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More on gifts, look below to see where i gots em

Heightened Senses-This Gift allows the Garou to try to overhear distant conversations, recognize subtle scents and detect moving targets cloaked by Gifts or vampiric Disciplines by winning a Mental Challenge. This added sensitivity can be a disadvantage if the Garou is exposed to very intense stimuli.

Catfeet-The Garou gains the preternatural agility of this Gift’s namesake. By spending a Gnosis Trait, she either avoids damage from falls of 100 feet or less or gains the Physical Traits: Athletic, Graceful and Nimble. These Traits can only be used in challenges that deal with balance and agility (not combat) and must be used within the hour or they are lost.

Detect Spirit— The Garou gains the ability to sense the presence and nature of unseen spirits (and reveal disguised ones). The Garou must first think to use the Gift, however, and must defeat her target in a Mental Challenge.

Beast Life-With the expenditure of a Gnosis Trait and a successful Simple Test, the Garou may call forth a group of a single sort of animal (subject to the availability of the animal). They must be given a specific and short term mission or they will disperse. Missions could include attacking an enemy, guarding a place for an hour or destroying an object. The group acts as one creature. Rats, insects, snakes, wolves, dogs or cats can be summoned in this way.

Call of the Wyld-The Garou can issue forth a great howl that is audible to those nearby, but the affects will travel even beyond that, reaching Garou miles away in some cases. Most often, it is used to summon others to a moot or herald other important events, but it can serve as a general distress call (the Garou equivalent of firing a flare pistol into the sky). This last function of the Gift is quite embarrassing to Garou, and the user could lose a Renown Trait (depending upon the reason for the call, of course). A Garou wishing to use this Gift should contact a Storyteller. She will instruct the character to expend a Gnosis Trait and record the nature of the howl (which must be brief and to the point).

Mindspeak-The Garou can forge a telepathic communication between herself and other willing participants within visual range by expending a Mental Trait for each subject to be included. Other creatures, such as a vampire with the Discipline: Telepathy may listen in if she can defeat the Gift user in a Mental Challenge.

Gnaw-The Garou’s jaws and teeth take on a supernatural strength and resilience. She may chew through and destroy objects by chewing on them (remember that objects have Traits and Health Levels, just like people). If the Garou with this Gift declares she is biting an opponent and succeeds, she may try to win a second Simple Test to inflict a second wound.

Venom-The Garou can cause her bite to become coated with a deadly poison. If the Garou successfully bites her foe, she may expend additional Physical Traits to further wound her foe. For every three Traits expended, the victim suffers an additional normal wound. This Gift does not affect Kindred.

Eyes of the Cobra-The Garou can lull the subject into a docile and amiable state. Eye contact is required to use this Gift. At this point, the Garou may expend a Gnosis Trait and attempt to win a Social Challenge with the target. If the Garou is successful, the target must remain civil and non-confrontational as long as the Garou maintains eye contact. If the victim is attacked by any source, the Gift’s power is immediately broken.

Bridge Walker-The Galliard can open a minor Moon Bridge at will without the benefit of a caern or the Rite of the Opened Bridge. By spending a Gnosis Trait, the Garou disappears, only to reappear a split-second later a short distance away (only foes with Gifts that increase speed can attempt to prevent the use of this Gift). Once the Gnosis is spent, the player may take fifteen paces in any horizontal direction she wishes. The character is not hampered at all by Physical barriers, but magical ones will cause her to reappear immediately if she attempts to cross them. At the end of her journey, the character must make a Simple Test; if she loses, she has gained the attention of a Bane, which appears with her and attacks the character immediately.

Head Games-The Garou can drastically alter the subject’s personality. By spending a Gnosis Trait and defeating the subject in a Mental Challenge, the Garou can assign the character a new, temporary Demeanor. The effects of this Gift last for the entire session. The subject may spend a Willpower Trait to ignore the new Demeanor for ten minutes.


Natural gifts (for those of you who don’t know :P)

Claws of Gaia- basically enhanced claws that have been enhanced by Gaia herself, they are very effective against creatures of darkness (think like silverplated claws) already on when in Cronos form, must be called upon in Garou form first

Rage- rage is used to enhance the effects of most, if not all, gifts, it makes the weilder almost invisable to pain, meaning that they cannot feel it when if full rage, in half rage the pain is lessened emensly, all natural gifts and senses are hightend and so on and so forth, speed is doubled

Gathering Gnosis- basically spiritual energy that enhances and/or use the gifts of Luna

each garou has a limited supply of gnosis, that would be your gnosis level, the higher gnosis level you have the more effective and in some cases the more powerful the Luna gift is, the higher the level the more gifts you can use at one time

WWTA
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