Difference between revisions of "Get of Fenris Tribe Gifts"
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'''Description:''' The Garou invoking this Gift calls on the cold power of her Rage, converting her anger into physical ice. This ice cuts as deep as any knife, and can be hurled at her enemies in place of a normal attack. | '''Description:''' The Garou invoking this Gift calls on the cold power of her Rage, converting her anger into physical ice. This ice cuts as deep as any knife, and can be hurled at her enemies in place of a normal attack. | ||
− | '''System:''' The player spends a point of Rage and rolls Wits + Primal Urge (difficulty 8). The number of successes equals the number of shards that form from the | + | '''System:''' The player spends a point of Rage and rolls Wits + Primal Urge (difficulty 8). The number of successes equals the number of shards that form from the crystallized Rage, up to a limit of five shards. The player makes a separate attack roll for each shard, and may direct them at more than one opponent. Each shard does three dice of aggravated damage; the range is five yards for every dot of the Garou's Strength. |
The player may spend only one Rage point each time the Gift is used; this prohibits spending Rage to gain extra actions in the same turn as invoking the shards. Although a character may use the Gift more than once in combat, each successive use after the first adds +1 to the difficulty roll to activate the Gift. | The player may spend only one Rage point each time the Gift is used; this prohibits spending Rage to gain extra actions in the same turn as invoking the shards. Although a character may use the Gift more than once in combat, each successive use after the first adds +1 to the difficulty roll to activate the Gift. |
Revision as of 16:28, 30 July 2019
Contents
Tribal Gifts
Level 1 |
Level 2 |
Level 3 |
Level 4 |
Level 5 |
Level One
Level Two
Level Three
Level Four
Level Five
Camp Gifts
Level 1 |
Level 2 |
Level 3 |
Level 4 |
Level 5 |
Level One
Level Two
Level Three
Level Four
Level Five
Planetary Gifts
Nerigal, The Ice Warrior, Celestine of Mars
Favored Tribe: Get of Fenris
Favored Auspice: Ahroun
Also known as: Ares, Mars, Thor, Anhur, Akhnet
Source: WW3110 Rage Across the Heavens, p. 65
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
Battlesense (Level One)
Source: WW3110 Rage Across the Heavens, p. 111
Description: The Garou can sense the best direction from which to make an attack, taking into account the terrain of the battlefield, the numbers and placement of the enemy and the available forces at the Garou's command or allied with her.
System: The player spends a point of Gnosis and becomes aware of the tactical factors involved in an impending battle. The Storyteller informs the player of the numbers and placement of opposing forces. The player can then use this information to her character's advantage.
Level Two
Shards of Icy Rage (Level Two)
Source: WW3110 Rage Across the Heavens, p. 111
Description: The Garou invoking this Gift calls on the cold power of her Rage, converting her anger into physical ice. This ice cuts as deep as any knife, and can be hurled at her enemies in place of a normal attack.
System: The player spends a point of Rage and rolls Wits + Primal Urge (difficulty 8). The number of successes equals the number of shards that form from the crystallized Rage, up to a limit of five shards. The player makes a separate attack roll for each shard, and may direct them at more than one opponent. Each shard does three dice of aggravated damage; the range is five yards for every dot of the Garou's Strength.
The player may spend only one Rage point each time the Gift is used; this prohibits spending Rage to gain extra actions in the same turn as invoking the shards. Although a character may use the Gift more than once in combat, each successive use after the first adds +1 to the difficulty roll to activate the Gift.
Level Three
Nerigal's Call to Arms (Level Three)
Source: WW3110 Rage Across the Heavens, p. 111
Description: This Gift allows the Garou to summon to her side any creatures or spirits allied to Nerigal or appropriate to the Ice Warrior. These beings, whether Nerigal's spirit warriors or predatory animals, fight alongside the Garou for the duration of an entire battle.
System: The Garou spends a point of Gnosis and rolls Charisma + Leadership (difficulty 8). One success summons one or two creatures, additional successes increase the number of creatures or spirits that answer the summons. Thus, two successes bring up to five respondents, three successes summon up to ten creatures, four successes results in up to fifteen beings, while five successes brings everything within a five-mile radius of the character. Those creatures summoned serve as an army under the character's command for an entire scene. Of course, if there are no wild predators or War spirits of Nerigal within range, the Gift fails.
Level Four
Challenge of Single Combat (Level Four)
Source: WW3110 Rage Across the Heavens, p. 112
Description: By invoking the name of the Ice Warrior and issuing a direct challenge to an enemy, the Garou can force her opponent to fight one-on-one according to the tacit rules of fair play. The opponent can launch no surprise attacks, employ dirty tricks or accept extra help from comrades or packmates. However, the Garou using this Gift accepts the same restrictions - neither combatant can break off from the fight until one participant either concedes victory to the other or dies.
System: After the character has issued the challenge, the player spends a point of Rage and rolls Manipulation + Leadership (difficulty of the target's Willpower). A single success forces the target to forego any unfair tactics and meet the Garou in single combat as described above. No successes means the Gift fails, while a botch inspires the target to launch an immediate attack on the character - usually with the help of the opponent's friends.
Level 5
Heart of the Ice Warrior (Level Five)
Source: WW3110 Rage Across the Heavens, p. 112
Description: Usually used only in the most dire circumstances, this Gift renders the Garou impervious to damage long enough to deliver a final blow to her opponent. The exertion causes the Garou to collapse, mortally wounded. Unless healed immediately, the Garou dies, having given her all in battle.
System: No roll is necessary to invoke the Gift, but the player must spend a point of Rage. The character may not dodge when invoking this Gift, but no damage levied against the Garou will impair her in any way until her attack lands - lightning strikes wont blow her back, and blades cant sever her limbs.
The character makes her next attack at +4 to her attack dice pool. The player may reroll any 1's rolled on this attack - they simply do not count. In addition, any damage rolls gain 4 extra dice. After delivering her attack, the character falls to Incapacitated. Unless somehow mystically healed by using Mother's Touch or a similar Gift or Fetish (regeneration isn't an option) within the same turn, the character dies at the end of the turn.