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All Rank 6 Gifts and their resources?

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  • Rock113
    started a topic All Rank 6 Gifts and their resources?

    All Rank 6 Gifts and their resources?

    The wyrmfoe list has a bit of mistakes and "lack (because this website needn't collect Fera and hsitorical Gifts)", so I make my own list, please check it and its resources, thanks very much:

    Firebringer
    Storyteller’s Handbook 1st Edition (WW3205) P122
    Book of Auspices (WW3812) P34
    20th Anniversary Edition P164



    As In the Beginning
    20th Anniversary Edition P166



    Invoked Presence
    Book of Auspices (WW3812) P58



    Rebirthing
    Storyteller’s Handbook 1st Edition (WW3205) P122
    Warriors of the Apocalypse (WW3403) P60


    Break the Bonds
    Storyteller’s Handbook 1st Edition (WW3205) P122
    20th Anniversary Edition P168-169, 170



    Release from Bondage
    Book of Auspices (WW3812) P79



    Storyteller
    Book of Auspices (WW3812) P102



    One on One
    Book of Auspices (WW3812) P123-124



    Unstoppable Warrior
    Rage Across the Amazon (WW3104) P39
    Rage: Warriors of the Apocalypse (WW3403) P35
    Storyteller’s Handbook 1st Edition (WW3205) P122
    20th Anniversary Edition P172



    Prelude to Apocalypse
    Book of Wyrm (W20) P120



    Sleep of the Hero
    Tribebook: Fianna (WW3054) P49



    Call Great Fenris
    Tribebook: Get of Fenris (Revised) (WW3855) P78
    20th Anniversary Edition P182



    Home in All Lands
    Tribebook: Red Talons (Revised) (WW3857) P67



    Shield of Gaia
    Tribebook: Red Talons (WW3057) P48
    20th Anniversary Edition P188



    Renew the Cycle
    Player’s Guide 1st Edition (WW3202) P43
    Player’s Guide 2nd Edition (WW3108) P43
    20th Anniversary Edition P195



    Thought-Form of the Twelve Ministers
    Tribebook: Stargazers (Revised) (WW3861) P70-71



    Becoming Uktena
    Tribebook: Uktena (Revised) (WW3862) P70



    The Fleeing Scarab
    Bastet (WW3075) P109-110



    Earthquake
    Bastet (WW3075) P114



    Royal Privilege
    Bastet (WW3075) P117



    Great Grandfather's Summons
    Gurahl (WW3079) P104



    Dance of Shiva
    Nagah (WW3084) P75-76



    Coyote's Howl
    Nuwisha (WW3076) P52-53


    Last edited by Rock113; 06-09-2020, 05:39 AM.

  • Rock113
    replied
    An update:
    In 2nd Edtion Tribebook, Sleep of the Hero becomes a Level 5 Rite of Death called Rite of the Hero’s Sleep.

    Rite of the Hero’s Sleep (Death)
    This rare and powerful rite has been used on some of the greatest heroes of the Fianna. When a Fianna of greatest renown falls in battle, he is placed in the earth (such as a cave, or a chamber of a burial mound), where the ritemaster dedicates the body to the land, tying soul and earth together. The body heals, then falls into a deep sleep. On rare occasions, the hero's pack or shieldmate is allowed to join the warrior in sleep. The champion and his pack then lie in state, ageless, without need for food or breath, until he awakens to take up arms once again - at the dawn of the Apocalypse.
    System: The ritemaster spends three permanent points of Gnosis when performing the ritual. If she succeeds, the champion's wounds heal in a moment and the flush returns to the hero's cheeks. There is usually time enough for a few final words before sleep overcomes the hero. If the ritemaster gains five or more successes, then the champion may awaken for a short while and return to the caern at any time of great crisis (at the Storyteller's option).

    Source: Tribebook: Fianna (Revised) (WW3854), Page 74

    I wonder how many level 6 Gifts are converted into Rites or somewhat, thanks very much if you can make a suggestion

    Leave a comment:


  • Rock113
    replied
    Tribal Gifts
    Black Spiral Dancer
    Prelude to Apocalypse
    Theurge Gift
     As the Gaian Gift As In the Beginning, this version might be learned by a Black Spiral Theurge and summons Wyrm-spirits of all kinds. No Black Spiral Theurge has yet learned this Gift.

    Source: Book of Wyrm (W20), Page 120




    Fianna
    Sleep of the Hero
     This powerful Gift has been invoked many times in Fianna history. When a great hero (Rank 5 or higher) dies in battle, the Fianna take the body and dedicate it to the land. This Gift forms a bond between the Fianna and the land and the spirit of the hero. The champion’s life returns, but he remains in a deep sleep, not to awaken until the Apocalypse. The target must be placed somewhere in the earth, such as a cave, or within a burial mound. During this sleep, the hero is unaffected by the elements and does not need to breathe. This Gift is taught by Fianna ancestor spirits.
     System: The Garou spends two points of Gnosis and rolls Intelligence + Rituals against a difficulty of 9. If she succeeds, the life comes back into the hero and he falls into a deep sleep, usually after having a chance to say a few last words. If the wielder of this Gift receives five or more successes, then the hero may awaken and return to the caern at any time of great crisis, at the Storyteller’s option.

    Source: Tribebook: Fianna (WW3054), Page 49




    Get of Fenris
    Call Great Fenris
    Version I:
     The Get may summon a spirit avatar of Fenris Wolf. The avatar will assist in combat, slaying all who are not Get of Fenris or under their protection. There is always a sacrifice demanded in return, traditionally the right hand of the summoner. Once Fenris has claimed the hand, it does not regenerate. If there is not a good reason for calling the avatar, or the summoner will be devoured whole. This Gift is taught by a wolf spirit.
     System: The Garou spends one Gnosis point and rolls Stamina + Occult (difficulty 6). The summoner permanently loses one Health Level as his right hand is bitten off by Fenris in return for daring to summon him. See the sidebar for the Fenris avatar's Traits.
    The Spirit Avatar of Fenris Wolf
     The avatar of Great Fentis appears as an enormous wolf, 10 feet tall at the shoulder. His eyes burn with rage and his jaws drip with the blood of countless enemies. His fur is brown with red and black markings. The avatar of Fenris can run at up 100 miles per hour, and never seems to tire.
     Willpower 10, Rage 10, Gnosis 8, Essence 75
     Charms: Airt Sense, Materialize (Power cost 40; Strength 10, Dexterity 7, Stamina 10, Brawl 5, Dodge 3, Claws: Str+3, Fangs: Str+4, Health 15), Reform, Tracking{C}


    Source: Tribebook: Get of Fenris (WW3055), Page 48


    Version II:
     As the ultimate expression of the pact between tribe and totem, the greatest Get heroes my summon the war-avatar of their tribal totem to aid them in their hour of need. The avatar joins in combat, slaying all that are not Get of Fenris or under their protection. However, Great Fenris demands a sacrifice for his intervention — usually the left hand of the summoner. It’s said that if the war-avatar is called for no good reason, it will devour the summoner entirely before departing – but there are no concrete tales of any Get of Fenris wise and mighty enough to attain this Gift yet foolish enough to abuse it. This Gift is taught by a wolf-spirit.
     System: The player spends one Gnosis point and rolls Stamina + Occult (difficulty 6). Success summons the war-avatar of Great Fenris, who will fight at the Fenrir’s side for the duration of the scene. At the combat’s end, the summoner automatically gains the Battle Scar: Maimed Limb (Werewolf, pg. 190) as the war-avatar claims Fenris’ due; even if the Garou already possessed that Battle Scar, he gains it a second time as Fenris devours another limb.
    Fenris’ War-Avatar
     Few spirits short of Incarnae themselves are as frightening and dangerous as the war-avatar of Great Fenris. The avatar of Fenris Wolf appears as an enormous wolf, 10 feet tall at the shoulder. His eyes burn with rage and his jaws drip with the blood of countless enemies. His coat is a deep gray that seems to shimmer from black to red and even to white as the light shifts across it. The war-avatar of Fenris is not as powerful as the Incarna himself would be, but it still defies the usual limitations of spirits, and has Traits even more powerful than Nexus Crawlers.
     Willpower 15, Rage 20, Gnosis 10, Essence 80
     Charms: Airt Sense, Armor, Blast (thunderbolt), Dreadful Presence*, Materialize, Re-form, Savage*, Swift Running (as Swift Flight), Tracking
     • Dreadful Presence: This Charm is available only to Incarna avatars, and is constantly in effect. All spirits hostile to the Incarna avatar lose two dice from all their dice pools while they remain in the avatar’s vicinity.
     • Savage: By spending one Essence, the spirit adds two dice to all damage rolls for the remainder of the scene.{C}


    Source: Tribebook: Get of Fenris (Revised) (WW3855), Page 78


    Version III:
      As the ultimate expression of the pact between tribe and totem, the greatest Get heroes may summon the war-avatar of their tribal totem to aid them in their hour of need. The avatar joins in combat, slaying all that are not Get of Fenris or under their protection. However, Great Fenris demands a sacrifice for his intervention — usually the left hand of the summoner. It’s said that if the war-avatar is called for no good reason, it will devour the summoner entirely before departing. This Gift is taught by Great Fenris himself.
     System: The player spends one Gnosis point and rolls Stamina + Occult (difficulty 6). Success summons the war-avatar of Great Fenris, who will fight at the Fenrir’s side for the duration of the scene. At the combat’s end, the summoner automatically gains the Battle Scar: Maimed Limb (see p. 260) as the war-avatar claims Fenris’ due; even if the Garou already possessed that Battle Scar, he gains it a second time as Fenris devours another limb.
    Fenris’ War-Avatar
     Few spirits — short of Incarnae themselves — are as frightening and dangerous as the war-avatar of Great Fenris. The avatar of Fenris Wolf appears as an enormous wolf, 10 feet tall at the shoulder. His eyes burn with rage and his jaws drip with the blood of countless enemies. His coat is a deep gray that seems to shimmer from black to red and even to white as the light shifts across it. The war-avatar of Fenris is not as powerful as the Incarna himself would be, but it still defies the usual limitations of spirits, and has Traits even more powerful than Nexus Crawlers.
     Willpower 15, Rage 20, Gnosis 10, Essence 45–80
     Charms: Airt Sense, Armor, Blast (thunderbolt), Dreadful Presence*, Materialize, Re-form, Savage*, Swift Running (as Swift Flight), Tracking
     • Dreadful Presence: This Charm is available only to Incarna avatars, and is constantly in effect. All spirits hostile to the Incarna avatar lose two dice from all their dice pools while they remain in the avatar’s vicinity.
     • Savage: By spending one Essence, the spirit adds two dice to all damage rolls for the remainder of the scene.{C}


    Source: 20th Anniversary Edition, Page 182



    Red Talon
    Home in All Lands
    General Gift
     Legends among the Red Talons state that the wolves with the greatest connection to the Progenitor Wolf were not bound by distance, but indeed could appear anywhere where wolves were found. This was long thought to be simply lore, but in fact an elder Red Talon with strong enough lineage might well learn to fade from one location and appear anywhere else in the Realm or the Umbra, provided that the Progenitor has been there before him. Only the Progenitor Wolf himself teaches this Gift.
     System: The player must roll Gnosis as though her character were stepping sideways. If successful, the character may appear at any location on Earth where wolves might be found naturally (whether or not any may still exist) or any location that boasts Garou. She may instead choose to appear in any Umbral Realm that she has previously visited. A Red Talon must have Pure Breed 5 to learn this Gift.

    Source: Tribebook: Red Talons (Revised) (WW3857), Page 67



    Shield of Gaia
    Version I:
     The Garou can become so attuned to the laws and rhythms of Gaia that the Weaver’s laws cease to have any affect on her. This Gift can only be used once by any Garou who learns it; its effects are permanent. The Garou becomes immune to the effects of one form of technology, such as bullets, photography (i.e., cannot be photographed), electricity, chemical toxins, etc. This Gift is taught by an avatar of Griffin.
     System: The Garou spends a permanent point of Gnosis and chooses the one form of technology to which she will be immune. It is up to the Storyteller to determine exactly what is and is not included in the protection afforded by this Gift. For example, Garou who choose immunity to flame-throwers would not be burned by them, but other flames will act normally upon her.
     This Gift does apply against Wyrm-tainted technology, although not Wyrm substances. For instance, a Garou who is immune to chemical toxins may not be harmed by the Pentex acid, but the Bane in the acid can still try to posses her.
     This Gift is open to a lot of abuse, but the player and the Storyteller should recognize the spirit of the Gift: it is Gaia’s protection to Her children from the ravages of the Weaver and the modern world. Just how this is interpreted and how much is permitted depends on the mood and atmosphere of a game. However, no player should be allowed to claim immunity from nuclear weapons.

    Source: Tribebook: Red Talons (WW3057), Page 48


    Version II:
      The Garou becomes so attuned to the laws and rhythms of Gaia that the Weaver’s laws cease to have any hold on her. The werewolf becomes immune to the effects of one form of technology, such as bullets, photography (i.e. cannot be photographed), electricity, chemical toxins, etc. This Gift is taught by Griffin.
     System: The player must determine what this Gift grants immunity to at the time of purchase. Its effects are permanent.

    Source: 20th Anniversary Edition, Page 188




    Silver Fang
    Renew the Cycle
    Version I:
      This is one of the most potent powers of the Garou. It is a very rare Gift, as only Silver Fang of Rank Six can obtain it. It grants the Garou the power to right a grievous wrong to Gaia’s natural cycle: an undead creature can be returned to the earth with a single glance. Roll the Garou’s Gnosis resisted by the opposing vampire’s Willpower, both difficulty eight, and spend three permanent Gnosis points. If successful, the vampire dies and his body is reduced to its true stage of putrefaction: a neonate may turn into a months-old corpse, while an elder will be reduced to wind-blown ash.This can also be used against a mummy. It will not “kill” the mummy, but only force him into a dead season of sleep.

    Source: Player’s Guide 1st Edition (WW3202), Page 43


    Version II:
     One of the most potent powers available to the Garou, this Gift allows the correction of a grievous wrong to the natural cycle of Gaia. The undead, whose very existence is an affront to the natural order of things, wither and crumble to dust when struck by the power of this Gift. Whether the undead is a shambling, month-old animated corpse or an ancient vampire, the Fang can destroy it with but a glance.
     Only an avatar of Helios or Gaia Herself can teach this Gift.
     System: The Garou and the victim enter into a resisted contest of Gnosis versus Willpower (both difficulty 8). The Garou must then spend three permanent Gnosis points to activate the wrath of Gaia. If the Garou wins the contest, the vampire (or other undead) is reduced to its natural state: Elder vampires turn to dust, whereas freshly exhumed corpses simply lose their animation. This Gift forces mummies into a dead season of sleep but does not destroy them.

    Source: Player’s Guide 2nd Edition (WW3108), Page 43


    Version III:
      One of the most potent powers available to the Garou, this Gift allows the correction of a grievous wrong done to the natural cycle of Gaia. The undead, whose very existence is an affront to the natural order of things, wither and crumble to dust when struck by the power of this Gift. Whether the undead is a shambling, month-old animated corpse or an ancient vampire, the Fang can destroy it with but a glance. Only an avatar of Gaia Herself can teach this Gift.
     System: The player and the target enter into a resisted contest of Gnosis versus Willpower (both difficulty 8). If the Garou wins the contest, the undead is reduced to its natural state — fresh corpses simply lose their animation, whereas an elder vampire would crumble to dust. Mummies are simply banished to a season of sleep. The Garou must spend one Gnosis for every hundred years (or fraction thereof) the undead has existed in its unnatural state; should the target’s age exceed the Garou’s capacity to spend Gnosis points, permanent Gnosis may be sacrificed to account for 500 years of age per dot spent.

    Source: 20th Anniversary Edition, Page 195




    Stargazers
    Thought-Form of the Twelve Ministers
    Mantra Gift
     The spoken mantra for this Gift is Aum-ka-la-rim-sa-ka-la-rim-ha-ka-la-rim. This Gift allows a Stargazer to attain true spiritual balance for a single moment. In that moment, all extreme desires and impure emotions are blasted away by an unmitigated blast of the Self. A startling crackle of energy travels like lightning to each of the Stargazer’s chakra points. It only lasts for a second, and then it is gone. But in its wake, the Stargazer is left empowered and burning with a halo of pale green light. There is only a handful of Stargazers who have ever been worthy enough to learn this Gift, and it can only be taught by an avatar of Chimera.
     System: The player spends a single temporary point of Gnosis, Rage, and Willpower. For the remainder of the scene, the Garou gains a series of Trait bonuses: +2 to Perception, +3 to Enigmas, +3 to Empathy, and +2 to Brawl. There are two other benefits as well. First, any Garou standing within ten feet of the Stargazer using this Gift find that their temporary Gnosis pools are suddenly refreshed. Also, this Gift burns out any corruption that was contained in the werewolf grasping the power. Hence, any Wyrm-taint that the character had thus disappears.

    Source: Tribebook: Stargazers (Revised) (WW3861), Page 70-71




    Uktena
    Becoming Uktena
     The legends of the Cherokee say that a man was transformed into the Great Uktena to try to kill the sun. Great Uktena was around long before the Cherokee, but Garou have taken the form of his children on two or three occasions. Great Uktena teaches this Gift only to the most worthy of his Uktena followers; with it, the hero may transform into a creature even a Thunderwyrm would fear. After the crisis is resolved (assuming he lives), the new uktena slips into the nearest body of water and into the umbra, forever parting with his Garou brethren to join his father in Galunlati. Such a glorious end to an already legendary career is worthy of fireside retellings for generations.
     System: Once taught the Gift, the Uktena may call upon it at any time by invoking Great Uktena. The initial stage of the transformation takes three full turns, during which the werewolf’s body grows and changes to a 20 foot horned serpent. The new uktena still retains the personality of the Garou at this point. After a period of time (usually no more than a scene), the final stage of the transformation begins as the mind of the Garou recedes and the uktena mindset takes over. The spirit creature heads unerringly towards the nearest source of water wide enough to encompass its diameter (not necessarily its whole bulk). As it slides into the water and crosses the Gauntlet, the transformation is complete; the hero’s former pack had best treat this uktena like any other of its kind.
    Transforming Uktena
     Here are sample stats for a Garou in the intermediate phase of Becorming Uktena.
     Attributes: Strength 9, Dexterity 4, Stamina 8, Charisma 0, Manipulation 3, Appearance 0, Perception 4, Intelligence 4, Wits 3
     Rage 8, Gnosis 8, Willpower 6
     Abilities: Athletics 3, Brawl 3, Dodge 2, Intimidation 3, Subterfuge 2, Stealth 3, Knowledges as per Character with the following changes: Enigmas +1, Occult +2, Galunlati Lore +1
     Health Levels: OK, OK, -1, -1, 1, -1, -2, -2, -2, -5, -5, Inc
     Attacks: Antler rush (Str +1), Bite (Str +2)
     Powers: Armor (+5 dice to soak), Breathe Water, Burrow (as per Metis Gift), Blast (as per the charm)
     Note: This uktena is roughly 20 feet long, and while powerful, harbors same weak spot — a heart shot can kill instantly (see Lesser Uktena spirit, below).{C}

    {C}
    Source: Tribebook: Uktena (Revised) (WW3862), Page 70






    Fera
    Bastet
    Tribal Gifts
    Bubasti
    The Fleeing Scarab

     One of the Bubasti's most obscure tribal secrets, this Gift allows a cat to remove her soul, incarnate it, and send it out of harm's way while her body dies. The soul, which often takes the form of a flying scarab beetle, searches out an appropriate new host body, climbs into its mouth while it sleeps, and "lays" the old soul into the new host. The Bubasti who knows this forbidden secret (and less than eight such cats exist) is theoretically immortal, though such longevity is purchased in other beings' lives.
     System: Collecting the soul for transport requires three Gnosis points and a successful Manipulation + Occult roll (difficulty 8). Failure traps the soul in the body as it dies (although the Gift may be tried up to three times if the cat has enough time to do so). Once freed, the soul wings forth, searching for a host. It has 24 hours to find one before the soul-essence scatters. Once a host is found, the beetle climbs into his mouth and tries to take the body over. This “possession" demands an additional Gnosis point and a roll of the Bubasti's current Willpower at the time of her death. This roll's difficulty is the host's current Willpower + 3 (maximum 10). If successful, the Bastet takes over the body, retaining her old memories and the host's as well. If not, she can make one final try before her soul fades away forever.
     To retain command of the host, the cat makes weekly Willpower rolls against the host's original Willpower. Hence, the Bubasti rarely commandeer supenatural creatures or stubborm individuals, at least for long. After a lunar month has passed in one body, the host becomes a Bubasti with five points in the Past Life Background. Although all her previous Gifs are lost in the process, her memories remain intact. Thus, she knows where to learn them again later. A botch at any point in the use of the Gift sends the soul straight into the Oblivion spoken of by the Dead, so this magic is not lightly undertaken.

    Source: Bastet (WW3075), Page 109-110




    Pumonca
    Earthquake
     An old and desperate secret known only to a handful of living cats, this pact allows a Pumonca to shake the earth Herself, wrecking roads and crumbling buildings. Although the epicenter of the quake is fairly small, the tremors can be felt for miles.
     System: As the Gift: The Hungry Earth, except that an Earthquake requires two Gnosis points and two Rage points, affects one mile, and causes damage proportionate to the cat's successes (one success can break windows; two would crack plaster; three crumble asphalt, four shatter concrete, and five buckle metal).

    Source: Bastet (WW3075), Page 114




    Simba
    Royal Privilege
     This deeply despised trickery allows an ancient and powerful lion to steal another werecat's Gifts, even those which traditionally belong only to that tribe or breed. Black Tooth has gathered a lot of his power through this deadly secret. Those who've met him claim he invokes his "privilege" by killing other Bastet, then taking their secrets from their spirits as they die. While there may be other Bastet who know the Gift, they don't have many friends.
     System: This Gift comes from the Unmaker, and may be restricted to one or two corrupt old lions in the Storyteller's domain. Using it is simple, yet difficult: To learn a new Gift, the werecat who knows it must be killed. As the victim dies, the Simba invokes this terrible power, ripping the secrets from the dying flesh. This requires two Gnosis and a Manipulation + Occult roll. The difficulty is the dying cat's Rank +5. For each success, the lion may learn one Gift he didn't know before, providing the slain Bastet knew it instead. To "keep" these Gifts, the Simba must pay experience points for them; a stolen Gift that remains "free" can be used once, then forgotten. Only Simba know this trick 一some Bubasti have tried to acquire it, but have died in the process.

    Source: Bastet (WW3075), Page 117





    Gurahl
    Great Grandfather's Summons
    Gurahl Gift
     In a time of great need or dire emergency, this powerful and rarely used Gift enables the Great Grandfather (or Ancient One) to send out a summons to all Gurahl, calling them to his side so that he can inform them of the reason for the call. The summons is so powerful that it can even awake Gurahl who are locked in the sleep of hibermation. Gurahl need not respond to the summons, and some, in fact, refuse or ignore the call of the Ancient One. Most Gurahl, however, gather together healing items, weapons and food, then travel to where the Great Grandfather waits for them. This is the Gift which resulted in the mass awakening of many Gurahl when the Storm Eater was loosed.
     System: The player sacrifices three points of Gnosis and one point of Rage. No roll is necessary.

    Source: Gurahl (WW3079), Page 104





    Nagah
    Dance of Shiva
    Nagah Gift
     Lord Shiva, the Destroyer, is frequently called Shiva Nataraja: Shiva, Lord of the Dance. When the time comes for the world to end, Shiva will dance and flame will consume everything, preparing the world for the next cycle. This Gift grants the world a small taste of that destruction.
     System: This Gift is usable only in Balaram form. As the Nagah begins the dance of destruction, the player rolls Dexterity + Performance; the number of successes determines the destructive power and duration of the flames called forth by the dance. On the first turn, the flames spread out ten yards from the character in all directions (save up or down) and inflict four dice of aggravated damage on anything they touch. For each successive turn that the Nagah continues to dance (provided that he earned enough successes), the radius of the circle of flame doubles and the fire damage increases by a die. For example, if a player obtains six successes and his Nagah character is able to dance uninterrupted for six consecutive turns, on the sixth and final turn the flames would inflict 11 dice of fire damage on anything within 320 yards. If the Nagah stops the dance for any reason, the fires are immediately doused.
     The flames called forth by the Dance of Shiva are, oddly enough, unable to harm anyone or anything that is "truly pure of heart." However, supernatural denizens of the World of Darkness who fit that description are rarer than hen's teeth; not even the gentlest Gurahl is likely to count as truly pure, much less the most virtuous of vampires.

    Source: Nagah (WW3084), Page 75-76




    Nuwisha
    Coyote's Howl
     Just as Coyote is the Creator, he is also the Destroyer. In time, he will erase all that exists, for that is his duty. Coyote's Howl allows the Nuwisha to summon a small portion of Coyote's destructive power and unleash that energy on a person or area. When used, Coyote's Howl shakes all of nature and bends it into an engine of annihilation. This power might come as a tornado or as a tidal wave. It might be an earthquake or lightning storm. Whatever the case, there is little that can stand against the power of Coyote's Howl. This Gift is one of the most powerful known to the Nuwisha, and is taught by Coyote to those he finds worthy.
     System: The player rolls Intelligence + Occult, difficulty 5, and spends five Gnosis points. The resulting energies released will destroy anything in their path, with rare exceptions at the Storyteller's discretion. This Gift is only usable by the most powerful Nuwisha, and will not work if the enemy faced is not a true threat to all that the Nuwisha stand for.

    Source: Nuwisha (WW3076), Page 52-53
    Last edited by Rock113; 08-13-2020, 11:29 AM.

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  • Rock113
    replied
    Garou
    Auspice Gifts
    Ragabash
    Firebringer
    Version I:
     This amazing Gift alows a Ragabash — the tickster of Garou society — to steal a power or ability frorm another being and turn it into a Garou Gift, teachable to others.
     System: The Ragabash must first be the victim of the power he wishes to steal (i.e., come under vampiric Domination, be affected by a mage rote, etc.). If he survives, he can take what he has learned and teach it to others. However, he cannot use the new power himself! In addition, anytime thereafter the original power is used against him, it is at one difficulty less — he is considered vulnerable to it.
     Even Wyrm-tainted powers can be stolen (fomori powers, Black Spiral Gifts, etc.); the Ragabash's sarfice is enough to cleanse them of their taint. In this way, the work of the Wyrm can be directly turned against It.
     The exact nature and stem of the new Gift is entirely up to the Storyteller. It takes only about an hour for the Ragabash to teach the Gift (as if he were a spirit). The Storyteller is free to use powers given in anyother Storytelling games as the bases for new Gifts, as long as the character is willing to risk all to steal that knowledge. Ragabash willing to do something so selflessly for the community are very rare; one that does should gain much Renown for her feat.

    Source: Storyteller’s Handbook 1st Edition (WW3205), Page 122


    Version II:
     This powerful Gift allows a Ragabash to pull the ultimate stunt, stealing a supernatural power and turning it into a Gift. Moreover, the Gift can be taught to others, as if the New Moon was a spirit teacher. The difficult part is that the Ragabash has to endure having the power used on her first, but after that, she makes it her own to teach, but alas, not to use herself. A powerful spirit, such as the avatar of a trickster Incarna, teaches this Gift.
     System: Survival, smarts and sacrifice are key to acquiring this Gift, though no specific dice rolls are needed. First, the Ragabash must suffer through the effects of the power (such as vampiric Discipline, or a mage’s rote) being successfully used on her. Then, she can take her experiences, work with the appropriate spirit and turn the power into a Gift she can teach to others. The Ragabash cannot herself use the Gift, and moreover, she now has a vulnerability to its effects. The next time she encounters another supernatural using the power, the enemy is at one difficulty less to use it on the New Moon (the power more easily affects the Ragabash). Any supernatural power can be co-opted in this way, including Wyrm-tainted powers. In this way, the werewolves can turn the might of the Wyrm back on itself. Because of the sacrifice involved, the New Moon usually gains considerable Renown for not only “stealing” the knowledge of the supernatural power, but also teaching it to others. Storytellers should feel free to be creative and innovative in bringing powers from other games (Such as Vampire and Mage) into the Werewolf universe. The Storyteller determines the level of any Gift gained in this manner, as appropriate.

    Source: Book of Auspices (WW3812), Page 34


    Version III:
      The Ragabash performs the ultimate trick, stealing a supernatural power and turning it into a Gift, which may in turn be bestowed upon to others as though the New Moon were a spirit teacher. Alas, the Ragabash must first survive having the power used upon him. Coyote or another trickster Incarna teaches this Gift.
     System: After having a power used on him, the Ragabash may spend one point of permanent Gnosis to internalize it into a Gift. The Ragabash cannot use this Gift himself, and in fact forfeits all defenses against that power if ever used on him in the future; it exists instead as a treasure to bequeath upon the Garou Nation. Any power may become a Gift in this fashion — even the vile magic of the Wyrm may be stolen and turned to the defense of Gaia. The Storyteller determines the new Gift’s appropriate level and what sort of spirit Garou should be able to learn it from. In the case of mages, this power steals particular rotes rather than entire Spheres.

    Source: 20th Anniversary Edition, Page 164




    Theurge
    As In the Beginning
     The Theurge can tear away aeons of the Weaver’s works for a short while. This Gift rips down the Gauntlet entirely, merging the worlds of flesh and spirit as they were in the days of legend. Moreover, this mended region acts as a shining beacon to Gaian spirits, calling a flood of nature-spirits and other allies to assist the Theurge. An avatar of Gaia Herself teaches this Gift.
     System: The player spends three points of Gnosis and rolls Wits + Occult (difficulty of the local Gauntlet). The Gauntlet is torn open within the local area. The thinner the Gauntlet, the wider the rip: from a few rooms in the midst of a skyscraper to an entire mile of landscape in the depths of the Amazon. Friendly spirits of the Storyteller’s choosing come flooding out to aid the Theurge — the more successes, the greater the number or power. The Gauntlet is permanently lowered by 1 in an area where this Gift has been used; this benefit doesn’t stack with repeated use.

    Source: 20th Anniversary Edition, Page 166



    Invoked Presence
     By using this awesome Gift, the Theurge can call upon an Incarna or Celestine directly, bringing their focus to bear on the area around him. This does not summon an Avatar; rather, the presence is a mystical permeation of the principle the invoked spirit represents. The Theurge will later need to repay the debt owed to the spirit he invoked before he can use this Gift again; this typically entails a strong geas, an extended spirit quest or the sacrifice of a valuable fetish. Any Celestine’s avatar can teach this Gift.
     System: The Theurge spends five points of Gnosis and the presence of a Celestine or Incarna is made manifest within a 180 yard radius globe around her for several hours. Essentially, this Gift is like a sustained, area-effect form of Totem Gift, and the effects are thus highly variable dependent upon which greater power the Garou chooses to invoke. The following three effects are constant:
     ● Any actions that directly support the principle of the invoked spirit have a number of dice equal to the Theurge’s Gnosis added to their dice pool. In the case of combat, only one type of combat roll (attack, damage, dodge, initiative, etc.) will be so enhanced.
     ● Attempting to take any action directly antithetical to the invoked spirit requires three successes on a Willpower roll (difficulty 8), and even then, the action will be rolled at +2 difficulty.
     ● The spirit will send members of its Brood equivalent in power to a full pack of Rank One Garou to the site to aid the Theurge and his allies immediately.
     Beyond this, the effects are dependent on the power the Theurge chose to invoke; Unicorn may simply make any act of violence impossible in the area; a Harvest Incarna may cause all the plants in the area to grow to rich and healthy maturity in minutes, while invoking the Weaver might make the Gauntlet utterly impenetrable.

    Source: Book of Auspices (WW3812), Page 58



    Rebirthing
    Version I:
     This most holy and rare of Gaia's Gifts enables the Garou upon his death to be instantly reincarnated in the body of a newborm cub living within 2,000 miles of where the Garou died. The reincarnation is most often of the same breed as the Garou had in his former life, but it can be into another breed — even metis — if the only newborn within range is not of the original breed. If there are no newborn cubs in range within one turning of the moon from the moment of death, then the Garou is not reborn and goes where all Garou go upon death.
     System: The cub will not have any of the memories and powers of the original Garou until afer the First Change, whereupon he will grow into them. Such a cub, when discovered, will be guarded and protected fiercely by all Garou until he fully comes into his former powers (in addition to any new powers gained). He must regain his old rank in the same manner as all cubs (step by step), and will only remember his old powers upthrough his current rank. When he gains another Rank level, he will then remember all the powers of that level. However, he will not retain knowledge of this Gift,and must learn it again (and few spirits will be willing to teach it a second time).

    Source: Storyteller’s Handbook 1st Edition (WW3205), Page 122


    Version II:
     This gift was bestowed upon the Silver Fang Lupus Theurge Grimfang by Gaia herself. Upon his death, he will be reborn in the form of a cub somewhere within 2,000 miles of his demise. This is not a Past Life, but an actual reincarnation. At maturity, the cub will come into Grimfang’s true powers.

    Source: Caerns: Places of Power (WW3201), Page 111 and Rage: Warriors of the Apocalypse (WW3403), Page 60



    Philodox
    Break the Bonds (Or Release from Bondage, see below)
    Version I:
     This Gift allows a Garou to break any bonds holding her, whether mental or physical. This includes all manner of mind control, whether by a mage Sphere or vampiric Blood Bond. The Garou can use this Gift to break the bond even though her master may demand her not to. However, she may not seek out a spirit to teach this Gift if she is comanded otherwise. Thus, this Gift is most often awarded to a Garou as a return for service to an Incarna or equally powerful spirit who is well aware of the Garou's unnatural servitude.
     System: The Garou is effectively immune to supernatural coercion and can easily break any physical bonds holding her (she has the equivalent of Strength 15 for doing so). When used to stop such coercion on others, the Garou must spend a Gnosis point and roll Manipulation + Leadership against a difficulty 6. Only one success is required. Also, the Garou can break another's physical bindings as if she possessed Srength 15.

    Source: Storyteller’s Handbook 1st Edition (WW3205), Page 122



    Version II:
     This Gift shatters all bonds, whether physical or mental, from sturdy iron chains to the slavery of a vampire’s bewitched blood. The Garou may use it to benefit any being, including herself. It is taught by any Incarna with the freedom to come and go as they please.
     System: The Garou is automatically immune to any supernatural coercion, and may break bonds as though she had Strength 15. She may also break another’s physical bonds with that same Strength, or banish mental bonds from another with a Manipulation + Leadership roll (difficulty 11 – target’s Willpower).

    Source: 20th Anniversary Edition, Page 168-169



    Release from Bondage
     There are many ways to mystically blend the will of another. This Gift shatters all such bonds, from the blood domination of a vampire to a mage’s mind control or a Half Moon’s geas. Those who know this Gift may use it on any being, including themselves. This Gift is only granted by an Incarna or equally powerful spirit, usually as a reward for some great service.
     System: The Garou is automatically immune to any supernatural coercion save from any being more powerful than an Incarna. The Gifted one may break another’s mystic compulsion by touching her, spending a Gnosis point and rolling Manipulation + Leadership (difficulty 11 – the target’s Willpower).

    Source: Book of Auspices (WW3812), Page 79




    Galliard
    Break the Bonds (See below)
     In Storyteller’s Handbook 1st Edition (WW3205) and 20th Anniversary Edition, it is the same as Break the Bonds of Philodox

    Source: Storyteller’s Handbook 1st Edition (WW3205), Page 122 and 20th Anniversary Edition, Page 170



    Storyteller
     Rather than simply telling and retelling the stories of old, or even waiting until the events of the day become the new stories, the Galliard can change the events of the ongoing drama unfolding around her. She may add new “characters,” altering chains of events, and even change the motivations of the major participants. However, as this Gift can literally have world-altering ramifications, the handful of Garou in history that have known it have been loath to actually use it. Rumor has it that the defeat of the Storm-Eater was due partially to use of this Gift — but likewise, rumor also states that the horrific events in Russia during the past century stem from a Child of Gaia Galliard who thought that she knew the way the story would end. No one knows what sort of spirit teaches this Gift; presumably an avatar of Gaia, but since so few Garou even know of the Gift’s existence, no one can say for certain.
     System: The player spends one permanent Gnosis point and explains, in as much detail as possible, the change she wants to make to the story. The Storyteller, of course, has final say, and once the “dramatic alteration” is done, the Garou has no further control. Events that she concocts can and do spiral out of control, so utmost care must be taken with the Storyteller Gift.

    Source: Book of Auspices (WW3812), Page 102




    Ahroun
    One on One
     The World of Darkness is a complex place, filled with intrigue, misdirection and all manner of supernatural evasion. Ahroun, however, are simpler beings, and this Gift allows them to extend their direct methods where they might not otherwise reach. The Garou says a brief prayer to Luna and the other innumerable spirits of blood, terror and vengeance in the Garou pantheon. She is then transported instantly to a single foe of her choice, whom she may engage in one-to-one combat to the death under Luna’s own aegis. The foe cannot flee (though tactical withdrawal with the specific intent of continuing the fight this scene is acceptable), nor can she receive aid from outsiders. The invoker is bound by the same restrictions, of course.
     Luna herself teaches this Gift, and not through an avatar — the petitioner must journey to Luna’s court in the Aetherial Realm and convince the capricious goddess that her reasons for needing this power are just.
     System: This Gift cuts through all supernatural forms of warding, concealment, contingency spells and similar precautions without any roll. For the remainder of the scene, both affected parties can receive no aid from other sources, and can only use powers that are directly physical in nature. A vampire’s unearthly strength and speed or a faerie’s ability to strike at enemies with the spirit of holly would remain potent, but a member of either race would be stripped of his supernatural mind-clouding and unearthly presence. Likewise, a Namebreaker might throw lightning or increase his own strength, but not teleport away or turn incorporeal to avoid the Garou’s strikes utterly.
     This Gift involves the direct interference of the Celestine Luna in mortal affairs, and the Storyteller should remember that a thinking being is determining the Gift’s exact effects, not a defined supernatural spell. The Storyteller should make judgement calls on the Gift’s effects keeping it within its intended spirit of providing a fair, open a physical fight. A Garou asking to be transported to a vampire in torpor, for example, might find the Leech awake and ready to fight…
     The Garou must expend a point of permanent Gnosis to activate this Gift. Once the fight is done, normal rules of reality reassert themselves — which might be bad if the Garou has been sent to Malfeas or some other hellish domain.

    Source: Book of Auspices (WW3812), Page 123-124



    Unstoppable Warrior
    Version I:
     A Garou who uses this potent Gift can regenerate aggravated damage. This works against all attacks except those from silver weapons. Each turn, roll Stamina + Primal-Urge against a difficulty 8; if successful, then spend one point of Rage per Health Level healed (much like a vampiric Blood Pool).

    Source: Rage Across the Amazon (WW3104), Page 39 and Rage: Warriors of the Apocalypse (WW3403), Page 35


    Version II:
     A Garou who uses this potent Gift can regenerate aggravated damage. This works against all attacks except those from silver weapons.
     System: Each turn, roll Stamina + Primal-Urge against a difficulty 8; if successful, then spend one point of Rage per Heath Level healed (much like a vampiric Blood Pool). The Garou cannot attack in the same turn, unless he has the Level Three Ahroun Gift: Combat Healing (see Werewolf Player Guide, pg. 38)

    Source: Storyteller’s Handbook 1st Edition (WW3205), Page 122


    Version III:
      The werewolf with this potent Gift may shrug off even flames and the claws of his own kind. A warrior Incarna teaches this Gift.
     System: The Garou becomes permanently capable of healing all aggravated damage as though it were lethal damage, save for wounds inflicted by silver.

    Source: 20th Anniversary Edition, Page 172
    Last edited by Rock113; 08-13-2020, 11:28 AM.

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