Theurge - Gaben

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Rang 1

Find the Portent

Mit dieser Gabe kann ein Garou ein Omen oder Vorzeichen herbeirufen und empfangen, das ihm helfen kann, sein weiteres Vorgehen zu bestimmen. Um das empfangene Zeichen zu erkennen, muss der Garou einige Minuten meditieren, um sich in einen empfangsbereiten Zustand zu versetzen.

Lambent Sight

Diese Gabe ermöglicht es dem Garou, unter Bedingungen zu sehen, unter denen das Sehen normalerweise unmöglich wäre, z.B. in völliger Dunkelheit, einer Hölle uws oder wenn dem Garou die Augen verbunden sind. Diese Gabe ermöglicht es dem Garou, sich von einem Licht erleuchten zu lassen, das dem des Vollmonds entspricht. Jemand der von Natur aus Blind ist, kann mit dieser Gabe nicht sehen.

Mother's Touch

Der Garou ist in der Lage durch Handauflegen die Wunden anderer zu heilen, unabhängig davon, ob sie übernatürlicher Art sind oder nicht. Es ist einem nicht möglich sich selbst mit dieser Gabe zu heilen. Diese Gabe wird von einem Einhorn-Geist gelehrt.

Sense Wyld

Der Garou kann Wyld-Energien oder Geister in der näheren Umgebung spüren. Diese Gabe wird von einem Wyld-Geist gelehrt.

Sense Wyrm

Der Werwolf kann in der Nähe Manifestationen des Wyrm spüren. Diese Gabe beinhaltet einen mystischen Sinn, kein visuelles oder olfaktorisches Bild, obwohl Garou die spirituellen Ausströmungen des Wyrm oft als "Gestank" beschreiben und sagen: "Es riecht nach Wyrm". Diese Gabe führt nicht unbedingt zu einer Hingabe an den Wyrm, sondern lediglich dazu, dass man mit seiner spirituellen Essenz in Berührung kommt, die sich sogar auf unschuldige Seelen übertragen kann. Der Sinn des Wyrm erfordert eine aktive Konzentration; der spirituelle Sinn, den er bietet, funktioniert nicht auf passive Weise. Diese Gabe kann von jedem Gaian Spirit gelehrt werden.

The Falling Touch

Mit dieser Gabe kann der Garou seinen Gegner mit einer einzigen Berührung in die Luft schleudern. Die Gabe kann mit einer leichten Berührung, als ein Stoß zur zur Seite eingesetzt werden, oder als Angriff mit dem Einsatz von Wut oder Willenskraft, der dem Ziel vollen Schaden zufügt und es weg bzw. zu Boden schleudert. Die Gabe kann von jedem Luftgeist gelehrt werden.

Spirit Snare

Der Theurge wirft ein unsichtbares, mystisches Netz aus, in dem sich die feindlichen Geister verfangen. Er verwirrt sie mit einer Mischung aus magischen Kräften und gaianischen Gesetzen, die längst gebrochen, aber immer noch wirksam sind. Der Geist muss sich im umkreis von 15 Metern befinden und normal Abgewert werden können. Der Angriff mit einer Spirit Snare fügt dem Geist keinen Schaden zu, verwirrt diesen und macht diesen im Kampf leichter zu bekämpfen. Diese Gabe wird von einem Eulengeist gelehrt.

Spirit Speech

Diese Gabe ermöglicht es dem Garou, mit Geistern zu kommunizieren. Der Garou kann mit ihnen sprechen, ob sie es wollen oder nicht. Natürlich kann der Geist (normalerweise) nicht daran gehindert werden zu gehen. Einmal erlernt, erlaubt diese Gabe dem Garou, die Kommunikation der Geister intuitiv zu verstehen. Manche Geister, wie z.B. Banes, können nicht immer verstanden werden. Diese Gabe kann von jedem Geist erlernt werden.

Uncloak the Hidden

Indem er sich auf eine Person, einen Gegenstand oder ein Gebiet konzentriert, kann der Garou feststellen, ob sein Ziel etwas verbirgt oder nicht. Der Garou kann Verkleidungen, versteckte Waffen und Drähte erkennen, feststellen, ob ein Raum Falltüren, versteckte Kameras, Mikrofone und Abhörgeräte enthält oder ob jemand in einem verborgenen Gang lauert. Die Gabe erlaubt es dem Garou jedoch nicht, unter der Verkleidung zu suchen, die Art einer versteckten Waffe zu bestimmen oder zu erkennen, was sich in einem versteckten Wandsafe befindet - dieser Trick verrät nur, dass eine Täuschung vorliegt. Der Garou muss sich auf das Ziel konzentrieren, um diese Gabe zu wirken. Gelehrt von Hakahe

Rang 2

Battle Mandala

A mystical sigil burns itself into the ground around the Theurge, visible only to those with Gnosis ratings. This circle drains the Essence from spirits caught within its web. A spider- or antlion-spirit teaches this Gift.

System: The player spends one Gnosis and rolls Intelligence + Occult (difficulty 7). The battle mandala encompasses a radius of (50 x number of successes) feet (or 15 meters per success) around the Garou; spirits (other than the Garou's pack totem) within the mandala lose one Essence per turn. The mandala dissipates at the end of the scene or when the werewolf steps outside of its bounds, whichever comes first. Taught by: Spider; Ant-lion Book: WW20

Command Spirit

The character can manipulate encountered spirits, giving simple commands and expecting their compliance. While she cannot summon spirits by name with this Gift , she can interact with those she meets. This Gift is taught by any Incarna avatar. System: The Garou must spend a Willpower point and roll Charisma + Leadership (difficulty of the spirit's Gnosis). Each successive command requires the expenditure of another Willpower point. Note that the Garou cannot command spirits to leave areas to which they have been bound; that requires the Exorcism Gift (see below).

Hidden Depths

This Gift allows a Garou to uncover some hidden piece of information, or to decipher some cryptic passage of text. The Gift can also enable a Garou to figure out who the real power behind the scenes is in a given situation System: The player spends a point of Gnosis and rolls Perception + Enigmas (difficulty 8). Each success allows the character to learn one hidden or concealed fact about the person, place or thing targetted by the Gift. For example, one line of prophecy may be explained for each success. The Storyteller should decide the overall effects of this Gift so that players do not attempt to avoid pursuing other avenues of investigation. Taught by: Ruatma Book: RatH

Moonpool of Sokhta

This Gift enables a Garou to transform clear, standing water into a pool which offers visions of possible futures. Wilderness ponds, small mountain tarns, pools of clear rainwater or even basins filled with water can serve as a conduit for the images. The scenes that appear within the pool depict what might happen unless something occurs to change the course of events. The Garou must concentrate on the event (or series of events) to get a sense of the outcome. The pool may reflect either literal or symbolic images. System: The player spends a point of Gnosis and rolls Wits + Enigmas (difficulty 7 for near future events, difficulty 8 for more distanct occurences). Each success causes one vision of the future to appear in the pool. The Storyteller should determine the clarity and accuracy of the visions. No successes indicate a failure of the Gift, while a botch produces false visions or an extremely chaotic jumble of meaningless images. Taught by: Sokhta Book: RatH

Name the Spirit

The Garou is able to detect the type of approximate Trait levels (Rage, Power, etc) of a spirit. This Gift is taught by a spirit servant of the Uktena totem. System: The Garou spends one Willpower point and rolls Perception + Occult (difficulty 8).

Shadow of the Ebon Whisperer

This Gift makes the Garou as insubstantial as a shadow and as hard to see. The physical form of the Garou fades to a murky, dark shape that can slither and flow almost anywhere. Although others can use certain Gifts to spot the "shadow" werewolf, anyone wishing to do so must first have a reason to suspect the presence of the Gift's user. This Gift does not function in bright daylight or in places where no shadows exists - such as a brightly lit room (or a room in total darkness, for that matter). System: The player spends a point of Willpower and rolls Appearance + Occult (difficulty as assigned by the Storyteller depending on the surroundings). Each success allows the character to assume the shadow-form for one scene (or one combat round); even one success can give the character the advantage of surprise in a battle. Taught by: Hakahe Book: RatH

Sight from Beyond

When danger stalks the Garou, or momentous events are in the offing, visions being striking the Garou without warning. Her dreams are haunted by images of the Cainite elder stalking her; she begins seeing symbols of the Wyrm wherever she looks; the sky itself opens to show her images of the glorious battle to come. This Gift is taught by a Crow-spirit. System: Interpreting these signs is best handled through roleplaying, but the Storyteller can require the Garou to roll Wits + Occult (difficulty 7) if appropriate.

Spirit Skin

Generally, spirits are fairly friendly to Garou, at least ones that aren't automatically hostile to anything. That doesn't mean, however, that they treat a Garou exactly the same as they treat other spirits, and that's where this Gift comes in handy. By activating it within the Umbra, the Theurge disguises herself as a spirit (usually a wolf spirit) to all concerned. She still physically looks exactly like her lupus form, she simply gives the impression of a spirit rather than Garou. Some Theurge have also used the Gift to throw off pursuit by hiding in a pack of wolf spirits. A chameleon spirit teaches this Gift. System: The player spends one Gnosis and rolls Appearance + Subterfuge (difficulty 6 if imitating a wolf spirit, difficulty 8 for anything else). Each success keeps the disguise in place for one hour. While sometimes imitating a spirit other than a wolf is useful, it should be noted that the character will still somehow be recognisable as themselves to those looking for them. Even though they will clearly not look like their Lupus form, someting about them will still give the game away. This Gift is obviously of little use outside the Umbra. Taught by: Chameleon spirit Book: PG3e

Tinker's Touch

The Theurge can mend a broken object with a touch, as long as the item contains metal. This Gift is especially useful for emergency wagon repairs or for fixing guns during a siege. System: The player spends one Gnosis point to activate the Gift. She must place together and continuously touch any separated portions of the item to be mended for one turn. During which time, slipped nails slither solidly back into place, bent rifle barrels straighten, shattered blades re-form, and so forth. Items blasted to bits (such as an exploded artillery shell) are beyond the scope of Tinker's Touch. A Metal-spirit teaches this Gift. Taught by: Metal-spirit Book: Wild West Companion

Umbral Tether

Although most Theurges would never admit it, even they can become lost in the spirit world from time to time. This Gift allows the werewolf to spin a spiritual line, resembling spider silk, behind her as she explores the Umbra. Only the Garou using the Gift can see the trail, thus increasing the Theurge's reputation as master of the spirit world. A spider spirit teaches this gift. System: The player does not need to roll to create the trail, but must spend one Gnosis point for every hour of Umbral travel to maintain it. At dawn, the player must spend an additional Gnosis point to maintain the trail in the physical world. Although only the werewolf using this Gift can see her trail, some Gaffling pests occasionally sever or alter the tail without knowing it. Alternative Versions

From: WW3e As above, but rank 1. From: WW20 As above, but rank 1.


Rang 3

Exorcism

This is the Gift of ejecting spirits from places or objects, whether they are there voluntarily or are bound there. This Gift is taught by any Incarna avatar. System: If a spirit does not wish to leave, the character must make a Manipulation + Intimidation roll (difficulty of the spirit's Willpower). If the spirit has been bound to its lodging place (or into a fetish), then the Exorcist must make a Wits + Subterfuge roll (difficulty 8) and gain more successes than the binder did when tying the spirit to its location. Alternative Versions

From: WW20 System: The werewolf must concentrate for three uninterrupted turns. If the spirit does not wish to leave, the player must roll Manipulation + Intimidation (difficulty of the spirit's Willpower). If the spirit was bound to its lodging, the exorcist must gain more successes than the binder did when tying the spirit to its location. This Gift can be used to "cure" fomori, although doing so inflicts ten levels of aggravated damage at a rate of one level per turn as the Bane tears free of its fleshly home. This ensures the host's swift demise unless a powerful healer manages to preserve his life during the exorcism.

== Moonriver ==

By using this Gift, the Garou may swiftly travel across the surface of a body of water which reflects the moonlight. She can follow a river or cross a lake so long as she follows the "trail" of the moon's light. If the light becomes obscured at any point (such as when a cloud passes across the moon), the effects of the Gift end and the Garou may have to swim or wade to shore. System: The players rolls Dexterity + Occult. Only one success is needed for the character to gain the ability to travel the "moonriver". The Garou travels across the water with supernatural speed, typically three times her normal movement rate. No successes on the roll indicates that the moon is either not visible or does not shine over a body of water in the character's vicinity. A botch allows the character to get midway through her journey before the moon's light fails, thus stranding the character in mid-stream. Taught by: Sokhta Book: RatH

Parting the Velvet Curtai

n 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.

Prophetic Vision

This Gift enables the Garou to receive a vision of the future based on the study of the night sky. The vision usually reveals itself in astrological terms ("Lu-Bat's influence suggests an attitude of acceptance towards the events of the next several days" or "The intervention of Shantar indicates that changes may occur rapidly in the near future"). This Gift is taught by a Star spirit. System: The Garou spends one Gnosis point and rolls Wits + Enigmas (difficulty 7). The number of successes indicates how precise a vision appears to the character. A single success provides vague information, while three of more successes allows the revelation of specific details. Storytellers should couch their visions in symbols appropriate to the Incarna and matter at hand; the seer should have to interpret the vision rather than be spoon-fed. Taught by: Star spirit Book: RatH

Pulse of the Invisible

Spirits fill the world around the Garou, and none knows this better than the Theurge. Those Garou with Pulse of the Invisible remain constantly aware of all that spirits do around them and can interact with them at will. While most of what occurs is barely worth watching, the Garou will be aware of any dramatic changes. This Gift is taught by any spirit. System: If the Garou's Gnosis Dice Pool equals or exceeds the Gauntlet, he can automatically see into the Umbra. Otherwise, he must roll to pierce the Gauntlet, using Perception + Occult (difficulty of the Gauntlet). Only one success is required. The effect lasts for an entire scene or until the character enters an area with a hight Gauntlet.

Spirit Path

The Umbra can often confuse the senses of even the most perceptive tracker. The Theurge who possesses this Gift can track a particular spirit anywhere in the spirit world. As long as the Garou knows the spirit's name, she can find that spirit no matter which Umbral realm it takes refuge in. A cockroach-spirit can teach this Gift. System: As long as the Garou knows the true name of the spirit, she can use this Gift. She must spend a Gnosis point to be able to find the spirit. A successful Perception + Enigmas roll (difficulty 8) reveals the location of the errant Umbral denizen. Some Realms and certain Charms can make this Gift more difficulty to use. The Gift: Name the Spirit can be used in conjunction with Spirit Path.

Umbral Camoflage

Although perfectly visible in the physical world, this Gift renders the Garou undetectable by spirits. In conjunction with other Gifts, Umbral Camouflage can make the user vanish from all perception. Garou who use this Gift in the Umbra might as well be someplace else entirely. A Wind-spirit teaches this Gift. System: The player spends one Gnosis point, and for the remainder of the scene, she is completely invisible to spiritual senses. She may move about as normal but cannot make any attack actions without disrupting the Gift. In the Umbra, the Garou becomes completely undetectable. Taught by: Wind-spirit Book: Wild West Companion

Umbral Tracking

Usually only the Garou who creates an Umbral tether can see it. If a Theurge has this Gift, that is no longer true. This Gift is taugh by a fly spirit. System: By spending one point of Gnosis, the Garou can see all active Umbral tethers around her. She does not know to whome the tethers belong, but can tell in what direction it extends to the Garou. If the Garou attempts to break the tether, the tether's creator knows immediately and may make a resisted Strength + Occult roll at difficulty 6 against the Garou. If the attacker gains more successes, the tether is destroyed. Taught by: Fly spirits Book: PG3e

Unravel

This Gift allows the Garou to put together seemingly random bits of information to form a tentative analysis of a situation and formulate a course of action. This is particularly useful in situations where gathering concrete information is difficult or in extremely complex situations. System: The player spends a point of Gnosis and rolls Intelligence + Enigmas (difficulty 7). Only on success is necessary to make sense out of even the most confusing situation, but each additional success furhter clarifies matters. (The player may ask the Storyteller to explain to her what is actually going on in a given scene and use that information as character knowledge). Taught by: Ruatma Book: RatH

Web Walker

The Garou may travel on the Pattern Web through the Umbra without physical difficulty, and without attracting the unfriendly attention of Weaver-spirits in the area. Any Weaver-spirit can teach this Gift. System: The player spends one Gnosis point and rolls Charisma + Science (difficulty 7). Success enables the Garou (and her pack, so long as they stick close to her) to travel through the Umbra across the Pattern Web as though she were on a moon bridge. Whether the Web's strands go where the Garou wants to travel is another matter entirely. Taught by: Weaver Book: WW20

Rang 4

Blank Slate

The Garou can completely remove a single piece of information from her own mind or from that of another. This Gift becomes useful in situations where an individual has come across some dangerous knowledge that might lead to her death for possessing it. The Garou may not only remove the information - such as the identity of the Garou mole within a hostile group or the location of a safe house for ecoterrorists - but she may also smooth over the edges of the victim's memory so that he does not realise anything is missing. THe Garou may also use this Gift to alter her own memories in situations where she feels that this is necessary. System: The player spends a point of Gnosis and rolls Manipulation + Empathy (difficulty of the victim's Willpower). A single success allows the character to excise the desired piece of information. Additional successes enable the character to make secondary adjustments to the target's memory to hide the fact that something is missing. Taught by: Ruatma Book: RatH

Grasp the Beyond

The Garou may take things to and from the Umbra without having to Dedicate them to herself (see Rite of Talisman Dedication, pg. 144). This includes humans and animals, both willing and unwilling. Garou often use this power to take loyal Kinfolk with them on Umbral quests or to heal injured Kinfolk - both body and soul - in mystic Glens. System: The Garou must grasp the object or person he wishes to take to the spirit world. He must then spend a number of Willpower points: one for small items, two for larger items (swords, etc) and three for huge items (including people). He makes the usual Gnosis roll to pierce the Gauntlet and step sideways; if successful, both he and the desired object or person pass into the Umbra. An unwilling target may resist with a Willpower roll; each success subtracts one from the Garou's successes. A Garou attempting to abduct an unwilling victim must achieve at least three successes on his Gnosis roll. Any person taken to the Umbra, unless she has the ability to step sideways, must rely on the Garou to escape, or else find an area with a very thin Gauntlet, such as a caern. The Gauntlet rating must be 3 or lower for a victim to exit of his own accord. If he does exit, he may not reenter the Umbra, no matter what the Gauntlet rating.

Obscure the Spirit World

This Gift allows the elder to confuse the minds of young Garou, making it impossible for them to step sideways. The victims of this Gift are blind to the spirit world and all of its denizens. Quite often used as a punishment, the Gift has obvious tactical advantages when fighting other Garou. A Coyote-spirit teaches this Gift. System: The player spends one Gnosis point for every Garou she wishes to affect. The Gauntlet increases by five for those targets. The effect lasts for one story. The Gift can affect up to five Garou at any one time. Taught by: Coyote-spirit Book: Wild West Companion

Spirit Drain

The Garou may drain power from a spirit to feed his own resolve. This Gift is taught by a spirit servant of the Uktena totem. System: If the Garou succeeds in a resisted Gnosis vs. Gnosis roll while combating a spirit, the spirit loses one Power point per success for the rest of the scene. For every two points drained, the Garou gains a temporary Willpower point, but loses any exceeding her maximum at the end of the scene. Alternative Versions

From: WW20 System: The player makes a resisted Gnosis roll against the spirit. If the player succeeds, the spirit loses one Essence point per success for the rest of the scene. For every two points drained, the Garou gains a temporary Willpower point. She loses any points exceeding her maximum at the end of the scene. Taught by: Rat

Ultimate Argument of Logic

Those who speak with the Garou leave convinced of some fact might otherwise have disbelieved. If successful, the Garou can cause the target to believe implicitly in one aspect of existence (true or false) - from the "fact" that the sun revolves around the Earth to the "truism" that the wolf's inherent nature is that of the pawn. This Gift is taught by a Coyote-spirit. System: The Garou needs three successes on a Manipulation + Performance roll (difficulty of the target's Wits + Enigmas). Alternative Versions

From: WW20 As above, except rank 5

Whisper in the Dark

This Gift allows the Garou to determine a fact detrimental to an individual. The Garou may then use that piece of knowledge against the target of the Gift, either by holding it over the victim's head or making the information public. System: The player rolls Perception + Empathy (difficulty 8). Each success enables her to grasp one piece of heretofore-unknown information about the target of the Gift. Thus, a character can learn that an individuall owes millions of dollars in gambling debts, hides a murder in his past or funds a company that systematically pollutes the rivers in a particular state. Failure means that the character learns nothing, while a botch provides the character with erroneous information leading to the character's possible embarrassment or dishonour. Taught by: Hakahe Book: RatH

Rang 5

Diplomatic Immunity

This Gift enables the Garou to walk about in the middle of a hostile group without provoking the outbreak of hostilities. The Garou can enter a caern beloning to a rival or walk openly into the middle of a group of Black Spiral Dancers in order to retrieve something or deliver a message. The Garou surrounds herself with an aura of "neutrality" that negates her enemies' or rivals' animosity long enough to accomplish her task and leave without incident. The Gift only lasts for one scene, after which all bets are off. System: The player spends a point of Willpower and rolls Manipulation + Subterfuge (difficulty 8). A successful roll allows the character to interact with a group of potential enemies for the purpose of delivering a messsage, retrieving an item or delivering an ultimatum. Taught by: Ruatma Book: RatH

Ebon Binding

This Gift allows the Garou to take her knowledge of someone's fault, practice or secret vice and bind a fitting punishment to that person. Most often, a target suffers crippling pains when he thinks of indulging in the forbidden action. The Garou may use this Gift to prevent rapists, child molestors, murderers or traitors from repeat offenses (assuming the Garou allows these individuals to live in the first place). System: The player must sacrifice a point of permanent Gnosis and roll her Willpower (difficulty of the target's Willpower). Only one success is necessary to make the binding permanent. Taught by: Hakahe Book: RatH

Feral Lobotomy

With but a thought, the Garou can devolve an opponent's mind to that of an animal, effectively destroying his intelligence. This Gift is taught by a spirit servant of the Griffin totem. System: The Garou spends Gnosis (see below) and rolls Wits + Empathy (difficulty of the target's Willpower + 3 (maximum 10)). If successful, the Garou can permanently destroy a target's Intelligence Attribute. Two Gnosis points must be spent for each point of Intelligence destroyed, and the Garou cannot destroy more points than he rolls successes. Additionally, the target begins acting more animalistic with each point removed.


Spirit Vessel

One of the best kept secrets of the Theurge elders is the ability to channel a spirit. For a short time, Garou and spirit become one creature with the abilities of both. Usually, the Garou remains in control, adding the spirit's Charms to her repertoire - but sometimes things go awry. Elementals, especially fire elementals, understand the workings of this Gift, but metal elementals can also teach it. Banes can also teach this Gift - but at a dangerous cost. System: The player rolls her character's Gnosis and spends a Gnosis point to activate the Gift. The Rite of Summoning chart determines the difficulty of this Gift. Every success allows the Garou to use one of the spirit's Charms for up to one scene. A botch on the roll indicates that the Garou has lost control of the combined being, or perhaps that a Bane was channelled instead of the expected spirit.