Difference between revisions of "Klem/Gifts"

From City of Hope MUSH
Jump to navigation Jump to search
imported>Klem
imported>Klem
 
(24 intermediate revisions by the same user not shown)
Line 1: Line 1:
Klem is Rank 1, Ahroun, Silver Fang, Homid
+
Klem is Rank 4, Ahroun, Silver Fang, Homid,House: Wyrmfoe, Lodge: Lodge Of The Sun
  
== Silver Fang ==
+
==Level 1==
 +
 
 +
• '''Empathy of Hatred (Level One)''' -- No roll is needed; the effect is automatic. By spending an action focusing on a person, the Ahroun can learn the permanent and temporary Rage that said person possesses. This is most useful for spirits and other shapechangers, of course, although some fomori may possess Rage as well. The Shadow Lord Gift: Aura of Confidence blocks the perception granted by this Gift completely.
 +
 
 +
• '''Eye of the Falcon (Level One)''' -- All visual-based Perception and Alertness rolls are at -1 difficulty. The same applies to all long-range weapon attacks, such as a bow or gun. The Gift costs one point of Gnosis to activate, and lasts for a scene.
  
 
• '''Falcon's Grasp (Level One)''' — System: The player spends one point of Rage. For remainder of the scene, the Garou's grip with either hands or jaws (or both at a cost of two Rage) is much stronger. In game terms the Garou's Strength is considered three points higher for purposes of grappling or maneuvers such as the jaw lock (see Special Maneuvers) . The Garou may not use this extra Strength to inflict damage.
 
• '''Falcon's Grasp (Level One)''' — System: The player spends one point of Rage. For remainder of the scene, the Garou's grip with either hands or jaws (or both at a cost of two Rage) is much stronger. In game terms the Garou's Strength is considered three points higher for purposes of grappling or maneuvers such as the jaw lock (see Special Maneuvers) . The Garou may not use this extra Strength to inflict damage.
  
• '''Lambent Flame (Level One)''' — System: The player spends one Willpower point to ignite the light. The glare illuminates a 100'foot area. Any hand-to-hand attacks against the Garou take a + 1 difficulty penalty, while missile attacks receive a -1 difficulty bonus.
+
• '''Falling Touch (Level One)''' — System: The Garou's player rolls Dexterity + Medicine (difficulty of the opponent's Stamina + Athletics). Even one success sends the victim to the ground. Doing so counts as an action; activating this Gift and striking a foe with intent to harm are two separate things.
 +
 
 +
• '''Heighten Senses (Level One)''' -- The player spends a Gnosis point. The effects last for one scene. In Homid or Glabro forms, the werewolf's Perception difficulties decrease by two, and he may roll Perception + Primal-Urge to perform sensory feats impossible for humans (such as tracking by scent). In Crinos, Hispo and Lupus forms, Perception difficulties decrease by three (which is not cumulative with the ordinary Lupus-form Perception bonuses), and the werewolf gains an extra die to Primal-Urge dice pools.
 +
 
 +
• '''Ice Dance (Level One)''' -- The player spends a single Gnosis point to activate this Gift. Its effects then last until the next sunrise. All Dexterity-based rolls while on ice or snow are at -1 difficulty and the werewolf may move at normal speed across both deep snow and ice. As this is a Gift of balance, Philodox gain more from it than most: their Dexterity rolls on snow and ice are at -2 difficulty and they may double their normal running speed when they are on snow or ice
  
• '''Sense Wyrm (Level One)''' — System: The player rolls Perception + Occult. The diffifculty depends on the concentration and strength of the Wyrm influence. Sensing a single fomor in the next room would be difficulty 6, while detecting the stench of a Bane that was in the room an hour ago would be difficulty 8. Vampires register as Wyrm-tainted, save those with Humanity Traits of 7 or higher
+
• '''Inspiration (Level One)''' — System: The player spends one Gnosis point. All comrades (but not the Gift's user) receive one automatic success on any Willpower rolls made during the scene.
  
== Homid ==
+
• '''Lambent Flame (Level One)''' — System: The player spends one Willpower point to ignite the light. The glare illuminates a 100'foot area. Any hand-to-hand attacks against the Garou take a + 1 difficulty penalty, while missile attacks receive a -1 difficulty bonus.
  
 
• '''Master of Fire (Level One)''' — System: This Gift allows a werewolf to heal fire damage as if it were bashing. This requires the expediture of a Gnosis point; the effects last for a scene.
 
• '''Master of Fire (Level One)''' — System: This Gift allows a werewolf to heal fire damage as if it were bashing. This requires the expediture of a Gnosis point; the effects last for a scene.
Line 15: Line 23:
 
• '''Persuasion (Level One)''' — System: The player rolls Charisma + Subterfuge. If successful, the Storyteller reduces the difficulties of all Social foils by one for the remainder of the scene. In addition, any successful Social rolls may have significantly more impact than they would without the Gift. A werewolf could win arguments with hard line opponents, or cause a cold-hearted psychopath to relent (at least for a little while).  
 
• '''Persuasion (Level One)''' — System: The player rolls Charisma + Subterfuge. If successful, the Storyteller reduces the difficulties of all Social foils by one for the remainder of the scene. In addition, any successful Social rolls may have significantly more impact than they would without the Gift. A werewolf could win arguments with hard line opponents, or cause a cold-hearted psychopath to relent (at least for a little while).  
  
• '''Smell of Man (Level One)''' — System: All wild animals (not including supernatural creatures in animal form) lose one die from their dice pools when within 20 feet of the Garou (save when defending themselves or running away), and they are likely to flee. All domesticated animals recognize the werewolf as a friend and refuse to harm him. For example, an attack-trained dog ordered to take down the werewolf would run up to the character and wag its tail. If the domesticated animal is harmed, then it will revert to acting naturally. The Garou may use this Gift at will. She simply states when she is activating it or turning it off.
+
• '''Razor Claws (Level One)''' — System: The player spends one Rage point, and the Ahroun must take a full turn to sharpen her claws. For the remainder of the scene, her claw attacks do an additional die of damage.
 +
 
 +
• '''Resist Toxin (Level One)''' -- The player rolls Stamina + Survival. Success nullifies the effects of most conventional poisons, and adds three dice to the Garou's Stamina for purposes of resisting Wyrm-enhanced poisons. The effects last for the scene.
 +
 
 +
• '''Sense Wyrm (Level One)''' — System: The player rolls Perception + Occult. The diffifculty depends on the concentration and strength of the Wyrm influence. Sensing a single fomor in the next room would be difficulty 6, while detecting the stench of a Bane that was in the room an hour ago would be difficulty 8. Vampires register as Wyrm-tainted, save those with Humanity Traits of 7 or higher.
 +
 
 +
• '''Scent of the True Form (Level One)''' -- The Garou can tell automatically when someone is a werewolf; anything else requires a Perception + Primal-Urge roll. It takes two successes to detect Vampires, faeries or other shapeshifters as such, and it takes four to detect fomori or Mages.
 +
 
 +
==Level 2==
 +
 
 +
• '''Awe (Level Two)''' -- 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.
 +
 
 +
• '''Eagle's Beak (Level Two)''' -- The player spends a Rage point and spends a turn screeching his defiance at his enemy. For the remainder of the scene all bite attacks do two extra dice of damage.
 +
 
 +
• '''Empathy (Level Two)''' -- The player spends one Gnosis point and rolls Intelligence + Empathy (difficulty 7). Success indicates that the Garou knows what the majority would like to see, be it attack, mediation, harsh punishment or clemency. The more successes the player rolls, the better the Garou understands the people's desires, even if the people would rather keep their desires secret. Note that this Gift by no means reveals the wisest or most rational decision, just the most popular one.
 +
 
 +
• '''Hand Blade (Level Two)''' -- The player spends a point of Rage and rolls Gnosis to transform his hand. For the rest of the scene, he may use his arm like a sword, by rolling Dexterity + Melee (difficulty 6), doing Strength + 2 aggravated damage, as his claws are part of the blade. However, each parry or other blade-to-blade maneuver the werewolf attempts costs him one level of lethal damage. More than three unregenerated levels of damage inflicted in this way render the arm useless.
 +
 
 +
• '''Luna's Armor (Level Two)''' -- 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 three successes, the Garou has seven dice to soak non-silver damage and three to soak silver.
 +
 
 +
• '''Reason's Grasp (Level Two)''' -- The player spends a point of Gnosis and rolls Willpower (difficulty 7). The character can ignore the effects of all mental disabilities for a number of scenes equal to the number of successes rolled. Alternatively, each success may reduce by one the number of successes scored on a roll to affect the character's sanity made by an outside agency. Should the unfortunate player botch this roll at any point, the werewolf's dementia runs out of control, completely dominating the character's thought proces for 24 hours.
 +
 
 +
• '''Sense Silver (Level Two)''' -- The Garou rolls Perception + Primal-Urge (difficulty 7). If successful, she can detect the presence of any nearby silver. Three successes allow him to pinpoint the silver's s location.
 +
 
 +
• '''Spiritual Wrath (Level Two)''' -- The player spends a point of Gnosis; the difficulty to soak the damage from a single claw attack the Ahroun makes in that turn is raised to 9. Note that the usual rule of being unable to spend Rage and Gnosis in the same turn still applies.
 +
 
 +
• '''Spirit of the Fray (Level Two)''' -- Once the character learns this Gift, its effects are permanent. The Ahroun may add 10 to all his initiative rolls, which will nearly always ensure that he strikes first. If he chooses, the Ahroun may spend a Gnosis point to add another 10 to his initiative roll. Remember, though, that doing so prevents him from spending Rage to gain extra actions; werewolves can't use Rage and Gnosis in the same turn.
 +
 
 +
• '''Staredown (Level Two)''' — System: The Garou using this Gift may focus on only one target per turn; the player rolls Charisma + Intimidation (difficulty 5 + the victim's Rank). The victim flees for one turn per success, although he may expend a Willpower point to resist the Gift's effects for a turn. Should the character score five or more successes, the victim flees for the duration of the scene. Werewolves (and most powerful Wyrm-monsters) will not flee, but they cannot attack while the Gift's user continues to stare them down. However, if they are attacked themselves, all bets are off.
 +
 
 +
• '''Truce Of Helios (Level Two)''' -- To enforce a truce, the player spends a point of Gnosis and rolls Charisma + Etiquette (difficulty 7). If the roll succeeds, the negotiation proceeds under the force of a spiritually imposed peace. All those involved in the debate must make a Willpower roll (difficulty 9, minimum of two successes needed) to attack the speaker, ignore him or otherwise disrupt the proceedings. The truce endures for one hour per success rolled. However, should the Silver Fang calling upon this Gift break the truce, its effects immediately end and will never be effective against the same target again. Doing this is a terrible insult to Helios and results in the loss of three points of temporary Honor and may lead to the character's expulsion from the Sun Lodge.
 +
 
 +
• '''True Fear (Level Two)''' -- The player rolls Strength + Intimidation (difficulty of the target's Willpower). Each success she achieves cows the enemy for one turn; the victim cannot attack at this time. He may defend himself if attacked and otherwise act normally, although his actions will likely be guided by fear.
 +
 
 +
==Level 3==
 +
 
 +
• '''Claim Of Authority (Level Three)''' -- The Silver Fang spends one point of Gnosis and one point of Willpower before selecting a Garou as her representative. For a week thereafter, the representative is considered to possess the same level of Pure Breed as the Silver Fang, so long as she notes the name of the Silver Fang she speaks for. This Gift may not be used on an unwilling target.
 +
 
 +
• '''Combat Healing (Level Three)''' -- By spending two Rage points, the Ahroun no longer needs to pause or roll stamina to heal during combat, and automatically regenerates one non-aggravated health level every round.
 +
 
 +
• '''Disquiet (Level Three)''' -- The player rolls Manipulation + Empathy against a difficulty equal to the target's Willpower. If successful, that opponent will not be able to recover Rage for the duration of the scene. Furthermore, all difficulties for extended actions increase by one.
 +
 
 +
• '''Dominance Blow (Level Three)''' -- The player spends one point of Rage and rolls Charisma + Brawl, difficulty 7. If the roll succeeds, then every blow the Silver Fang strikes against a specific target grants the Silver Fang an additional die in all Social rolls against the target, allowing him to browbeat or intimidate the target more easily. The blow need not be full force to grant the bonus, which lasts for one day.
 +
 
 +
• '''Heart of Fury (Level Three)''' -- The player rolls Willpower (difficulty of the character's permanent Rage rating). Every two successes add one to the character's frenzy difficulties for the scene, making it harder to frenzy. When the scene ends, however, past slights and injuries come rushing back to haunt the Garou, refilling the Garou's heart and soul. He must spend one Willpower point or make a frenzy check immediately at the regular difficulty.
 +
 
 +
• '''Honor Pact (Level Three)''' -- Each participant must spend three Gnosis, while the player of the user of the Gift spends four Gnosis. All players (and the Storyteller, if a Storyteller character is participating) make a Charisma + Rituals roll (difficulty 7). If the rolls succeed, all Social rolls between the group are at -2 difficulty. The players should also roleplay the lack of antagonism and care for each other's interests with the guidance of the Storyteller, who has final say on what this entails.
 +
 
 +
The effects of the Gift are permanent, unless one of the participants breaks faith. Servants of Falcon and Helios immediately set upon the character that does so, burning and tearing at her for five health levels of aggravated damage. If the character survives, she is marked as an oath breaker, as per the Stone of Scorn rite. Repeated arguments or petty fights between the participants will erode the Gift's effects over time, at the Storyteller's discretion. The only way to strengthen an eroded Pact is to perform the whole process again.
 +
 
 +
Any servant of the Defiler Wyrm who tries to corrupt or turn those under the Honor Pact is at +3 difficulty to any roll related to the action.
 +
 
 +
• '''Reshape Object (Level Three)''' --The player rolls Manipulation + Crafts against a variable difficulty (5 to turn a broken tree limb into a spear, 8 to turn a plank into a floatable raft) and spends a Gnosis point. The created object is not necessarily permanent; it will last a length of time according to the following chart. Expending an additional Gnosis point allows a created weapon to inflict aggravated damage for the scene's duration or until the object returns to its original form. This effect can be made permanent with the sacrifice of a permanent point of Gnosis if the object itself is changed permanently.
 +
{|
 +
! Successes !! Duration
 +
|-
 +
| One || 5 Minutes
 +
|-
 +
|Two || 10 minutes
 +
|-
 +
|Three || One scene
 +
|-
 +
|Four || One story
 +
|-
 +
|Five || Permanent
 +
|-
 +
|}
 +
 
 +
• '''Shatter Bone (Level Three)''' -- Victims with twisted arms or crushed legs are much easier prey. The Ahroun with this Gift can destroy bone with a single punch, regardless of the damage inflicted by the blow. A Hyena-spirit teaches this Gift. Before striking an opponent, the Ahroun must spend a Willpower point and a Rage point. The Garou must target a specific limb, which increases the difficulty as indicated in the chart below. Also, he must spend the Willpower and Rage even if the blow does not connect or he scores fewer than three successes. The successful use of this Gift crushes whatever bone structure lies beneath the targeted flesh and causes a number of Health Levels of damage equal to (the number of successes in the attack roll - 3). This damage is unsoakable but does not cause aggravated wounds. Broken arms and legs subsequently handicap an opponent in any combat. A fractured skull renders the victim unconscious. A broken spine causes paralysis. See the chart below for full effects.
  
• Staredown (Level Two) — System: The Garou using this Gift may focus on only one target per turn; the player rolls Charisma + Intimidation (difficulty 5 + the victim's Rank). The victim flees for one turn per success, although he may expend a Willpower point to resist the Gift's effects for a turn. Should the character score five or more successes, the victim flees for the duration of the scene. Werewolves (and most powerful Wyrm-monsters) will not flee, but they cannot attack while the Gift's user continues to stare them down. However, if they are attacked themselves, all bets are off.
+
{|border="1"
 +
!Target
 +
!Difficulty
 +
!Special Effect
 +
|-
 +
|Skull
 +
| +3
 +
|Stamina roll (difficulty 8) to remain conscious.
 +
|-
 +
|Arm
 +
| +2
 +
|Dexterity roll to hold items; target cannot use broken limb to attack.
 +
|-
 +
|Leg
 +
| +1
 +
|Dexterity roll to remain standing; target cannot run or attack with broken limb
 +
|-
 +
|Rib
 +
| +2
 +
|Stamina roll (difficulty 6) to avoid puncturing a lung.
 +
|-
 +
|Spine
 +
| +4
 +
|Must attack target from rear; target remains paralysed until this wound heals.
 +
|}
  
== Ahroun ==
+
• '''Silver Claws (Level Three)''' -- The player rolls Gnosis (difficulty 7) to activate the Gift. The transformation lasts for the scene or until the Ahroun decides to end the Gift. Silver claws still do aggravated damage to all targets, and they are naturally unsoakable to Garou and most other werebeasts. While the Ahroun manifests the claws, she suffers searing agonies. Each turn, she gains an automatic Rage point. Furthermore, all non-combat difficulties increase by one because of the distraction. When her Rage points exceed her Willpower, she must check for frenzy.
  
• '''Falling Touch (Level One)''' — System: The Garou's player rolls Dexterity + Medicine (difficulty of the opponent's Stamina + Athletics). Even one success sends the victim to the ground. Doing so counts as an action; activating this Gift and striking a foe with intent to harm are two separate things.
+
• '''Talons Of Falcon (Level Three)''' -- The player spends a point of Gnosis and makes a Dexterity + Brawl roll to attack, as normal. The attack does Strength +3 aggravated damage and any attempts to use supernatural healing of any description on the wound are at +1 difficulty. Garou using this Gift often screech like a falcon that has just won its prey as they attack, and many opponents have fallen into fox frenzy when confronted with such a fearsome strike
 +
 
 +
• '''Tongues (Level Three)''' -- The player spends one Willpower point and then rolls Intelligence + Linguistics. Difficulty is determined by the relative age of the language. Modern French would be difficulty 4, old Gaelic difficulty 7, and something truly obscure would be difficulty 10. The more successes gained, the more fluent the character will be. All effects last one scene. The Gift works strictly on mundane human languages; it will not decipher other Shapeshifter glyphs or Hunter code, for example.
 +
 
 +
• '''Wrath Of Gaia (Level Three)''' -- The player spends a Gnosis point and rolls Charisma + Intimidation. Any minions of the Wyrm who look upon the Garou for the next scene must roll Willpower (difficulty 7) and equal or exceed the player's successes. Otherwise, they flee in terror.
 +
 
 +
== Rank 4 ==
 +
 
 +
• '''Cocoon (Level Four)''' -- The Garou spends one Gnosis point. While in the cocoon, the werewolf ignores any attacks which fail to do damage at least equal to her Stamina + Rituals, but attacks that pierce the cocoon destroy it. The cocoon lasts for one scene, after which it dissolves rapidly and evaporates. The player may extend the duration of the Gift by spending more Gnosis points. Spending days in the cocoon is entirely possible, but the maximum duration is up to the Storyteller.
 +
 
 +
• '''Mastery (Level Four)''' -- The player rolls Charisma + Leadership (difficulty of the target's Wits +3). If the roll succeeds, the Garou can give the target one non-suicidal command, which he must obey for one turn per success. This Gift works only against Garou, including Black Spiral Dancers.
 +
 
 +
• '''Mindblock (Level Four)''' --  The difficulties of any direct mental attacks or attempts to control the Garou's mind, as well as more insidious psychic assaults (mind-reading, mentally implanting illusions or possession) are raised to 10. The effects of this Gift are permanent, but they do not apply to powers that sway emotion.
 +
 
 +
• '''Spirit Ward (Level Four)''' --  A werewolf with this Gift may protect himself from spirits by performing a quick warding rite. To use this Gift, the werewolf draws an invisible pictogram in the air that scares and unnerves any nearby spirits (except pack totems or caern spirits). The symbol travels with the werewolf as long as it lasts. An ancestor-spirit teaches this Gift.
 +
 
 +
The player spends one Gnosis point and rolls Manipulation + Rituals (difficulty 7). Spirits within 100 feet of the character (again, except the pack totem or local caern spirits) must subtract one from their dice pools for each success. This Gift lasts for one scene.
 +
 
 +
Bastet System
 +
By employing the eldritch enigmas of Egypt, a Bubasti can wall an area off from spirit-traffic. No spirit can move in or out of the warded place without the cat's permission. Naturally, the stronger chaya can shred this barrier like papyrus; still, the wisest werecats can erect stronger barriers than their youngers can...
 +
 
 +
By spending a Gnosis point and rolling her Willpower against difficulty 8, the Bubasti erects a barrier across an area no larger than 30 feet by 30 feet. Each success the player rolls raises the Gauntlet around the area by 1 (maximum 10), and extends it so that the barrier exists in both the material and Penumbral worlds. This irritates the spirits, and they can often tell who's to blame. The Ward lasts one day per point of Gnosis in the cat's permanent pool, unless the spirit destroys it, which a chaya can do by rolling its Rage against the new Gauntlet rating. Three successes or more will turn the Ward to spirit-dust.
 +
 
 +
• '''Stoking Fury's Furnace (Level Four)''' -- The Garou regains one Rage point in any turn that he takes damage, and he does not have to check for frenzy from that specific stimulus (other stimuli induce frenzy checks as normal). In addition, the Garou can spend one Rage point - and only one - per turn without losing any temporary Rage. However, if he spends multiple Rage in any turn, they are marked off as usual.
 +
 
 +
== Rites ==
 +
 
 +
• '''Rite of Talisman Dedication''' -- The cost is one Gnosis point per object dedicated, and a Garou may never have more objects bound to himself than his Gnosis score. Certain particularly large objects (Storyteller's discretion) are considered more than one of the purpose of "cost". For the purposes of Dedication, an entire set of clothing is considered one item.
 +
 
 +
• '''Rite of Cleansing''' -- This rite purifies a person, place or object, allowing it to be used without fear of contamination by the Wyrm. Note: This rite can't heal damage caused by contamination; it only removes any existing contamination. System: This Rite can be cast upon more than one person or object, but the leader must spend one Gnosis point on each extra thing or person in need of cleansing. Charisma+Rituals, the difficulty level equals the Gnosis of the spirit that caused the contagion (max of 10). Each success scored on the roll lowers the area's taint by 1. A botch will increase the taint.. If the rite is performed at dawn, the diff is lowered by three.
 +
 
 +
• '''Rite of the Honorable Oath (Level One)''' -- A somewhat less potent version of the Gift: Honor Pact, this rite allows the Garou to swear a binding oath of allegiance to another being. The ceremony involves the Silver Fang swearing to perform a single task, while giving a small but valued item to the recipient. (The player also spends a Gnosis point).
 +
 
 +
If the Silver Fang keeps her word and attempts to fulfill the mission to the best of her abilities, she gains four points of Honor, regardless of the mission's success. Failure to diligently pursue the oath destroys the item and results in the loss of two permanent Honor points. Most Garou know about this rite and are far more apt to trust a Silver Fang who takes it. Pressing a Fang to do so is very bad form (-2 temporary Honor for asking.)
 +
 
 +
The recipient of the oath should return the object undamaged to the Silver Fang upon successful completion of the mission.
 +
 
 +
• '''Rite of the Opened Bridge (Rank 4)''' --  This rite is very potent. Characters may occasionally perform this rite, but more often Storyteller-run mystics will enact the ritual, although the characters will often help in some way.
 +
 
 +
The roll is Wits + Enigmas (difficulty 8 minus the level of the ritemaster's own caern). The ritemaster may spend Willpower on the roll. If her pack totem is the same as the totem of the caern, she receives a bonus of three dice to the roll. If the rite was previously unsuccessful, the difficulty level of the rite is increased by one. The ritemaster needs to obtain a number of successes equal to the target caern's level to complete the rite.
  
• '''Inspiration (Level One)''' — System: The player spends one Gnosis point. All comrades (but not the Gift's user) receive one automatic success on any Willpower rolls made during the scene.
+
If the rite succeeds, the Moon Bridge opens immediately and the spirit-bond between the two Pathstones is established. Moon Bridges may now be opened at any time between the two caerns. The Bridges may be opened with the Rite of the Opened Caern (see above) or the Ragabash Gift: Open Moon Bridge (if performed at the caern). If the rite fails, no Moon Bridge opens, and the rite must be tried again next year. Moon Bridges to the caern may still be opened, but they are not as safe as they might be...
  
• '''Razor Claws (Level One)''' — System: The player spends one Rage point, and the Ahroun must take a full turn to sharpen her claws. For the remainder of the scene, her claw attacks do an additional die of damage.
+
If the rite botches, no Moon Bridge opens, and the Pathstone in the caern is scorched by the badly handled energies. Botching this rite often leads to another rite - the Rite of Ostracism, performed against the offending Garou.

Latest revision as of 04:13, 23 August 2013

Klem is Rank 4, Ahroun, Silver Fang, Homid,House: Wyrmfoe, Lodge: Lodge Of The Sun

Level 1

Empathy of Hatred (Level One) -- No roll is needed; the effect is automatic. By spending an action focusing on a person, the Ahroun can learn the permanent and temporary Rage that said person possesses. This is most useful for spirits and other shapechangers, of course, although some fomori may possess Rage as well. The Shadow Lord Gift: Aura of Confidence blocks the perception granted by this Gift completely.

Eye of the Falcon (Level One) -- All visual-based Perception and Alertness rolls are at -1 difficulty. The same applies to all long-range weapon attacks, such as a bow or gun. The Gift costs one point of Gnosis to activate, and lasts for a scene.

Falcon's Grasp (Level One) — System: The player spends one point of Rage. For remainder of the scene, the Garou's grip with either hands or jaws (or both at a cost of two Rage) is much stronger. In game terms the Garou's Strength is considered three points higher for purposes of grappling or maneuvers such as the jaw lock (see Special Maneuvers) . The Garou may not use this extra Strength to inflict damage.

Falling Touch (Level One) — System: The Garou's player rolls Dexterity + Medicine (difficulty of the opponent's Stamina + Athletics). Even one success sends the victim to the ground. Doing so counts as an action; activating this Gift and striking a foe with intent to harm are two separate things.

Heighten Senses (Level One) -- The player spends a Gnosis point. The effects last for one scene. In Homid or Glabro forms, the werewolf's Perception difficulties decrease by two, and he may roll Perception + Primal-Urge to perform sensory feats impossible for humans (such as tracking by scent). In Crinos, Hispo and Lupus forms, Perception difficulties decrease by three (which is not cumulative with the ordinary Lupus-form Perception bonuses), and the werewolf gains an extra die to Primal-Urge dice pools.

Ice Dance (Level One) -- The player spends a single Gnosis point to activate this Gift. Its effects then last until the next sunrise. All Dexterity-based rolls while on ice or snow are at -1 difficulty and the werewolf may move at normal speed across both deep snow and ice. As this is a Gift of balance, Philodox gain more from it than most: their Dexterity rolls on snow and ice are at -2 difficulty and they may double their normal running speed when they are on snow or ice

Inspiration (Level One) — System: The player spends one Gnosis point. All comrades (but not the Gift's user) receive one automatic success on any Willpower rolls made during the scene.

Lambent Flame (Level One) — System: The player spends one Willpower point to ignite the light. The glare illuminates a 100'foot area. Any hand-to-hand attacks against the Garou take a + 1 difficulty penalty, while missile attacks receive a -1 difficulty bonus.

Master of Fire (Level One) — System: This Gift allows a werewolf to heal fire damage as if it were bashing. This requires the expediture of a Gnosis point; the effects last for a scene.

Persuasion (Level One) — System: The player rolls Charisma + Subterfuge. If successful, the Storyteller reduces the difficulties of all Social foils by one for the remainder of the scene. In addition, any successful Social rolls may have significantly more impact than they would without the Gift. A werewolf could win arguments with hard line opponents, or cause a cold-hearted psychopath to relent (at least for a little while).

Razor Claws (Level One) — System: The player spends one Rage point, and the Ahroun must take a full turn to sharpen her claws. For the remainder of the scene, her claw attacks do an additional die of damage.

Resist Toxin (Level One) -- The player rolls Stamina + Survival. Success nullifies the effects of most conventional poisons, and adds three dice to the Garou's Stamina for purposes of resisting Wyrm-enhanced poisons. The effects last for the scene.

Sense Wyrm (Level One) — System: The player rolls Perception + Occult. The diffifculty depends on the concentration and strength of the Wyrm influence. Sensing a single fomor in the next room would be difficulty 6, while detecting the stench of a Bane that was in the room an hour ago would be difficulty 8. Vampires register as Wyrm-tainted, save those with Humanity Traits of 7 or higher.

Scent of the True Form (Level One) -- The Garou can tell automatically when someone is a werewolf; anything else requires a Perception + Primal-Urge roll. It takes two successes to detect Vampires, faeries or other shapeshifters as such, and it takes four to detect fomori or Mages.

Level 2

Awe (Level Two) -- 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.

Eagle's Beak (Level Two) -- The player spends a Rage point and spends a turn screeching his defiance at his enemy. For the remainder of the scene all bite attacks do two extra dice of damage.

Empathy (Level Two) -- The player spends one Gnosis point and rolls Intelligence + Empathy (difficulty 7). Success indicates that the Garou knows what the majority would like to see, be it attack, mediation, harsh punishment or clemency. The more successes the player rolls, the better the Garou understands the people's desires, even if the people would rather keep their desires secret. Note that this Gift by no means reveals the wisest or most rational decision, just the most popular one.

Hand Blade (Level Two) -- The player spends a point of Rage and rolls Gnosis to transform his hand. For the rest of the scene, he may use his arm like a sword, by rolling Dexterity + Melee (difficulty 6), doing Strength + 2 aggravated damage, as his claws are part of the blade. However, each parry or other blade-to-blade maneuver the werewolf attempts costs him one level of lethal damage. More than three unregenerated levels of damage inflicted in this way render the arm useless.

Luna's Armor (Level Two) -- 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 three successes, the Garou has seven dice to soak non-silver damage and three to soak silver.

Reason's Grasp (Level Two) -- The player spends a point of Gnosis and rolls Willpower (difficulty 7). The character can ignore the effects of all mental disabilities for a number of scenes equal to the number of successes rolled. Alternatively, each success may reduce by one the number of successes scored on a roll to affect the character's sanity made by an outside agency. Should the unfortunate player botch this roll at any point, the werewolf's dementia runs out of control, completely dominating the character's thought proces for 24 hours.

Sense Silver (Level Two) -- The Garou rolls Perception + Primal-Urge (difficulty 7). If successful, she can detect the presence of any nearby silver. Three successes allow him to pinpoint the silver's s location.

Spiritual Wrath (Level Two) -- The player spends a point of Gnosis; the difficulty to soak the damage from a single claw attack the Ahroun makes in that turn is raised to 9. Note that the usual rule of being unable to spend Rage and Gnosis in the same turn still applies.

Spirit of the Fray (Level Two) -- Once the character learns this Gift, its effects are permanent. The Ahroun may add 10 to all his initiative rolls, which will nearly always ensure that he strikes first. If he chooses, the Ahroun may spend a Gnosis point to add another 10 to his initiative roll. Remember, though, that doing so prevents him from spending Rage to gain extra actions; werewolves can't use Rage and Gnosis in the same turn.

Staredown (Level Two) — System: The Garou using this Gift may focus on only one target per turn; the player rolls Charisma + Intimidation (difficulty 5 + the victim's Rank). The victim flees for one turn per success, although he may expend a Willpower point to resist the Gift's effects for a turn. Should the character score five or more successes, the victim flees for the duration of the scene. Werewolves (and most powerful Wyrm-monsters) will not flee, but they cannot attack while the Gift's user continues to stare them down. However, if they are attacked themselves, all bets are off.

Truce Of Helios (Level Two) -- To enforce a truce, the player spends a point of Gnosis and rolls Charisma + Etiquette (difficulty 7). If the roll succeeds, the negotiation proceeds under the force of a spiritually imposed peace. All those involved in the debate must make a Willpower roll (difficulty 9, minimum of two successes needed) to attack the speaker, ignore him or otherwise disrupt the proceedings. The truce endures for one hour per success rolled. However, should the Silver Fang calling upon this Gift break the truce, its effects immediately end and will never be effective against the same target again. Doing this is a terrible insult to Helios and results in the loss of three points of temporary Honor and may lead to the character's expulsion from the Sun Lodge.

True Fear (Level Two) -- The player rolls Strength + Intimidation (difficulty of the target's Willpower). Each success she achieves cows the enemy for one turn; the victim cannot attack at this time. He may defend himself if attacked and otherwise act normally, although his actions will likely be guided by fear.

Level 3

Claim Of Authority (Level Three) -- The Silver Fang spends one point of Gnosis and one point of Willpower before selecting a Garou as her representative. For a week thereafter, the representative is considered to possess the same level of Pure Breed as the Silver Fang, so long as she notes the name of the Silver Fang she speaks for. This Gift may not be used on an unwilling target.

Combat Healing (Level Three) -- By spending two Rage points, the Ahroun no longer needs to pause or roll stamina to heal during combat, and automatically regenerates one non-aggravated health level every round.

Disquiet (Level Three) -- The player rolls Manipulation + Empathy against a difficulty equal to the target's Willpower. If successful, that opponent will not be able to recover Rage for the duration of the scene. Furthermore, all difficulties for extended actions increase by one.

Dominance Blow (Level Three) -- The player spends one point of Rage and rolls Charisma + Brawl, difficulty 7. If the roll succeeds, then every blow the Silver Fang strikes against a specific target grants the Silver Fang an additional die in all Social rolls against the target, allowing him to browbeat or intimidate the target more easily. The blow need not be full force to grant the bonus, which lasts for one day.

Heart of Fury (Level Three) -- The player rolls Willpower (difficulty of the character's permanent Rage rating). Every two successes add one to the character's frenzy difficulties for the scene, making it harder to frenzy. When the scene ends, however, past slights and injuries come rushing back to haunt the Garou, refilling the Garou's heart and soul. He must spend one Willpower point or make a frenzy check immediately at the regular difficulty.

Honor Pact (Level Three) -- Each participant must spend three Gnosis, while the player of the user of the Gift spends four Gnosis. All players (and the Storyteller, if a Storyteller character is participating) make a Charisma + Rituals roll (difficulty 7). If the rolls succeed, all Social rolls between the group are at -2 difficulty. The players should also roleplay the lack of antagonism and care for each other's interests with the guidance of the Storyteller, who has final say on what this entails.

The effects of the Gift are permanent, unless one of the participants breaks faith. Servants of Falcon and Helios immediately set upon the character that does so, burning and tearing at her for five health levels of aggravated damage. If the character survives, she is marked as an oath breaker, as per the Stone of Scorn rite. Repeated arguments or petty fights between the participants will erode the Gift's effects over time, at the Storyteller's discretion. The only way to strengthen an eroded Pact is to perform the whole process again.

Any servant of the Defiler Wyrm who tries to corrupt or turn those under the Honor Pact is at +3 difficulty to any roll related to the action.

Reshape Object (Level Three) --The player rolls Manipulation + Crafts against a variable difficulty (5 to turn a broken tree limb into a spear, 8 to turn a plank into a floatable raft) and spends a Gnosis point. The created object is not necessarily permanent; it will last a length of time according to the following chart. Expending an additional Gnosis point allows a created weapon to inflict aggravated damage for the scene's duration or until the object returns to its original form. This effect can be made permanent with the sacrifice of a permanent point of Gnosis if the object itself is changed permanently.

Successes Duration
One 5 Minutes
Two 10 minutes
Three One scene
Four One story
Five Permanent

Shatter Bone (Level Three) -- Victims with twisted arms or crushed legs are much easier prey. The Ahroun with this Gift can destroy bone with a single punch, regardless of the damage inflicted by the blow. A Hyena-spirit teaches this Gift. Before striking an opponent, the Ahroun must spend a Willpower point and a Rage point. The Garou must target a specific limb, which increases the difficulty as indicated in the chart below. Also, he must spend the Willpower and Rage even if the blow does not connect or he scores fewer than three successes. The successful use of this Gift crushes whatever bone structure lies beneath the targeted flesh and causes a number of Health Levels of damage equal to (the number of successes in the attack roll - 3). This damage is unsoakable but does not cause aggravated wounds. Broken arms and legs subsequently handicap an opponent in any combat. A fractured skull renders the victim unconscious. A broken spine causes paralysis. See the chart below for full effects.

Target Difficulty Special Effect
Skull +3 Stamina roll (difficulty 8) to remain conscious.
Arm +2 Dexterity roll to hold items; target cannot use broken limb to attack.
Leg +1 Dexterity roll to remain standing; target cannot run or attack with broken limb
Rib +2 Stamina roll (difficulty 6) to avoid puncturing a lung.
Spine +4 Must attack target from rear; target remains paralysed until this wound heals.

Silver Claws (Level Three) -- The player rolls Gnosis (difficulty 7) to activate the Gift. The transformation lasts for the scene or until the Ahroun decides to end the Gift. Silver claws still do aggravated damage to all targets, and they are naturally unsoakable to Garou and most other werebeasts. While the Ahroun manifests the claws, she suffers searing agonies. Each turn, she gains an automatic Rage point. Furthermore, all non-combat difficulties increase by one because of the distraction. When her Rage points exceed her Willpower, she must check for frenzy.

Talons Of Falcon (Level Three) -- The player spends a point of Gnosis and makes a Dexterity + Brawl roll to attack, as normal. The attack does Strength +3 aggravated damage and any attempts to use supernatural healing of any description on the wound are at +1 difficulty. Garou using this Gift often screech like a falcon that has just won its prey as they attack, and many opponents have fallen into fox frenzy when confronted with such a fearsome strike

Tongues (Level Three) -- The player spends one Willpower point and then rolls Intelligence + Linguistics. Difficulty is determined by the relative age of the language. Modern French would be difficulty 4, old Gaelic difficulty 7, and something truly obscure would be difficulty 10. The more successes gained, the more fluent the character will be. All effects last one scene. The Gift works strictly on mundane human languages; it will not decipher other Shapeshifter glyphs or Hunter code, for example.

Wrath Of Gaia (Level Three) -- The player spends a Gnosis point and rolls Charisma + Intimidation. Any minions of the Wyrm who look upon the Garou for the next scene must roll Willpower (difficulty 7) and equal or exceed the player's successes. Otherwise, they flee in terror.

Rank 4

Cocoon (Level Four) -- The Garou spends one Gnosis point. While in the cocoon, the werewolf ignores any attacks which fail to do damage at least equal to her Stamina + Rituals, but attacks that pierce the cocoon destroy it. The cocoon lasts for one scene, after which it dissolves rapidly and evaporates. The player may extend the duration of the Gift by spending more Gnosis points. Spending days in the cocoon is entirely possible, but the maximum duration is up to the Storyteller.

Mastery (Level Four) -- The player rolls Charisma + Leadership (difficulty of the target's Wits +3). If the roll succeeds, the Garou can give the target one non-suicidal command, which he must obey for one turn per success. This Gift works only against Garou, including Black Spiral Dancers.

Mindblock (Level Four) -- The difficulties of any direct mental attacks or attempts to control the Garou's mind, as well as more insidious psychic assaults (mind-reading, mentally implanting illusions or possession) are raised to 10. The effects of this Gift are permanent, but they do not apply to powers that sway emotion.

Spirit Ward (Level Four) -- A werewolf with this Gift may protect himself from spirits by performing a quick warding rite. To use this Gift, the werewolf draws an invisible pictogram in the air that scares and unnerves any nearby spirits (except pack totems or caern spirits). The symbol travels with the werewolf as long as it lasts. An ancestor-spirit teaches this Gift.

The player spends one Gnosis point and rolls Manipulation + Rituals (difficulty 7). Spirits within 100 feet of the character (again, except the pack totem or local caern spirits) must subtract one from their dice pools for each success. This Gift lasts for one scene.

Bastet System By employing the eldritch enigmas of Egypt, a Bubasti can wall an area off from spirit-traffic. No spirit can move in or out of the warded place without the cat's permission. Naturally, the stronger chaya can shred this barrier like papyrus; still, the wisest werecats can erect stronger barriers than their youngers can...

By spending a Gnosis point and rolling her Willpower against difficulty 8, the Bubasti erects a barrier across an area no larger than 30 feet by 30 feet. Each success the player rolls raises the Gauntlet around the area by 1 (maximum 10), and extends it so that the barrier exists in both the material and Penumbral worlds. This irritates the spirits, and they can often tell who's to blame. The Ward lasts one day per point of Gnosis in the cat's permanent pool, unless the spirit destroys it, which a chaya can do by rolling its Rage against the new Gauntlet rating. Three successes or more will turn the Ward to spirit-dust.

Stoking Fury's Furnace (Level Four) -- The Garou regains one Rage point in any turn that he takes damage, and he does not have to check for frenzy from that specific stimulus (other stimuli induce frenzy checks as normal). In addition, the Garou can spend one Rage point - and only one - per turn without losing any temporary Rage. However, if he spends multiple Rage in any turn, they are marked off as usual.

Rites

Rite of Talisman Dedication -- The cost is one Gnosis point per object dedicated, and a Garou may never have more objects bound to himself than his Gnosis score. Certain particularly large objects (Storyteller's discretion) are considered more than one of the purpose of "cost". For the purposes of Dedication, an entire set of clothing is considered one item.

Rite of Cleansing -- This rite purifies a person, place or object, allowing it to be used without fear of contamination by the Wyrm. Note: This rite can't heal damage caused by contamination; it only removes any existing contamination. System: This Rite can be cast upon more than one person or object, but the leader must spend one Gnosis point on each extra thing or person in need of cleansing. Charisma+Rituals, the difficulty level equals the Gnosis of the spirit that caused the contagion (max of 10). Each success scored on the roll lowers the area's taint by 1. A botch will increase the taint.. If the rite is performed at dawn, the diff is lowered by three.

Rite of the Honorable Oath (Level One) -- A somewhat less potent version of the Gift: Honor Pact, this rite allows the Garou to swear a binding oath of allegiance to another being. The ceremony involves the Silver Fang swearing to perform a single task, while giving a small but valued item to the recipient. (The player also spends a Gnosis point).

If the Silver Fang keeps her word and attempts to fulfill the mission to the best of her abilities, she gains four points of Honor, regardless of the mission's success. Failure to diligently pursue the oath destroys the item and results in the loss of two permanent Honor points. Most Garou know about this rite and are far more apt to trust a Silver Fang who takes it. Pressing a Fang to do so is very bad form (-2 temporary Honor for asking.)

The recipient of the oath should return the object undamaged to the Silver Fang upon successful completion of the mission.

Rite of the Opened Bridge (Rank 4) -- This rite is very potent. Characters may occasionally perform this rite, but more often Storyteller-run mystics will enact the ritual, although the characters will often help in some way.

The roll is Wits + Enigmas (difficulty 8 minus the level of the ritemaster's own caern). The ritemaster may spend Willpower on the roll. If her pack totem is the same as the totem of the caern, she receives a bonus of three dice to the roll. If the rite was previously unsuccessful, the difficulty level of the rite is increased by one. The ritemaster needs to obtain a number of successes equal to the target caern's level to complete the rite.

If the rite succeeds, the Moon Bridge opens immediately and the spirit-bond between the two Pathstones is established. Moon Bridges may now be opened at any time between the two caerns. The Bridges may be opened with the Rite of the Opened Caern (see above) or the Ragabash Gift: Open Moon Bridge (if performed at the caern). If the rite fails, no Moon Bridge opens, and the rite must be tried again next year. Moon Bridges to the caern may still be opened, but they are not as safe as they might be...

If the rite botches, no Moon Bridge opens, and the Pathstone in the caern is scorched by the badly handled energies. Botching this rite often leads to another rite - the Rite of Ostracism, performed against the offending Garou.