Bonegnawer - Gaben: Unterschied zwischen den Versionen
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== Blissful Ignorance | ==Blissful Ignorance == | ||
Der Garou kann durch völlige Bewegungslosigkeit für alle Sinne, Geister oder Überwachungsgeräte unsichtbar werden. Die Gabe ist effektiver wenn der Anwender sich tarnt bevor jemand nach ihm sucht. Diese Gabe wird von einem Chamäleon-Geist gelehrt. | |||
== Cornered Rat's Ferocity == | == Cornered Rat's Ferocity == | ||
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== Reshape Object == | == Reshape Object == | ||
Der Garou kann ein ehemals lebendiges Material (aber kein untotes) in eine Vielzahl von Objekten verwandeln. So können Bäume zu einer Unterkunft werden, ein Hirschgeweih zu einem Speer, Tierfelle zu Rüstung und Blumen zu Parfüm. Das hergestellte Objekt wird äusserlich immernoch an das Material erinnern, aus dem es gemacht wird - der Speer wäre z.B. komplett aus Horn und nicht aus Holz. Die Verwandlung ist dabei nicht permanent, ausser der Garou verbringt einen längeren Zeitraum damit die Gabe auf das Material und das Resultat anzuwenden, was spirituell fordern für den Anwender ist. Hergestellte Waffen können mit dem Gnosis des Garous erfüllt werden um ihre Potenz zu erhöhen und übernatürlichen Schaden zu verursachen. Eine Pattern Spider - ein Geist der Weberin - lehrt diese Gabe. | |||
== Splintered Claw == | |||
Diese schmerzhafte Gabe bewirkt, dass die Krallen des Werwolfs beim Eindringen in das Fleisch splittern. Winzige Krallensplitter bohren sich tief in den Körper des Opfers und verursachen dadurch enorme Irritationen. Versuche sich zu heilen, ohne die Splitter zu entfernen, sind sowohl schmerzhaft als auch dumm, da die Klauensplitter jede Form von Heilung verhindern solange sie sich in den Wunden befinden. Leider verliert der Anwender dieser Gabe seine Krallen nach dem Einsetzen der Gabe und muss diese regenerieren. Ein Baum-Geist lehrt diese Gabe, besonders solche mit Dornen oder stacheligen Samenkapseln. Glass Walkers oder Bone Gnawers können diese Gabe von Geistern lernen, die in Häusern oder anderen hölzernen Konstruktionen leben. | |||
= Rang 4 = | = Rang 4 = |
Aktuelle Version vom 30. Juli 2024, 22:38 Uhr
Rang 1
Cardboard Mansion
A Bone Gnawer with this Gift can create a perfectly functional shelter for herself. The Garou can fashion any ordinary cardboard box into a waterproof, noise-resistant and insulated home. Despite conditions outside the box, the mansion remains dry, warm and quiet. A Home or Hearth-spirit can teach this Gift. System: The Bone Gnawer needs only a box of suitable size. A large enough box can sleep more than one - as long as everybody is friendly. The Gnawer spends a Gnosis point and crawls in for an evening's nap.
Cooking
The Bone Gnawer must have a small pot and ladle for this Gift. The Garou may take any small, easily destroyed item he can find - bark, beer cans, plastic wrap, whatever - and stir it into the pot, turning it into a foul-tasting but edible mush. This Gift is taught by a Raccoon or Rat spirit System: The Garou rolls Wits + Survival. The difficulty depends on the objects used - 6 for inedible but otherwise harmless material, up to 10 for cyanide and the like.
Desperate Strength
The werewolf calls on desperate reserves for a sudden surge of strength. A badger-spirit teaches this Gift.
System: When rolling a Feat of Strength (see p. 270), the werewolf may add one die to the roll for each level of bashing damage he willingly accepts as the price of this Gift. Taught by: Badger Book: WW20
Find the Prize
The Garou employing this Gift closes her eyes and things about finding a thing of great value, either a specific item or a general class of things. If the Gift is invoked correctly, the Garou may receive an impression of or a clue leading towards the item they are looking for. The clue is decided by the Storyteller and must be worked into the story: "Turning the corner, you see an ad for the Hound Dog cafe...perhaps the Elvis plate could be there?" Note that just because an item has been located does not mean it can be easily gotten. This Gift is taught by an Enigma spirit, or by any City spirit associated with finding items. System: The player spends a Gnosis point and rolls Perception + Enigmas (difficulty set by the Storyteller). Each success on the roll gives one clue concerning the whereabouts of this item.
Nose of the Hungry Hound
By invoking this Gift the Garou can hunt down the closest source of discarded, relatively disease-free food. This Gift will not detect the hot dogs within a vendor's cart (unless that vendor would gladly give a wiener to a hungry mutt), but it would detect the bag of cheez-fries that accidentally dropped out of a passing car window. This is a Bone Gnawer version of the Lupus Gift: Sense Prey and is taught by Dog, Raven and Possum spirits. System: The Gnawer who wishes to use this Gift must spend a Willpower point and make a Perception + Primal-Urge roll (difficulty 7). The number of successes determines how much food is found.
Play Possum
With animal cunning, the Gnawer can force her body into a state near death. Far from a serene, peaceful trance wherein the Garou imitates death, the Gift creates a facade closer to a drowned, bloated rat. The Garou's body stinks of rot, maggots crawl on her and flies gather as if to feast. Only a scrupulous investigation reveals the truth - but most folks won't want to get that close. Most Silver Fangs argue to ban this Gfit at moots and social gatherings. A Decay-spirit teaches this Gift. System: The player must spend a Gnosis point and remain perfectly still to activate the Gift. On activation, the Garou resembles a rotting corpse to all senses. When the Gift activates, anyone attempting to detect life in the Garou must roll Perception + Medicine (difficulty equals the user's Manipulation + Subterfuge) and physically examine the "carcass". Taught by: Decay-spirit Book: Wild West Companion
Resist Toxin
System: The werewolf is permanently immunized to mundane poisons, from arsenic to alcohol, and adds three dice to resist the effects of Wyrm-enhanced toxins. This Gift may be turned off and on at will (such as for enjoying alcohol). Taught by: Rat Book: WW20
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: The Garou can spend one Gnosis point and rolls Wits + Subterfuge (difficulty 6). The smell lasts for one hour per success and will not wash off in this time. Alternative Versions
From: WW20 A target the Garou touched at some point during the last hour begins to exude a wonderfully sweet aroma, and becomes slightly sticky to the touch. All manner of vermin quickly appear and coat the victim. The resulting coat of gnats, flies, bees and beetles crawls, stings, and generally impairs vision and hearing. Insect-spirits teach this Gift. System: The player spends one Gnosis point and rolls Wits + Subterfuge (difficulty 7). The target suffers a penalty to all actions for one hour per success; the smell will not wash off during this time. Taught by: Insect
Speed of the Messenger
This Gift increases the movement rate of the Garou so that he can travel long distances in short periods of time. The character's body seems to flow like quicksilver, enabling him to accomplish astounding feats of agility while under the effects of this Gift. Thus, the Garou can travel rapidly across a tree limbor along a narrow wooden beam without slowing down or faltering. System: The player spends one Gnosis point and rolls Dexterity + Athletics (difficulty 8). One success allows the character to move at twice her normal speed; two successes gives her three times normal speed, while three successes allows the character to move four times as quickly. More than three successes cause the character to assume a blurry form that confers two extra dice to any rolls involving Dexterity while the character is in motion. The effect lasts for one turn or one scene, depending on the circumstance. This Gift affects movement only and cannot allow a character to stop to deliver blows in combat without ending the Gift's duration. Thus, a character can use the Gift to get to a combat more quickly, but once she engages in battle, she loses the benefits conferred by the Gift. Taught by: Mitanu Book: RatH
Tagalong
Commonly used by Bone Gnawers residing in a sept controlled by other tribes, this Gift ingratiates the Bone Gnawer to a pack's or caern's totem for a short time. While the Gift is in effect, the Gnawer is treated as a member of a pack with regards to using the totem's blessings and any pack tactics the pack knows. If used on a caern totem, the totem looks favourably upon the Bone Gnawer. The Gnawer may then perform the Rite of the Opened Caern, if he knows it, without fear of retribution. A lost-dog spirit, a servant of Rat, teaches this Gift. System: The Gnawer must know the name of the Totem in question. He must also prostrate himself before the caern's centre of the pack's leader and wiggle forward on his stomach like a begging dog. The player rolls Charisma + Subterfuge. The difficulty varies based on the totem's opinion of the Bone Gnawer, which is left to the Storyteller's discretion. Success indicates that the character gains the previously mentioned benefits for one day, and that the totem will not look favourably on a Garou who mistreats the Bone Gnawer without cause. This Gift usually won't cause any bad feelings from the sept or pack in question as long as the Bone Gnawer minds his manners. However,using it too often certainly will. Taught by: A lost-dog spirit, a servant of Rat Book: WW3e
Trail of the Larder
It's said that the Children of Famine were the first to learn this Gift and teach it to their fellows. This Gift allowes the Bone Gnawer to scent out the best source of surplus food - that is, food currently in the possession of someone who has more than he requires. Said food is almost always guarded or locked away - not that this bothers the Children of Famine. The Gnawers also use this Gift for more creative effects from time to time; the renowned elder Simon Clubfoot found his way out of the twisted dungeons of Count Kimos by following his nose to the kitchen. A squirrel spirit teaches this Gift. System: The player rolls Perception + Primal Urge (difficulty 7) and spends a Willpower point. The number of successes determines how far away the Gnawer can sense the food, and how accurately he can gauge the amount of surplus. Taught by: Squirrel spirit Book: WWtDA
Trash is Treasure
The refuse of humanity provides all the canny Bone Gnawer needs. Through the use of this Gift, any broken object can be temporarily restored to full functionality and usefulness. A raccoon-spirit teaches this Gift.
System: The player takes hold of a broken object and rolls Wits + Crafts. The object functions perfectly for one turn per success, and also supplies its own power, fuel, or ammunition -- a dull knife cuts, a busted microwave runs (without being plugged into anything), an old rusty Saturday night special fires even without bullets, a junked car starts up and runs. The lifespan of the object's renewed usefulness can be extended to one full day by spending a point of Willpower, but the object requires proper power, fuel, and ammunition in such circumstances. Taught by: Raccoon Book: WW20
Rang 2
Beneath Notice
While others seek fame, the Bone Gnawers' best bet is anonymity. This Gift allows the Gnawer to blend in with the features of a town or village by becoming too familiar to be noticed. Although no physical changes take place, normal people cannot remember details concerning the Garou. The Gift works in either Homid or Lupus form and causes people who encounter the user to remember a nondescript drifter or a mangy dog. A Dog-spirit teaches this Gift. System: The player spends one Willpower point to remain "anonymous" for the rest of the scene. No one who sees the Gnawer during that time can remember details concerning his appearance. Taught by: Dog-spirit Book: Wild West Companion
Between the Cracks
Urban blight is the very underbelly of the Wyrm, and the Bone Gnawers know it better than any other tribe. The werewolf's instincts guide him to the nearest barren spot within an urban area -- a place where no human has set foot in at least a week, one which is not only isolated and currently unoccupied, but also likely to remain so for the rest of the night. This may be a boarded-up, abandoned building, a vacant apartment, or even a dead subway station. Bone Gnawers find this Gift useful for securing ritual spaces, setting up ambushes while preserving the Litany, and finding a place to sleep for the night. Any urban spirit can teach this Gift.
System: The player spends a point of Willpower and rolls Wits + Streetwise (difficulty 5). The more successes, the more secluded and difficult-to-locate the destination will be. Taught by: Urban Book: WW20
Blissful Ignorance
Der Garou kann durch völlige Bewegungslosigkeit für alle Sinne, Geister oder Überwachungsgeräte unsichtbar werden. Die Gabe ist effektiver wenn der Anwender sich tarnt bevor jemand nach ihm sucht. Diese Gabe wird von einem Chamäleon-Geist gelehrt.
Cornered Rat's Ferocity
When backed into a corner with nowhere to run, there are only two options -- beg for mercy or turn and fight. Rat-spirits teach Bone Gnawers to excel at the latter. System: The player spends one Rage point and rolls Rage (difficulty 8). Each success grants the character an additional die to his Brawl pools for the rest of the combat. This Gift sends the Bone Gnawer into an automatic and unavoidable berserk frenzy; any magic that stops the frenzy also ends the Gift. Taught by: Rat Book: WW20
Drunkard's Luck
In a drunken stupor, the Gnawer walks away from fatal accidents and hazardous situations with the assistance of this Gift. Where a sober Garou would hesitate and take a mortal wound, the Gnawer stumbles into the clear despite impaired reflexes. A Spirits-spirit teaches this Gift. System: The Gift activates automatically when the Bone Gnawer consumes enough alcohol to render him drunk. In this stae, he loses three dice to all of his actions (more if he continues drinking), but he benefits from an amazing lucky sreak. The player can reroll any failed rolls involving defensive actions including Dodge and Stamina soak rolls. The Storyteller may also allow the character to avoid hazards that he could not normally detect, such as falling debirs or surprise attacks. When the effects of the alcohol wear off, the Gift deactivates. The Gift does nothing for hangovers. Taught by: Spirits-spirit Book: Wild West Companion
Guise of the Hound
The Bone Gnawer masks herself so that she blends into the urban landscape, disguising her Lupus form so that it appears as a large dog rather than a wolf. Despite its enormous utility, most other tribes spurn this Gift as degrading to the dignity of the Garou. A dog-spirit teaches this Gift. System: The player rolls Manipulation + Subterfuge (difficulty 7). The disguise lasts for one scene per success. Taught by: Dog Book: WW20
Odious Aroma
The use of musk has long been a defense in the wild. With this Gift, the Garou can greatly amplify her own natural body odour, creating a debilitating stench. This Gift is taught by a Stinkbug spirit. System: The Garou spends one Gnosis point. For the duration of the scene, all beings within 20 feet of the Garou (provided they have olfactory organs) subtract two from all Dice Pools as they choke and retch. However, the Garou subtracts two from all his Social Dice pools and may be ostracised for the duration (not a big worry for most Bone Gnawers).
Plague Visage
Anyone in his right mind fears a leper. This Gift allows the Bone Gnawer to draw an illusion of terrible disease on his features, replling even the most stout-hearted onlookers. It's a useful trick in many situations. It can earn charity from well-meaning monks, terrify locals and even serve as a way of blending in - after all, people are afraid of you whether they think you're a leper or bewitched, but as least disease is more acceptable than witchcraft. This Gift is taught by a Rat or Disease spirit. System: The Bone Gnawer rolles Manipulation + Medicine; the effects last for a scene. The imaginary disease may appear to be anything the Gnawer is familiar with, such as leprosy or pox, or even something entirely invented. Mortals viewing the illusion must make Willpower checks at difficulty 8 or shrink away in revulsion; a botch might even send them screaming out into the streets, screaming about pestilence. Supernaturals who are immune to disease have less to fear - they must still make Willpower tests, but the difficulty falls to 6 Taught by: Rat or disease spirirts Book: WWtDA
Sticky Fingers
This trick coats the fingers of a Garou with a silvery substance that adheres to anything, making it possible to climb slick vertical surfaces with ease. In addition, this Gift also assists a Garou in pilfering small items such as credit cars, keys or loose change. System: The player spends a point of Gnosis. The ability to cling to sheer surfaces is automatic. In addition, the character gains two extra dice to any Streetwise or other roll the Storyteller deems appropriate; he might get extra dice on a pickpocketing attempt, but not when trying to hot-wire a car. The effect lasts for one scene Taught by: Mitanu Book: RatH
Trash Magnet
Ordinary street garbage becomes the Bone Gnawer's ally as it swirls about his opponent or engulfs his rival. All the trash nearby assails the target of this Gift, making life difficulty. Older Bone Gnawers can completely immobilise a smart-mouth, upstart Garou in heaps of trash and piles of garbage. Trash spirits teach this Gift, although Rat-spirits teach a version that animates sewer flotsam. System: The player rolls Charisma + Streetwise (difficulty 7) to determine the amount of trash involved. With one success, a minor distraction of newspapers and plastic bags causes a small increase in difficulties. With 5 successes, the target is buried in garbage and must dig his way to freedom. This Gift affects toxic waste as well. Note that this Gift does not create trash but instead draws upon the garbage in an area. An attempt to use this Gift in a sterile environment would fail.
Ward of the Road
This allows a Garou to leap from a quickly moving vehicle and remain undamaged. The Gift is taught by a spirit of the road. System: By spending one Willpower point and scoring at least one success on a Stamina + Survival roll (difficulty 6), the Garou takes no damage from the fall. If he fails, however, he takes full damage; if he botches, he takes double damage (he fell on his ankle, etc.). The Garou can also leap from tall buildings in this manner, but it requires one success per story to negate damage.
Rang 3
Beg
By playing upon the compassion of others, Bone Gnawers can generate an amazing amount of pity. By exaggerating her miserable state, a clever Bone Gnawer can gain favour with people who have too much anyway. By groveling or telling her particular sob story, she might get a handout, a favour or at least a good meal. A pigeon spirit teaches this Gift, which is one reason only Bone Gnawers ever learn it. System: The players must spend one Gnosis point and roll Manipulation and Performance. If the roleplaying is particularly moving, the player can forgo the roll at the Storyteller's discretion. The difficulty depends on the target; a charitable Child of Gaia might be a 4, whereas an overbearing Get of Fenris might be a 9. The number of successes determines the amount of pity generated and the generosity of the favour.
Call the Rust
By whistling softly through his teet, the Bone Gnawer can summon a sudden and destructive rust onto metal in his vicinity. Spearheads crumble, swords corrode and mail falls apart at the werewolf's command. Some Gnawers use this trick to protect their kin from armed men in a humane fashion, but others prefer to inflicit little poetic justices - such as attending the latest bear-baiting and corroding the chain holding the bear in question. This Gift is taught by a Water spirit. System: The player spends a point of Gnosis and rolls Wits + Crafts. Each success allows the Gnawer to corrode one ferrous metal object into fragile uselessness, although detailed works such as a chain hauberk count as two objects. The Garou need not be touching the object at the time, but he must be able to see it and be within conversational earshot. Taught by: Water spirit Book: WWtDA
Deliberate Misinformation
The Garou can slip confusing and contrary information into his target's conversation, making their plans fall apart or otherwise causing them to suffer from a gross breakdown in communications. Opponents in the immediate vicinity of the Garou mishear each other or misinterpret instructions. The information affected by this Gift must be communicated verbally - either in person or through the use of a direct communication device such as a telephone or other transmission device. System: The player rolls Perception + Linguistics (difficulty of the target's Willpower, or the highest Willpower in the target group). Each success allows the character to subject one opponent to the effects of this Gift. All actions that result from information communicated verbally receive a +2 difficulty; simple orders, such as proceeding to a certain address or moving to the left or right flank in battle, automatically go awry. The Gift lasts for one scene. Taught by: Mitanu Book: RatH
Friend in Need
It takes a lot for a pack to accept a Bone Gnawer as an equal, but once they do, the Gnawer's loyalty is unshakeable. This Gift allows a Bone Gnawer to risk all, even his own life, to aid a packmate or tribemate. A dog spirit teaches this Gift. System: When a packmate or fellow Bone Gnawer is on danger, the character may "lend" him what he needs, be it a Gift the Bone Gnawer knows, his Rage, his Willpower, or even his own life (in the form of health levels). The Bone Gnawer cannot lend a Gift of higher rank than the recipient could know, neither can he lend Abilities or Attributes. The player must spend one Willpower point and roll Willpower (difficulty 7) and must succeed for the transfer to take place. If the roll botches, the Bone Gnawer loses the traits in question, but the recipient does not gain them. This Gift lasts until the end of the scene unless the recipient decides to terminate it early. If the recipient dies before the Traits are returned, the Bone Gnawer loses them permanently. Taught by: Dog Book: WW3e
Gift of the Skunk
With this Gift, the Garou can swell his musk glands, allowing him to spray musk like a skunk. This Gift is, of course, taught by a Skunk-spirit. System: On any turn, the Garou may spray his musk at any target. Dexterity + Primal Urge (difficulty 7; modified by range) is required to hit. A target hit by the musk doubles over retching and must spend a Willpower point to do anything all for the remainder of the scene. Even then, however, he subtracts one from his Dice Pool for each success the Garou scored of his roll. The effect lasts for the duration of the scene or until the target rigorously bathes. Alternative Versions
From: With this Gift, the Garou can swell his musk glands, allowing him to spray musk like a skunk. This Gift is, of course, taught by a Skunk-spirit. System: The spray is directed with a Dexterity + Primal-Urge roll (difficulty 7, maximum range of 10 feet). A target struck by this attack must spend a Willpower point to do anything but spend the first turn retching. Afterwards, he subtracts one from his dice pools for the rest of the scene for every two successes rolled. Immersion in water negates this Gift, and it is ineffective against targets with no sense of smell.
Gift of the Termite
The Gnawer can cause wood and paper to rot with astonishing speed. Furniture falls apart, documents disintegrate and even buildings collapse. Obviously, one of the best instructors is a termite spirit. System: After spending a Gnosis point, the character rolls Intelligence + Repair (difficulty 7). The number of successes determines the amount of wood or paper destroyed: One success can rot a ream of paper, three can deteriorate a wall and five successes can collapse the roof of a small building. Strategic use of this power can dramatic results even for those of lesser skill. Alternative Versions
From: WW20 The Gnawer can cause wood and paper to rot with astonishing speed. Furniture falls apart, documents disintegrate and even buildings collapse. Obviously, one of the best instructors is a termite spirit. System: The player spends one Gnosis point and rolls Intelligence + Crafts (difficulty 7). One success can rot a ream of paper, three can destroy a wall, and five can collapse the roof of a small building.
Laugh of the Hyena
Hyena follows no one; instead, she laughs at those who would name themselves kings. The Bone Gnawer wields the power of this mocking laughter, allowing her to resist any attempt to command, cajole, force, or demand to do anything she doesn't wish to. Such refusals are never subtle; the werewolf cackles like a hyena when calling upon this Gift. A hyena-spirit teaches it. System: All attempts to mentally compel the werewolf suffer a +2 difficulty penalty, so long as she laughs out loud at them. Taught by: Hyena Book: WW20
Reshape Object
Der Garou kann ein ehemals lebendiges Material (aber kein untotes) in eine Vielzahl von Objekten verwandeln. So können Bäume zu einer Unterkunft werden, ein Hirschgeweih zu einem Speer, Tierfelle zu Rüstung und Blumen zu Parfüm. Das hergestellte Objekt wird äusserlich immernoch an das Material erinnern, aus dem es gemacht wird - der Speer wäre z.B. komplett aus Horn und nicht aus Holz. Die Verwandlung ist dabei nicht permanent, ausser der Garou verbringt einen längeren Zeitraum damit die Gabe auf das Material und das Resultat anzuwenden, was spirituell fordern für den Anwender ist. Hergestellte Waffen können mit dem Gnosis des Garous erfüllt werden um ihre Potenz zu erhöhen und übernatürlichen Schaden zu verursachen. Eine Pattern Spider - ein Geist der Weberin - lehrt diese Gabe.
Splintered Claw
Diese schmerzhafte Gabe bewirkt, dass die Krallen des Werwolfs beim Eindringen in das Fleisch splittern. Winzige Krallensplitter bohren sich tief in den Körper des Opfers und verursachen dadurch enorme Irritationen. Versuche sich zu heilen, ohne die Splitter zu entfernen, sind sowohl schmerzhaft als auch dumm, da die Klauensplitter jede Form von Heilung verhindern solange sie sich in den Wunden befinden. Leider verliert der Anwender dieser Gabe seine Krallen nach dem Einsetzen der Gabe und muss diese regenerieren. Ein Baum-Geist lehrt diese Gabe, besonders solche mit Dornen oder stacheligen Samenkapseln. Glass Walkers oder Bone Gnawers können diese Gabe von Geistern lernen, die in Häusern oder anderen hölzernen Konstruktionen leben.
Rang 4
Attunement
By standing in a particular area, the character can commune with the spirits of the area, thus getting an overview or what exists or has happened in the area - rough population, secret tunnels, places of note and so on. This Gift is taught by a Rat spirit to Bone Gnawers and a Cockroach spirit to the Glass Walkers. System: The Garou spends one Gnosis point and rolls Perception + Streetwise (difficulty 6). The amount of information gathered depend on the number of successes; on a botch, the spirits lie. This Gift may only be used in urban areas, as the Gnawers have become desensitised to the wilderness.
Blink
The Bone Gnawer into a shaded area (an open dumpster, a dark alley, beneath a parked car) and pop out in another shaded area some distance away. A rat-spirit teaches this Gift. System: The player spends one Gnosis point and rolls Manipulation + Stealth (difficulty 6). The character can reappear in any shaded area within (number of successes x 20) yards (18 m per success). Taught by: Rat Book: WW20
Cliche Curse
From Roger Ebert's Little Bigger Movie Glossary, "Clichephobia. Condition affecting people raised on movies. Symptoms occur when real life situations echo movie cliches, and the sufferers must take action to avoid what would be the inevitable denouement in a movie." What is a humerous anecdote in the hands of humans becomes a deadly weapon in the claws of a Bone Gnawer. Most often employed with an appropriately dramatic curse (although this isn't necessary), the target of this Gift becomes certain to suffer an unfavourable fate in a cliche-related way. Anyone reaching for something high in a cupboard will inevitably have the entire contents fall on top of him. Riding a bicycle on a sunny day invites being hit by a truck. While it is possible to avoid the effects of this curse, doing so requires virtually shutting yourself from the world, and not in a dark room, either. It is taught by a dog spirit or by a spirit from a television realm. System: The player spends one point of Gnosis and names the victim, who must be within hearing distance and line of sight. For twenty-four hours, the victim risks disaster. Once that disaster occurs, however, the curse is ended. Taught by: Dog and TV spirits Book: PG3e
Infest
The Gnawer may call up a horde of vermin (rats, insects, slugs, birds, snakes, etc) to invade an area (no greater than a large building) of his choice. The creatures will act according to their nature and will not mindlessly attack humans; indeed, many of them may try to flee. This Gift is taught by a Rat spirit. System: The Garou spends one Gnosis point and rolls Manipulation + Animal Ken (difficulty 7). The size of the horde is determined by the number of successes; one success will cause a notable problem and several calls to the exterminator, while five will create a scene from a horror film as the building is swarmed in creatures.
Mercurial Messenger
This Gift enables a Garou who overhears a conversation or who is entrusted with a message to remember what she has heard. At a later time, the Garou may repeat back verbatim everything heard over a single scene as if she had total recall. The Gift allows the Garou to reproduce voice intonations, accents and speech patterns or mannerisms which match those of the original speaker. In addition, the Garou can approximate the speaker's actual voice. System: The player spends a point of Gnosis and rolls Wits + Linguistics (difficulty 7). Each success increases the accuracy of the character's delivery of the remembered conversation or message. If necessary, the Storyteller may repeat the conversation for the benefit of the character's audience. A failure means that the character remembers only what the player remembers. A botch introduces a series of discrepancies into the repetition. Taught by: Mitanu Book: RatH
Rang 5
Riot
The Garou summons a horde of malevolent spirits to provoke the hatreds and fears of the down and out - the homeless, the gangs, the urban animals such as alley cats and stray dogs, etc. This Gift is taught by a Rat spirit. System: The Garou spends one Gnosis point to summon the spirits and then a point of Rage to incite the passions of all concerned. He then rolls Wits + Subterfuge (difficulty 8). If successful, these spirits direct their material hosts against a target of the Garou's choosing, though the disparate elements of the riot will by no means work together (they may not even be aware that others are trying to accomplish the same thing). The number of successes determines the extent of the riot - one success incites a building, three a neighbourhood or suburb and five the entire city.
Survivor
This Gift allows the Garou temporary immunity to many environmental effects, such as pressure or temperature variations. She is also immune to disease, poison and even radiation, as well as any corrupting effects from the touch of Wyrm entities. She does not need to eat, drink or rest and she gains three extra points of Stamina, even if this takes the attribute over 10. She also ignores wound penalties. In addition, whenever she is about to die or defeated, she automatically regains one Willpower point. The Gift is taught by a Bear-spirit. System: The Garou spends one Gnosis point and rolls Stamina + Survival (difficulty 7); the effects last for one day per success. Alternative Versions
From: WW20 The werewolf becomes an ultimate survivor, with no need of food, water or sleep. She ignores temperature extremes, natural diseases, and poisons. Wyrm toxins have only half their normal effect on her. A tortoise-spirit teaches this Gift. System: The player spends one Gnosis point and rolls Stamina + Survival. The effects last for one day per success. By spending a second Gnosis point, the character can gain three extra points of Stamina, and suffers no wound penalties, but the Gift will prematurely expire 10 rounds later. The Garou must sleep for at least eight hours when the Gift wears off, and he awakens ravenously hungry. Taught by: Tortoise