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Post by Tami on Sept 13, 2006 18:24:59 GMT -5
Rank 1 · Agro Culture (City Farmer Gift) - (GW1) The Garou can cause plants to take root and grow in places where it is usually impossible for plants to grow. This Gift does not make plants grow supernaturally fast; it simply gives them a chance for life where none existed before. The plants must still be tended to and watered. However, the plants can use artificial substances such as concrete and plastic for soil. They dig their roots in and grow. Plants can even be coaxed to grow out of walls, as long as they are nurtured during the process. This Gift is taught by plant spirits. System: The Garou must plant seeds in the area to be fertilized. If this is a concrete wall, he must place the seeds in cracks within the surface. He then rolls Charisma + Science (or Herbology) against a difficulty dependent on the toxicity of the area. An abandoned lot might by 5, a typical city building bathed in the smog of passing cars might be 6 or 7, while an oil spill site might be 9. · Aura of Confidence - (SL1) The Garou radiates an aura of strength and command, preventing any attempts to read the Garou's aura or detect his weaknesses; he reveals no flaws whatsoever. This Gift is taught by an Ancestor spirit. System: The Garou rolls Charisma + Subterfuge (difficulty 7). This must be rolled for each new encountered of situation the Garou finds himself in. · Babble - (RT1) The Garou invoking this Gift can cause another to lose the ability to read, write or speak any language. That person will only be able to grunt like an animal. The effect lasts for one scene and is taught by a parrot spirit. System: The Garou must spend a Gnosis point and roll Manipulation + Primal Urge, difficulty 7, resisted by an Intelligence + Linguistics roll, difficulty 7. · Balance - (SG1) The Garou is able to walk across any ledge, rope, etc no matter how thin or slippery. This Gift is taught by Wind spirits. System: No point expenditure or roll is required. Difficulties for climbing are reduced by 3. · Beast Speech - (Ga1,RT1) The Garou may speak to animals, from pigeons in the park to beavers at their dam or fish in the sea. This does not change their basic reactions - a hungry tiger is still hungry and may well attack. This Gift is taught by a Nature-spirit. System: The Garou rolls Charisma + Animal Ken (difficulty 6). This roll must be made for each type of animal and for each encounter. · Blur of the Milky Eye - (Ra1) The Garou's form becomes a shimmering blur, allowing him to pass unnoticed among others. Once the Garou has been seen, however, this Gift is negated until the viewer has again been distracted. This Gift is taught by a Chameleon-spirit. System: The Garou rolls Manipulation + Stealth (difficulty 8[6]). Each success increases by one the difficulties of all Perception rolls made to detect him. · Call of the Wyld - (Ga1) The Garou can summon others by howling; Garou far beyond the range of hearing will sense the Call and may come to aid. This Gift can enhance the effect of any of the normal Garou howls (see Howls, pg37). This howl can also be sounded to summon specific Garou for a moot. Finally, Call of the Wyld is often used at the beginning of revels and other events, to invigorate the Garou. This Gift is taught by a Wolf- spirit. System: The Garou rolls Stamina + Empathy (difficulty 6). The number of successes determines how far away the Call can be heard and how stirring it is to those who hear it. The actual effects are determined by the Storyteller, but they should be linked to the type of howl made and the intent of the Garou. Some examples are: every two successes gives those at a revel extra dice to their Pools; Wyrm agents are distracted by the call and their difficulties are temporarily raised; all Garou in the area do not hesitate to respond to the Garou's Call to Succor. · Call the Breeze - (WD1) The Garou may summon a strong (20 mph), chill breeze and direct it at whim. The breeze will disperse clouds of vapours or insects, and will chill anyone not prepared for the cold. This Gift is taught by a spirit servant of Wendigo. System: The Garou may call this breeze merely by whistling. Anyone relying at all on hearing will have one fewer die of any Perception roll related to that sense. · Camouflage - (WD1) When in the wilderness, the Garou is extremely hard to see, for she can blend into the woods. This Gift is taught by a Deer spirit. System: The difficulties of all rolls to spot the Garou are increased by three, provided the Garou is in the wilderness. · Cardboard Mansion - (BG1) A Bone Gnawer with this Gift can create a perfectly functional shelter for herself. The Garou can fashion any ordinary cardboard box into a waterproof, noise-resistant and insulated home. Despite conditions outside the box, the mansion remains dry, warm and quiet. A Home or Hearth-spirit can teach this Gift. System: The Bone Gnawer needs only a box of suitable size. A large enough box can sleep more than one - as long as everybody is friendly. The Gnawer spends a Gnosis point and crawls in for an evening's nap. · Control Simple Machine - (GW1) The Garou may speak to the primal urban spirits in the simplest mechanical devices (no electronics, et al), causing them to operate or shut down as he sees fit. Levers flip, pulleys roll, screws unscrew, doors unbolt, etc This Gift is taught by any technological spirit. System: The Garou spends a Willpower point and rolls Manipulation + Repair (difficulty 7). The Glass Walker's control lasts for the duration of the scene.
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Post by Tami on Sept 13, 2006 18:43:06 GMT -5
RAMK 1 CONT
· Cooking - (BG1) The Bone Gnawer must have a small pot and ladle for this Gift. The Garou may take any small, easily destroyed item he can find - bark, beer cans, plastic wrap, whatever - and stir it into the pot, turning it into a foul-tasting but edible mush. This Gift is taught by a Raccoon or Rat spirit System: The Garou rolls Wits + Survival. The difficulty depends on the objects used - 6 for inedible but otherwise harmless material, up to 10 for cyanide and the like. · Create Element - (Me1) The Garou can create a small amount of one of the four basic elements - fire, air, earth or water. In this way, a Garou can replenish the air supply in an airtight room, make a rock to throw at someone, create a fire without matches or wood, or fill a bathtub without any faucet or pipes. Precious metals (especially silver) cannot be created, nor can lethal gases or acid. This Gift is taught by an elemental. System: The Garou spends one Gnosis point and rolls Gnosis (difficulty 6). One cubic foot of the desired element is created per success, to a maximum weight of 100lbs. The element is now permanent until used up (breathed in the case of air or burned up in the case of fire without any fuel to keep it going). · Eye of the Falcon - (SF1) This Gift allows the Garou to see long distances with the acuity of a falcon. It is taught by any of Falcon's brood. System: All visual Perception, Alertness and long-range weapon rolls are at -1 difficulty. This Gift costs one Gnosis point per scene to use. · Faerie Light - (Fi1) With this Gift, a Fianna can create a wisp of ghostly light, usually white, green, or faint blue in color. She can direct the glow to move, but the light isn't strong enough to illuminate more than three feet around the Garou. Some Fianna like to use this Gift to make their eyes flash green or blue. Ragabash love to create tricks with Faerie Light. This Gift is taught by marsh spirits and faeries. System: The Garou rolls Wits + Enigmas against a difficulty of 6. The light appears anywhere the Fianna chooses, as long as it is within line of sight. It may float slowly at about 10 yards per turn. The Gift lasts for one turn per success, unless a Gnosis point is spent, in which case the Faerie Light remains in effect for an entire scene. · Fast Track (Scouts) - (Uk1) This Gift strengthens the Garou's stamina and allows her to travel much more quickly than would be normally possible. Using the Gift allows the Garou to determine the path of least resistance, so she can move from one place to another with great speed and less interference. While not a replacement for a Moon Bridge, Fast Track lets the Garou continue traveling long past the time she would normally become exhausted. She can effectively make a forced march that covers three times the distance she would normally cover in the same amount of time and arrive no more tired than usual. This Gift is taught by a Bear spirit. System: The player must roll Stamina + Athletics (difficulty 7) and spend a point of Gnosis. A single success allows the Garou to make a forced quick-march by trotting at a ground-covering pace that does not exhaust her. This Gift is not meant to make the Garou a speed-demon, and cannot be used to escape pursuit or pursue fleeing foes by running faster. It can be used for those purposes if it is a matter of outlasting pursuers or pursued. · Fatal Flaw - (SL1) The Garou can discern a target's weaknesses, allowing him an advantage in combat. This Gift is taught by a Stormcrow. System: The Garou concentrates for one turn and rolls Perception + Empathy (difficulty of the target's Wits + Subterfuge). Success allows the Garou to do an extra die of damage against the target. Extra successes allow him to discern additional vunerabilities; five successes gran the Garou knowledge of all the target's flaws. · Find Water - (Lu1) This gift allows a Garou to locate any body of water within 20 miles. This Gift is taught by a Frog spirit System: The Garou makes a Perception + Survival roll against a difficulty of 6 to use this Gift. One or two successes will indicate the genera direction of the water. Three or four success will indicate the distance, and five successes will allow the Garou to determine if the water is contaminated in any way. · Full Moon Cleansing (Moon Lodge - Ahroun) - (SF1) This Gift allows the Garou to shake off Harano by overpowering it with Rage. (The Gift does not dispel Derangements.) Many Silver Fang Ahroun learn this Gift, regardless of lodge. Blood-warrior spirits teach this Gift. To learn it, the Garou must kill the spirit in ritual combat and then burn it in an Umbral fire, and smearing herself with the ashes. System: The player must spends one point of Rage and make a Rage roll (difficulty 7) for the character to activate this Gift. The Gift's effects last for one scene. · Heightened Senses - (Lu1,BF1) The Garou may vastly increase her sensory input for a short time. When in Homid or Glabro form, her senses become as sharp as those of a wolf, while in her wolf forms, her senses become preternaturally potent. This gift is taught by Wolf-spirits. System: The Garou spends a Gnosis point. The effects last for one scene. Homid and Glabro forms: Perception difficulties are reduced by two; roll Perception + Primal-Urge (difficulty 6) to perform sensory feats impossible to humans. Crinos, Hispo and Lupus forms: Perception difficulties are reduced by three; +1 to Primal-Urge Dice Pools. · Ice Dance - (SF1) The werewolf can move on ice and snow with supernatural grace and speed. System: The player spends a Gnosis point to activate this Gift for one day. This is a Gift of balance; Philodox are especially adept at this art. All Dexterity rolls are -1 difficulty while on ice or snow (-2 for Philodox), and a Garou can run at normal speeds through even the deepest snow and on the slickest ice. A Philodox running on ice can double his normal speed. An Ice Elemental teaches this Gift. · Inspiration - (Ah1) Other werewolves look to the Ahroun for leadership in combat. The Gift of Inspiration is one reason. The Garou with this Gift lends new resolve and righteous anger to his bretheren. This Gift is taught by a Lion or Wolf spirit. System: The Garou spends one Rage point. Comrades automatically receive one success on any Willpower rolls made during the scene. Not that this Gift does not affect its possessor. · Lambent Flame - (SF1) The Garou can cause a silvery light to ignite around her body. This Gift is taught by a Lune. System: The Garou must spend one Willpower point. The effect lasts for the duration of the scene. The light illuminates in a 100-foot radius, and the ensuing glare adds one to the difficulties of all hand-to-hand attacks on the Garou; the difficulties of all missile attacks, however, are reduced by one. · Leap of the Kangaroo - (Lu1) This Gift was originally developed by the lost Bunyip tribe. By invoking the Gift, Garou may leap incredible distance. Despite its name, this Gift is taught by Hare- or Cat-spirits (marsupial-spirits seem loath to aid the Garou these days...). System: The Garou rolls Stamina + Athletics (difficulty 7). If successful, she may double her normal jumping distance. See the Jumping Chart, pg212. · Mindspeak - (Ga1) Through the creation of waking dreams, the Garou can place any chosen characters into silent communion. This Gift is taught by a Chimerling. System: The Garou spends one Willpower point per sentient being chosen, and, if the being is unwilling, makes a Manipulation + Expression roll (difficulty of the victim's Willpower). All those included in the dream may interact normally through the Mindspeak, though they can inflict no damage through it. Their real bodies can still act, though all Dice Pools are reduced by two. The Mindspeak ends when all the participants want it to, or on the turn the Galliard fails the roll against an unwilling member. The beings affected must be within line of sight. · Moonshadow (Moon-Daughters) - (BF1) By calling on their kinship with Luna, the Daughter may use a moonlight to smooth the way between worlds. The Fury may substitute moonlight for a mirror, making themselves one with the light itself. This Gift is taught by a Lune. System: No roll is necessary to activate the Gift - the Fury may step sideways as if they stared into their reflection. In addition, the difficulty due to the Gauntlet is lowered by one. · Mother's Touch - (Th1,BF1[Order of the Merciful Mother],CoG1) The Garou is able to heal the wounds of others, aggravated or otherwise, simply by laying hands over the afflicted area. The Garou may not heal herself with the Gift. This Gift is taught by a Unicorn-spirit. System: The Garou spends on Gnosis point and rolls Intelligence + Medicine (difficulty of the wounded individual's Rage, or 6 for non-Garou). Each success heals one Health Level. Even battle scars may be cured in this manner, but this must be done in the same scene the scar was obtained and requires the expenditure of a Gnosis point. There is no limit to how many times this may be used on a person, but each use requires a Gnosis point. · Muladhara (Kundalini) - (SG1) The base chakra is awakened and the energy stirs. The character can call upon this energy to help himself root or centre for meditation, or summone energy to stave off fatique. This also includes the Svadhisthana or sacral chakra, governing the sex organs. System: The player must declare which effect he is trying to achieve before he rolls. He then rolls Stamina + Rituals and spends one Gnosis point. Each sucess lowers the difficulty of any roll involving meditation by one; or, when resisting frenzy, each success raises the difficulty of the roll by one - although the character must perform no other action that turn or the next. In all cases, Stamina roll difficulties related to fatigue are lowered by one for the rest of the scene. · Nose of the Hungry Hound - (BG1) By invoking this Gift the Garou can hunt down the closest source of discarded, relatively disease-free food. This Gift will not detect the hot dogs within a vendor's cart (unless that vendor would gladly give a wiener to a hungry mutt), but it would detect the bag of cheez-fries that accidentally dropped out of a passing car window. This is a Bone Gnawer version of the Lupus Gift: Sense Prey and is taught by Dog, Raven and Possum spirits. System: The Gnawer who wishes to use this Gift must spend a Willpower point and make a Perception + Primal-Urge roll (difficulty 7). The number of successes determines how much food is found. · Open Seal - (Ra1) With this Gift the Garou can open nearly any sort of closed or locked device. This Gift is taught by a Raccoon-spirit. System: The Garou rolls Gnosis (difficulty of the local Gauntlet rating). · Owl Speech - (BF1) Black Furies may invoke the kinship between their tribe and the owls of Athena. The Fury may speak clearly with any owl that she meets. The owls will often be easily persuaded to do small favours, such as acting as messengers or spying out enemies. This Gift is common among the Temple-Keepers of Artemis and the Sisterhood. Many of their Kinfolk also share this Gift, and new sisters often receive it as an initiation Gift. It is, unsurprisingly, taught by an owl spirit. System: The Fury must make an Charisma + Animal Ken roll (difficulty 5). If the rolls is successful, the owl recognises the kinship and behaves accordingly. Each success is one 'favour' that the owl will do before moving on with their own concerns. · Perceptive Servant (Children of Crow) - (SL1) Children of Crow are consummate eavesdroppers, and combined with the perceptiveness one gains by serving Crow, this Gift can be extremely useful. It is taught by a Crow-spirit. System: By spending one point of Gnosis, a Child of Crow can reduce the difficulty of overhearing a conversation or witnessing a secretive activity by 2. · Persuasion - (Ho1,Fi1,GW1) This Gift allows a homid to become more persuasive when dealing with others; his statements and arguments are imbued with meaning or credibility. This Gift is taught by an Ancestor-spirit. System: The Garou rolls Charisma + Subterfuge (difficulty 6). If successful, the difficulties of all Social rolls are reduced by one for the remainder of the scene. · Purify Scent (Bringers of Light) - (SL1) If another supernatural creature attempts to determine the breed, tribe or auspice of a Bringer of Light, the target may use this Gift to retain her secrets. A Night-spirit teaches this Gift. System: The Shadow Lord spends one point of Gnosis and rolls Perception + Primal-Urge. The difficulty of discovering the information is increased by 1 for each success (up to a maximum modifier of +3). · Razor Claws - (Ah1,GF1) The Garou may hone his claws to razor sharpness. This Gift is taught by a Cat or Wolf spirit. System: The Garou spends one Rage point and takes a turn to scratch his talons over a hard surface, such as a stone. Claw attacks then do an additional die of damage for the remainder of the scene. · Resist Pain - (Ph1,CoG1,GF1) Through force of will, the Garou is able to ignore the pain of his wounds and continue acting normally. This Gift is taught by a Bear-spirit. System: The Garou, by spending one Willpower pint, may ignore all wound penalties for the duration of the scene. · Resist Toxin - (Fi1) The Fianna have long engaged themselves in the concoction of a variety of recreational liquids, many of them distilled from deadly substances. They very quickly learned how to adapt - in the interests of continued partying, of course. With this Gift, the Garou takes no damage from poisons or diseases of any sort, and can heal many Wyrm toxins. This Gift is taught by a Toad spirit or Plant spirit. System: The Garou rolls Stamina + Survival (difficulty 6); only one success is required. · Scent of Running Water - (Ra1,RT1) The Garou can completely mask her scent, making herself virtually impossible to track. This Gift is taught by a Fox-spirit. System: The difficulties of all rolls to track the Garou are increased by two. This Gift becomes an innate ability to the Garou who learns it. She need not expend any points or make any rolls. · Scent of Sweet Honey - (BG1) The Garou attracts minor Air-spirits to the chosen target, causing them to exude a wonderfully sweet aroma and become slightly sticky to touch. Naturally, all manner of vermin will shortly make their appearance, and the target will swiftly become coated with and surrounded by swarms of gnats, flies, bees, etc. The swarm will cause impaired vision for the target, annoying stings and bites, maddening buzzing noises, total inability to function socially, and other inconveniences. The exact game affect of the swarm is up to the Storyteller. This Gift is taught by certain Plant spirits, but Insect spirits can also teach it. System: The Garou can spend one Gnosis point and rolls Wits + Subterfuge (difficulty 6). The smell lasts for one hour per success and will not wash off in this time. · Scent of the True Form - (Ph1) This Gift allows the Garou to determine what a subject really is. This information is conveyed as an olfactory sensation - it is actually a scent of the target's true nature. This Gift is taught by any spirit servant of Gaia. System: The Garou can automatically tell when someone is a werewolf, can can detect vampires and faeries on a Perception + Primal-Urge roll (difficulty 8). Even mages can be detected (difficulty 9). · Sense Magic - (Uk1) The Garou is able to sense Garou rituals and Gifts, the Thaumaturgy of the Tremere, the Spheres of the mages, fetishes and other magical phenomena. This Gift senses the presence of magic and its general strength; it reveals only basic information about the magic itself. This Gift is taught by a spirit servant of Uktena. System: The Garou rolls Perception + Enigmas. The difficulty is based on the strength and subtlety of the magic. The radius is 10 foot for each success. · Sense Prey - (Lu1) this Gift allows the Garou to detect animal prey. A Willpower point is spent and the Garou makes a roll using Perception + Primal-Urge against a difficulty of 7. Success will lead the Garou to a suitable animal sufficient to feed a pack of up to 12 wolves. The range extends up to 50 miles. · Sense Weaver - (GW1) The Garou may sense Weaver spirits or energies in the nearby area. This Gift is taught by Informational Geomids. System: This Gift is invoked on a successful roll of Perception + Science. The difficulty is determines by the Storyteller. · Sense Wyld - (Lu1,Th1,BF1) The Garou invoking this Gift may sense Wyld energies or spirits in the nearby area. This Gift is taught by a Wyld-spirit System: The player must roll Perception + Enigmas. The difficulty is based on the strength of the local influence (a Garou in a forest would be difficulty 5). · Sense Wyrm - (Me1,Th1,BF1,SS1,SG1,SF1) The Garou can sense manifestations of the Wyrm in the nearby area. This Gift involves a mystical sense, not a visual or olfactory image, although Garou using this Gift are likely to say, "This place stinks of the Wyrm." This power requires active concentration. This Gift is taught by any spirit servant of Gaia. System: The Garou rolls Perception + Occult. The difficulty for this Gift is based on the concentration and strength of the Wyrm's influence (sensing a single formor in a room would have a difficulty of 6). Vampires can be sensed using this Gift, but only those with Humanity scores lower than 7. · Shed - (Me1) The Garou knows the trick of shedding and growing fur at an alarming rate. This gift makes the Garou especially hard to grapples successfully; opponents find themselves holding tufts of fur instead of their target. The Garou can also slide through tight spaces using his shedding fur as natural lubrication. A Lizard-spirit or Snake-spirit teaches this Gift. System: The Garou may use his slick outer coating to avoid being grappled. With a successful Dexterity + Primal Urge roll (difficulty 7), he can free himself from any successful grappling attack. The fur also reduces by two the werewolf's difficulty whenever he squeezes through tight spaces or slips restraints, such as handcuffs. · Shroud - (Uk1) The Garou can create a patch of inky black darkness. This Gift is taught by a spirit of Night. System: The Garou spends one Gnosis point and rolls Gnosis against a difficulty from 3 to 9, depending on the current conditions. For each success, a 10' by 10' area within the Garou's sight is covered in pitch-black darkness. · Smell of Man - (Ho1) Creatures of the wild have learned well that man if often a bringer of death. With this Gift, the Garou greatly enhances the human scent around him, causing animals to feel uneasy and nervous. This Gift is taught by an Ancestor-spirit. System: All normal animals (not including supernatural creatures in animal form) lose one die from their Dice Pools when within 20 feet of the Garou, and are likely to flee. The Garou may use this Gift at will; she simply states when she is activating it or turning it off. · Speed of Thought - (SS1) The Garou can double her land speed. This Gift is taught by a Roadrunner or Cheetah spirit. System: The Garou spends one Gnosis point. The effect lasts for one scene. · Spirit Speech - (Th1) This Gift allows the Garou to communicate with encountered spirits. The Garou is thus able to address them whether they wish to be addressed or not. Of course, nothing (usually) prevents the spirit from leaving. This Gift can be taught by any spirit. System: Once learned, this Gift allows the Garou to understand the communication of spirits intuitively. Some spirits, such as Banes, may not always be understood. · The Falling Touch - (Ah1) This Gift allows the Garou to send her foe sprawling with just a touch. The Gift is taught by any aerial spirit. System: The Garou rolls Dexterity + Medicine (difficulty of the opponent's Stamina + Athletics). Even one success sends the opponent to the ground. · Truth of Gaia - (Ph1) Philodox, as judges of the Litany, have the ability to sense whether others have spoken truth or falsehood. This Gift is taught by a Falcon- Gaffling. System: The Garou rolls Intelligence + Empathy (difficulty of the subject's Manipulation + Subterfuge). This Gift reveals only whether the target speaks the truth or lies. · Wyld Sight - (CR1) The Garou can see Wyld energy in all its manifestations, allowing him to take actions that prevent it from growing too powerful or to defend himself against it. For instance, the Garou can see the mystic swirling of the Umbral wind that presages a tornado in the physical realm or feel the shaking of the Umbral earth before a real earthquake. Garou in the physical world can also sense Wyld spirits in the nearby Penumbra, although they have to enter the Umbra to get more details. This Gift is taught by a Wyld spirit. System:The Garou rolls Perception + Enigmas (difficulty 6). Ifsuccessful, the Garou understands the nature of the Wyld manifestation and realizes what form of Wyld spirit is causing it. Use the following table to see how early the Garou can predict a Wyld event: Successes Time Before Event One 10 minutes Two 30 minutes Three One hour Four Three hours Five + One day
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