Difference between revisions of "Felix/Gifts"

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==Rank 1==
 
==Rank 1==
===Call of the Wyld===
+
===Resist Toxin===
This Gift augments the Galliard's natural task of communication through howls. The Galliard can howl a cry that stirs and invigorates other werewolves, even those far beyond the normal range of hearing. This Gift is most commonly used at the beginning of revels or other events to charge up the sept, or to call for aid in times of peril. A wolf-spirit teaches this Gift.
+
''TBA: Bone Gnawer''
 
 
'''System:''' <span style="color:#660000">The player rolls Stamina + Empathy; the number of successes determines how far away the Call can be heard and how stirring it is to those who hear it.</span> This Gift can be used in concert with any of the standard Garou howls. The Storyteller determines the actual effects, but they should be linked to the type of howl made and the intent of the Garou. Some examples are: every two successes gives those at a revel an extra die to their dice pools; Wyrm agents are distracted by the call and their difficulties rise temporarily; all Garou in the area do not hesitate to respond to the Garou's Call for Succor.
 
 
 
''Source: Core (Revised)''
 
 
 
 
 
===Persuasion===
 
 
 
This Gift allows a garou to become more persuasive when dealing with others, in such a way that his statements and arguments are imbued with added meaning or credibility. An ancestor-spirit teaches this Gift.
 
 
 
'''System:''' <span style="color:#660000">The player rolls Charisma + Subterfuge.</span> If successful, the Storyteller reduces the difficulties of all Social rolls 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).
 
 
 
''Source: Core (Revised)''
 
 
 
  
===Resist Pain===
 
 
Through force of will, the Garou is able to ignore the pain of his wounds and continue acting normally. A bear-spirit teaches this Gift.
 
 
'''System:''' <span style="color:#660000">The player spends one Willpower point</span>; the character may ignore all wound penalties for the rest of the scene.
 
 
''Source: Core (Revised)''
 
 
 
===Resist Toxin===
 
 
Many Bone Gnawers learn a preternatural resistance to poisons and toxins of all kinds, doubtless due to their diet of refuse and American beer. A trash-spirit teaches this Gift.
 
Many Bone Gnawers learn a preternatural resistance to poisons and toxins of all kinds, doubtless due to their diet of refuse and American beer. A trash-spirit teaches this Gift.
  
'''System:''' <span style="color:#660000">The player rolls Stamina + Survival.</span> 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.
+
'''System:''' <span>The player rolls Stamina + Survival.</span> 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.
  
 
''Source: Core (Revised)''
 
''Source: Core (Revised)''
 
+
<hr/>
 
 
===Scent of Sweet Honey===
 
 
 
The Garou attracts minor Air-spirits to the chosen target, causing them to exude a wonderfully sweet aroma and become slightly sticky to touch. Naturally, all manner of vermin will shortly make their appearance, and the target will swiftly become coated with and surrounded by swarms of gnats, flies, bees, etc. The swarm will cause impaired vision for the target, annoying stings and bites, maddening buzzing noises, total inability to function socially, and other inconveniences. The exact game affect of the swarm is up to the Storyteller. This Gift is taught by certain Plant spirits, but Insect spirits can also teach it.
 
 
 
'''System:''' <span style="color:#660000">The Garou spends one Gnosis point and rolls Wits + Subterfuge (difficulty 6).</span> The effects last for one hour per success, and the smell will not wash off during this time.
 
 
 
''Source:  Core (2nd Ed)''
 
 
 
 
 
==Rank 2==
 
===Distractions===
 
The Garou can make annoying yips, yelps and howls to divert the attention of his target. A coyote-spirit teaches this Gift.
 
 
 
'''System:''' <span style="color:#660000">The player rolls Wits + Performance (difficulty of the victim's Willpower).</span> Each success subtracts one die from the target's dice pool next turn.
 
 
 
''Source: Core (Revised)''
 
 
 
 
 
===Hootenanny===
 
Bone Gnawer Hillfolk invented this Gift, and they’ve been teaching it to Galliards everywhere.  A good old-fashioned hootenanny involves music plaed really fast and incredibly well – “Dueling Banjos” is currently the most common song used with it.
 
 
 
While a Garou enacts this performance, every werewolf in his pack finds it easier to run, fight, jump, or perform any other rapid, strenuous physical activity. Unfortunately, everyone who hears the performance feels like dancing-they might stomp their feet, clap to the music, and even dance around if the music’s good enough. This gives the pack a decided edge in combat. With this Gift, a pack of Hillfolk and a Galliard with a banjo can tear up a whole room full of fomori and Black Spirals with one hell of a square dance.  This Gift is taught by an ancestor-spirit, usually one that looks and acts like a Galliard. Some Galliards claim this Gift is taught by the ghost of Elvis, but no one believes them.
 
 
 
System: When the hootenanny starts, <span style="color:#660000">the Garou using it spends a Gnosis, rolls Manipulation + Performance, and plays fast-paced, raucous music on a musical instrument.</span> If the character scores three successes on the first turn, the Gift is activated; if he doesn’t he can continue to attempt the roll each turn until he does. For the duration of one scene, as long as he continues to perform, each Garou in his pack can add three extra dice to any Dexterity + Brawl or Athletics dice pool. A packmate can add these dice to only one action each round, or he may divide them among multiple actions, but he cannot use more than three bonus dice from this Gift in a turn.
 
 
 
Any enemies listening should make willpower rolls when this power is activated. If an opponent hearing the music can’t score at least three successes on this roll, raise the difficulty of all his Dexterity + Brawl or Athletics dice pools by 2. (Melee and Firearm dice pools are not affected by this Gift.)
 
 
 
''Source: Tribebook: Bone Gnawers (Revised)''
 
 
 
 
 
===Mimic===
 
The Garou can alter her voice such that she can imitate any sound or voice she has heard, including sirens, gunshots, musical instruments or even specific quotations. The Gift does not allow the creation of new sounds, but new combinations can have interesting effects. Magpie-spirits know this Gift, but learning it from them can be an embarrassing and frustrating process.
 
 
 
'''System:''' Once the Garou learns this Gift, she can reproduce anything she hears. When simulating another person’s voice (or animal speech) she can only iterate what she has heard and cannot improvise new speech. Clever Garou create new combinations to form new sentences, but they often sound choppy. <span style="color:#660000">The player must roll Charisma + Performance (difficulty 6) '''if''' the intended audience suspects a ruse or knows the original voice very well</span> (a relative, long-time friend or packmate, for instance).
 
 
 
''Source: Player’s Guide (2nd Ed)''
 

Latest revision as of 18:52, 12 May 2021

Rank 1

Resist Toxin

TBA: Bone Gnawer

Many Bone Gnawers learn a preternatural resistance to poisons and toxins of all kinds, doubtless due to their diet of refuse and American beer. A trash-spirit teaches this Gift.

System: 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.

Source: Core (Revised)