Children of Gaia - Gaben: Unterschied zwischen den Versionen
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=Rang 1= | |||
Brother's Scent | == Brother's Scent == | ||
Drawing upon the universal brotherhood of all creatures of Gaia, the werewolf seems to fit in wherever he goes. Those given no reason to suspect the Child's presence simply overlook her. A servant of Unicorn teaches this Gift. | |||
System: The player spends a Gnosis point and rolls Appearance + Empathy (difficulty 6). All individuals not specifically on guard against intruders overlook any incongruity in the Garou's appearance -- for example, a naked man covered in blood and carrying a grand klaive walking through a high-society ball would draw no particular notice, nor would a wolf wandering through a residential neighborhood. The Garou isn't invisible, he simply doesn't stand out when he otherwise should, and his appearance is considered unremarkable even when he's interacted with. If the werewolf's actions alone would draw attention to himself (shouting, starting a fight, attempting to kick down a locked door) the Gift's illusion is immediately broken. Those specifically on the lookout for individuals who don't belong (security guards at a private facility, for example) don't succumb to this Gift unless their Willpower is lower than the Garou's successes on the activation roll. | |||
Taught by: Servant of Unicon | |||
Book: WW20 | |||
Eve's Blessing | == Eve's Blessing == | ||
Childbirth is a risky thing in these dangerous times, and the Children cannot stand to see unnecessary suffering. This Gift allows the Garou to improve a mother's chances of surviving a birth, as well as keeping the newborn free of disease for a short time. | |||
This Gift is taught by a Cow spirit | |||
System: The Child of Gaia need only lay her hands on the mother-to-be's abdomen and spend a Gnosis point; this can be done even during labour. For the next week, the mother and child are treated as having an extra dot of Stamina each, for the purposes of surviving childbirth and resisting illness or the like. If the mother is pregnant with multiple children, the Garou must spend one Gnosis point per child to protect them all; however, in the process of invoking this Gift, the Child will automatically learn how many children are to be born and can adjust his Gnosis expenditure accordingly. The Gift can be used on wolves (althought its less necessary); the Gnosis point spent will protect the entire litter for three days. | |||
Taught by: Cow spirits | |||
Book: WWtDA | |||
Find the Heart's Flame | == Find the Heart's Flame == | ||
With this Gift the Garou can identify sources of energy or power, even when they are hidden or unfamiliar. The Garou must concentrte to detect the pulsations of power that emanate from even a dormant energy source. This becomes useful when travelling in some of the more alien reaches of the Umbra where familiar objects take on strange appearances. This Gift also enables the Garou to identify machinery such as generators or solar batteries regardless of their appearance or attempts to conceal them. Spirits tht serve as energy or power foci also register to the Garou's senses when this Gift is in effect. | |||
System: The player spends one point of Gnosis and rolls Perception + Alertness (difficulty 7). A single success identifies power sources that lie within 50 feet of the Garou. Additional successes allow the character to extend her range to locate distant sources. This Gift lasts for once scene. | |||
Taught by: Katanka-Sonnak | |||
Book: RatH | |||
Jam Weapon | == Jam Weapon == | ||
The Child may stop any Weaver-born weapons from working within the range of his voice. A dove-spirit teaches this Gift. | |||
System: The Garou shouts an ancient word of power and grace and spends a Gnosis point. The player rolls Willpower against a difficulty of highest Willpower of any armed individual within earshot. For each success, all manufactured weapons will not function for one turn. This includes guns, crossbows, flame-throwers, and even knives and swords, which refuse to cut. Natural weapons (such as claws) and natural objects appropriated as weapons (such as rocks or naturally-fallen tree limbs) are unaffected. | |||
Taught by: Dove | |||
Book: WW20 | |||
Alternative Versions | |||
Mercy | == Mercy == | ||
Children of Gaia see no use for lethal force when they are not fighting minions of the Wyrm, but even they sucumb 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 normal rate for bashing damage. | |||
Taught by: Dove | |||
Book: WW3e | |||
== Mother's Touch == | |||
The Garou is able to heal the wounds of others, aggravated or otherwise, simply by laying hands over the afflicted area. The Garou may not heal herself with the Gift. This Gift is taught by a Unicorn-spirit. | |||
System: The Garou spends on Gnosis point and rolls Intelligence + Medicine (difficulty of the wounded individual's Rage, or 6 for non-Garou). Each success heals one Health Level. Even battle scars may be cured in this manner, but this must be done in the same scene the scar was obtained and requires the expenditure of a Gnosis point. There is no limit to how many times this may be used on a person, but each use requires a Gnosis point. | |||
Alternative Versions | |||
From: WW20 (Child of Gaia Rank 1) | |||
System: Roll Intelligence + Empathy | |||
== Resist Pain == | |||
Through force of will, the Garou is able to ignore the pain of his wounds and continue acting normally. This Gift is taught by a Bear-spirit. | |||
System: The Garou, by spending one Willpower pint, may ignore all wound penalties for the duration of the scene. | |||
== Sense Limits == | |||
The Garou can determine approximately 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 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 be able to tell that a vampire has little power but may not realise 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 rolls Perception + Occult (difficulty 8). Each success enables the character to determine the general levels of Rage, Gnosis and Willpower for one targetted 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 Dancer has used most of his Rage but still has a lot of Willpower and Gnosis left", "The mage has plenty of magical energy left inside her"). | |||
Taught by: Lu-Bat | |||
Book: RatH | |||
Alternative Versions | |||
=Rang 2= | |||
== Calm == | |||
The Garou can quell the anger in others. This Gift is taught by a Unicorn spirit. | |||
System: The Garou spends one Gnosis point and rolls Charisma + Empathy (difficulty of the target's Willpower). Each success removes one of the target's Rage points, although lost Rage can be regained normally. | |||
== Flame of the Wind Rider == | |||
This Gift makes the Garou harder to damage by engulfing her in a ghostly blue-white flame. In addition to serving as a form of armour, the flame also offers protection from cold, including the intense cold of the far reaches of the Aetherial Realm and the freezing damage inflicted by certain creatures of the Wyrm. | |||
System: The player spends a point of Gnosis and rolls Stamina + Occult (difficulty 7). Each success lowers the difficulty for soaking damage from cold by one. In addition, the Garou gains two dice to add to all soak rolls; these dice can even be used to soak silver. THe effects last for one scene. | |||
Taught by: Katanka-Sonnak | |||
Book: RatH | |||
== Grandmother's Touch == | |||
This Gift is similar to Mother's Touch, but the Garou can use it to heal herself as well as others. This Gift is taught by a Unicorn spirit. | |||
System: The Garou spends on Gnosis point and rolls Intelligence + Medicine (difficulty of the wounded individual's Rage, or 6 for non-Garou). Each success heals one Health Level. Even battle scars may be cured in this manner, but this must be done in the same scene the scar was obtained and requires the expenditure of a Gnosis point. There is no limit to how many times this may be used on a person, but each use requires a Gnosis point. | |||
Alternative Versions | |||
From: WW20 (Child of Gaia Rank 2) | |||
As the Level One Theurge Gift Mother's Touch, save that the Garou may use it to heal himself as well as others. Mother's Touch must be known before this Gift can be learned. | |||
System: System: Roll Intelligence + Empathy | |||
== Luna's Armour == | |||
The Garou calls upon the blessing of Luna to deter any damaging attacks aimed at her. This Gift is taught by a Lune. | |||
System: The Garou concentrates for one turn, spends one Gnosis point, and rolls Stamina + Survival (difficulty 6). Each success allows the Garou to add one to her Stamina for the purpose of soaking damage (including silver). The effect lasts for one scene. | |||
== Para Bellum == | |||
Though the Children love life, spring, and all that is good of Gaia, they aren't pacifists; they always stand ready to protect their Mother. The werewolf's Rage bursts forth in a torrent when another breaks the peace she so cherishes. A bear-spirit teaches this Gift. | |||
System: This Gift may only be used at the beginning of a battle that was not initiated by the Garou, her pack, or her allies. The player spends one point of Rage; for the rest of the scene, the character enjoys one additional dot of Strength and Dexterity when attacking the enemy who fired the first shot of the battle, or any character that has inflicted an injury on a member of the Child's pack during the scene. | |||
Taught by: Bear | |||
Book: WW20 | |||
== Peace of the Counselor == | |||
This Gift enables a Garou to bring even the most heated discussion to a peaceful conclusion. Though it does not preclude more hostilities from erupting at a later time, the Gift creates an atmosphere of temporary true 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 combatants 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 extends the Gift to an entire scene. | |||
Taught by: Lu-Bat | |||
Book: RatH | |||
== Spellbinding Oration == | |||
Similar to Persuasion, 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 one per success for anyone who hears him speak 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 two and then by one per success. The Garou must orate for at least five successes. | |||
== Stinging Blows == | |||
The Children hate to admit it, but sometimes you can't negotiate your way to a position of peace. Occasionally, you have to have faith in your own righteousness, and enforce you will upon those who are genuinely acting like children. But it you're going to do it, at least you can make your claim as strongly as possible and prevent unnecessary damage. This Gift is taught by a wasp spirit. | |||
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 attack the Child (Willpower roll, difficulty 9 to resist). Usually this Gift is employed to break apart two foes who otherwise couldn't be. Its a risky gambit, but sometimes effective. | |||
Taught by: Wasp | |||
Book: PG3e | |||
== Unicorn's Arsenal == | |||
The werewolf's claws and fangs become dazzling and pearlescent, shining with an inner multihued glory. Those wounded by these natural weapons lose the will to fight. An avatar of Unicorn teaches this Gift. | |||
Unicorn's Arsenal | System: The player spends one Gnosis point to initiate the transformation. Any opponent bearing a wound delivered by the Unicorn's Arsenal loses two dice from all attack rolls until the wound has healed | ||
Taught by: Unicorn | |||
Book: WW20 | |||
== Voice of Reason == | |||
All too often, emotions obscure rational thought and turn normal people, both human and Garou, into a bloodthirsty mob. The Children of Gaia use this Gift to break through the emotional cloud and bring reason back to such a crowd. Once her words reach her listeners' ears, the Gift forces them to pay attention. It quells emotional distractions and imparts a moment of clarity on the audience. While the Gift does not disperse the members of a mob, it does give them a chance to rethink their actions. A Reason-spirit teaches this Gift. | |||
System: The audience must hear the Child of Gaia for this Gift to work. If she is unable to speak, or cannot be heard over the roar of the crowd, the Gift has no effect. The player must also spend one Willpower point. For every success on a Charisma + Empathy roll, two people come to their senses and shake off the mob mentality. If the Gift can affect the majority of the group, the mob disperses. | |||
Taught by: Reason-spirit | |||
Book: Wild West Companion | |||
=Rang 3= | |||
== Calm the Savage Beast == | |||
Even the most callous of homids can sympathise with the Rage that moves their fellow Garou in the final days. This Gift allows the werewolf to lend a frenzying Garou the will to escape her Rage's hold over her. It is taught by an ancestor-spirit. | |||
System: The player spends a Willpower point and rolls Manipulation + Primal-Urge (difficulty 8). If successful, the Willpower point soothes a frenzying Garou within 30 feet (9m), cancelling the frenzy. By spending an extra point of Willpower, this Gift may affect non-Garou in a state of frenzy, such as other shapeshifters or vampires | |||
Taught by: Ancestor spirit | |||
Book: WW20 | |||
Alternative Versions | |||
From: Damien (Child of Gaia Rank 3) | |||
System: The garou has to touch the frenzying individual (Dexterity + Brawl roll, difficulty 4... but bringing them within range of a frenzying werewolf), but the Gift's difficulty is 6. | |||
== Chant of Morpheus == | |||
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 take 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 == | |||
The Garou can overwhelm a target with the beauty and glory of Gaia. This Gift is taught by a Unicorn spirit. | |||
System: The Garou rolls Charisma + Empathy (difficulty of the target's Willpower). So long as the target is not attacked, it will stand mutely in awe for the remainder of the scene. This Gift may only be attempted once per target per scene. | |||
== Good Faith == | |||
With this Gift, the Garou can cause all those in his presence to become filled with a sense of higher purpose. They all feel the work they must do is more important than their differences. All other distractions are gone, and they feel inspired to take reasonable positions, rather than inflexible positions or exaggerated stands intended to be bargained away. Those who resist, and continue to bargain in bad faith, become loudly and uncontrollably flatulent each time they state their position. This Gift is taught by avatars of the New World Trinity totem. | |||
System: The Garou rolls Wits + Expression against a difficulty of 6. Anyone who actively wants to resist finding common ground or negotiating in good faith must make a resisted Willpower roll (difficulty 6) against the Garou's number of successes. If he fails to resist, his opposition will be betrayed by his sudden flatulence, and he will likely be shunned and viewed as absurdly inflexible by those who bargain in good faith. | |||
== Guilt Trip == | |||
By unearthing buried guilt and remorse, the Child of Gaia can force another to perform an action against her own will. Even if 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 witnesses 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 versus 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 == | |||
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 avatar of Unicorn may teach this Gift. | |||
System: The Garou touches the afflicted individual kindly. The two need not be lovers, but the contact must convey affection and warmth -- an embrace, a caress, or yet more intimate contact. The player spends a Gnosis point and rolls Intelligence + Medicine; each success heals one level of bashing or lethal damage, or restores one point of Willpower or Essence (if the target is a spirit). The difficulty is the Rage or Willpower of the target (whichever is higher). The player may choose to divide the successes among multiple results. Alternately, by neither healing wounds nor restoring Willpower or Essence, the Garou may suppress a Derangement for one day per success. This Gift cannot provide permanent relief from such afflictions, but it can act as a start on the road to recovery. | |||
Taught by: Unicorn; Love | |||
Book: WW20 | |||
== Pall of Despair == | |||
This Gift inflicts a wave of despair upon a targetted 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 victim'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 the Werewolf Players guide, pg 207). The effects of this Gift last for one scene. | |||
Taught by: Lu-Bat | |||
Book: RatH | |||
== Parting the Velvet Curtain == | |||
This Gift allows a Garou to transport non-Garou into the Umbra. If the non-Garou wants to resist, she must make a resisted Willpower roll against the bearer of the Gift. This Gift can be used for physical transport through a reflective surface, or in combination with other Gifts, for spirit travel. While in the Umbra, the non-Garou are connected to the Gift user by silver threads. The others brought with the Theurge leave when she does, or at the whim of the Theurge. | |||
System: The player must make their normal Gnosis roll and spend a Willpower point for each non-Garou or non-Kinfolk that they wish to bring with them. The Theurge can send others home before herself by spending a Willpower point. | |||
== Ride the Solar Winds == | |||
This Gift allows the Garou to ride the solar winds that sweep through the Aetherial Realm without worrying about being thrown off course by storms. Use of this Gift also increases the Garou's movement rate, lessening travel time between locations within the Aetherial Realm. | |||
System: The player spends a point of Gnosis and rolls Wits + Alertness (difficulty 7); the need to remain "in touch" with the ever-changing currents of these spirit winds requires concentration and attunement rather than physical agility. A single success allows the character to ride the winds successfully to her destination (or until she decides to end her journey). Additional successes either allow the Garou to carry others with her (on a one-for-one basis) or reduce the travel time by half per success. Thus, with one additional success, a journey of one month would only take two weeks, while two additional successes reduces the journey to a week. A character may use some of her extra successes to allow others to travel with her and the remaining ones to speed up travel time. | |||
Taught by: Katanka-Sonnak | |||
Book: RatH | |||
== Spirit Friend == | |||
The Children walk among spirits and interact with them more easily than most, for their aura exudes friendship. This Gift is taught by Unicorn spirits. | |||
System: The Garou rolls Charisma + Expression (difficulty 7). Each success adds one die to all the Garou's Dice Pools for interacting with any spirits in the vicinity (except those of the Wyrm). | |||
=Rang 4= | |||
== Angel's Semblence == | |||
The Children of Gaia don't believe in terrifying humans unnecessarily. This Gift allows a Child to act in Crinos form without invoking the terror of the Delerium; but instead of seeing a werewolf, onlookers see an angelic figure of exceeding grace and holiness. Witnesses may remember a Child's battle with a Wyrm beast as an angel's struggle with a demon, or a warning to leave the woods as the gracious guidance of a guardian angel. Onlookers need not be Christian to be affected; Islamic witnesses might remember on of Mohammed's fiery messengers, while Norse pagans might think the Garou was one of the Valkyries. | |||
This Gift is taught by a spirit of Hope. | |||
System: The player spends a Gnosis point to invoke Angel's Semblence for a scene. The effects are automatic against humans; use the Delerium chart (ignoring the Child of Gaia tribal flaw) to determine how strongly a witness is affected. Responses of fear should be replace with rapture; even "catatonic fear" should be seen as "complete bliss". | |||
Taught by: Hope | |||
Book: WWtDA | |||
== Beast Life == | |||
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. | |||
== Hand of the Sun == | |||
The Garou's hand blazes with a terrible heat and gives off a white-hot light, similar to a branding iron. The Garou may touch an individual and mark them indelibly (and painfully) with a brand of shame. Any Garou who encounters the victim in the future immediately recognise the mark as a sign of that person's treachery, dishonour or other grave crime. Vampires ignite when touched by the Hand of the Sun. | |||
System: The Garou spends a point of Rage and then a point of Gnosis. No roll is necessary for the Gift to take effect, but the character must make a standard attack roll in order to mark her victim. A victim touched by the Hand of the Sun takes two health levels of unsoakable aggravated damage and receives a permanent circular scar. The scar cannot be removed by any means short of amputating the part of the body which contains the scar. The fire lasts for one scene, although the Garou may extinguish it beforehand if she so chooses. | |||
Taught by: Katanka-Sonnak | |||
Book: RatH | |||
== Harmonius Slumber == | |||
This Gift enables the Garou to create a perfect environment for sleep even in the most difficulty 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 a 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 full benefits. | |||
Taught by: Lu-Bat | |||
Book: RatH | |||
Alternative Versions | |||
== Serenity == | |||
The Garou can quell other's Rage, even bringing Garou out of frenzies. This Gift is taught by Unicorn spirits. | |||
System: The Garou spends a Gnosis point and rolls Charisma + Expression (difficulty of the target's Willpower). The target is incapable of using Rage at all for one turn turn per success. He may not spend Rage points, but neither may he frenzy. | |||
Alternative Versions | |||
From: WW20 (Child of Gaia Rank 4) | |||
The Garou can fill a hot heart with the peace of Gaia, even in the midst of battle. An avatar of Unicorn teaches this Gift. | |||
System: The player spends one Gnosis point and rolls Charisma + Expression (difficulty equal to the target's Willpower). For one turn per success, the target automatically fails all Rage rolls, cannot frenzy, and cannot spend Rage. | |||
Taught by: Unicorn | |||
== Strike the Air == | |||
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 cancelled 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 activate the Gift for each opponent. | |||
Taught by: Mongoose | |||
Book: WW3e | |||
Alternative Versions | |||
From: WW20 (Child of Gaia Rank 4) | |||
System: Roll is Wits + Athletics | |||
== Uncaught Since the Primal Morn == | |||
This Gift grants Unicorn's perfect speed to the werewolf, allowing her to outrun virtually any pursuer. An avatar of Unicorn teaches this Gift. | |||
System: The player spends a Gnosis point and rolls Stamina + Athletics (difficulty equals the highest Stamina + Athletics of any pursuer). The Garou is unfailingly faster than her pursuers for one scene per success. | |||
Taught by: Unicorn | |||
Book: WW20 | |||
== Unicorn's Grace == | |||
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. No matter how many Rage points the Garou has, humans and animals are unable to detect her supernatural essence. The Garou also cannot frenzy and can spend Rage points only up to a maximum of her Empathy. | |||
Taught by: Unicorn | |||
=Rang 5= | |||
Burden of Knowledge | == Burden of Knowledge == | ||
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 effect 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 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 corrent her failings, an impulse to kill herself out of shame and despair or some course of action in 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. | |||
Taught by: Lu-Bat | |||
Book: RatH | |||
Cleansing Flame | == Cleansing Flame == | ||
The Garou can pinpoint an area (or an individual) and set the target ablaze with an intense and purifying flame that rages for 60 seconds and then dies out completely. The fire can burn out all Wyrm-taint or human-made pollution from an area or cleanse an individual (provided the victim survives) of wyrm taint. The first does not spread beyond the target area of person and can not be quenched by normal means. For instance, if the Garou targets a house occupied by a Pentex official, the fire blazes through the house destroying any vestige of the Wyrm's corruption and leaving untouched anything not tainted by the Wyrm. | |||
System: The player sacrifices a permanent point of Rage and rolls her Willpower. The difficulty is 8 to affect and area; the area cannot be larger than a large house. To target an individual, the difficulty of the Willpower roll equals the victim's Willpower. Living or undead creatures set on fire must roll their Stamina (difficulty 9) or die from the shock. The flame destroys fomori utterly; Black Spiral Dancers who survive the Stamina roll must make Gnosis rolls, difficulty 9, or lose their Wyrm-taint and its accompanying Derangement. Such purified Garou are stripped of all Rank and Gifts; they may well fall again to corruption, but they are given a second chance. | |||
Taught by: Katanka-Sonnak | |||
Book: RatH | |||
== Halo of the Sun == | |||
The Garou becomes surrounded by a sphere of blazing sunlight. Certain Wyrm creatures - denizens of the dark - may flee before the brightly shining Garou. This Gift is taught by a spirit allied to Helios, the Sun Celestine. | |||
System: The Garou spends one Gnosis point; the effect lasts for one scene. The damage of any hand-to-hand attack made by the Garou is increased by two; alternative, the Garou can cause aggravated damage when in Homid or Glabro form. Anyone directly facing the Garou adds three to all attack difficulties because of the glare, and any vampires within 20 yards suffer damage as if exposed to true sunlight. | |||
Alternative Versions | |||
From: WW20 (Child of Gaia Rank 5) | |||
System: The player spends one Gnosis point; the effect lasts for one scene. The character receives two extra dice to the damage of any hand-to-hand attacks and causes aggravated damage while he is in Homid and Glabro forms. Anyone directly facing the werewolf adds three to all attack difficulties due to the glare. Any vampires within 20 yards (18 m) suffer three levels of aggravated damage per turn. | |||
Trust of Gaia (Child of Gaia Rank 5) | Trust of Gaia (Child of Gaia Rank 5) | ||
With this Gift, the Garou instantly earns the trust of all who meet him or hear him, even over a telephone or television. They feel instinctively that he is a good and worthy person. This feeling wells up from such a deep level that it cannot be changed by even the most invasive mind control. People affected by this Gift can still be mind-controlled to attack the Garou, but hate doing so. Those who are Wyrm-corrupted feel intense dislike instead of trust. This trust is strong, but it does not supersede the person's common sense. If the Child of Gaia is firing a machine gun into the crowd, the people will still scatter, rather than trust that he'll miss them. However, they will all be convinced that he had a very good reason for firing. The Children of Gaia warn that this Gift has a great potential for abuse, and punish those who use it for petty gain. This Gift is taught by an avatar of Unicorn. | |||
System: The Garou rolls Manipulation + Empathy against a difficulty of 6. The difficulty against Garou, or humans corrupted by the Wyrm, is 8. Wyrm beasts are immune. If successful, everyone who sees, hears or experiences the Garou in any way must make a resistance roll (Willpower against 6) or feel a high degree of trust for the Garou. They will confide in him as they would a trusted friend. The effect will last for one scene, or as long as the person remains in contact with the Garou. However, even once the Gift's effect has worn off, the person will feel good will toward the Garou. | |||
[[Category:Gaben]] | [[Category:Gaben]] |
Version vom 28. Juli 2024, 13:04 Uhr
Rang 1
== Brother's Scent ==
Drawing upon the universal brotherhood of all creatures of Gaia, the werewolf seems to fit in wherever he goes. Those given no reason to suspect the Child's presence simply overlook her. A servant of Unicorn teaches this Gift. System: The player spends a Gnosis point and rolls Appearance + Empathy (difficulty 6). All individuals not specifically on guard against intruders overlook any incongruity in the Garou's appearance -- for example, a naked man covered in blood and carrying a grand klaive walking through a high-society ball would draw no particular notice, nor would a wolf wandering through a residential neighborhood. The Garou isn't invisible, he simply doesn't stand out when he otherwise should, and his appearance is considered unremarkable even when he's interacted with. If the werewolf's actions alone would draw attention to himself (shouting, starting a fight, attempting to kick down a locked door) the Gift's illusion is immediately broken. Those specifically on the lookout for individuals who don't belong (security guards at a private facility, for example) don't succumb to this Gift unless their Willpower is lower than the Garou's successes on the activation roll. Taught by: Servant of Unicon Book: WW20
== Eve's Blessing ==
Childbirth is a risky thing in these dangerous times, and the Children cannot stand to see unnecessary suffering. This Gift allows the Garou to improve a mother's chances of surviving a birth, as well as keeping the newborn free of disease for a short time. This Gift is taught by a Cow spirit System: The Child of Gaia need only lay her hands on the mother-to-be's abdomen and spend a Gnosis point; this can be done even during labour. For the next week, the mother and child are treated as having an extra dot of Stamina each, for the purposes of surviving childbirth and resisting illness or the like. If the mother is pregnant with multiple children, the Garou must spend one Gnosis point per child to protect them all; however, in the process of invoking this Gift, the Child will automatically learn how many children are to be born and can adjust his Gnosis expenditure accordingly. The Gift can be used on wolves (althought its less necessary); the Gnosis point spent will protect the entire litter for three days. Taught by: Cow spirits Book: WWtDA
== Find the Heart's Flame ==
With this Gift the Garou can identify sources of energy or power, even when they are hidden or unfamiliar. The Garou must concentrte to detect the pulsations of power that emanate from even a dormant energy source. This becomes useful when travelling in some of the more alien reaches of the Umbra where familiar objects take on strange appearances. This Gift also enables the Garou to identify machinery such as generators or solar batteries regardless of their appearance or attempts to conceal them. Spirits tht serve as energy or power foci also register to the Garou's senses when this Gift is in effect. System: The player spends one point of Gnosis and rolls Perception + Alertness (difficulty 7). A single success identifies power sources that lie within 50 feet of the Garou. Additional successes allow the character to extend her range to locate distant sources. This Gift lasts for once scene. Taught by: Katanka-Sonnak Book: RatH
== Jam Weapon ==
The Child may stop any Weaver-born weapons from working within the range of his voice. A dove-spirit teaches this Gift.
System: The Garou shouts an ancient word of power and grace and spends a Gnosis point. The player rolls Willpower against a difficulty of highest Willpower of any armed individual within earshot. For each success, all manufactured weapons will not function for one turn. This includes guns, crossbows, flame-throwers, and even knives and swords, which refuse to cut. Natural weapons (such as claws) and natural objects appropriated as weapons (such as rocks or naturally-fallen tree limbs) are unaffected. Taught by: Dove Book: WW20 Alternative Versions
== Mercy ==
Children of Gaia see no use for lethal force when they are not fighting minions of the Wyrm, but even they sucumb 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 normal rate for bashing damage. Taught by: Dove Book: WW3e
== Mother's Touch ==
The Garou is able to heal the wounds of others, aggravated or otherwise, simply by laying hands over the afflicted area. The Garou may not heal herself with the Gift. This Gift is taught by a Unicorn-spirit. System: The Garou spends on Gnosis point and rolls Intelligence + Medicine (difficulty of the wounded individual's Rage, or 6 for non-Garou). Each success heals one Health Level. Even battle scars may be cured in this manner, but this must be done in the same scene the scar was obtained and requires the expenditure of a Gnosis point. There is no limit to how many times this may be used on a person, but each use requires a Gnosis point. Alternative Versions
From: WW20 (Child of Gaia Rank 1) System: Roll Intelligence + Empathy
== Resist Pain ==
Through force of will, the Garou is able to ignore the pain of his wounds and continue acting normally. This Gift is taught by a Bear-spirit. System: The Garou, by spending one Willpower pint, may ignore all wound penalties for the duration of the scene.
== Sense Limits ==
The Garou can determine approximately 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 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 be able to tell that a vampire has little power but may not realise 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 rolls Perception + Occult (difficulty 8). Each success enables the character to determine the general levels of Rage, Gnosis and Willpower for one targetted 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 Dancer has used most of his Rage but still has a lot of Willpower and Gnosis left", "The mage has plenty of magical energy left inside her"). Taught by: Lu-Bat Book: RatH Alternative Versions
Rang 2
== Calm ==
The Garou can quell the anger in others. This Gift is taught by a Unicorn spirit. System: The Garou spends one Gnosis point and rolls Charisma + Empathy (difficulty of the target's Willpower). Each success removes one of the target's Rage points, although lost Rage can be regained normally.
== Flame of the Wind Rider ==
This Gift makes the Garou harder to damage by engulfing her in a ghostly blue-white flame. In addition to serving as a form of armour, the flame also offers protection from cold, including the intense cold of the far reaches of the Aetherial Realm and the freezing damage inflicted by certain creatures of the Wyrm. System: The player spends a point of Gnosis and rolls Stamina + Occult (difficulty 7). Each success lowers the difficulty for soaking damage from cold by one. In addition, the Garou gains two dice to add to all soak rolls; these dice can even be used to soak silver. THe effects last for one scene. Taught by: Katanka-Sonnak Book: RatH
== Grandmother's Touch ==
This Gift is similar to Mother's Touch, but the Garou can use it to heal herself as well as others. This Gift is taught by a Unicorn spirit. System: The Garou spends on Gnosis point and rolls Intelligence + Medicine (difficulty of the wounded individual's Rage, or 6 for non-Garou). Each success heals one Health Level. Even battle scars may be cured in this manner, but this must be done in the same scene the scar was obtained and requires the expenditure of a Gnosis point. There is no limit to how many times this may be used on a person, but each use requires a Gnosis point. Alternative Versions
From: WW20 (Child of Gaia Rank 2) As the Level One Theurge Gift Mother's Touch, save that the Garou may use it to heal himself as well as others. Mother's Touch must be known before this Gift can be learned. System: System: Roll Intelligence + Empathy
== Luna's Armour ==
The Garou calls upon the blessing of Luna to deter any damaging attacks aimed at her. This Gift is taught by a Lune. System: The Garou concentrates for one turn, spends one Gnosis point, and rolls Stamina + Survival (difficulty 6). Each success allows the Garou to add one to her Stamina for the purpose of soaking damage (including silver). The effect lasts for one scene.
== Para Bellum ==
Though the Children love life, spring, and all that is good of Gaia, they aren't pacifists; they always stand ready to protect their Mother. The werewolf's Rage bursts forth in a torrent when another breaks the peace she so cherishes. A bear-spirit teaches this Gift. System: This Gift may only be used at the beginning of a battle that was not initiated by the Garou, her pack, or her allies. The player spends one point of Rage; for the rest of the scene, the character enjoys one additional dot of Strength and Dexterity when attacking the enemy who fired the first shot of the battle, or any character that has inflicted an injury on a member of the Child's pack during the scene. Taught by: Bear Book: WW20
== Peace of the Counselor ==
This Gift enables a Garou to bring even the most heated discussion to a peaceful conclusion. Though it does not preclude more hostilities from erupting at a later time, the Gift creates an atmosphere of temporary true 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 combatants 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 extends the Gift to an entire scene. Taught by: Lu-Bat Book: RatH
== Spellbinding Oration ==
Similar to Persuasion, 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 one per success for anyone who hears him speak 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 two and then by one per success. The Garou must orate for at least five successes.
== Stinging Blows ==
The Children hate to admit it, but sometimes you can't negotiate your way to a position of peace. Occasionally, you have to have faith in your own righteousness, and enforce you will upon those who are genuinely acting like children. But it you're going to do it, at least you can make your claim as strongly as possible and prevent unnecessary damage. This Gift is taught by a wasp spirit. 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 attack the Child (Willpower roll, difficulty 9 to resist). Usually this Gift is employed to break apart two foes who otherwise couldn't be. Its a risky gambit, but sometimes effective. Taught by: Wasp Book: PG3e
== Unicorn's Arsenal ==
The werewolf's claws and fangs become dazzling and pearlescent, shining with an inner multihued glory. Those wounded by these natural weapons lose the will to fight. An avatar of Unicorn teaches this Gift.
System: The player spends one Gnosis point to initiate the transformation. Any opponent bearing a wound delivered by the Unicorn's Arsenal loses two dice from all attack rolls until the wound has healed Taught by: Unicorn Book: WW20
== Voice of Reason ==
All too often, emotions obscure rational thought and turn normal people, both human and Garou, into a bloodthirsty mob. The Children of Gaia use this Gift to break through the emotional cloud and bring reason back to such a crowd. Once her words reach her listeners' ears, the Gift forces them to pay attention. It quells emotional distractions and imparts a moment of clarity on the audience. While the Gift does not disperse the members of a mob, it does give them a chance to rethink their actions. A Reason-spirit teaches this Gift. System: The audience must hear the Child of Gaia for this Gift to work. If she is unable to speak, or cannot be heard over the roar of the crowd, the Gift has no effect. The player must also spend one Willpower point. For every success on a Charisma + Empathy roll, two people come to their senses and shake off the mob mentality. If the Gift can affect the majority of the group, the mob disperses. Taught by: Reason-spirit Book: Wild West Companion
Rang 3
== Calm the Savage Beast ==
Even the most callous of homids can sympathise with the Rage that moves their fellow Garou in the final days. This Gift allows the werewolf to lend a frenzying Garou the will to escape her Rage's hold over her. It is taught by an ancestor-spirit. System: The player spends a Willpower point and rolls Manipulation + Primal-Urge (difficulty 8). If successful, the Willpower point soothes a frenzying Garou within 30 feet (9m), cancelling the frenzy. By spending an extra point of Willpower, this Gift may affect non-Garou in a state of frenzy, such as other shapeshifters or vampires Taught by: Ancestor spirit Book: WW20 Alternative Versions
From: Damien (Child of Gaia Rank 3) System: The garou has to touch the frenzying individual (Dexterity + Brawl roll, difficulty 4... but bringing them within range of a frenzying werewolf), but the Gift's difficulty is 6.
== Chant of Morpheus ==
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 take 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 ==
The Garou can overwhelm a target with the beauty and glory of Gaia. This Gift is taught by a Unicorn spirit. System: The Garou rolls Charisma + Empathy (difficulty of the target's Willpower). So long as the target is not attacked, it will stand mutely in awe for the remainder of the scene. This Gift may only be attempted once per target per scene.
== Good Faith ==
With this Gift, the Garou can cause all those in his presence to become filled with a sense of higher purpose. They all feel the work they must do is more important than their differences. All other distractions are gone, and they feel inspired to take reasonable positions, rather than inflexible positions or exaggerated stands intended to be bargained away. Those who resist, and continue to bargain in bad faith, become loudly and uncontrollably flatulent each time they state their position. This Gift is taught by avatars of the New World Trinity totem. System: The Garou rolls Wits + Expression against a difficulty of 6. Anyone who actively wants to resist finding common ground or negotiating in good faith must make a resisted Willpower roll (difficulty 6) against the Garou's number of successes. If he fails to resist, his opposition will be betrayed by his sudden flatulence, and he will likely be shunned and viewed as absurdly inflexible by those who bargain in good faith.
== Guilt Trip ==
By unearthing buried guilt and remorse, the Child of Gaia can force another to perform an action against her own will. Even if 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 witnesses 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 versus 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 ==
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 avatar of Unicorn may teach this Gift. System: The Garou touches the afflicted individual kindly. The two need not be lovers, but the contact must convey affection and warmth -- an embrace, a caress, or yet more intimate contact. The player spends a Gnosis point and rolls Intelligence + Medicine; each success heals one level of bashing or lethal damage, or restores one point of Willpower or Essence (if the target is a spirit). The difficulty is the Rage or Willpower of the target (whichever is higher). The player may choose to divide the successes among multiple results. Alternately, by neither healing wounds nor restoring Willpower or Essence, the Garou may suppress a Derangement for one day per success. This Gift cannot provide permanent relief from such afflictions, but it can act as a start on the road to recovery. Taught by: Unicorn; Love Book: WW20
== Pall of Despair ==
This Gift inflicts a wave of despair upon a targetted 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 victim'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 the Werewolf Players guide, pg 207). The effects of this Gift last for one scene. Taught by: Lu-Bat Book: RatH
== Parting the Velvet Curtain ==
This Gift allows a Garou to transport non-Garou into the Umbra. If the non-Garou wants to resist, she must make a resisted Willpower roll against the bearer of the Gift. This Gift can be used for physical transport through a reflective surface, or in combination with other Gifts, for spirit travel. While in the Umbra, the non-Garou are connected to the Gift user by silver threads. The others brought with the Theurge leave when she does, or at the whim of the Theurge. System: The player must make their normal Gnosis roll and spend a Willpower point for each non-Garou or non-Kinfolk that they wish to bring with them. The Theurge can send others home before herself by spending a Willpower point.
== Ride the Solar Winds ==
This Gift allows the Garou to ride the solar winds that sweep through the Aetherial Realm without worrying about being thrown off course by storms. Use of this Gift also increases the Garou's movement rate, lessening travel time between locations within the Aetherial Realm. System: The player spends a point of Gnosis and rolls Wits + Alertness (difficulty 7); the need to remain "in touch" with the ever-changing currents of these spirit winds requires concentration and attunement rather than physical agility. A single success allows the character to ride the winds successfully to her destination (or until she decides to end her journey). Additional successes either allow the Garou to carry others with her (on a one-for-one basis) or reduce the travel time by half per success. Thus, with one additional success, a journey of one month would only take two weeks, while two additional successes reduces the journey to a week. A character may use some of her extra successes to allow others to travel with her and the remaining ones to speed up travel time. Taught by: Katanka-Sonnak Book: RatH
== Spirit Friend ==
The Children walk among spirits and interact with them more easily than most, for their aura exudes friendship. This Gift is taught by Unicorn spirits. System: The Garou rolls Charisma + Expression (difficulty 7). Each success adds one die to all the Garou's Dice Pools for interacting with any spirits in the vicinity (except those of the Wyrm).
Rang 4
== Angel's Semblence ==
The Children of Gaia don't believe in terrifying humans unnecessarily. This Gift allows a Child to act in Crinos form without invoking the terror of the Delerium; but instead of seeing a werewolf, onlookers see an angelic figure of exceeding grace and holiness. Witnesses may remember a Child's battle with a Wyrm beast as an angel's struggle with a demon, or a warning to leave the woods as the gracious guidance of a guardian angel. Onlookers need not be Christian to be affected; Islamic witnesses might remember on of Mohammed's fiery messengers, while Norse pagans might think the Garou was one of the Valkyries. This Gift is taught by a spirit of Hope. System: The player spends a Gnosis point to invoke Angel's Semblence for a scene. The effects are automatic against humans; use the Delerium chart (ignoring the Child of Gaia tribal flaw) to determine how strongly a witness is affected. Responses of fear should be replace with rapture; even "catatonic fear" should be seen as "complete bliss". Taught by: Hope Book: WWtDA
== Beast Life ==
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.
== Hand of the Sun ==
The Garou's hand blazes with a terrible heat and gives off a white-hot light, similar to a branding iron. The Garou may touch an individual and mark them indelibly (and painfully) with a brand of shame. Any Garou who encounters the victim in the future immediately recognise the mark as a sign of that person's treachery, dishonour or other grave crime. Vampires ignite when touched by the Hand of the Sun. System: The Garou spends a point of Rage and then a point of Gnosis. No roll is necessary for the Gift to take effect, but the character must make a standard attack roll in order to mark her victim. A victim touched by the Hand of the Sun takes two health levels of unsoakable aggravated damage and receives a permanent circular scar. The scar cannot be removed by any means short of amputating the part of the body which contains the scar. The fire lasts for one scene, although the Garou may extinguish it beforehand if she so chooses. Taught by: Katanka-Sonnak Book: RatH
== Harmonius Slumber ==
This Gift enables the Garou to create a perfect environment for sleep even in the most difficulty 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 a 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 full benefits. Taught by: Lu-Bat Book: RatH Alternative Versions
== Serenity ==
The Garou can quell other's Rage, even bringing Garou out of frenzies. This Gift is taught by Unicorn spirits. System: The Garou spends a Gnosis point and rolls Charisma + Expression (difficulty of the target's Willpower). The target is incapable of using Rage at all for one turn turn per success. He may not spend Rage points, but neither may he frenzy. Alternative Versions
From: WW20 (Child of Gaia Rank 4) The Garou can fill a hot heart with the peace of Gaia, even in the midst of battle. An avatar of Unicorn teaches this Gift. System: The player spends one Gnosis point and rolls Charisma + Expression (difficulty equal to the target's Willpower). For one turn per success, the target automatically fails all Rage rolls, cannot frenzy, and cannot spend Rage. Taught by: Unicorn
== Strike the Air ==
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 cancelled 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 activate the Gift for each opponent. Taught by: Mongoose Book: WW3e Alternative Versions
From: WW20 (Child of Gaia Rank 4) System: Roll is Wits + Athletics
== Uncaught Since the Primal Morn ==
This Gift grants Unicorn's perfect speed to the werewolf, allowing her to outrun virtually any pursuer. An avatar of Unicorn teaches this Gift. System: The player spends a Gnosis point and rolls Stamina + Athletics (difficulty equals the highest Stamina + Athletics of any pursuer). The Garou is unfailingly faster than her pursuers for one scene per success. Taught by: Unicorn Book: WW20
== Unicorn's Grace ==
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. No matter how many Rage points the Garou has, humans and animals are unable to detect her supernatural essence. The Garou also cannot frenzy and can spend Rage points only up to a maximum of her Empathy. Taught by: Unicorn
Rang 5
== Burden of Knowledge ==
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 effect 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 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 corrent her failings, an impulse to kill herself out of shame and despair or some course of action in 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. Taught by: Lu-Bat Book: RatH
== Cleansing Flame ==
The Garou can pinpoint an area (or an individual) and set the target ablaze with an intense and purifying flame that rages for 60 seconds and then dies out completely. The fire can burn out all Wyrm-taint or human-made pollution from an area or cleanse an individual (provided the victim survives) of wyrm taint. The first does not spread beyond the target area of person and can not be quenched by normal means. For instance, if the Garou targets a house occupied by a Pentex official, the fire blazes through the house destroying any vestige of the Wyrm's corruption and leaving untouched anything not tainted by the Wyrm. System: The player sacrifices a permanent point of Rage and rolls her Willpower. The difficulty is 8 to affect and area; the area cannot be larger than a large house. To target an individual, the difficulty of the Willpower roll equals the victim's Willpower. Living or undead creatures set on fire must roll their Stamina (difficulty 9) or die from the shock. The flame destroys fomori utterly; Black Spiral Dancers who survive the Stamina roll must make Gnosis rolls, difficulty 9, or lose their Wyrm-taint and its accompanying Derangement. Such purified Garou are stripped of all Rank and Gifts; they may well fall again to corruption, but they are given a second chance. Taught by: Katanka-Sonnak Book: RatH
== Halo of the Sun ==
The Garou becomes surrounded by a sphere of blazing sunlight. Certain Wyrm creatures - denizens of the dark - may flee before the brightly shining Garou. This Gift is taught by a spirit allied to Helios, the Sun Celestine. System: The Garou spends one Gnosis point; the effect lasts for one scene. The damage of any hand-to-hand attack made by the Garou is increased by two; alternative, the Garou can cause aggravated damage when in Homid or Glabro form. Anyone directly facing the Garou adds three to all attack difficulties because of the glare, and any vampires within 20 yards suffer damage as if exposed to true sunlight. Alternative Versions
From: WW20 (Child of Gaia Rank 5) System: The player spends one Gnosis point; the effect lasts for one scene. The character receives two extra dice to the damage of any hand-to-hand attacks and causes aggravated damage while he is in Homid and Glabro forms. Anyone directly facing the werewolf adds three to all attack difficulties due to the glare. Any vampires within 20 yards (18 m) suffer three levels of aggravated damage per turn.
Trust of Gaia (Child of Gaia Rank 5)
With this Gift, the Garou instantly earns the trust of all who meet him or hear him, even over a telephone or television. They feel instinctively that he is a good and worthy person. This feeling wells up from such a deep level that it cannot be changed by even the most invasive mind control. People affected by this Gift can still be mind-controlled to attack the Garou, but hate doing so. Those who are Wyrm-corrupted feel intense dislike instead of trust. This trust is strong, but it does not supersede the person's common sense. If the Child of Gaia is firing a machine gun into the crowd, the people will still scatter, rather than trust that he'll miss them. However, they will all be convinced that he had a very good reason for firing. The Children of Gaia warn that this Gift has a great potential for abuse, and punish those who use it for petty gain. This Gift is taught by an avatar of Unicorn.
System: The Garou rolls Manipulation + Empathy against a difficulty of 6. The difficulty against Garou, or humans corrupted by the Wyrm, is 8. Wyrm beasts are immune. If successful, everyone who sees, hears or experiences the Garou in any way must make a resistance roll (Willpower against 6) or feel a high degree of trust for the Garou. They will confide in him as they would a trusted friend. The effect will last for one scene, or as long as the person remains in contact with the Garou. However, even once the Gift's effect has worn off, the person will feel good will toward the Garou.