Lupus - Gaben

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Lupus

Breed - Lupus

Find Water (Lupus Rank 1)

   This gift allows a Garou to locate any body of water within 20 miles. This Gift is taught by a Frog spirit
   System: The Garou makes a Perception + Survival roll against a difficulty of 6 to use this Gift. One or two successes will indicate the genera direction of the water. Three or four success will indicate the distance, and five successes will allow the Garou to determine if the water is contaminated in any way.

Hare's Leap (Lupus Rank 1)

   The werewolf can leap impossible distances. Hare-spirits teach this Gift
   naturally, though cat-, frog-, kangaroo-, and even flea spirits occasionally do so as well.
   System: The player makes a reflexive Strength + Athletics roll (difficulty 7) to activate this Gift. If successful, the character's leaping distances are doubled for the
   scene -- or tripled for a single turn with the expenditure of a Willpower point (see Jumping, p. 271).
   Taught by: Hare spirit; Cat spirit; Frog spirit; Kangaroo spirit; Flea spirit 
   Book: WW20

Heightened Senses (Lupus Rank 1)

   The Garou may vastly increase her sensory input for a short time. When in Homid or Glabro form, her senses become as sharp as those of a wolf, while in her wolf forms, her senses become preternaturally potent. This gift is taught by Wolf-spirits.
   System: The Garou spends a Gnosis point. The effects last for one scene. Homid and Glabro forms: Perception difficulties are reduced by two; roll Perception + Primal-Urge (difficulty 6) to perform sensory feats impossible to humans. Crinos, Hispo and Lupus forms: Perception difficulties are reduced by three; +1 to Primal-Urge Dice Pools.

Leap of the Kangaroo (Lupus Rank 1)

   This Gift was originally developed by the lost Bunyip tribe. By invoking the Gift, Garou may leap incredible distance. Despite its name, this Gift is taught by Hare- or Cat-spirits (marsupial-spirits seem loath to aid the Garou these days...).
   System: The Garou rolls Stamina + Athletics (difficulty 7). If successful, she may double her normal jumping distance. See the Jumping Chart, pg212.

Predator's Arsenal (Lupus Rank 1)

   One of the most unnerving aspects of the Homid shape is its lack of proper weapons. This Gift remedies that problem (while still retaining much of the Homid shape's ability to blend in with the human world), granting the Garou battle-ready claws and teeth in Homid form. It is taught by a wolf-spirit.
   System: The werewolf concentrates for a turn to gain access to bite and claw attacks in Homid form for the rest of the scene, or until she dismisses the transformation. These attacks inflict lethal rather than aggravated damage, and may be concealed by simple expediencies such as the werewolf keeping her mouth closed, wearing long sleeves, or keeping her hands in her pockets. She can even speak normally without giving herself away, as long as she's careful not to open her mouth too wide or smile so that her teeth show, although her voice sounds rough and a bit distorted (attempting to discern that there's something amiss with a Garou taking such precautions requires a Perception + Alertness roll, difficulty 9). 
   Taught by: Wolf spirit 
   Book: WW20

Prey Mind (Lupus Rank 1)

   The wolf is not always the predator, as lupus sorely realise. Humans' capability for destruction grows ever greater, and more wolves die at their hands every day. When the predator becomes prey, it is this Gift that comes to the fore and assists the Garou in evasion, showing them places to hide, ways to run, and even chances to attack back. A lamb or deer spirit teaches the Gift
   System: The player rolls Wits + Primal Urge (difficulty 7 in the wild, 9 in urban lands). Success guides the wolf in how to best evade her pursuers; she gains three dice to any pool made to escape, outdistance or evade pursuit. The Gift's effects last for one turn per success, so if the lupus hasn't thrown pursuit by then, she's on her own. 
   Taught by: Lamb and deer spirits 
   Book: PG3e 
   Alternative Versions
       From: WW20 (Lupus Rank 1)
       System: The player rolls Wits + Primal-Urge; difficulty 7 in the wilderness, 9 in urban environments. Each success adds one die to all pools made to escape, outdistance, hide from or evade pursuit for the remainder of the scene. 
       Taught by: Hare spirit; Deer spirit 

Sense Prey (Lupus Rank 1)

   Werewolves used this ancient Gift during hard winters to feed their packs. The Gift letes Garou locate enough prey to feed a pack. In the urban environment, This Gift guides the lupus to prey within the city, usually in parks, sewers, animal shelters and even zoos. The Gift will tell the werewolf the location of large numbers of prey within 50 miles in the wilds, and within the limits of a city and its suburbs. Humans and wolves do no register as prey animals (as per the Litany), but it is said that the Red Talons know a variant of this Gift that acts otherwise. A wolf spirit teaches this Gift.
   System: The Garou makes a roll using Perception + Primal-Urge against a difficulty of 7. Success will lead the Garou to a suitable animal sufficient to feed a pack of up to 12 wolves. The range extends up to 50 miles. 
   Taught by: Wolf spirit 
   Book: WW3e

Sense Wyld (Lupus Rank 1)

   The Garou invoking this Gift may sense Wyld energies or spirits in the nearby area. This Gift is taught by a Wyld-spirit
   System: The player must roll Perception + Enigmas. The difficulty is based on the strength of the local influence (a Garou in a forest would be difficulty 5).

Axis Mundi (Lupus Rank 2)

   The Garou with this Gift can center herself in relation to Gaia, and always know which direction she is traveling in or facing, no matter where she may be in the Gaia realms. In addition, the werewolf carries her "territory" around with her, in a mystical sense. Wolves will detect this, and concede her right to travel through their territories and hunt there. Other animals will also recognize this, and not attack the intruder.
   System: To activate this Gift, the player must expend a point of Gnosis. Animals will automatically sense the presence of the Garou and leave her be, and even other lupus must make a Willpower roll not to recognize this right.

Eye of the Eagle (Lupus Rank 2)

   This gift allows the user to see long distance, over "two looks away". This gift will not work well in the city, as buildings tend to get in the way. It is, eeriely enough, taught by an Eagle spirit.
   System: Roll Perception + Alertness against an 8 difficulty. The number of successes is the number of miles away one can see as normal. 
   Alternative Versions
       From: WW20 (Lupus Rank 2)
       This Gift allows the werewolf to see over impossibly long distances, though not through obstacles -- good vantage points are invaluable, and this Gift is in much demand among caern guardians. It is taught by an eagle-spirit.
       System: The player rolls Perception + Alertness (difficulty 7). The number of successes is the number of miles added to the Garou's clear visual range. 
       Taught by: Eagle spirit 

Scent of Sight (Lupus Rank 2)

   The Garou can use his sense of smell to compensate completely for his eyes; thus, he could attack invisible creatures normally, or roughly navigate in absolute darkness. This Gift is taught by a Wolf-spirit.
   System: The Garou rolls Perception + Primal-Urge against a Storyteller-determined difficulty (depends on how powerful local smells are). The Storyteller should not require rolls every turn, but only when something could cause the Garou to lose his opponent's scent (he ran through water, they are fighting in a smelly alley, etc.)

Sense the Unnatural (Lupus Rank 2)

   The Garou can sense any unnatural presence and determine its approximate strength and type. supernatural presences can include: magic, spirits, the Wyrm, wraiths, etc. This will detect vampires, but only those with Humanity scores below 7. This Gift is taught by any spirit servant of Gaia.
   System: The Garou rolls Perception + Enigmas (difficulty 6). The more successes rolled, the more information is gained. However, understanding the information might require an Intelligence + Occult roll (Storyteller's option). 
   Alternative Versions
       From: WW20 (Lupus Rank 3)
       The Garou can sense any unnatural presence and determine its approximate strength and type. Supernatural presences can include magic, spirits, Wyrm taint, ghosts, vampires, faeries, and any other such unnatural manifestation - although it won't pick them out specifically as such. A werewolf may sense a person plagued by haunting as easily as a ghost. Any spirit servant of Gaia can teach this Gift
       System: The player rolls Perception + Enigmas (difficulty 6). The more successes he rolls, the more information he gains. The sensory input is somewhat vague and subject to interpretation, though. For instance, a vampire might smell of clotted blood, fear, corpse-meat or whatever else the Storyteller finds appropriate. 
       Taught by: Gaian spirits 

Wyld Ferocity (Lupus Rank 2)

   The harsh, untamed wilderness frequently brings death to humans who venture into it unprepared. With this Gift, the Garou can heighten the fear humans have of the wild. A panic-stricken human may be unable to act or have to flee the area. An Ancestor-spirit teaches this Gift.
   System: The Garou must spend one Rage point to activate the Gift and must growl (even in human form) for the effect to work. All normal humans lose one die from their Dice Pools within 20 feet of the Garou. Those humans not used to dealing with wild animals must make a Willpower roll (difficulty equals the Garou's Rage) or flee the area. 
   Taught by: Ancestor-spirit 
   Book: Wild West Companion

Catfeet (Lupus Rank 3)

   This Gift gives the Garou the agility of a cat, making him immune to falls under 100 feet (he lands on his feet just right). He also has perfect balance even on the most slippery surfaces, and the difficulties of all combat actions involving body slams and grappling are reduced by two. This Gift is taught by a Cat-spirit.
   System: The Garou does not need to expend points or roll for this ability; it becomes innate to those who learn the Gift.

Death Whispers (Lupus Rank 3)

   The ancient Greeks associated the wolf with death. Hecate wore three wolf heads, while Charon wore wolf ears. Lupus with this Gift echo that connection. By standing entirely still near a recently dead body, the lupus can hear the final worlds of the deceased. These words are often rambling and incoherent, but can provide clues and understanding of what happened at the moment of their death, or of their most prominent thoughts at the moment of their demise.
   System: The lupus must stand next to the corpse and stay entirely still, trying to hear the very soft whispers. The player then rolls Perception + Occult (diff 7). To successfully hear the death whispers, the lupus must obtain more successes than the number of hours the body has been dead. More successes than required increase the clarity of the whisper. This Gift may be attempt only once per dead body. 
   Taught by: Wolf 
   Book: PG3e

Monkey Tail (Lupus Rank 3)

   Although the lupus' tail retains the appearance of a regular wolf's tail, it gains far more agility and flexibility. Although incapable of fine manipulation, the tail can grasp objects, wrap around branches or allow the Garou to hang upside down. The tail can also attack from an unexpected direction. A Monkey-spirit must be persuaded to teach a Garou this Gift
   System: After learning this Gift, the Garou's tail automatically becomes prehensile whenever she likes. In order to manipulate the tail successfully, the player must make a Dexterity + Athletics roll (difficulty 6). The difficulty can increase for very delicate operations. If the Garou's strength exceeds her Stamina, she can use the tail to hang or swing. When attempting to lift objects with her tail, the Garou's strength rating is halved. If used as an attack, the damage from the tail is Strength-1.

Name the Spirit (Lupus Rank 3)

   The Garou is able to detect the type of approximate Trait levels (Rage, Power, etc) of a spirit. This Gift is taught by a spirit servant of the Uktena totem.
   System: The Garou spends one Willpower point and rolls Perception + Occult (difficulty 8). 
   Alternative Versions
       From: WW20 (Lupus Rank 2)
       The werewolf gains an instinctive rapport with denizens of the Umbra. He can sense the type and approximate Trait levels (Rage, Gnosis, Willpower) of spirits. Owl- and raven-spirits teach this Gift.
       System: The Player spends one Willpower point and rolls Perception + Occult (difficulty 8). 
       Taught by: Owl spirits; Raven spirits 

Silence the Weaver (Lupus Rank 3)

   The lupus releases a shattering howl, destroying all nearby delicate electronics -- computers, laptops, smart phones, tablets and the like. Simpler machines such as land line phones, cars, and firearms are unaffected. A storm-spirit teaches
   this Gift.
   System: The lupus spends a turn howling. The player then spends one Rage point and rolls Manipulation + Primal-Urge. Delicate electronics are destroyed within a radius of (20 x successes) yards (or meters) in a flash of sparks.
   Taught by: Storm spirits 
   Book: WW20

Strength of Gaia (Lupus Rank 3)

   The Goddess blesses her child with enhanced strength to defeat her enemies. The Garou must maintain her Lupus form, but she retains the might of the Crinos.
   System: The player must spend one Rage point to activate the Gift. Her base strength increases by four, rather than the normal one, in her Lupus form. The Gift works only in Lupus form and its effects cease if she shapeshifts. In any case, the Gift's effects last one scene. 
   Book: Wild West Companion

Beast Life (Lupus Rank 4)

   The Garou may not only communicate with animals, but can attract and command them. If there are no animals of the sort desired in the vicinity, none can be called. This Gift is taught by any Animal-spirit.
   System: The Garou spends one Gnosis point and rolls Charisma + Animal Ken (difficulty 7). One success causes animals within a 10-mile radius to be affected. Each additional success add 10 miles (two successes indicate a 20-mile radius). The effect lasts for one scene, but the time may be extended by spending one Gnosis point per extra scene. 
   Alternative Versions
       From: WW20 (Lupus Rank 4)
       The werewolf can communicate with other wild animals and attract or even command them. Domesticated animals may speak with the Garou, but they have given themselves over to the ways of humans and will provide no aid beyond information. Any animal spirit can teach this Gift, although lupus prefer to learn it from lion- or wolf-spirits.
       System: The character gains the permanent ability to communicate with all animals, regardless of the form she wears. To attract animals, the player spends one Gnosis point and rolls Charisma + Animal Ken (difficulty 7). All animals within 10 miles (16 km) per success respond to the summons, and will follow any requests the Garou makes.It is considered customary to pay homage to the spirit of any animal ordered to sacrifice itself with this Gift; to do otherwise risks angering the spirit world. 
       Taught by: Animal spirit 
       From: WW20 (Black Fury Rank 4)
       The werewolf can communicate with other wild animals and attract or even command them. Domesticated animals may speak with the Garou, but they have given themselves over to the ways of humans and will provide no aid beyond information. Any animal spirit can teach this Gift, although lupus prefer to learn it from lion- or wolf-spirits.
       System: The character gains the permanent ability to communicate with all animals, regardless of the form she wears. To attract animals, the player spends one Gnosis point and rolls Charisma + Animal Ken (difficulty 7). All animals within 10 miles (16 km) per success respond to the summons, and will follow any requests the Garou makes.It is considered customary to pay homage to the spirit of any animal ordered to sacrifice itself with this Gift; to do otherwise risks angering the spirit world. 
       Taught by: Animal spirit 

Gnaw (Lupus Rank 4)

   The Garou may strengthen her jaws to the point that, given time, she can chew through just about anything. In addition, her jaws do more damage in combat. This Gift is taught by a Wolf-spirit.
   System: The Garou spends one Willpower point and rolls Stamina + 4 against a variable difficulty (3 for wood, 6 for steel cables, 9 for a titanium door). The length of time it takes to gnaw through something is up to the Storyteller. When employing this power in combat, the Garou's bite does an extra die of damage. 
   Alternative Versions
       From: WW20 (Lupus Rank 4)
       The werewolf's jaws strengthen until she can chew through nearly anything. Her fangs inflict more damage in combat, and only death will break her grip if she clamps her teeth into an opponent. Hyena- and wolf-spirits teach this Gift.
       System: The player spends one Willpower point and rolls Stamina + 4 against a variable difficulty (3 for wood, 6 for steel handcuffs, 9 for a train car coupling). The length of time it takes to gnaw through something depends on the number of successes. Additionally, the Gift grants a character's bite two extra dice of damage for the rest of the scene. 
       Taught by: Hyena spirit; Wolf spirit 

Scream of Gaia (Lupus Rank 4)

   The Garou emits a horrible, ragged scream imbued with Rage and the pain of Gaia. The force of the scream batters foes and knocks them off their feet. Storm-spirits teach this Gift.
   System: The player spends a Gnosis point and rolls Rage. Everyone within a 50-foot (15 m) radius, except for the werewolf's pack, is blasted to the ground to suffer one unsoakable health level of bashing damage per success as a shockwave rips through the area.
   Taught by: Storm 
   Book: WW20

Terror of the Dire Wolf (Lupus Rank 4)

   Wolves haunt the ancestral nightmares of humanity, and of those monsters that were once human. The werewolf lets out a fierce snarl that triggers primordial terror in opponents and drowns them in the Delirium. A wolf-spirit teaches this Gift.
   System: The player spends a point of Rage and rolls Manipulation + Primal-Urge (difficulty of the opponent's Willpower or, if he is affecting a group, the highest Willpower represented). If successful, the werewolf invokes the full effect of the Delirium on any human, formerly-human, or partly-human creature who can see her - including those normally immune to the Delirium, such as mages and vampires. Only other werewolves and Fera are immune. It may be used in any form, although Homid and Glabro raise the difficulty of the Primal-Urge roll by one.
   Taught by: Wolf 
   Book: WW20

Venom (Lupus Rank 4)

   A common trick of desert-dwelling Garou, this Gift allows the user to produce a noxious venom. The werewolf's bile can incapacitate or even kill a victim. The Garou is immune to her own poison, but she can be incapacitated by another Garou's venom attack. A venomous snake spirit teaches this gift. Most Garou hesitate to make deals with snakes or serpents, but sometimes necessity outweighs prejudice.
   System: After making a successful bite attack, the Garou must roll Stamina+Primal Urge in a resisted roll against the target's Stamina+4. For every additional success the attacker gets, the victim receives an additional nonsoakable, aggravated wound along with whatever damage the bite caused. Each success also reduces the target's Stamina by one level until the victim loses consciousness. Additional poison bites can force the victim into a coma and eventually kill her. 
   Taught by: Snake spirits