Post by Tami on Sept 13, 2006 18:50:52 GMT -5
RANK 2
· Alter Scent - (Ra2)
The Garou can change his scent trail to evade a hunter or leave a false trail. The Garou can reproduce any scent he has encountered, from deer to diesel trucks. A Skunk-spirit teaches this Gift.
System: The player rolls Wits + Primal Urge to reproduce any scent the Garou has encountered (difficulty 6). The number of successes determines the accuracy of the false scent. Garou with this Gift can reproduce the aroma of other Garou or even inanimate objects.
· Awe - (SF2)
The Garou, simply by her bearing and strength, proves to others her mastery and right to rule other tribes. This Gift is taught by a Falcon spirit.
System: The Garou rolls Appearance + Empathy (difficulty of the target's Willpower). If successful, the difficulties for all Social rolls made by the Garou against that target are reduced by one, and the target's difficulty to hit the Garou in combat is increased by one.
· Axis Mundi - (Lu2,SS2)
The Garou with this Gift can center herself in relation to Gaia, and always know which direction she is traveling in or facing, no matter where she may be in the Gaia realms. In addition, the werewolf carries her "territory" around with her, in a mystical sense. Wolves will detect this, and concede her right to travel through their territories and hunt there. Other animals will also recognize this, and not attack the intruder.
System: To activate this Gift, the player must expend a point of Gnosis. Animals will automatically sense the presence of the Garou and leave her be, and even other lupus must make a Willpower roll not to recognize this right.
· Beastmind - (RT2)
The Garou can reduce the mental faculties of a target to those of an animal for a short time. This Gift is taught by an avatar of Griffin
System: The Garou rolls Manipulation + Empathy (difficulty of the target's Willpower). The effect lasts for one turn per success.
· Blissful Ignorance - (Ra2,BG2,SS2)
The Garou can become completely invisible to all sense, spirits or monitoring devices by remaining still. This Gift is taught by a Chameleon- spirit.
System: The Garou rolls Dexterity + Stealth (difficulty 7); each success subtracts one success from the Perception + Alertness rolls of those actively looking for the character. If no one is so doing, then one success indicates complete concealment.
· Brew - (Fi2)
The Fianna are renowned for their ability to drink liquor. Part of this legend stems from their ability to make it. With Brew, the Garou can mystically transform a pitcher of any liquid into an alcoholic substance. This Gift can surreptitiously inebriate unsuspecting targets. A Grain-spirit teaches this Gift.
System: After spending a Gnosis point, the player rolls Wits + Medicine (difficulty 7). The number of successes determines the quality and potency of the concoction. One success can create cheap, domestic beer, low-budget wine or mediocre tequila, while five successes can create a high quality imported beer, fine vintage champagne or a top-shelf liquor. A botch creates a brew that induces massive hangovers (-1 penalty for the entire next day).
· Burrow - (Me2)
The Garou can burrow a tunnel into the earth. The tunnel is relatively permanent, and other can follow the Garou through it, although it is tight and only one person at a time can go through. However, no being larger than the Garou can travel the tunnel. The Garou must be in Crinos, Hispo or Lupus form to use this Gift, but the tunnel will only be as large as the form he assumed while burrowing it (only Lupus- or smaller-sized beings can travel a tunnel burrowed by a Garou in Lupus form). The tunnel is not structurally sound and will collapse over time. This Gift is taught by a Mole-spirit.
System: The Garou rolls Strength + Athletics against a difficulty depending on the substance to be excavated (4 for loose mud, 9 for solid rock). One yard per turn can be burrowed for each success.
· Call of the Wyrm - (Ga2)
This dangerous Gift actually attracts creatures of the Wyrm. This Gift is usually used to create an ambush or to flush prey from hiding. This Gift is taught by any spirit servant of Gaia.
System: The Garou makes a resisted roll of Manipulation + Performance vs. the Wyrm creature's Willpower (both rolls are difficulty 7). If the Wyrm creature loses the contest, it must come to the caller.
· Call to Duty - (Ph2)
The Garou can summon spirits if she knows their names, and may give them one command. Only one command may be given; after it is carried out, the spirits will depart. Spirit names can be discovered either through personal acquaintance or the Gift: Name the Spirit (Lupus and Theurge). This Gift is taught by an Incarna avatar.
System: The Garou rolls Charisma + Leadership (difficulty of the spirit's Willpower). If the Garou spends a Gnosis point, she can summon all spirits within one mile to protect or assist her, even if she does not know their names.
· Calm - (CoG2)
The Garou can quell the anger in others. This Gift is taught by a Unicorn spirit.
System: The Garou spends one Gnosis point and rolls Charisma + Empathy (difficulty of the target's Willpower). Each success removes one of the target's Rage points, although lost Rage can be regained normally.
· Ceridwen's Blood - (Fi2)
Blood has a power within it. With this Gift, a Fianna can tap the life-force within her own blood to restore a fallen ally. However, by doing so, she must suffer the wounds she heals. This Gift is taught by spirits allied to Stag.
System: The Garou can heal an injured target by spilling her own blood (a small cut will do) and rolling Stamina + Medicine against a difficulty of 8. One wound level is healed per success. However, the Gift-user suffers a number of wounds equal to the amount healed - she cannot soak this damage. The Fianna can heal aggravated wounds by spending a Gnosis point, although she will only take non-aggravated wounds in exchange.
· Clap of Thunder - (SL2)
The Garou may clap her hands together, sending forth a shockwave that can stun all before her. This Gift is taught by a Stormcrow.
System: The Garou spends one Gnosis point. All those within 10 feet, friend and foe alike, must score at least one success on a Willpower roll (difficulty 8) or be stunned an unable to act for one turn; on a botch they are stunned for the duration of the scene. The Garou must be in Homid, Glabro or Crinos form to employ this power.
· Coils of the Serpent - (Uk2)
The Garou may summon serpentine ropes of darkness, mist or fog to grasp enemies and render them immobile. Each coil is four feet long and has the Strength, Dexterity and Brawl ratings as the Garou who summons it. A Snake-spirit teaches this Gift.
System: The player rolls Dexterity + Occult (difficulty 7). Each success beings forth one one coil from the prevailing element (darkness, shadow, mist, fog, dust). The Garou must direct the coils' attacks if she wishes to target multiple opponents; otherwise, the coils focus on the person or creature closest to their manifestation. The coils may only grasp to immobilise; they aren't capable of greater manipulation.
· Cold Voice of Reason - (SL2)
A cunning Shadow Lord can talk his way out of just about anything. If a Lord is attacked by another Garou, the Shadow Lord may invent a clever remark that will detain his attacker for at least one round. This gift is taught by a Crow-spirit.
System: The Garou spends a Gnosis point and rolls Manipulation + Subterfuge (difficulty 8). The attacker is detained one round for each success as long as he, in turn, is not attacked. If the target is assaulted, the effect of the oratory wears off, and the victim may resume his attack. A botch with this Gift will cause the attacker to go into Frenzy.
· Command Spirit - (Th2)
The character can manipulate encountered spirits, giving simple commands and expecting their compliance. While she cannot summon spirits by name with this Gift , she can interact with those she meets. This Gift is taught by any Incarna avatar.
System: The Garou must spend a Willpower point and roll Charisma + Leadership (difficulty of the spirit's Gnosis). Each successive command requires the expenditure of another Willpower point. Note that the Garou cannot command spirits to leave areas to which they have been bound; that requires the Exorcism Gift (see below).
· Cull the Herd - (RT2)
A Red Talon using this Gift measures the vitality of her prey to plan her attack strategy effectively. During the Impergium, Red Talons used this Gift to pick the weakest of the humans and destroy them. Occasionally, the Red Talons killed the strongest of the humans to remove them from the breeding pool. Today, the Gift continues to help Red Talons hunt and kill their prey. An Avatar of wolf teaches his children how to detect the easiest prey.
System: The Red Talon need only succeed on a Perception + Primal Urge roll (difficulty 7) to determine the general health and fitness of an individual. This Gift also works on animals and Garou as well as humans. One success detects any injuries, whereas five successes would reveal the creature's entire physiology.
· Curse of Aeolus - (BF2)
The Garou summons an eerie, chilling fog to shroud the landscape, unnerving her enemies. The Garou can see through the fog, but others will have trouble navigating the mists. This Gift is taught by a spirit servant of Aeolus, a totem spirit.
System: The Garou rolls Gnosis against a variable difficulty (4 near the sea, 5 near open water, 6 normally, 9 in a desert). The Garou's vision is unhindered by the mist, but all others halve their Perception rolls. Additionally, the mist is creepy and unnerving to enemies; -1 to all Willpower rolls.
· Curse of Hatred - (Me2)
The Garou may verbalize the hatred in her heart, disheartening opponents with the intensity of her emotion. This Gift is taught by a spirit of Hate.
System: The Garou spends one Gnosis point and rolls Manipulation + Expression (difficulty of the opponent's Willpower). If the Garou succeeds, her opponent lose two Willpower points and two Rage points. This may only be used on an opponent once per scene.
· Cutting Winds - (WD2)
The Garou may summon a painfully bitter blast of wind, which he may direct at foes. This Gift is taught by a spirit servitor of Wendigo.
System: The Garou spends one Willpower point. To direct the wind in combat, he rolls Dexterity + Occult (difficulty 6). Anyone hit by the wind loses two dice from all actions taken that turn and has one fewer die on actions the next turn. The wind might also knock foes off ledges, into pits, etc. The wind lasts for a scene. The range is calculated according to the modifiers for firearms. The medium range is 20 years. Targets within a yard of the Garou are considered point-blank (difficulty 4).
· Cybersenses - (GW2)
The Garou, through studying his own senses and the tools of science, may alter his sensory perceptions to those of a machine. Thus, he can change his hearing to detect radar, change his eyes to detect UV emissions or radiation, etc. This Gift is taught by any technological spirit.
System: The Garou spends one Gnosis point per sense affected. Thereafter, he substitutes a Perception + Science roll for any Perception rolls involving the new sense(s). The effect lasts for a scene.
· Disfigurement - (SL2)
The Shadow Lord can place a nasty boil or dishonourable scar on the target. She can disfigure her rival in embarrassing ways that rob him of prestige in the presence of other Garou. Although the lesion isn't physically handicapping, it certainly limits the victim's social grace. A Baboon or Toad spirit teaches this Gift.
System: The player rolls Manipulation + Primal Urge (difficulty 7) and spends a Willpower point. The disfigurement subtracts two dice from all the target's Social rolls. The scar or blemish heals at the end of one scene.
· Distractions - (Ga2)
The Garou can make annoying yips, yelps and howls to divert the attentions of his target. This Gift is taught by a Coyote-spirit.
System: The Garou rolls Wits + Performance (difficulty of the victim's Willpower). Each success subtracts one from the target's Dice Pool next turn.
· Dreamspeak - (Ga2)
The Garou enters another's dream and can thereby affect the course of that dream. The Garou does not have to be anywhere near the target, but must know or have seen the dreamer. This Gift is taught by a Chimerling.
System: The Garou rolls Wits + Empathy (difficulty 8). If the dreamer awakens while the Garou is still within the dream, the Garou is thrown out of the dream world and loses a Gnosis point.
· Eye of the Eagle - (Lu2)
This gift allows the user to see long distance, over "two looks away". This gift will not work well in the city, as buildings tend to get in the way. It is, eeriely enough, taught by an Eagle spirit.
System: Roll Perception + Alertness against an 8 difficulty. The number of successes is the number of miles away one can see as normal.
· Find the Prize - (BG1)
The Garou employing this Gift closes her eyes and things about finding a thing of great value, either a specific item or a general class of things. If the Gift is invoked correctly, the Garou may receive an impression of or a clue leading towards the item they are looking for. The clue is decided by the Storyteller and must be worked into the story: "Turning the corner, you see an ad for the Hound Dog cafe...perhaps the Elvis plate could be there?" Note that just because an item has been located does not mean it can be easily gotten. This Gift is taught by an Enigma spirit, or by any City spirit associated with finding items.
System: The player spends a Gnosis point and rolls Perception + Enigmas (difficulty set by the Storyteller). Each success on the roll gives one clue concerning the whereabouts of this item.
· Fog - (WD2)
As the Black Fury Gift: Curse of Aeolus. The Warpath camp acquired a Gift similar to the Black Furies' to cover their ecoterrorist activities. They learn this Gift from the Rain-spirits.
· Alter Scent - (Ra2)
The Garou can change his scent trail to evade a hunter or leave a false trail. The Garou can reproduce any scent he has encountered, from deer to diesel trucks. A Skunk-spirit teaches this Gift.
System: The player rolls Wits + Primal Urge to reproduce any scent the Garou has encountered (difficulty 6). The number of successes determines the accuracy of the false scent. Garou with this Gift can reproduce the aroma of other Garou or even inanimate objects.
· Awe - (SF2)
The Garou, simply by her bearing and strength, proves to others her mastery and right to rule other tribes. This Gift is taught by a Falcon spirit.
System: The Garou rolls Appearance + Empathy (difficulty of the target's Willpower). If successful, the difficulties for all Social rolls made by the Garou against that target are reduced by one, and the target's difficulty to hit the Garou in combat is increased by one.
· Axis Mundi - (Lu2,SS2)
The Garou with this Gift can center herself in relation to Gaia, and always know which direction she is traveling in or facing, no matter where she may be in the Gaia realms. In addition, the werewolf carries her "territory" around with her, in a mystical sense. Wolves will detect this, and concede her right to travel through their territories and hunt there. Other animals will also recognize this, and not attack the intruder.
System: To activate this Gift, the player must expend a point of Gnosis. Animals will automatically sense the presence of the Garou and leave her be, and even other lupus must make a Willpower roll not to recognize this right.
· Beastmind - (RT2)
The Garou can reduce the mental faculties of a target to those of an animal for a short time. This Gift is taught by an avatar of Griffin
System: The Garou rolls Manipulation + Empathy (difficulty of the target's Willpower). The effect lasts for one turn per success.
· Blissful Ignorance - (Ra2,BG2,SS2)
The Garou can become completely invisible to all sense, spirits or monitoring devices by remaining still. This Gift is taught by a Chameleon- spirit.
System: The Garou rolls Dexterity + Stealth (difficulty 7); each success subtracts one success from the Perception + Alertness rolls of those actively looking for the character. If no one is so doing, then one success indicates complete concealment.
· Brew - (Fi2)
The Fianna are renowned for their ability to drink liquor. Part of this legend stems from their ability to make it. With Brew, the Garou can mystically transform a pitcher of any liquid into an alcoholic substance. This Gift can surreptitiously inebriate unsuspecting targets. A Grain-spirit teaches this Gift.
System: After spending a Gnosis point, the player rolls Wits + Medicine (difficulty 7). The number of successes determines the quality and potency of the concoction. One success can create cheap, domestic beer, low-budget wine or mediocre tequila, while five successes can create a high quality imported beer, fine vintage champagne or a top-shelf liquor. A botch creates a brew that induces massive hangovers (-1 penalty for the entire next day).
· Burrow - (Me2)
The Garou can burrow a tunnel into the earth. The tunnel is relatively permanent, and other can follow the Garou through it, although it is tight and only one person at a time can go through. However, no being larger than the Garou can travel the tunnel. The Garou must be in Crinos, Hispo or Lupus form to use this Gift, but the tunnel will only be as large as the form he assumed while burrowing it (only Lupus- or smaller-sized beings can travel a tunnel burrowed by a Garou in Lupus form). The tunnel is not structurally sound and will collapse over time. This Gift is taught by a Mole-spirit.
System: The Garou rolls Strength + Athletics against a difficulty depending on the substance to be excavated (4 for loose mud, 9 for solid rock). One yard per turn can be burrowed for each success.
· Call of the Wyrm - (Ga2)
This dangerous Gift actually attracts creatures of the Wyrm. This Gift is usually used to create an ambush or to flush prey from hiding. This Gift is taught by any spirit servant of Gaia.
System: The Garou makes a resisted roll of Manipulation + Performance vs. the Wyrm creature's Willpower (both rolls are difficulty 7). If the Wyrm creature loses the contest, it must come to the caller.
· Call to Duty - (Ph2)
The Garou can summon spirits if she knows their names, and may give them one command. Only one command may be given; after it is carried out, the spirits will depart. Spirit names can be discovered either through personal acquaintance or the Gift: Name the Spirit (Lupus and Theurge). This Gift is taught by an Incarna avatar.
System: The Garou rolls Charisma + Leadership (difficulty of the spirit's Willpower). If the Garou spends a Gnosis point, she can summon all spirits within one mile to protect or assist her, even if she does not know their names.
· Calm - (CoG2)
The Garou can quell the anger in others. This Gift is taught by a Unicorn spirit.
System: The Garou spends one Gnosis point and rolls Charisma + Empathy (difficulty of the target's Willpower). Each success removes one of the target's Rage points, although lost Rage can be regained normally.
· Ceridwen's Blood - (Fi2)
Blood has a power within it. With this Gift, a Fianna can tap the life-force within her own blood to restore a fallen ally. However, by doing so, she must suffer the wounds she heals. This Gift is taught by spirits allied to Stag.
System: The Garou can heal an injured target by spilling her own blood (a small cut will do) and rolling Stamina + Medicine against a difficulty of 8. One wound level is healed per success. However, the Gift-user suffers a number of wounds equal to the amount healed - she cannot soak this damage. The Fianna can heal aggravated wounds by spending a Gnosis point, although she will only take non-aggravated wounds in exchange.
· Clap of Thunder - (SL2)
The Garou may clap her hands together, sending forth a shockwave that can stun all before her. This Gift is taught by a Stormcrow.
System: The Garou spends one Gnosis point. All those within 10 feet, friend and foe alike, must score at least one success on a Willpower roll (difficulty 8) or be stunned an unable to act for one turn; on a botch they are stunned for the duration of the scene. The Garou must be in Homid, Glabro or Crinos form to employ this power.
· Coils of the Serpent - (Uk2)
The Garou may summon serpentine ropes of darkness, mist or fog to grasp enemies and render them immobile. Each coil is four feet long and has the Strength, Dexterity and Brawl ratings as the Garou who summons it. A Snake-spirit teaches this Gift.
System: The player rolls Dexterity + Occult (difficulty 7). Each success beings forth one one coil from the prevailing element (darkness, shadow, mist, fog, dust). The Garou must direct the coils' attacks if she wishes to target multiple opponents; otherwise, the coils focus on the person or creature closest to their manifestation. The coils may only grasp to immobilise; they aren't capable of greater manipulation.
· Cold Voice of Reason - (SL2)
A cunning Shadow Lord can talk his way out of just about anything. If a Lord is attacked by another Garou, the Shadow Lord may invent a clever remark that will detain his attacker for at least one round. This gift is taught by a Crow-spirit.
System: The Garou spends a Gnosis point and rolls Manipulation + Subterfuge (difficulty 8). The attacker is detained one round for each success as long as he, in turn, is not attacked. If the target is assaulted, the effect of the oratory wears off, and the victim may resume his attack. A botch with this Gift will cause the attacker to go into Frenzy.
· Command Spirit - (Th2)
The character can manipulate encountered spirits, giving simple commands and expecting their compliance. While she cannot summon spirits by name with this Gift , she can interact with those she meets. This Gift is taught by any Incarna avatar.
System: The Garou must spend a Willpower point and roll Charisma + Leadership (difficulty of the spirit's Gnosis). Each successive command requires the expenditure of another Willpower point. Note that the Garou cannot command spirits to leave areas to which they have been bound; that requires the Exorcism Gift (see below).
· Cull the Herd - (RT2)
A Red Talon using this Gift measures the vitality of her prey to plan her attack strategy effectively. During the Impergium, Red Talons used this Gift to pick the weakest of the humans and destroy them. Occasionally, the Red Talons killed the strongest of the humans to remove them from the breeding pool. Today, the Gift continues to help Red Talons hunt and kill their prey. An Avatar of wolf teaches his children how to detect the easiest prey.
System: The Red Talon need only succeed on a Perception + Primal Urge roll (difficulty 7) to determine the general health and fitness of an individual. This Gift also works on animals and Garou as well as humans. One success detects any injuries, whereas five successes would reveal the creature's entire physiology.
· Curse of Aeolus - (BF2)
The Garou summons an eerie, chilling fog to shroud the landscape, unnerving her enemies. The Garou can see through the fog, but others will have trouble navigating the mists. This Gift is taught by a spirit servant of Aeolus, a totem spirit.
System: The Garou rolls Gnosis against a variable difficulty (4 near the sea, 5 near open water, 6 normally, 9 in a desert). The Garou's vision is unhindered by the mist, but all others halve their Perception rolls. Additionally, the mist is creepy and unnerving to enemies; -1 to all Willpower rolls.
· Curse of Hatred - (Me2)
The Garou may verbalize the hatred in her heart, disheartening opponents with the intensity of her emotion. This Gift is taught by a spirit of Hate.
System: The Garou spends one Gnosis point and rolls Manipulation + Expression (difficulty of the opponent's Willpower). If the Garou succeeds, her opponent lose two Willpower points and two Rage points. This may only be used on an opponent once per scene.
· Cutting Winds - (WD2)
The Garou may summon a painfully bitter blast of wind, which he may direct at foes. This Gift is taught by a spirit servitor of Wendigo.
System: The Garou spends one Willpower point. To direct the wind in combat, he rolls Dexterity + Occult (difficulty 6). Anyone hit by the wind loses two dice from all actions taken that turn and has one fewer die on actions the next turn. The wind might also knock foes off ledges, into pits, etc. The wind lasts for a scene. The range is calculated according to the modifiers for firearms. The medium range is 20 years. Targets within a yard of the Garou are considered point-blank (difficulty 4).
· Cybersenses - (GW2)
The Garou, through studying his own senses and the tools of science, may alter his sensory perceptions to those of a machine. Thus, he can change his hearing to detect radar, change his eyes to detect UV emissions or radiation, etc. This Gift is taught by any technological spirit.
System: The Garou spends one Gnosis point per sense affected. Thereafter, he substitutes a Perception + Science roll for any Perception rolls involving the new sense(s). The effect lasts for a scene.
· Disfigurement - (SL2)
The Shadow Lord can place a nasty boil or dishonourable scar on the target. She can disfigure her rival in embarrassing ways that rob him of prestige in the presence of other Garou. Although the lesion isn't physically handicapping, it certainly limits the victim's social grace. A Baboon or Toad spirit teaches this Gift.
System: The player rolls Manipulation + Primal Urge (difficulty 7) and spends a Willpower point. The disfigurement subtracts two dice from all the target's Social rolls. The scar or blemish heals at the end of one scene.
· Distractions - (Ga2)
The Garou can make annoying yips, yelps and howls to divert the attentions of his target. This Gift is taught by a Coyote-spirit.
System: The Garou rolls Wits + Performance (difficulty of the victim's Willpower). Each success subtracts one from the target's Dice Pool next turn.
· Dreamspeak - (Ga2)
The Garou enters another's dream and can thereby affect the course of that dream. The Garou does not have to be anywhere near the target, but must know or have seen the dreamer. This Gift is taught by a Chimerling.
System: The Garou rolls Wits + Empathy (difficulty 8). If the dreamer awakens while the Garou is still within the dream, the Garou is thrown out of the dream world and loses a Gnosis point.
· Eye of the Eagle - (Lu2)
This gift allows the user to see long distance, over "two looks away". This gift will not work well in the city, as buildings tend to get in the way. It is, eeriely enough, taught by an Eagle spirit.
System: Roll Perception + Alertness against an 8 difficulty. The number of successes is the number of miles away one can see as normal.
· Find the Prize - (BG1)
The Garou employing this Gift closes her eyes and things about finding a thing of great value, either a specific item or a general class of things. If the Gift is invoked correctly, the Garou may receive an impression of or a clue leading towards the item they are looking for. The clue is decided by the Storyteller and must be worked into the story: "Turning the corner, you see an ad for the Hound Dog cafe...perhaps the Elvis plate could be there?" Note that just because an item has been located does not mean it can be easily gotten. This Gift is taught by an Enigma spirit, or by any City spirit associated with finding items.
System: The player spends a Gnosis point and rolls Perception + Enigmas (difficulty set by the Storyteller). Each success on the roll gives one clue concerning the whereabouts of this item.
· Fog - (WD2)
As the Black Fury Gift: Curse of Aeolus. The Warpath camp acquired a Gift similar to the Black Furies' to cover their ecoterrorist activities. They learn this Gift from the Rain-spirits.