Difference between revisions of "Children of Gaia Tribe Gifts"
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Dazzle rarely works to pacify spirits that don't feel emotion or that have a specific emotional focus (like Hate spirits). Success indicates that the target sits down and stays there, contemplating Gaia's love quietly, for the rest of the scene. Attacking the target will disrupt the effects of this Gift. Dazzle can be used on a given target only once per scene. | Dazzle rarely works to pacify spirits that don't feel emotion or that have a specific emotional focus (like Hate spirits). Success indicates that the target sits down and stays there, contemplating Gaia's love quietly, for the rest of the scene. Attacking the target will disrupt the effects of this Gift. Dazzle can be used on a given target only once per scene. |
Revision as of 17:28, 28 July 2019
Contents
Tribal Gifts
Level 1
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Level 2
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Level 3
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Level 4
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Level 5
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Level One
Jam Weapon (Level One)
Source: WW3853 - Children of Gaia Revised, p. 66
Description: The Garou may stop any Weaver-born weapons from working within the range of his voice. A Dove spirit teaches this Gift.
System: The Garou shouts a single, strange word and spends a Gnosis point. The player rolls Perception + Expression, difficulty of the Willpower of the nearest armed person. For each success, all manufactured weapons will not function for one combat round. This includes guns, crossbows, flame-throwers, and even tasers or cattle prods (anything with moving parts). It does not include natural weapons (retractable claws don't count as moving parts).
Mercy (Level One)
Source: WW3801 - Werewolf: the Apocalypse Revised p. 145
Description: Children of Gaia see no use for lethal force when they are not fighting minions of the Wyrm, but even they succumb to frenzy. This Gift, used chiefly by Children of Gaia with high Rage or in duels, allows the Garou to use her natural weaponry and Rage without fear of killing her opponent. A Dove spirit teaches this Gift.
System: The player spends one Gnosis point. For the rest of the scene, all damage that the Garou inflicts with her own body (claws and teeth but not weapons of any kind) is considered bashing. A creature "killed" by such damage merely falls unconscious, and he may heal the wounds at the usual rate for bashing damage.
Mother's Touch (Level One)
Also a Level 1 Theurge Gift
Source: WW3801 - Werewolf: the Apocalypse Revised p. 145
Description: The Garou is able to heal the wounds of any living creature, aggravated or otherwise, simply by laying hands over the afflicted area. The Garou may not heal herself, spirits or the undead with this Gift. A Bear or Unicorn spirit teaches this Gift.
System: The player spends one Gnosis point and rolls Intelligence + Medicine (difficulty of the wounded individual’s Rage, or 6 for non-Garou). Each success heals one health level. The Theurge may heal even Battle Scars in this manner if the Theurge uses the Gift in the same scene in which the scar was obtained and she spends a second Gnosis point. There is no limit to how many times this Gift may be used on a person, but each use requires the expenditure of one Gnosis.
Resist Pain (Level One)
Also a Level 1 Philodox Gift
Source: WW3801 - Werewolf: the Apocalypse Revised p. 145
Description: Through force of will, the Philodox is able to ignore the pain of his wounds and continue acting normally. A bear-spirit teaches this Gift.
System: The player spends one Willpower point; his character may ignore all wound penalties for the rest of the scene.
Swallow Rage (Level One)
Source: WW3853 - Children of Gaia Revised, p. 66
Description: This Gift allows the Child of Gaia to overcome her innate savagery, although at a dangerous cost. By use of this Gift, the Child may stop a frenzy and reduce her Rage by directing it inward. The inward battle is visible for several minutes and can take the form of a shuddering concentration or even a masochistic beating. An Ancestor spirit teaches this Gift.
System: When the Garou falls into frenzy, the player may make a reflexive Rage roll, difficulty 7; this Rage roll, unlike others, cannot in itself induce frenzy. Even one success on this roll immediately brings the werewolf out of frenzy. However, each success does one health level of lethal damage to the Garou, and reduces her temporary Rage by a similar amount. The player must decide at the moment of entering frenzy whether to use this Gift or not; once the Garou has fully succumbed to frenzy, she cannot focus enough to use this Gift.
Water-Conning (Level One)
Source: WW3853 - Children of Gaia Revised, p. 65
Description: The Child may purify water by dipping her hand or bowing her forehead to the surface. An avatar of Unicorn teaches this Gift as a sign of her favor.
System: The Garou touches the surface and rolls Perception + Primal Urge. Water that is poisoned by animal dung or parasites has a 5 difficulty. The difficulty is 7 for chemical waste, and 9 for Wyrm taint. Each success purifies enough water for one person for one day.
Level Two
Calm (Level One)
Source: WW3801 - Werewolf: the Apocalypse Revised p. 145
Description: This Gift imparts the secret of quelling the anger in others. A Unicorn spirit teaches this Gift.
System: The player spends one Gnosis point and rolls Charisma + Empathy (difficulty of the target's Willpower). Each success removes one of the target's Rage points, which may be regained normally. If used on a creature that has the capacity to Frenzy but does not possess Rage (Vampires, some Fomori), this Gift cancels the Frenzy if the player scores more successes than the target's Willpower.
Domestic Seeming (Level One)
Source: WW3853 - Children of Gaia Revised, p. 66
Description: Unicorn does not want humans to fear her children, even the lupus. Many lupus Children of Gaia learn this Gift in the interest of walking comfortably among humans. By using this Gift, a werewolf in Lupus form convinces observers that they see a dog, not a wolf. Ordinary humans look at the wolf and think "husky", "Malamute" or some other similar breed of dog. Even other supernatural beings (save spirits) can be fooled by the Gift, seeing what they expect to see rather than the truth. This Gift is taught by any spirit of peace.
System: The player spends a Willpower point and rolls Manipulation + Animal Ken; the usual Manipulation penalties for Lupus form do not apply for the purposes of this Gift. If the player fails the roll, any observer can tell they're looking at a wolf with a successful Perception + Animal Ken roll. If the player gains any successes, human observers cannot penetrate the disguise; supernatural creatures may make a Perception + Animal Ken roll (difficulty 7) opposed by the player's roll, to penetrate the illusion. Spirits of the Middle Umbra are not affected by the Gift at all; they recognize the werewolf as one of Gaia's warriors as usual. The Gift's effects last for a scene, or until the werewolf changes form.
Grandmother's Touch (Level One)
Source: WW3853 - Children of Gaia Revised, p. 66
Description: This Gift heals as does Mother's Touch, but can heal the user of the Gift. This Gift cannot heal spirits or the undead. A Unicorn spirit teaches this Gift.
System: The player spends a Gnosis point and rolls Intelligence + Medicine (difficulty of the wounded individual's Rage, or 6 for non-Garou). Each success heals one health level, and the Child may heal Battle Scars as well with the expenditure of an additional Gnosis point, as long as the Battle Scar was received in the same scene.
Luna's Armor (Level One)
Source: WW3801 - Werewolf: the Apocalypse Revised p. 145
Description: The Child of Gaia may call for Luna's protection in battle. This Gift even allows limited resistance to silver. A Lune teaches this Gift.
System: The Garou concentrates for one full turn, and the player spends a Gnosis point and rolls base Stamina + Survival (difficulty 7). The player may add one die per success to the Garou's soak pool for the rest of the scene. These bonus dice may also be used to soak silver damage, but only these dice. For example, if the Garou's Stamina is 4 and the player rolls 3 successes, the Garou has 7 dice to soak non-silver damage, and 3 to soak silver.
Mule's Bane (Level One)
Source: WW3853 - Children of Gaia Revised, p. 66
Description: This metis-specific Gift allows a metis to lash out at others by visiting his enemies with his own deformity. Mule spirits teach this Gift.
System: The player spends one Gnosis point and rolls Dexterity + Expression to "throw" the metis' deformity; the difficulty is the opponent's Willpower. The enemy gains the metis' deformity for one turn per success, subject to Storyteller approval. If the metis botches, his own deformity becomes worse in some fashion for the remainder of the scene.
Level Three
Chant of Morpheus (Level One)
Source: WW3108 - Werewolf Players Guide (2nd Edition) p. 39
Description: The user of this Gift can induce a long, restful slumber in the target. Although the Gift will not stop a frenzied werewolf, it can ward off a frenzy before one takes place. The Gift disinclines any hostile activity after the peaceful rest. Also, the waking victim is able to think much more clearly. An Opossum spirit teaches this Gift to individuals with patience and a lot of time.
System: The number of successes on a Charisma + Enigmas roll (difficulty equal to the opponent's Willpower) determines the number of hours that the target sleeps. One Gnosis point activates this power. For one hour after waking, the target must spend a Willpower point to take any hostile action against the user of this Gift. Any attacks directed at the sleeper awaken her immediately and end the effects of the Gift.
Dazzle (Level One)
Source: WW3801 - Werewolf: the Apocalypse Revised p. 145
Description: The Garou can flood a target's mind with the glory and love of Gaia, rendering him harmless for a short while. A Unicorn spirit teaches this Gift.
System: The player rolls Charisma + Empathy. The difficulty varies according to the target.
Difficulty | Target |
---|---|
4 | Normal Human |
5 | Packmate |
6 | Gaian Garou (even frenzied) |
8 | Wyrm creature (Including Black Spiral Dancers) |
9 | Alien or unemotional creatures (vampires) |
Dazzle rarely works to pacify spirits that don't feel emotion or that have a specific emotional focus (like Hate spirits). Success indicates that the target sits down and stays there, contemplating Gaia's love quietly, for the rest of the scene. Attacking the target will disrupt the effects of this Gift. Dazzle can be used on a given target only once per scene.
Guilt Trip (Level One)
Source: WW3108 - Werewolf Players Guide (2nd Edition) p. 39
Description: By unearthing buried guilt and remorse, the Child of Gaia can force another to perform an action against her own will. Even if a little relation exists between the guilty conscience and the task at hand, the Gift can be effective. Better results occur when there is a direct link, however. The Gift works best when the target wants to perform the action, but pride or fear prevents her from doing so. Many urban spirits that have witnessed the cruelty of humanity toward itself know this Gift and teach it to the Garou.
System: The player must roleplay the plea; otherwise the Gift automatically fails. Excellent roleplaying can even negate the need for a roll (or even the need for the Gift). Otherwise, the player must roll Manipulation + Empathy (difficulty of the target's Willpower). One success barely gets a Bone Gnawer to lift his pinkie, whereas five successes can force a proud Silver Fang to beg for forgiveness. The target can spend Willpower points to resist this Gift.
Lover's Touch (Level One)
Source: WW3853 - Children of Gaia Revised, p. 67
Description: The Garou can restore what another lacks: not only wounds healed, but also strength of will and even spiritual essence. Any spirit of love or an avatar of Unicorn may teach this Gift.
System: The Garou touches the afflicted person kindly; the system is the same as for Mother's Touch. The two need not be lovers but the contact must conve affection and warmth; the two may ambrace, one may caress the other or wrestle with him, or there may be further intimacy. The Garou spends a Gnosis point and rolls Intelligence + Medicine as usual; each success may restore one health level of damage, one point of Willpower, or one point of Essence (if the target is a spirit). The difficulty is the Rage or Willpower of the other person (whichever is higher). The player may choose to divide the successes among multiple pools; he need not choose to heal only wounds or Willpower. In all other respects, this Gift functions as Grandmother's Touch, save that it can be used on Spirits (but, yet again, not undead).
Soothe the Savage Beast (Level One)
Source: WW3853 - Children of Gaia Revised, p. 67
Description: By being the catalyst for any sort of soothing music (singing, turning on a radio, playing a CD, etc.) the Garou makes it more difficult to Rage. When Garou must fight one another, the Children of Gaia sometimes use this to their advantage, as many are more experienced at holding back their Rage. A Nightingale spirit teaches this Gift.
System: The player rolls Gnosis, difficulty 7. Each success increases the difficulty of Rage rolls by 1 for all those in earshot (to a maximum of 10). The effects last for as long as the Child of Gaia is able to continue providing music.
Spirit Friend (Level One)
Source: WW3801 - Werewolf: the Apocalypse Revised p. 145
Description: A Child of Gaia's presence is generally more beatific than that of most werewolves, and although humans cant sense this aura of peace, spirits can. The Garou can use this Gift to aid in interactions with spirits. A Unicorn spirit teaches this Gift.
System: The player rolls Charisma + Empathy (difficulty 7). Each success adds one die to any rolls involving interactions with spirits for the duration of the scene.
The Cleaving Hoof (Level One)
Source: WW3853 - Children of Gaia Revised, p. 67
Description: Unicorn's powerful hoofblows often hilled the humans that hunted her. This Gift allows the Garou to focus inner strength into a single blow, ending a fight before further harm can take place. A Unicorn spirit teaches this Gift.
System: The player spends a Gnosis point before rolling to hit. If he successfully strikes his opponent, the dice gained from Strength in his damage pool counts as automatic successes rather than dice. Dice in the damage pool gained from weapons, claw damage or extra successes on the attack roll must be rolled as usual. For example, a werewolf with Strength 5 uses this Gift before successfully clawing an opponent; his damage pool works out to be 9 dice (5 for Strength, +1 for the claw maneuver, +3 for three additional successes on the attack roll). The player ends up rolling 4 damage dice, adding any successes (or subtracting in the case of rolling 1's) to the 5 automatic successes on the damage roll. The defender may soak as usual.
Words of the Alpha (Level One)
Source: WW3853 - Children of Gaia Revised, p. 67
Description: The Children have often sought leadership in human societies as well as among Garou. This Gift allows a leader to seek the best course of action for a particular goal. Eagle teaches this Gift.
System: The Garou mediates on the chosen goal, spends a Gnosis point, and rolls Intelligence + Leadership (difficulty 8). For each success, she gains one fragment of insight, be it a word of advice or a hint at secret knowledge, into the right way to lead this group towards her chosen end. Note that Eagle does not show the most popular way, or the easiest way. His flight is high, and he flies alone.
Level Four
Beast Life (Level One) Also a Level Four Lupus Gift
Source: WW3801 - Werewolf: the Apocalypse Revised p. 145
Description: The werewolf with this Gift can communicate with other wild animals and attract (or even command) them. Domesticated animals will speak with the werewolf, but they have given themselves to the ways of humans and must be persuaded to obey the Garou. Any animal spirit may teach this Gift, although Lion and Bear are most often sought as teachers.
Children of Gaia who use this Gift never do so if the animals attracted would come to harm, unless the very heart of a Caern is threatened.
System: The player spends on Gnosis point and rolls Charisma + Animal Ken (difficulty 7). The character gains the ability to communicate with all animals automatically. One success can attract specific types of animals within a 10-mile radius, and those that can reach the werewolf in a reasonable amount of time will do so. Each additional success adds 10 miles (two successes indicate a 20-mile radius). All wild animals become friendly to the character. They follow any reasonable request the character makes, and many unreasonable ones as well. A character who uses this Gift to force an animal to sacrifice itself had best pay homage to its spirit or risk angering Gaia. The effect lasts for one scene, but the time may be extended by spending one Gnosis point per extra scene desired.
Strike the Air (Level One)
Source: WW3801 - Werewolf: the Apocalypse Revised p. 146
Description: The Garou becomes the ultimate example of passive resistance. She becomes unable to attack an opponent, but she is also unable to be hit, allowing her opponent to exhaust himself in the attempt. A Mongoose spirit teaches this Gift.
System: The player spends one Willpower point and rolls Wits + Dodge (difficulty of the opponent's Willpower). For the duration of the scene, the opponent cannot strike the Garou, no matter how many successes he achieves on the roll. This Gift is canceled immediately if the werewolf attacks his opponent or if anyone else attacks on the Garou's behalf. This Gift will work on multiple opponents, but the player must spend a point of Willpower and make a new roll for each opponent.
Unicorn's Grace (Level One)
Source: WW3108 - Werewolf Players Guide (2nd Edition) p. 39
Description: A Garou with this Gift never loses her poise and rarely loses her templer. Even in the nastiest arguments or the bloodiest combats, Children of Gaia can maintain their cool with this blessing. An avatar of Unicorn teaches her followers this Gift.
System: By spending one Gnosis point, the Garou represses her Rage for an entire scene. No matter how many Rage points the Garou has, humans and animals are unable to detect her supernatural essence. The Garou also cannot frenzy and can spend Rage points only up to a maximum of her Empathy.
Level Five
Halo of the Sun (Level One)
Source: WW3801 - Werewolf: the Apocalypse Revised p. 146
Description: The Garou is surrounded by a nimbus of blazing sunlight. Some Wyrm-creatures may flee before this terrifying sight, but any who stay and fight discover that the Garou strikes with added power. Helios, the Celestine of the sun, teaches this Gift.
System: The player spends one Gnosis point, and the effects of the Gift last for one scene. The Garou is surrounded in blinding sunlight, and anyone looking directly at the werewolf is blinded (add 3 to difficulties to attack the Garou). The Garou adds two dice of damage to all hand attacks, and hand damage is considered aggrivated in all forms. Any vampires within 20 feet take damage as though exposed to true, direct sunlight.
The Living Wood (Level One)
Source: WW3801 - Werewolf: the Apocalypse Revised p. 146
Description: The Garou calls upon the spirits of the forest to come to her aid. The trees around the Child of Gaia animate, and they can restrain or fight foes. A Glade Child teaches this Gift.
System: The player spends one Gnosis point and rolls Charisma + Survival (difficulty 8). Each success animates one tree. The trees move with the Dexterity of the Child of Gaia and they can have Strength ratings from 4 to 15, depending on their size. Other Traits are up to the Storyteller's discretion.
Camp Gifts
Level 1 |
Level 2 |
Level 3 |
Level 4 |
Level 5 |