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Rank 5
Oct 15, 2006 9:44:31 GMT -5
Post by Tami on Oct 15, 2006 9:44:31 GMT -5
· Assimilation - (Ho5) The Garou is able to blend smoothly into any culture, not matter how strange or alien the culture is. The Garou can slip in among Bedouin nomads as if he were one of them, or shop in a Chinese market without anyone noticing he does not belong. This Gift will not hide racial differences, but the behaviors and mannerisms of a native can be mimicked. This also allows the Garou to speak and understand the culture's language, although it will be forgotten when the Gift wears off. This Gift is taught by an Ancestor-spirit. System: The Garou rolls Manipulation + Empathy. If successful, he is able to interact with members of another culture as if he were from that culture. The difficulty depends on how alien the culture is; the difficulty would be 5 for another Garou sept, but it could be as high as 9 when trying to assimilate into a Black Spiral Hive. The Garou will not suffer Social roll penalties when interacting with members of the culture, although she will not receive any special benefits. The Gift lasts for one scene plus one day per Willpower point spent when activating it. · Astral Mind (World Tree) - (SG5) The Garou with this Gift can project his consciousness from his body and into the higher Realms of the Umbra. From there, his mind can enter realms denied physical beings. Since Garou are physical in the Umbra, they cannot usually enter these realms. New abilities and powers can sometimes be discovered in these realms and many Stargazers go on sojourns for unique knowledge and understanding. The Storyteller is encouraged to create new abilities that can be gained on such travels. These realms are realms of thought, and many odd enigma spirits wait there to test trespassers with a riddle contest, a mathematical problem or a philosophical dilemma. While the Garou's mind travels the Umbra, his body sits in the physical world in the state it was left, and the Garou will appear to be in a coma. Finding one's way back to one's body is not always easy. System: The player must make an Intelligence + Occult roll at difficulty 9, and spend two Gnosis points. Success means the mind is released to roam where it will. The number of successes determines how far the Garou can go. One success and he can traverse the Near Umbra, with three successes he can leave such everyday realms and travel deep into the Conceptual Umbra. To return to their body, the Gift user must success in a Willpower roll at a difficulty of 5. · Atma (Kundalini) - (SG5) The crown chakra stirs and the third eye opens. The Stargazer gains immense wisdom and occult perception. System: Rolls Wits + Enigmas and spend one Gnosis point. Each success lowers the difficulty of any Enigmas roll by one and adds one to the character's Enigmas skill. This effect lasts for one scene In addition, for the following scene, the character sees spirits interacting with the world, and knows if Gifts or other supernatural powers (Discplines, Spheres, Cantrips, etc) are active in his sight. · Boon of the Animal Fathers - (Lu5) By entreaty to a specific to a specific Animal Father, the Garou can gain that specific animal totem for a scene. If the Garou entreaties Father Moose, the Garou can gain Moose as his totem for that scene, gaining all the benefits as if she were allied to that totem. This does not give the special powers granted by the metis gift Totem Gift, only the regular benefits of a totem alliance. The Animal Fathers are believed to be different, more specific, aspects of the animal totems. This gift only works with totems that embody "real" animals; Unicorn or Pegasus cannot be entreated with this gift. System: The Garou must spend 2 Gnosis and make a successful Charisma + Primal-Urge roll. This gift may only be used once per scene. · Call of Hunt - (Fi5) This Gift may only be used once per month, and there must be an overwhelming evil in the area. The Garou may call the Wild Hunt of Celtic mythology down from the sky to harry and slay the evil. This Gift is taught by the Huntsman himself. System: The Garou must chant and concentrate for a full hour. Afterward, he spends on Gnosis point and rolls Charisma + Occult (difficulty 8). The Huntsman and a single hound are always summoned; another hound will come for each extra Gnosis or Rage point expended. If the roll to summon is botched, if the threat is not deemed appropriate for the summons, or if the Garou fails to join in the Hunt, the Wild Hunt turns on the summoner. · Calm the Flock - (GW5) With this power, the Garou may walk among humans without accidentally evoking the Curse or the Delirium. This allows her to live among humans and maintain a family. The effects, however, do not last for long. This Gift is taught by a homid Ancestor spirit. System: The Garou rolls Manipulation + Subterfuge (difficulty 7). The number of successes indicates the number of hours that the effect lasts. · Circular Attack - (SG5) The Garou can battle multiple opponents, not only avoiding their attacks, but actually channeling them into other foes (or causing a foe to strike himself if the Garou is fighting only one foe). This Gift is taught by a Wind spirit. System: The Garou spends one Willpower point and rolls Wits + Dodge (difficulty of the highest Wits + 3 amongst the opponents faced). The Garou must be in melee combat, or must be attacked in a firefight by two or more foes. Each success enables the Garou to avoid and redirect one attack. Example: if the Garou had a Wits of 4, a Dodge of 4 and was fighting 6 foes, each with a Wits of 2, the Garou would roll 8 dice against a difficulty of 5. If he rolled four successes, he would avoid four attackers who would all roll to hit each other or another of the Garou's foes. Two of the foes would strike normally, but could still be dodged by the Garou. · Cognitive Dissonance - (SG5) The Stargazer uses controlled cognitive dissonance to temporarily confuse Paradox and banish it. With riddles and conundrums posed to the thin air, the Stargazer thus confuses the Weaver, who halts her spinning as she tries to solve the riddle. This Gift is taught by Chimera herself. System: The player rolls Wits + Enigmas and spends one Gnosis point. If successful, a particular manifestation of Paradox is cancelled. In addition, the Gauntlet of the area drops for the rest of the scene by one point for each success gained. This is an immensely powerful Gift when put to use for a mage; however, Stargazers usually let mages learn from their own mistakes, intervening only if the Paradox threatens someone other than the unwise willworker. · Curse of Dionysis - (RT5) The Garou may transform any human or Garou into a normal wolf. Garou will stay in this form for the duration of the scene; against humans, this effect is permanent. This Gift is taught by a Wolf spirit. System: The Garou spends one Gnosis point and then rolls Gnosis against a difficulty of the opponent's Willpower. · Directing the Soul - (SG5) Stargazers with this Gift can redirect the effects of their Rage and Gnosis. By attaining this higher control over their inner selves, the influence the world around them in their favour. This Gift is taught by an Enigmatic spirit. System: After learning this Gift, the Stargazer can spend her Rage or Gnosis, instead of Willpower, to receive one automatic success on a roll.
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Rank 5
Oct 15, 2006 9:46:23 GMT -5
Post by Tami on Oct 15, 2006 9:46:23 GMT -5
· Elemental Gift - (Lu5) The Garou may call upon the primal force of Gaia Herself, thereby commanding the spirits of the elements. The Garou can cause the elements to rise up, undulate forward, and even engulf foes. This Gift summons an elemental spirit, not merely the raw matter of the elements. This Gift is taught by an elemental. System: The Garou spends one Gnosis point and rolls Charisma + Occult (difficulty 8). If successful, he may control a large volume of air, earth, water, or fire - approximately 20' by 20' per success. The effect lasts for one scene. · Endurance of Heimdall - (GF5) This powerful Gift grants the Garou great endurance and hardiness for a time. This Gift is taught by a Boar-spirit. System: The Garou spends one Gnosis point and rolls Willpower (difficulty 6). If successful, the Garou's Stamina rating is doubled for the duration of the scene. This will aid Stamina and Soak rolls. · Fabric of the Mind - (Ga5,Uk5) Garou with this Gift can bring their imaginations to life, creating a Dream Being from the fabric of their thoughts. This Gift is taught by a Chimerling. System: The Garou makes and extended roll of Intelligence + Performance (difficulty 8). She can create any form of life she can imagine, assigning it one point of Traits for each success gained on the roll. The Garou can take as long as she wants to from the creature, accumulating successes from turn to turn, but once she stops, the Dream Being takes form and requires the Garou to spend Gnosis to keep it manifested. The cost is one point per scene if the Dream Being remains relatively inactive (such as cleaning the Garou's home or sitting as a gargoyle on the roof), or one point per turn if the Being engages in combat. Botched rolls manifest an uncontrolled (and often hostile) Dream Being; these cost no Gnosis but will stay as long as they desire. · Family Debt (Central House) - (GW5) Only dons of the Central House may learn this Gift, for they are the caretakers of the tribal debt and favors pool The Garou can call upon the past lives of other Garou to return a favor owed to the Glass Walker tribe, even if the debt was made centuries ago. Using this Gift will cause another Garou with the Past Life Background to become possessed by the ancestor whom the Glass Walker summons. The living Garou must be of the same tribe as the ancestor who is called (a Glass Walker cannot make a Bone Gnawer summon a Silver Fang ancestor). This Gift is taught by any long-lived spirit, such as a turtle or an elephant, and the Glass Walkers often have such spirits witness any business transactions they make with other Garou. System: The Garou spends one Willpower point and rolls Gnosis against a difficulty of 10 minus the target's Past Life Background rating. If there is no Garou with Past Life present, this Gift will not work; it requires a Garou with deep connections to her ancestors to act as a conduit. If successful, the desired ancestor is summoned and possesses the target. This ancestor will then perform a duty to make up for a favor the Glass Walkers did for him in his lifetime. The Central House keeps vast records of every debt owed the tribe. It usually requires a committee vote to summon one of their debtors and thus use up the favor owed. However, Dons who learn this Gift are considered to have the power to use it whenever desired, although Dons who abuse it may wind up being voted off the board, so to speak. The player should be allowed to create the original debt condition and the debtor. "Grom Wyrmfoe of the Silver Fangs owes the Glass Walkers big, because they helped him root out vampires in Moscow in the late 1600s. Well, my character feels it's about time he repaid the favor by helping They will usually try to get revenge at some later date - to do so immediately is to insult the ancestor. · Fenris' Bite - (GF5) The Garou's teeth become terribly sharp, and jaw success increases to an incredible degree, allowing the Garou to mangle limbs with a single bite or even chomp them clean off. This Gift is taught by an avatar of Fenris. System: The Garou spends one Rage point and rolls Strength + Medicine (difficulty of his opponent's Stamina + 3). The Garou's next bite, if it hits, will crush and mangle one of the opponent's limbs, inflicting one automatic Health Level of damage in addition to the normal bite damage. The target's limb is rendered useless for the scene (or much longer in the case of humans and other creatures without regenerative powers). If five or more successes are scored on the Strength + Medicine roll, the limb completel severed. · Feral Lobotomy - (Th5) With but a thought, the Garou can devolve an opponent's mind to that of an animal, effectively destroying his intelligence. This Gift is taught by a spirit servant of the Griffin totem. System: The Garou spends Gnosis (see below) and rolls Wits + Empathy (difficulty of the target's Willpower + 3 (maximum 10)). If successful, the Garou can permanently destroy a target's Intelligence Attribute. Two Gnosis points must be spent for each point of Intelligence destroyed, and the Garou cannot destroy more points than he rolls successes. Additionally, the target begins acting more animalistic with each point removed. · Fetish Doll - (Uk5) The Garou may harm a victim from afar by mutilating a doll he constructs in the victim's image. He must have a part or article from the being against whom he plans to employ this Gift. He must then construct a mannequin in the shape of the victim. This Gift is taught by a strange Umbral spirit. System: The Garou spends a week and rolls Perception + Repair (difficulty 8) to construct the doll. To harm the victim, the Garou rolls Intelligence + Medicine (difficulty of the victim's Willpower). Each success inflicts one die of aggravated damage, up to a maximum of 10 - beyond 10, the doll is so mutilated that no further damage is possible. Each failure on the roll subtracts one from the 10 possible dice and a botch destroys the doll without harming the victim. · Gaia's Vengeance - (RT5) The Garou can cause the very features of the land to animate and attack intruders: branches will lash out, rocks will roll and smash, vines will trip, water will such victims under. This Gift is taught by an avatar of Gaia herself. System: The Garou spends one Gnosis point and then one Rage point. He then rolls Charisma + Enimgas (difficulty of the local Gauntlet). The game effects are up to the Storyteller. · Gate of the Moon - (SS5) This power only works at night, and there must be at least a sliver of a moon in the sky. The Garou can open a special type of Moon Bridge, allowing instantaneous travel to her destination. This Gift is taught by Lunes. System: The Garou spends one Gnosis point for every 100 miles she wishes to travel, and she rolls Intelligence + Alertness (difficulty depends on the distance of the journey and the accuracy with which she knows her destination - up to 10 for a far journey to an unknown place). Success allows the Garou to travel to that place instantly. She will be disoriented for a turn unless she scored at least three successes. A botch means that the character is hurled through space in a random direction, arriving far from her destination (or even high in the air). The Garou may take others with her by spending one Gnosis point per person. · Geas - (Ph5) A Geas causes others to do a Garou's bidding, though the Geas-layer cannot make the targets act contrary to their basic instincts. Thus, she could send a group on a quest, but could not make its members attack and try to kill each other - unless they were psychotics or werewolves. This Gift is taught by an Incarna avatar. System: The Garou spends one Gnosis point and rolls Manipulation + Leadership (difficulty of the target's Willpower). In the case of a group, the difficulty is the highest Willpower among its members. · Gift of the Spriggan - (Fi5) The Garou may grow up to thee times her normal size or shrink to the size of a small puppy. This Gift is taught by faerie or a Chimerling. System: The Garou spends one Gnosis point and rolls Stamina + Primal-Urge (difficulty 8). The effects last one hour per success. When larger, the Garou gains +3 Strength and one extra Health Level for each 100% increase in size; when smaller, the Garou retains her normal Strength and abilities, but may sneak around unnoticed or pass as a "cute little doggie" among humans. · Gorgon's Gaze - (BF5) This hideous power of legend can turn living flesh into stone with but a gaze. Victims who make eye contact with the user of this Gift find themselves changed into statues where they stand. This Gift is a closely guarded secret, not to be shared with the other Tribes. Rumours persist that the elder Black Furies can make the effect permanent. Difficulty to find and even more dangerous to approach, the legendary Basilisk spirit can teach this Gift. System: After making eye contact, the player rolls Perception + Occult (Difficulty of the target's willpower) to determine the number of rounds the victim remains stone. The player can double this time with a Willpower point.
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Rank 5
Oct 15, 2006 9:50:31 GMT -5
Post by Tami on Oct 15, 2006 9:50:31 GMT -5
· Halo of the Sun - (CoG5) The Garou becomes surrounded by a sphere of blazing sunlight. Certain Wyrm creatures - denizens of the dark - may flee before the brightly shining Garou. This Gift is taught by a spirit allied to Helios, the Sun Celestine. System: The Garou spends one Gnosis point; the effect lasts for one scene. The damage of any hand-to-hand attack made by the Garou is increased by two; alternative, the Garou can cause aggravated damage when in Homid or Glabro form. Anyone directly facing the Garou adds three to all attack difficulties because of the glare, and any vampires within 20 yards suffer damage as if exposed to true sunlight. · Head Games - (Ga5) Other werewolves always accuse Galliards of being manipulative and playing with their emotions, but those Garou with the Gift of Head Games do it like nobody else. The Galliard can change and control the emotions of those to whom she speaks. She could cause someone to fall in love with her (this won't last, and the victim's love may turn into justified resentment) or cause another to befriend her (again, this won't last, but a genuine friendship could still develop). This Gift is taught by a Coyote-spirit. System: The Garou rolls Manipulation + Empathy (difficulty of the target's Willpower). Success allows the Garou to steer the emotions of any one individual. The more successes, the more quickly the emotions manifest and the more strongly they are felt. The Storyteller should give the Galliard extra dice for roleplaying this Gift especially well. · Heart of Ice - (WD5) The Garou must know the name of the being to be affected by this power, and must whisper it to the vengeful winds. Subsequently, the victim's heart of other internal organs begin to turn to ice, gripped by the curse of Wendigo. This Gift is taught by a spirit servant of Wendigo. System: The Garou spends on Gnosis point and rolls Wits + Enigmas (difficulty of the target's Stamina + 4); each success causes one automatic Health Level of damage, accumulating at one per turn until the number of Health Levels lost equals the number of successes. This damage is aggravated and may not be soaked. Vampires affected by this power have their blood coagulate, losing five Blood Points per success; if this reduces them to zero, they enter torpor. · Horde of Valhalla - (GF5) The Garou must be in good standing with his totem (have displayed exemplary courage) and may only use this Gift in the most dire circumstances, as he is asking aid from Fenris himself. This Gift is taught by an avatar of Fenris. System: The Garou rolls Charisma + Animal Ken (difficulty 6). If successful, a number of spirit wolves from Valhalla emerge from the Umbra to do battle with the Garou's foes - one wolf for every point of Gnosis or Rage spent by the Garou. These wolves are identical to those of the Wild Hunt. The wolves will return to Valhalla at the end of the scene. · Invocation of the Pharah - (SS5) This awe-inspiring Gift is only available to the greatest Strider hereos. The Strider must be in Homid form, spend a Gnosis and a Willpower point, and must enact a 10-minute chant to the greatest of ancient Egyptian spirits. Once this is done, the Garou expands and grows, becoming a giant similar to the depictions of pharaohs on mastabas and sarcophagi. This Gift is taught by Sphinx System: The Garou grows to a height of nealy 8 feet, but otherwise remains in Homid form. The Garou gains the Physical Attributes of a Crinos, but loses no Social Attributes; indeed, the Garou's Charisma and Manipulation are treated as 6 when making Leadership or Intimidation rolls. A Garou is Pharaoh form does not inflict aggravated damage, but adds one to all Brawl and Melee damage inflicted agains Wyrm-foes (or adds two when facing followers of Set). The Garou regenerates as a Crinos, but gains no vunerablitiy to silver and cannot frenzy. Essentially, the Pharaonic form combines the best of Homid and Crinos. The effect lasts for one scene. · Invoke the Spirits of Storm - (WD5) The Garou may summon just about any weather effects he desires; a blizzard, a monsoon, a tornado, a thunderstorm, a pea-soup fog, whatever. This Gift is taught by a spirit servant of Wendigo. System: The Garou spends one Gnosis point and rolls Willpower against a difficulty determined by the Storyteller (depending on the current climate and the change desired). The effects cover a 10-mile area per success rolled; if a thunder-storm is called, each additional Gnosis point spent allows the Garou to call down a lightning bolt or tornado on his enemies (Dexterity + Occult, difficulty 6, to hit; 10 dice normal damage). · Kiss of Helios - (Ah5) The Garou becomes immune to the damaging effects of fire, though artificial forms can still harm him. Additionally, the Garou is able to ignite small parts of his body and keep them burning for extended periods. Most commonly the Garou will light his mane during rituals, but he can also light claws, fangs, arms or whatever. These flames are approximately as intense as those of a torch. This Gift is taught by a fire elemental or a child of Helios. System: The Garou spends one Gnosis point. Artificial fire (napalm, gas fires, etc) does half damage. The effect lasts for an entire scene. · Luna's Avenger - (SF5) The Garou can transform her entire body into purest silver. She becomes a nigh-unstoppable warrior. This Gift is taught by a Lune. System: The Garou concentrates for a turn and spends one Gnosis point. This Gift confers immunity to silver, and all of the Garou's attacks gain benefits equivalent to those conferred by the Silver Claws Gift (level three Ahroun). In addition, the Garou gains two extra Stamina levels, and an extra Ok Health Level. The effect lasts for one scene. · Madness - (Me5) The Garou can induce madness in others. The madness will take a form decided by the Storyteller, but should be severe. This Gift is taught either by a Lune or by a spirit of Madness or Trickery. System: The Garou spends a Gnosis point and rolls Manipulation + Intimidation (difficulty of the victim's Willpower). The number of successes determines the number of days that the insanity lasts. · Mask Taint (Lords of the Summit) - (SL5) A Garou with this Gift may completely hide his Wyrm-taint from all senses, including Gifts that detect such taint. This Gift is taught by a Puppeteer Bane. System: The Garou spends one Gnosis point and rolls Appearance + Subterfuge (difficulty 8). The effect lasts for one scene. Every time this Gift is used, the Garou must roll one die. If the number is equal to or less than her Corruption Trait, she adds one to her Corruption, gaining more Wyrm taint. This Gift cannot be used by Garou with Corruption 10. · New Moon Legerdemain (Moon Lodge - Ragabash) - (SF5) This no-moon Gift represents Luna's deepest mysteries. Garou who invoke this Gift attract and command dozens of invisible, minor trickster spirits (strangelings, chimaera and Wyldlings). The creatures dance maddeningly around the Garou in the Penumbra, protecting her from harm, but causing consternation among those in the area. The spirits play tricks on everyone around them, saving their most dangerous pranks for the Garou's enemies. However, the nature of this Gift only allows the spirits to be summoned at night. System: An avatar of Luna herself teaches this Gift, and learning it puts a Garou in Luna's service forever. Only Garou who perform a great service in Gaia's name may learn this Gift. It costs a permanent point of Gnosis to learn, and the spirits it attracts stay with the Garou until she dies. Although the spirits generally like "their Garou", they do not always listen to her orders and may even play minor pranks on her. (Furthermore, those who fail to keep their spirits in line may suffer penalties to Social rolls.) Keeping one's spirits under control should be roleplayed, but should not interfere too much with the game. The spirits are semidormant most of the time, playing only the occasional halfhearted prank. They become genuinely active during a New Moon or when the Garou wishes it. To awaken the spirits requires a Gnosis roll (difficulty 6), and the player must spend one Gnosis point. The spirits awaken for one night per success. The Garou may also put them back to sleep until needed again with the expenditure of another Gnosis point and with another roll (two successes are needed). When activated, mischievous spirits beset all the Garou's enemies in a 25-foot radius, pinching and tripping them. All rolls made by the Garou's enemies are at a +2 difficulty, and their Dice Pools are reduced by two. The spirits can also steal one item from one enemy in a given battle, as long as that enemy is in the Umbra. The nature of the item is completely random (Storyteller's discretion), but usually of little worth. The creatures may or may not show their treasures to their Garou, depending on how they regard her. Some powerful creatures (Jagglings or Incarna) may temporarily disperse a Garou's spirits by spending Gnosis. Otherwise, the spirits fade away completely during the day. · Obediance - (SL5) The garou becomes the ultimate alpha leader, commanding others to do as she wishes. This Gift is taught by a Stormcrow. System: The Garou spends one Gnosis point and rolls Charisma + Leadership (difficulty 8). All in the vicinity must make Willpower rolls (difficulty 8). Failure to match or exceed the Garou's successes means that the listeners must obey the commands of the Garou. The degree of obediance varies according to the number of successes; one success means that the listeners can be pursuaded to do something they don't mind doing; three successes means they'll pretty much do whatever the Garou tells them as long as they aren't directly opposed to it; five successes means the listeners will undertake virtually suicidal actions. · Part the Veil - (Ho5) The Garou may immunize any human from the Delirium for a scene. In this way, the human can interact with the Garou without deleterious effects. However, the human will forget much of what he knows if the Delirium is induced in him at a later date (he sees a Crinos, etc). This Gift is taught by an Ancestor-spirit. System: The Garou spends a Gnosis point and rolls Charisma + Empathy (difficulty 6). · Paws of the Newborn Cub - (SF5) The Garou prevents a target from using any special or supernatural abilities. She is as a newborn cub, with only mundane powers at her disposal. This Gift is taught by Falcon-spirit. System: The Garou spends one Gnosis point and rolls Gnosis (difficulty of the victim's Stamina + 3). Each success removes all special abilities of the opponent (aggravated damage, claws, Gifts, vampiric Blood Pool, mage Spheres, regenerative powers, special attacks) for one turn. · Portents (Harbingers) - (SS5) This Gift, which the Harbingers are said to share with the Corax, allows them to see one future event with clarity. Though the future is mutable, the Garou will see the most likely event. System: The Garou must spend two Gnosis points and roll Intelligence + Enigmas (difficulty 8) while spending some time in a meditative trance. · Purity of Blood (Bringers of Light) - (SL5) The disciple has become so resistant to the Wyrm that she may overcome the Blood Bond of vampires. This Gift is taught by an avatar of Grandfather Thunder himself. System: The Shadow Lord must expend two points of Gnosis, spend 10 minutes in meditation and make a successful Intelligence + Meditation roll. Until the Garou uses Purity of Blood, he will be aware that he is Bound, but may nonetheless spend a Willpower point to break his conditioning and use the Gift. Also note that this allows an infiltrator of the Sabbat to shatter the effect of the Vaudelaire.
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Rank 5
Oct 15, 2006 9:53:27 GMT -5
Post by Tami on Oct 15, 2006 9:53:27 GMT -5
· Reach the Umbra - (SS5) The Garou may pierce the Gauntlet and instantly travel to the Umbra at will, without the need for a reflective surface. This Gift is taught by an Owl spirit. System: The Garou simply wills herslef to step sideways. She does not have to make the usual Gnosis roll and can never get "caught". · Resolute Vow - (CR5) Once a Garou with this Gift pursues a goal, nothing can stop him from achieving his ends. There are many legends of Croatan heroes who followed their vows of vengeance or spiritual quests against all odds, continuing on when less-resolute Garou turned back, fearful of failure. This Gift is taught by ancestor-spirits. System: The Garou spends a permanent point of Gnosis, declaring his purpose or quest to all who can hear. From that point on, he must follow his quest through until the end. He adds six extra dice to any Willpower rolls involving the quest (even if this takes his Willpower roll over 10 dice) and has six extra Willpower points to spend on the quest only. However,once spent, these extra points cannot be regained. If the Garou chooses to give up his quest before it is completed, he loses any remaining bonus Willpower points and loses another one permanent Willpower point for each of the bonus Willpower points that he spent afteractivating this Gift. The Garou may never regain permanently lost Willpower points. For instance, if the Garou gives up his quest after spending three of his bonus Willpower points, he may never have a Willpower rating higher than 7. · Riot - (BG5) The Garou summons a horde of malevolent spirits to provoke the hatreds and fears of the down and out - the homeless, the gangs, the urban animals such as alley cats and stray dogs, etc. This Gift is taught by a Rat spirit. System: The Garou spends one Gnosis point to summon the spirits and then a point of Rage to incite the passions of all concerned. He then rolls Wits + Subterfuge (difficulty 8). If successful, these spirits direct their material hosts against a target of the Garou's choosing, though the disparate elements of the riot will by no means work together (they may not even be aware that others are trying to accomplish the same thing). The number of successes determines the extent of the riot - one success incites a building, three a neighbourhood or suburb and five the entire city. · Song of the Great Beast - (Lu5) The Garou must be in the deep wilderness to employ this Gift. If so, he can, by howling at the sky, call one of the Great Beasts - the ancient creatures that used to walk the Earth in ages past - to his aid. Examples of Beasts are the Sasquatch (Bigfoot), the Willawau (giant owl), the Yeti, the great megalodon sharks that swam the seas eons ago, and other legendary creatures. Who knows - there are rumors of surviving dinosaurs in the deep Congo... This Gift is taught by a Nature-spirit. System: The Garou spends on Gnosis point and rolls Charisma + Primal-Urge (difficulty 9). More successes improve the Beast's disposition. · Spirit Vessel - (Th5) One of the best kept secrets of the Theurge elders is the ability to channel a spirit. For a short time, Garou and spirit become one creature with the abilities of both. Usually, the Garou remains in control, adding the spirit's Charms to her repertoire - but sometimes things go awry. Elementals, especially fire elementals, understand the workings of this Gift, but metal elementals can also teach it. Banes can also teach this Gift - but at a dangerous cost. System: The player rolls her character's Gnosis and spends a Gnosis point to activate the Gift. The Rite of Summoning chart determines the difficulty of this Gift. Every success allows the Garou to use one of the spirit's Charms for up to one scene. A botch on the roll indicates that the Garou has lost control of the combined being, or perhaps that a Bane was channelled instead of the expected spirit. · Strength of Will - (Ah5) Garou would follow an Ahroun with Strength of WIll to the gates of Hell itself if that were what it took. Werewolves with this Gift inspire their comrades with their own force of will. This Gift is taught by an avatar of Wolf. System: The Garou spends a point of Willpower and rolls Charisma + Leadership (difficulty 7). Each success imbues a point of Willpower upon all the Garou's allies within 100 feet; this extra Willpower lasts for the rest of the scene. These points are used like any other. They can raise the ally's Willpower above its maximum or even above 10. This Gift may be used only once per scene. · Strength of the Einherjar - (GF5) This Gift allows a Get to call upon his greatest ancestors, the heroes of Valhalla, the Einherjar, for assistance. It is only used in dire situations, when the lives of more than one Garou are endangered. Calling on the strength of the Einherjar allows a Get to increase his Attributes substantially for a limited time. The Einherjar come to the aid of a Get only in times of great peril, and punish any Get who attempts to call on them without need. This Gift is taught by an Ancestor-spirit. System: Only Get with at least one dot in the Past Life Background may learn this Gift. The Get spends on Rage point and rolls Charisma + Rituals (difficulty 10); she may subtract one from the difficulty for every dot she has in Past Life. During the casting of this Gift, she must carve the specific runes of her ancestors into her flesh. For each success, she may add one dot to any Attribute, or distribute the dots to different Attributes. If the Storyteller believes this Gift has been used inappropriately, the Einherjar will still give assistance, but then turn on their descendant, permanently removing a number of Attribute dots equal to those they granted. They will show no mercy. · Summon Net-Spider - (GW5) The Garou can summon a Net-Spider - one of the Weaver spirits that dwell within the Realm of electronic reality. Within reasons, the Net-Spider gives its summoner absolute control over computers. The Garou can also send the Spider into someone else's system to disrupt it - the effects of this are left up to the Storyteller, but should be destructive. This Gift is taught by an avatar of Cockroach. System: The Garou spends one Gnosis point and rolls Charisma + Computers (difficulty 8). If successful, the Net-Spider appears and will heed the Garou. The Spider allows the Garou to halve all difficulty rolls involving computers. · Survivor - (BG5) This Gift allows the Garou temporary immunity to many environmental effects, such as pressure or temperature variations. She is also immune to disease, poison and even radiation, as well as any corrupting effects from the touch of Wyrm entities. She does not need to eat, drink or rest and she gains three extra points of Stamina, even if this takes the attribute over 10. She also ignores wound penalties. In addition, whenever she is about to die or defeated, she automatically regains one Willpower point. The 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 day per success. · The Living Wood - (CoG5) The Garou may call the powers of the forest to arise and aid her; nearby trees will begin to move and attempt to protect the Garou. The trees will restrain, block and even fight foes. This Gift is taught by a Glade Child. System: The Garou spends one Gnosis point and rolls Charisma + Survival (difficulty 8). The Garou animates on tree for each success rolled. · The Malleable Spirit - (Th5) The Garou can change a spirit's form or purpose. This Gift is taught by a Chimerling. System: The Garou must best the spirit in a resisted Gnosis vs. Gnosis roll. The difficulty is based on what the Garou tries to accomplish (see below), while the spirit's difficulty is the Garou's Gnosis. Change Difficulty Characteristics (Willpower, Rage, Gnosis; one point changed per success) 6 Disposition (Friendly, Neutral, Hostile) 8 Type (Naturae, Elemental, Bane, etc.) 10 · The Secret of Gaia - (SF5) When the Great White Wolf died to save Gaia, he learned her secrets. The nature of the actual "Secret of Gaia" is obscure, but few question that the Silver Fangs have a deep and ancient connection with the Earth Mother. This Gift is a powerful aspect of this relationship. The Garou who uses this Gift becomes completely aware of her immediate vicinity in vivid detail. The Fang is aware of the area's topography, wildlife and the local spirit population. The Silver Fang also becomes aware of Gaia's condition in the area, but in a very general sense - Gaia is pained, feels trapped, whatever. An avatar of Gaia teaches this Gift, but only to the worthy. Silver Fangs of any auspice may learn it, but it is most common among Theurges and those of House Wise Heart. System: The Secret of Gaia is a more powerful version of the Theurge Gifts: Spirit Speech and Pulse of the Invisible. The player rolls Gnosis (difficulty 7) and spends one point of Gnosis to activate this Gift. The Garou becomes preternaturally aware of a one-mile radius for each success, almost becoming part of it. The Garou can automatically see into the Penumbra and all Perception rolls are at -3 difficulty. Furthermore, all local non-Wyrm spirits are well-disposed toward the character, granting +2 on all Social rolls involving them. Finally, one extra die is added to all Dice Pools (save those involving combat) while the Garou is in the higher state bestowed by this Gift. The Gift's effects last one hour for each point of permanent Gnosis the Garou possesses. If the player botches the roll, the character becomes acutely aware of Gaia's agonies and succumbs to the most severe pangs of Harano for an entire scene. · The Thousand Forms - (BF5) The Garou may take the form of any animal between the sizes of a sparrow and a bison, gaining all the special abilities thereof (flight, gills, etc). This Gift is taught by an Animal Father Incarna. No monsters et al may be mimicked. System: The Garou spends a Gnosis point and rolls Dexterity + Animal Ken. The difficulty depends on the form chosen. · Thieving Talons of the Magpie - (Ra5) The Garou can steal the powers of others and use them herself. These powers can be Garou Gifts, spirit Charms, vampiric Disciplines, mage Spheres, etc. This Gift is taught by, of course, a Magpie-spirit. System: The Garou must gain three successes on a Wits + Stealth roll (difficulty of the target's Willpower). If successful, the Garou can use the specified power for each successive turn she is willing to spend a Gnosis point. · Totem Gift - (Me5) The Garou is in touch with the totem of her tribe and can actually plead with the totem, gaining some of its power. The effects of this power are up to the Storyteller, but should be in keeping with the totem; thus Chimera (totem of the Stargazers) might grant the Garou increased insight or the ability to shapeshift into anything desired, while Rat (totem of the Bone Gnawers) might send swarms of rats to attack the Garou's enemies, and Grandfather Thunder (totem of the Shadow Lords) might smite the Garou's enemies with a blast of thunder and lightning. This gift is taught by the Garou's tribal totem. System: The Garou spends one Gnosis point and rolls Charisma + Rituals (difficulty 9). · Trust of Gaia - (CoG5) With this Gift, the Garou instantly earns the trust of all who meet him or hear him, even over a telephone or television. They feel instinctively that he is a good and worthy person. This feeling wells up from such a deep level that it cannot be changed by even the most invasive mind control. People affected by this Gift can still be mind-controlled to attack the Garou, but hate doing so. Those who are Wyrm-corrupted feel intense dislike instead of trust. This trust is strong, but it does not supersede the person's common sense. If the Child of Gaia is firing a machine gun into the crowd, the people will still scatter, rather than trust that he'll miss them. However, they will all be convinced that he had a very good reason for firing. The Children of Gaia warn that this Gift has a great potential for abuse, and punish those who use it for petty gain. This Gift is taught by an avatar of Unicorn. System:The Garou rolls Manipulation + Empathy against a difficulty of 6. The difficulty against Garou, or humans corrupted by the Wyrm, is 8. Wyrm beasts are immune. If successful, everyone who sees, hears or experiences the Garou in any way must make a resistance roll (Willpower against 6) or feel a high degree of trust for the Garou. They will confide in him as they would a trusted friend. The effect will last for one scene, or as long as the person remains in contact with the Garou. However, even once the Gift's effect has worn off, the person will feel good will toward the Garou. · Violation - (Ra5) Those few Garou privy to the secret of Violation well know the hate and revulsion of others. This power requires the Garou to make physical contact with the target, but once that has happened, the victim is quickly overwhelmed by feelings of defilement. To learn this Gift, the Garou must confront a malevolent spirit (not necessarily a Bane) in spirit combat; if he wins, he may wrest the knowledge of the Gift from it. System: The Garou rolls Manipulation + Primal-Urge (difficulty of the target's Willpower). For the next turn, and for a number of turns equal to the number of successes, the victim cannot spend Rage or Willpower. Additionally, the difficulties of all Willpower rolls are increased by two, while the difficulties of Rage rolls are decreased by two (the victim may not be able to direct his anger, but he definitely feels it). · Wall of Granite - (Ph5) Philodox have a stronger relationship with the elementals of the earth than do other Garou, for just as the earth upholds those upon it, the Philodox uphold their people's ways. While in contact with earth or rock, the Philodox can invoke a wall to protect himself. This wall will move with the Garou, defending him from all angles. This Gift is taught by earth elementals. System: The Garou spends one Gnosis point. The wall's dimensions are three yards height, two yards long and one yard thick; it can soak damage as thought it had 10 dice, and 10 Health Levels must inflicted to penetrate it at any point. The wall lasts for one scene or until released into the earth by the Garou. · Wisdom of the Seer - (SG5) By gazing into the night sky for an hour, the Stargazer can ask a question and have it answered. This Gift is taught by a Chimerling. System: The Garou spends one Gnosis point and rolls Intelligence + Enigmas (difficulty 7). If successful, the Garou can answer any one question (ie: ask the Storyteller). The clarity of the information and it is rare to gain a complete and straightforward answer. · Wyld Warp - (BF5) The Garou calls out to the Wyld, the primal force of chaos itself. Success summons one of the great Wyld spirits, or a number of lesser ones, to the Realm. They (or it) will probably help the Garou, but nothing is certain about these creatures of chaos; this is a desperate tactic at best. This Gift is taught by a Wyldling. System: The Garou spends one Gnosis point and then one Rage point. She then rolls Wits + Enigmas against a difficulty of the area's Gauntlet. Success summons a variable number of Wyld spirits.
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