Sandra/Gifts

From City of Hope MUSH
Revision as of 21:43, 3 April 2017 by imported>DogThing
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

Gifts

Gifts: Rank 1

Empathy of Hatred

Using this Gift, an Ahroun can tell at a glance how strongly a given individual is ruled by anger — both at the moment and over the course of their life.

System: No roll required; 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.

Source: Book of Auspices


Master of Fire

Once humans tamed fire to keep them warm and to drive off the wild beasts, they were humanity’s ancient pact with the spirits of fire. The spirits of flame agree to hold back their hunger when the werewolf touches them. An ancestor spirit or a fire-spirit grants this Gift.

System: This Gift allows a werewolf to heal fire damage as if it were bashing. This requires the expenditure of a Gnosis point; the effects last for a scene.

Source: Core book revised / 20th Anniversary Edition


Razor Claws

By raking her claws over stone or another hard surface, the Ahroun hones them to razor sharpness.

System: The player spends on Rage point, and the Ahroun must take a full turn to sharpen her claws. For the remainder of the scene, her claw attack do an additional die of damage.

Source: Core book revised


Resist Pain

Through force of will, the Garou is able to ignore the pain of her wounds and continue acting normally. A bear-spirit teaches this Gift.

System: The player spends one Willpower point; the character may ignore all wound penalties for the rest of the scene.

Source: Core (Revised)


Safe Haven

Few Garou are as territorial as the Get of Fenris. This Gift enables a Fenrir to keep a close supernatural watch on her territory, becoming instantly aware of any trespassers marked by the Wyrm.

System: The player must spend one Gnosis to establish this early warning system, and one Gnosis per day to maintain it. Whenever a Wyrm-tainted person or creature crosses into the Fenrir’s territory, if the werewolf is at home or within a mile, the player may roll Perception + Occult (difficulty 7) to detect the intrusion. The more successes, the more accurately the werewolf pinpoints the intruder’s location. Note that this Gift may be used to protect only that territory that the Fenrir can rightfully call her own; this Gift cannot, for instance, protect a shared caern unless used by the caern Warder (who can be considered to “own” the territory for the purpose of this Gift).

Source: Tribebook: Get of Fenris (Revised)


Spur Claws

Some Garou take the bee as a role model for their cause. The bee is so devoted to her queen that she attacks her enemies with no care to the inevitable fact that she will die in the attack. For those Garou who feel similarly, bee-spirits may teach them how to turn their claws into stingers that stick in their opponents. Such poison as they excrete won’t kill their opponents but neither will it kill the werewolf in question.

System: The player spends one Rage. The next successful claw attack the character makes will bury her claws into the victim, where they stay stuck after they rip from the Ahroun’s fingertips. Until the victim takes the time to pull them out (which takes a full turn) they will suffer +2 difficulty on all actions. However, the Garou’s claws take a full turn to regenerate and can’t be used in that time.

Source: Players’ Guide to Garou (revised)


Gifts: Rank 2

Spirit of the Fray

This Gift allows the Ahroun to attack with lightning speed, striking before any foe.

System: Once the character learns this Gift, its effects are permanent. The Ahroun may add 10 to all her initiative rolls, which will nearly always ensure that she strikes first. If she chooses, the Ahroun may spend a Gnosis point to add another 10 to her initiative roll. Note that doing so prevents her from spending Rage to gain extra actions; werewolves can’t use Rage and Gnosis in the same turn.

Source: Core book revised.


True Fear

The Ahroun can display the true extent of her power, scaring one chosen foe into quiescence for a number of turns.

System: 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 action will likely be guided by fear.

Core book revised / Shadow Lord Tribebook (revised) / Wendigo Tribebook (revised)


Wearing the Bear Shirt

Fear is for cowards; Rage is for warriors. The Fenrir who learns this Gift hardens herself against fear, even on an instinctual level.

System: No roll is required; once this Gift is learned, the effects are automatic. The Fenrir who learns this Gift never enters fox frenzy; instead, she enters a berserk frenzy, regardless of the stimuli. In addition, the player can make a Willpower roll to resist any Gifts or other supernatural powers that incite fear, even if a resistance roll is normally not allowed.

Source: Tribebook: Get of Fenris (Revised)