Difference between revisions of "Klem/Gifts"
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− | Klem is Rank 3, Ahroun, Silver Fang, Homid | + | Klem is Rank 3, Ahroun, Silver Fang, Homid,House: Wyrmfoe, Lodge: Lodge Of The Sun |
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==Level 1== | ==Level 1== |
Revision as of 23:33, 20 February 2013
Klem is Rank 3, Ahroun, Silver Fang, Homid,House: Wyrmfoe, Lodge: Lodge Of The Sun
Level 1
• 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.
• 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 of Hatred (Level Two) -- 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.
• 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.
• 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.
• 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.
• 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.
• 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
• 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.
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.