; it will last a length of time according to the chart below. Expending a Gnosis point allows a created weapon to inflict aggravated damage (this effect is not permanent unless a permanent Gnosis point is spent). Successes Duration One 5 minutes Two 10 minutes Three One Scene Four One Story Five Permanent
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Rank 3
Oct 14, 2006 23:57:38 GMT -5
Post by Tami on Oct 14, 2006 23:57:38 GMT -5
· Scent of Distinction - (Ga3) By invoking this Gift, the Galliard can gain a sense of the nature of her surroundings (influenced by the Wyrm, Weaver or Wyld), and some of the history of the area. It involves a general sniffing of the area followed by a short meditative trance. For instance, using this Gift at a caern would let the Garou know when the caern was founded, the name of the caern totem, changes in leadership and other important pieces of history about the site. System: The player must spend a Gnosis point and roll Intelligence + Survival (for wyldness) or Intelligence + Streetwise (for weaver-areas). The difficulty is determined by the Storyteller. Scent of Distinction can be used over large or small areas, but information is more generalised for larger areas. · Scrying - (Uk3) By starting into a mirror or other reflective surface, the Uktena can witness distant events or spy on rivals. She can follow a comrade's progress into a dangerous ambush or sneak a peak into a Tremere chantry house. Other supernaturals, especially ones with similar abilities, may have defenses against this Gift, which is taught by a Fly-spirit. System: After spending one Gnosis point, the player must roll Perception + Occult (difficulty 7). The difficulty increases to 10 if the Garou does not possess an item owned by the target or something taken from the chosen area. The Uktena can see everything as if she was the proverbial fly on the wall. · Secrets - (Uk3) Uktena are said to possess more hidden knowledge than any other tribe. This Gift may be one reason it is so. With Secrets, an Uktena can have one specific questions answered by touching somebody who knows the answer. The answer to any question - such as "Where is the vampire;s lair?" - leaps into the Garou's mind if, in fact, the target knows the answer in the first place. A Dream-spirit can teach this Gift after being caught. System: After formulating a mental question, the Garou must touch the target. She must also roll Perception + Enigmas (difficulty 8) and spend one Gnosis point. The deeper the secret, the more successes are required. Learning a target's favourite colour requires only one success, whereas uncovering his secret lair might be four or more. If the target is aware of the mental intrusion, she may resist with a Willpower roll (difficulty 8). · Sense Balance - (Ph3) As the arbitrators of the Garou Nation, the Philodox have developed an attunement with the precarious forces that balance the world and the individual alike. This Gift allows the user to detect an overabundance of any of the prime forces of the universe, whether Wyrm, Wyld or Weaver. It can point out a Bane manifestation at an industrial plant or mental instability in a packmate. A Cat-spirit teaches a friendly Garou this Gift in exchange for a warm fire and a promise not to chase her kin. System: The Gift requires the expenditure of one Gnosis point. With a successful Perception + Enigmas roll (difficulty 8) the Garou can feel the balance (or lack thereof) within an area, person or inanimate object. Wyrm manifestation feels dense and oily, Weaver presence feels cold and unyielding and Wyld energies feel warm and trembling. Such manifestations are more subtle than the ones detectable through such Gifts as Sense Wyrm. The Philodox must focus and be at peace for this Gift to work properly. Distractions, such as combat or exhaustion, disrupt any benefits of the Gift - the Garou can only find her own imbalance in such situations. · Sense the Unnatural (Tuatha de Fionn Gift) - (Fi3) As the Lupus level two Gift in Werewolf: The Apocalypse. The Tuatha de Fionn have long delved into magic and have gained the ability to sense its presence. · Shatter Bone - (Ah3) Victims with twisted arms or crushed legs are much easier prey. The Ahroun with this Gift can destroy bone with a single punch, regardless of the damage inflicted by the blow. A Hyena-spirit teaches this Gift. System: Before striking an opponent, the Ahroun must spend a Willpower point and a Rage point. The Garou must target a specific limb, which increases the difficulty of the attack by 2. Also, he must spend the Willpower and Rage even if the blow does not connect or he scores fewer than three successes. The successful use of this Gift crushes whatever bone structure lies beneath the targeted flesh and causes a number of Health Levels of damage equal to the number of successes in the attack roll -3. Broken arms and legs subsequently handicap an opponent in any combat. A fractured skull renders the victim unconscious. A broken spine causes paralysis. This damage is unsoakable but does not cause aggravated wounds. Target Difficulty Special Effect Skull +3 Stamina roll (difficulty 8) to remain conscious. Arm +2 Dexterity roll to hold items; target cannot use broken limb to attack. Leg +1 Dexterity roll to remain standing; target cannot run or attack with broken limb Rib +2 Stamina roll (difficulty 6) to avoid puncturing a lung. Spine +4 Must attack target from rear; target remains paralysed until this wound heals. · Silence - (Ra3) By invoking this Gift, the Ragabash can cause all sounds made within their presence to vanish into the Gauntlet, thus silencing the area around them. No normal sounds may be made by anyone within the effect, including the user. System: With the expenditure of two Gnosis points and a roll of Manipulation + Stealth (difficulty 7) the Garou can completely silence an area. Each success adds another 5 yards to the area of affect. Any Gifts which require the use of sound (eg: Clap of Thunder) require the two Garou to make a resisted Gnosis roll against difficulty 6. The winner's Gift takes precedence over the loser's. · Silver Claws - (Ah3,SF3) The Garou can turn her claws into silver, making her a terror against other Garou on the battle field. This Gift is taught by a Lune. System: The Garou rolls Gnosis (difficulty 7). All claw wounds inflict aggravated damage, which cannot be soaked by Garou. While the Garou manifests the claws, she suffers searing agony. Each turn she gains an automatic Rage point; furthermore, all noncombat difficulties are increased by one because of the distraction. When her Rage points exceed her Willpower, she must check for Frenzy. · Sing Down the Rain - (Uk3) By intoning a ritual chant, the Garou can call down rain for the purpose of cleansing or watering the ground, or, adversely, to cause flooding or mudslides. This Gift is taught by a Frog spirit. System: The player spends a point of Gnosis and rolls Wits + Occult (difficulty 7). The number of successes indicates the amount of rainfall summoned. One success calls down a light drizzle; three successes results in a full rain shower. For or more successes causes a torrential rain to fall. The effect lasts for one scene, although the Garou may extend the duration by continuing to spend Gnosis. Depending on the affected terrain and the Garou's intent, this Gift can cleanse a piece of ground ravaged by acid rain, return moisture to a parched field or cause rivers to overflow their banks. · Sky Running - (WD3) The Garou gains the ability to run at 80kph through the skies. The Garou must continually remain in motion of he falls. The Garou leaves a track of fire in the sky as he runs. This Gift is taught by a spirit servant of Wendigo. System: The Garou concentrates for one turn and spends one Willpower point. The Gift lasts for four hours and may be replenished by further Willpower expenditure. · Song of Rage - (Ga3) This Gift unleashes the Beast in others, forcing Garou to transform into Crinos form, sending vampires into frenzy and turning humans into berserkers. This Gift is taught by a Wolverine- or Wolf-spirit. System: The Garou rolls Manipulation + Leadership (difficulty of the target's Willpower). Each success drives the victim into a violent rage for one turn. · Song of the Siren - (BF3) As the Galliard Gift. · Spirit Friend - (CoG3) The Children walk among spirits and interact with them more easily than most, for their aura exudes friendship. This Gift is taught by Unicorn spirits. System: The Garou rolls Charisma + Expression (difficulty 7). Each success adds one die to all the Garou's Dice Pools for interacting with any spirits in the vicinity (except those of the Wyrm). · Spirit Path - (Th3) The Umbra can often confuse the senses of even the most perceptive tracker. The Theurge who possesses this Gift can track a particular spirit anywhere in the spirit world. As long as the Garou knows the spirit's name, she can find that spirit no matter which Umbral realm it takes refuge in. A cockroach-spirit can teach this Gift. System: As long as the Garou knows the true name of the spirit, she can use this Gift. She must spend a Gnosis point to be able to find the spirit. A successful Perception + Enigmas roll (difficulty 8) reveals the location of the errant Umbral denizen. Some Realms and certain Charms can make this Gift more difficulty to use. The Gift: Name the Spirit can be used in conjunction with Spirit Path. · Splintered Claw - (Me3) This painful Gift causes the metis' claws to splinter as they piece flesh. Tiny bits of claw imbed themselves deep in the victim's body, thus causing tremendous irritation. Healing such a wound without first removing the splinters is both painful and stupid. Unfortunately the Gift's user loses her claws until she spends a round regenerating new ones. A Tree-spirit teaches this Gift (especially one with thorns or spiky seedpods). Glass Walkers or Bone Gnawers can learn this Gift from spirits living in houses or other wooden constructs. System: After a successful attack that causes at least one Health Level of damage, the Garou may spend a Rage point to activate the Gift. Any damage that the target does not soak cannot be healed until he removes the bits of claw. As with all other werewolf claw attacks, the wounds are aggravated. The attacking Garou receives one automatic, nonaggravated wound. The werewolf cannot soak this wound, but can heal it as normal. Until the Garou heals the wound, he has no claws. · Strength of the Guardian (Bane Tender) - (Uk3) This Gift provides Bane Tenders with extra power when attempting to bind or destroy a Bane (or other troublesome spirit) or keep it locked within its bindings. This is usually used against a Bane that the Garou is responsible for overseeing. Occasionally, another Bane Tender will be overcome, and the Garou must use this to regain control over the loosed Bane. Even more rare are those instances when a Garou is asked to locate and bind a particular Bane. This Gift is never used simply to overcome a Bane met by chance - it is too costly. The Gift is taught by a Wolf-spirit. System: The player rolls Gnosis (difficulty 6). Each success allows her to boost a chosen Attribute by one point - even if goes beyond normal maximum. When used, the Garou decides whether she wishes to increase her Strength, Stamina, Charisma, Manipulation and/or Willpower to aid her in the battle. Thus a Garou who gets five successes might raise her Willpower by 2, her Charisma by 1 and her Strength by 2. The cost of this over-exertion is a conmeasurate exhaustion. When the Gift comes to an end, the Garou loses an equal number of points from the Attributes and Willpower raised as she gained. This loss remains for 24 hours. Raising one's Attributes beyond their normal doubling is very dangerous, for if they then fall below zero, the Garou dies unless immediately healed with Mother's Touch. · Summon Stormcrow (Judges of Doom) - (SL3) The Judges learnt this blessing from Grandfather Thunder himself. The Stormcrows, some of Grandfather Thunder's servants, come to the aid of those Garou who activate this Gift. Acting as spies, the Stormcrows follow anybody the Judge chooses and report back all they learn. Rumours speak of networks of Stormcrows that pass information back and forth like a regular telephone line. System: To call a 'crow, the Judge must roll Charisma + Intimidation (difficulty 8) and spend a Gnosis point. He may give the crow a single command, such as "Follow the Red Talon and report his activities" or "Keep an eye on the Theurge elder". The Stormcrow is invisible to everyone except individuals in the Umbra. The target must roll her Perception (difficulty 8) or employ a Gift to see a Stormcrow in the Umbra. · Talons of Falcon - (SF3) This deadly Gift turns the Garou's claws into impaling weapons, allowing her to cut muscle, bone and sinew as if it were paper. Combined with the Gift: Razor Claws, this is a truly devastating attack. A falcon of the Great Flock teaches this Gift. System: The player spends one Gnosis point and makes the usual Dexterity + Brawl roll to attack. The Garou makes a screeching sound like that of a bird of prey as she strikes. The attack does Strength + 3 damage and all healing powers (such as Mother's Touch) are at +1 difficulty to treat the wound. · The Great Leap - (SS3) The Garou can jump incredible distances in one bound. This Gift is taught by a Jackrabbit spirit. System: The Garou spends one Willpower point and rolls Strength + Athletics (difficulty 6). Each success enables the Garou to leap 100 feet. · Tongues - (Ho3,SS3) This Gift allows the user to read or write any human language encountered, no matter how ancient or obscure. Galliards often use this Gift when translating ancient texts to revive old legends or compose new songs for Moots. This Gift is taught by a Raven-spirit. System: After spending one Willpower point, the player rolls her Intelligence+Linguistics. The obscurity and relative age of the language determines the difficulty. A common modern language such as Spanish is difficulty 4. An ancient and obscure tongue such as Etruscan, would be difficulty 10. The number of successes determines the character's fluency with the language. · Trackless Waste - (RT3) The Garou employing this Gift must have at least a rough familiarity with the terrain in a given area (have spent at least a week in the vicinity). The Garou may completely disrupt others' perceptions of that terrain's landmarks, etc. Humans and the like will automatically become lost (compasses won't work and maps will become misleading). Even Garou may become lost. This Gift is taught by any wilderness-oriented spirit. System: The Garou spends one Gnosis point and rolls Intelligence + Primal Urge (difficulty 6). Each success enables a two-mile radius to be affected. Other Garou must roll Perception + Primal Urge (difficulty 6) and equal or exceed the Gift users's roll. The effect lasts four hours. · Venom Blood - (GF3) The Garou may change her blood to a black, viscous bile capabale of harming anyone who comes into contact with it. This Gift is taught by any poisonous spirit (Snake, Spider, etc). System: The Garou spends on Rage point and rolls Stamina + Medicine (difficulty 7). Anything that contacts the Garou's blood takes one die of aggravated damage per success. This effect lasts for the duration of the scene. · Visceral Agony - (BF3) The Garou turns her claws into barbed talons dripping with black venom. The pain caused by these claws is excruciating. The Gift is taught by a pain spirit. System: The Garou spends one Rage point with each attack. The claws inflict no extra damage, but any penalty to actions caused by the claws' wounds is doubled for the duration of the scene (ie: a foe at Wounded would have a -4 penalty to actions). Even if the foe is in frenzy or otherwise resistant to pain, he suffers normal wound penalties. · Walk the Web - (SG3) The Stargazer can walk through Weaver Realms without attracting attention. Pattern spiders will ignore her and go about their business. The Garou must chant a mantra through sub-vocalisation. However, if the Stargazer takes direct action against any Weaver minions, the effect of the Gift is canceled and the spiders will come. This Gift is taught by various Enigmatics. System: No expenditure is necessary, however while the Stargazer is chanting the mantra, they are at a -2 dice penalty to all actions, reflecting the concentration needed to maintain the effect. · Weak Arm - (Ph3) Philodox are more attuned to others than are most Garou. Accordingly, they can use this perceptiveness against their foes. Merely watching an opponent's fighting style lets the Garou determine its strengths and weaknesses. This Gift is taught by a Snake- or Wind-spirit. System: The Garou rolls Perception + Brawl (difficulty 8). A number of bonus dice equal to her successes may be divided between (or among) her attack and damage rolls. This Gift can be only be used against a given foe 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. · Web Walker - (GW3) This Gift allows a Glass Walker to move along the Pattern Web through the Umbra. Possessing this Gift prevents a Garou from being trapped in the Gauntlet - while they cannot leave the Gauntlet for an hour, they can move within its structure. System: To move onto the pattern web requires the expenditure of a point of Gnosis. Once there, Weaver spirits will ignore the Glass Walker on a roll of Charisma + Science against a difficulty of 7. To avoid the chance of being trapped within the Gauntlet, the Garou must spend a point of Gnosis before rolling to step sideways. · Whispering Wind (Kailindorani ) - (SG3) This Gift allows the Kailindo practitioner to know what his opponent's next combat maneuver will be. The spirits of the wind whisper the opponent's attack plan to the Garou. System: The player must roll Perception + Kailindo, difficulty equal to his opponent's combat skill (Brawl, Melee, Kailindo, etc) + 4, and spends a Gnosis point. The Kailindorani receives a -1 to his difficulty to attack his opponent next action (in addition to any other modifiers). The Gift user also automatically gains as many successes to his initiative roll as her gained on his roll. · Wings of Pegasus - (BF3) By invoking their kinship with Pegasus, the Black Fury can sprout majestic wings, white and feathery like that of the Tribe Totem. The Fury can use these wings in lupus or hispo forms, and may fly along at a considerable speed, even carrying others if her strength permits. System: The wings appear whenever the Garou invokes them. The player must roll Stamina + Athletics (difficulty 7 to launch, 6 to fly along and variable depending on other maneuvers). The Fury's speed is approximate 50 mph (85 kph) · Wisdom of the Ancient Ways - (Ph3) All Garou have an innate connection to their ancestors, a form of racial unconscious accessible through intense meditation. The Garou, by tapping into these deep memories, can remember ancient facts and lore. This Gift is taught by a Garou Ancestor-spirit. System: The Garou must meditate for a short time, concentrating on the past. The Garou then rolls Gnosis (difficulty 9, -1 for each point of Past Life the Garou possesses). · Woadling - (Fi3) The ancient Celts would paint their skin with woad - the components of which caused a frenzy-like state - before marching off to battle. The Fianna carry on this tradition and take it even further. After painting the woad on their bodies, they can bring the paintings to life to harry an opponent. A stag-spirit can teach this Gift. System: Each painting can create one woadling that costs one Gnosis point to animate. The Fianna can release only one woadling per turn. Each time the player creates a woadling, she should roll Dexterity + Occult (difficulty 6). Each success subtracts one die from her opponent's pool as the woadling dances and prances around the target. The woadlings vanish (and must be repainted) after the Gift ends. · Wrath of Gaia - (SF3) The Garou is revealed by his foes as that which Gaia intended him to be: Her Chosen Warrior. Wyrm beasts will flee in fear unless they can master their instinctual terror of Gaia's Defender. This Gift is taught by an avatar of Gaia Herself. System: The Garou spends a Gnosis point and rolls Charisma + Intimidation (difficulty 6). All agents or minions of the Wyrm (including Kindred with Humanity scores less than 7) in the vicinity must make Willpower rolls (difficulty 7). If a Wyrm creature does not match or exceed the Garou's successes, it will flee in terror for the duration of the scene.
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