Children of Gaia Tribe Gifts

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The Children of Gaia have accumulated many Gifts over the centuries, and their traveling from one sept or caern to another has only increased the store.

Spirits.png


Tribal Gifts

Level 1

  • Jam Weapon
  • Mercy
  • Mother's Touch
  • Resist Pain
  • Swallow Rage
  • Water-Conning

Level 2

  • Calm
  • Domestic Seeming
  • Grandmother's Touch
  • Luna's Armor
  • Mule's Bane
  • Spellbinding Oration
  • Stinging Blows

Level 3

  • Chant of Morpheus
  • Dazzle
  • Guilt Trip
  • Lover's Touch
  • Pain Chain
  • Parting the Velvet Curtain
  • Soothe the Savage Beast
  • Spirit Friend
  • The Cleaving Hoof
  • Words of the Alpha

Level 4

  • Beast Life
  • Serenity
  • Serpent-Driving
  • Strike the Air
  • Uncaught Since the Primal Morn
  • Unicorn's Grace

Level 5

  • Halo of the Sun
  • The Living Wood
  • Trust of Gaia


Gifts listed in Red are NOT YET APPROVED FOR USE ON CITY OF HOPE.



Level One

Jam Weapon

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

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
Also Level 1 Theurge Gift / Level 1 Black Furies (Camp: Order of Our Merciful Mother) Gift / Level 1 Glass Walker (Camp: Wise Guys) Gift

Source: WW3801 - Werewolf: the Apocalypse Revised p. 138, 145 / WW3951 - Black Furies Revised p. 70 / WW3856 - Glass Walkers Revised p. 80

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
Also a Level 1 Philodox Gift / Level 1 Get of Fenris Gift / Level 1 Wendigo Gift

Source: WW3801 - Werewolf: the Apocalypse Revised p. 139, 145, 147, 154

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

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
THIS GIFT IS NOT YET APPROVED FOR USE ON CITY OF HOPE. OPEN A +REQUEST IF YOU WISH TO LEARN IT

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

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

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

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
Also a Level 2 Shadow Lords Gift / Level 2 Silver Fangs Gift

Source: WW3801 - Werewolf: the Apocalypse Revised p. 145, 150, 152

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 Metis Gift only
THIS GIFT IS NOT YET APPROVED FOR USE ON CITY OF HOPE. OPEN A +REQUEST IF YOU WISH TO LEARN IT

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.




Spellbinding Oration
THIS GIFT IS NOT YET APPROVED FOR USE ON CITY OF HOPE. OPEN A +REQUEST IF YOU WISH TO LEARN IT

Source: WW3053 - Children of Gaia Tribebook (1st Edition) p. 49

Description: Similar to Persuasion (level one Homid), this Gift allows a Child of Gaia to be persuasive when dealing with others. The Garou’s statements will take on an air of extra meaning and credibility. Those hearing him are likely to agree with him. This Gift is taught by a Unicorn spirit.

System: The Garou rolls Charisma + Leadership against a difficulty of 6. If successful, the difficulties of all Social rolls are reduced by two for the remainder of the scene. If the Garou is actively trying to exhort his audience to anything other than combat (in any form), the difficulties of Social rolls are reduced by three. The Garou must orate for at least five minutes. The effects lasts for one scene.




Stinging Blows

Source: WW3806 - Players Guide to Garou p. 190

Description: The Children hate to admit it, but sometimes you just cant negotiate your way to a position of peace. Occasionally you have to have faith in your own righteousness, and enforce your will upon those who are genuinely acting like children. But if you're going to do it, at least you can make your claim as strongly as possible, and prevent unnecessary damage.

System: The Child of Gaia spends one Rage. For the rest of the scene, her attacks are so painful that anyone struck by her immediately ignores any other foes he may be facing and attacks the Child (Willpower roll, difficulty 9, to resist). Usually this Gift is employed to break apart two foes who otherwise couldn't be. It's a risky gambit, but sometimes effective.



Level Three

Chant of Morpheus

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

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

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

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).




Pain Chain
THIS GIFT IS NOT YET APPROVED FOR USE ON CITY OF HOPE. OPEN A +REQUEST IF YOU WISH TO LEARN IT

Source: WW3806 - Players Guide to Garou p. 191

Description: A doctor who treats only the symptoms of a disease doesn't cure it, but merely prolongs the patient's suffering. The Children of Gaia likewise know that only attacking the pawns of the Wyrm merely prolongs the Apocalypse War, rather than ending it. This Gift helps them to go after the Wyrm itself by sensing who's pulling whose strings, and even understanding who's pulling theirs in turn. It is taught by a Dog spirit.

System: The player spends one point of Gnosis and rolls Perception + Investigation (difficulty 8). Each success lets you move "up the chain" one step, revealing the name and face of the next person delivering orders to your target. A single success would reveal that the corporate oil baron is being ridden by a particularly manipulative Bane, two would let you know which Black Spiral Dancer summoned the Bane, and three might tell you who that Black Spiral Dancer's alpha is. None of this informs the Child of Gaian where these people are, but it gives them firm names and visual impressions to go after.




Parting the Velvet Curtain
Also a Level 3 Theurge Gift

Source: WW3204 - Umbra The Velvet Shadow p. 133, 134

Description: The Garou with this Gift may open the Gauntlet, physically transporting creatures other than shapeshifters into the Umbra. This Gift is taught by a turtle-spirit.

System: The Garou must touch the creature to be affected; the player spends a Gnosis point and rolls Gnosis against a difficulty equal to the local Gauntlet plus one per creature affected. Kinfolk or other shapeshifters do not add to the difficulty as do other creatures. If the roll is successful, the Gift user automatically steps sideways along with his passengers.

A maximum of eight other creatures may be transported in this fashion. While in the Umbra, the affected creatures are bound to the Garou with silk threads. They will always remain by the Garou’s side and must leave the Umbra when the Garou does. However, the Garou may sever a thread and send a creature back to its starting point by spending a Willpower point.

If the affected creature wants to resist either the initial transition or the return to the physical world, she may make a resisted Willpower roll against the Gift-wielder (difficulty 6 for both rolls).




Soothe the Savage Beast
THIS GIFT IS NOT YET APPROVED FOR USE ON CITY OF HOPE. OPEN A +REQUEST IF YOU WISH TO LEARN IT

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

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

Source: WW3853 - Children of Gaia Revised, p. 67

Description: Unicorn's powerful hoofblows often killed 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
THIS GIFT IS NOT YET APPROVED FOR USE ON CITY OF HOPE. OPEN A +REQUEST IF YOU WISH TO LEARN IT

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
Also a Level 4 Lupus Gift

Source: WW3801 - Werewolf: the Apocalypse Revised p. 136 & 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.



Serenity

Source: WW3600 - Werewolf: the Apocalypse (2nd Edition) p. 127

Description: The Garou can quell others' rage, even bringing Garou out of frenzies. This Gift is taught by Unicorn-spirits.

System: The Garou spends one Gnosis point and rolls Charisma + Expression (difficulty of the target's Willpower). The target is incapable of using Rage at all for one turn per success. He may not spend Rage points, but neither may he frenzy.




Serpent-Driving

Source: WW3853 - Children of Gaia Revised, p. 68

Description: The touch of Unicorn's horn sets evil spirits and poisonous beasts to flight. This Gift enables the Child of Gaia to mimic Unicorn's power, driving foul creatures out of water, underbrush, and so on. It is a more powerful ability of Unicorn's Horn, and Unicorn himself teaches this Gift.

System: The Garou touches his hand or forehead to the water, into the alleyway, or into whatever area he suspects of harboring enemies. He then rolls Gnosis, with the difficulty being 4 for ordinary animals such as snakes, 6 for lesser Wyrm creatures (such as fomori), 8 for Wyrm servitors of strong power (such as Black Spiral Dancers) and 10 for powerful creatures of the Wyrm. For each success, one such creature is forced to abandon its hiding place or nest by the most direct route possible. If the Wyrm creatures were using any supernatural means of concealment (such as Gifts or Disciplines), they may make a Willpower roll, difficulty of the Garou's Gnosis, to maintain these powers. They may still physically leave the area, however. Note that this Gift may cause the creatures to attack and is thus best used with care. Serpent-Driving may be used only once per game session.




Strike the Air
Also a Level 4 Stargazer Gift

Source: WW3801 - Werewolf: the Apocalypse Revised p. 146, 293

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.




Uncaught Since the Primal Morn
THIS GIFT IS NOT YET APPROVED FOR USE ON CITY OF HOPE. OPEN A +REQUEST IF YOU WISH TO LEARN IT

Source: WW3853 - Children of Gaia Revised, p. 68

Description: This Gift grants Unicorn's perfect speed to the Garou, allowing her to outrun virtually any pursuer. An avatar of Unicorn teaches this Gift.

System: The player spends a Gnosis point and makes an opposed Stamina + Athletics roll against the fastest of any pursuers; the Garou is unfailingly faster than her pursuers for one scene for each success.




Unicorn's Grace

Source: WW3853 - Children of Gaia Revised, p. 67, WW3806 - Players Guide to Garou p. 191

Description: A Garou with this Gift never loses her poise and rarely loses her temper. 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. She cannot frenzy, and her ability to spend Rage is limited by her Empathy rather than Dexterity. Further, her Rage is considered 3 points lower for the purposes of determining whether surrounding humans are affected by the Curse. This Gift does not work if the Garou is in Crinos form.



Level Five

Halo of the Sun

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

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.




Trust of Gaia

Source: WW3853 - Children of Gaia Revised, p. 68

Description: The Child of Gaia with this Gift can instantly earn the trust of any who hear her speak, even over electronic devices like telephones or loudspeakers. Affected listeners feel that the speaker is a good and trustworthy person, although it does not coerve them in any other way. Those affected will not willingly attack the Garou, although they can be mind-controlled to do so (and will hate doing so). Banes, Black Spiral Dancers and other creatures of powerful Wyrm taint feel intense dislike instead of trust.

The trust evoked by this Gift doesn't supersede common sense; if the Child of Gaia drives a speeding car through a crowd of affected listeners, they'll still scatter for cover, although they'll feel certain she had a good reason to be in such a hurry. An avatar of Unicorn teaches this Gift, and demands that the recipient swear never to abuse its power.

System: The player spends a Gnosis point and rolls Manipulation + Empathy; the difficulty is 6 to affect humans, 8 to affect humans corrupted by the Wyrm or other shapeshifters, or 10 to affect supernaturals corrupted by the Wyrm (such as vampires). Creatures born directly of the Wyrm such as fomori or Banes, or ritually enslaved to the Wyrm, such as Black Spiral Dancers, are immune. All listeners must make successful Willpower rolls (difficulty of the Garou's Gnosis) to resist. For the duration of the scene, all affected listeners treat the Garou as if she were a trusted friend. After the Gift's effects end, those affected by the Gift do not remember being supernaturally swayed.



Planetary Gifts

Lu-Bat, The Peaceful Counselor, Celestine of Saturn
Favored Tribe: Children of Gaia
Favored Auspice: Ragabash
Also known as: Cronos, Ptah, Bran, Balder, Thoth, Pah
Source: WW3110 - Rage Across the Heavens, p. 71

Level 1

  • Sense Limits

Level 2

  • Peace of the Counselor

Level 3

  • Pall of Despair

Level 4

  • Harmonious Slumber

Level 5

  • Burden of Knowledge


Gifts listed in Red are NOT YET APPROVED FOR USE ON CITY OF HOPE.



Level One

Sense Limits

Source: WW3110 - Rage Across the Heavens, p. 122

Description: The Garou can determine the amount of Rage, Gnosis or Willpower within an individual. This ability enables the Garou to judge whether or not her target can resist an attempt to influence her actions or whether she is likely to draw upon her supply of either Gnosis or Rage. This Gift also allows a Garou to gauge whether or not other supernaturals are currently weak-willed or drained of some other source of power. For example, a Garou may tell that a vampire has little power but may not realize that the Leech's blood supply is low. This Gift also enables a Garou to sense whether an Umbral spirit's Power is weak or near depletion.

System: The player roll Perception + Occult (difficulty 8). Each success enables the character to determine the general levels of Rage, Gnosis and Willpower for one targeted individual. Additional successes allow the character access to more specific information about a single target or else gives her general information about another target. The Storyteller should not give the player precise numbers but should relay information in relative terms. ("The Black Spiral has used most of his Rage but still has a lot of Willpower and Gnosis left." or "The mage has plenty of magical energy left within her.") a failure means that the character learns nothing about her target while a botch gives her erroneous information.



Level Two

Peace of the Counselor

Source: WW3110 - Rage Across the Heavens, p. 122

Description: This Gift enables a Garou to bring even the most heated discussion to a peaceful conclusion. Though it does not preclude further hostilities from erupting at a later time, the Gift creates an atmosphere of temporary truce among enemies or prevents tribe leaders from coming to blows over volatile issues. During the grace period, the Garou can attempt to resolve the circumstances underlying the state of enmity - such as encouraging the participants in a dispute to begin negotiations or achieving a compromise.

System: The player spends a Willpower point and rolls Charisma + Empathy (difficulty of the highest Willpower among the quarreling individuals). One success causes combantants to stop fighting (or prevents them from initiating combat) for one turn. Each extra success increases the length of time in which peace prevails by an additional turn; five successes extend the Gift to an entire scene. No successes means that the Gift has no effect on the situation, while a botch causes an escalation of force and frequently draws the character attempting to use the Gift into the heart of the battle.



Level Three

Pall of Despair

Source: WW3110 - Rage Across the Heavens, p. 122

Description: This Gift inflicts a wave of despair upon a targeted individual, making the victim incapable of action due to feelings of profound melancholy.

System: The player spends a point of Gnosis and rolls Manipulation + Empathy (difficulty of the target's Willpower). A successful roll causes the victim to experience a feeling similar to Harano (or, in the case of humans, clinical depression). This state of mind forces the victim to roll her Willpower in order to take any action, while combat becomes almost impossible. (Optionally, the Storyteller can enforce the limitations of Harano, found in Werewolf Player's Guide.) The effects of this Gift last for one scene.




Level Four

Harmonious Slumber

Source: WW3110 - Rage Across the Heavens, p. 122

Description: This Gift enables the Garou to create a perfect environment for sleep even in the most difficult circumstances. Under the influence of this Gift, the Garou receives the equivalent of eight hours of restful sleep and awakens refreshed and with his spirits revived.

System: The player spends a point of Gnosis and rolls Stamina + Enigmas (difficulty 7). One success is necessary to affect the character. Each additional success allows him to include another individual in the effects of the Gift. A failure means that the Gift does not work, while a botch inflicts restless sleep on the character, with no benefits. When the character awakens from a successful use of this Gift, he finds that his Gnosis is fully replenished. The nap can last for up to eight hours, although only two hours are necessary to reap the full benefits.




Level Five

Burden of Knowledge
THIS GIFT IS NOT YET APPROVED FOR USE ON CITY OF HOPE. OPEN A +REQUEST IF YOU WISH TO LEARN IT

Source: WW3110 - Rage Across the Heavens, p. 122

Description: The Garou floods an individual with the knowledge of all her own limitations, making the victim aware of every flaw or failing and reminding her of all the wrongs she has committed or caused. The weight of this enlightenment can either change an individual for the better or drive her into suicidal despair or murderous frenzy. Few individuals survive the effects of this Gift unscathed. This Gift can sometimes bring an errant Garou back from the edge of corruption or cause an enemy of the Garou to be "born again".

System: The player spends a point of Gnosis and rolls Intelligence + Empathy (difficulty of the victim's Willpower). Success causes the victim to experience every negative aspect of her personality and past, including her secret vices, shortcomings, failures and other similar faults. The Storyteller should decide what ultimate effect the Gift produces in the Victim - either a desire to reform her ways and correct her failings, an impulse to kill herself out of shame and despair, or some course of action between the two extremes. Once the victim has experienced the total effect of the Gift, the intense awareness begins to fade - but residual memories may plague the victim for a long time afterward.