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[2E] New Gifts

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  • [2E] New Gifts

    I am working on a few Gifts for my players. These are designed to work in any era, but none will be useless or even "barely so" in the Dark Ages, since this is the setting of our table.
    The philosophy was to make the Facets relate to the theme of the Gift - as is expected -, but not necessarily in a direct way.


    Blush of Life
    Cost: 1 Willpower.
    Duration: Scene.
    While you have no damage marked in any of your Health boxes, and you have at least half your Willpower remaining, you gain a bonus to all your rolls equal to your Cunning Renown while no target of your actions is aware of you.

    Story of a Lifetime
    Old stories have that feeling of being capable of teaching us, even if the original event had nothing to do with it, but new tales are more capable of inspiring due to hitting closer to home. A powerful Uratha can use his sharp tongue to keep a fight going, as long as he is able to spin a good tale to redirect the attention of her packmates from pain to power.
    Cost: Nothing.
    Duration: Special, see below.
    Action: Instant to activate, reflex to maintain.
    Every turn the Cahalith must make a single roll of Presence + Expression + Glory and keep an, at least, semi-coherent story about Uratha facing impossible odds. The roll receives a single die of penalty for each turn and each damage in one of the three rightmost Health boxes from anyone receiving the benefit. The werewolf chooses who gets the benefits, but the targets must be able to see or hear the Uratha performing this Facet.
    Dramatic Failure: Unable to Inspire, the werewolf feels an outsider to her pack and becomes unable to perform Pack Tactics and receive or instill bonuses from Facets involving the pack.
    Failure: If the Uratha fail the first roll, she cannot try again this scene. Otherwise, the power fails to keep the targets fighting, and they suffer all normal consequences from their damages immediately.
    Success: Any target of this Facet is immune to the consequences of damage. They still suffer and mark it on their health boxes, but nothing happens, not even the penalties. If a character suffers Aggravated damage in his rightmost box, he will survive for one more turn and then perish gloriously (unless somehow he is healed).
    Exceptional Success: Reduce penalties to this Facet's roll by each time the user rolled an Exceptional Succes this scene (including this one). Each target receives the Inspired Condition.

    Authority over Life
    The Elodoth has power over the ebb and flow of how living things work, and when she infuses her Essence into another, can correct irregularities caused by malevolent parties.
    Cost: 2 essence
    Roll: Presence + Empathy + Honor - Wits + Primal Urge
    Action: Instant and Resisted
    The Uratha must touch her target and roll against the higher pool amongst enemies with current powers affecting the mind or behavior of the target.
    Dramatic Failure: Not only is the paid Essence lost, but the Elodoth unwillingly lets more than intended out, losing 2 more points of Essence.
    Failure: Essence is transfused, but has no effect as it quickly dissipates.
    Success: The reinvigorating flavor of the Essence acts to dispell any number of powers up to the users Honor currently affecting the mind of the target (Mage's Spells; Uratha's Facets, Lunacy or Hunter's Aspect are good examples). If the target is not a being able to hold Essence, then, in addition, for two turns it will heal 1 Lethal damage each turn.
    Exceptional Success: What was rotten becomes impeccable: both parties recover 1 Willpower and get +3 dice to resist Supernatural effects trying to influence their behaviors.

    Pure Flow
    Your body has perfected the flow of white and red blood cells, being able to stave off infections and interrupting blood loss from cuts with great efficiency.
    Cost: 1 Willpower
    Duration: Scene.
    Your regeneration time is halved, and any temporary Tilts and Coditions has their duration reduced by your Purity renown, whether measured in turns, days or weeks.

    Perfect Thinking
    Focus comes from the brain, and the brain always find a way. Be it a way to ignore outside influence or to marry his rational thinking with the primal instincts instilled on him from Luna, an Uratha with this power is an incredible thing to watch.
    Cost: 0 or 1 essence.
    Duration: Permanent.
    Your Auspice skills receive no penalty from environmental or situational reasons. You may spend an Essence point reflexively to either:
    • Choose one other Skill to receive this bonus, or;
    • Supernatural penalties to your Auspice skills also are innefective.
    Either way, you will ignore such penalties for a number of turns equal to your Wisdom x2.


    Cost: 1 Essence
    Roll: Manipulation + Subterfuge + Cunning vs. Vigor + Composure.
    Duration: Scene.
    Action: Instant and Contested.
    Dramatic Failure: The spirits of silence get snuffed by noise-spirits preying upon them. The Uratha receive -1 to all rolls for the scene from the distracting noise and -3 to all Perception for 5 turns.
    Failure: Shhh.
    Success: The opponent is unable to convey ideas through language. His handwriting is unrecognizable, his voice sounds like a whisper on a rock show and even telepathy is unsueable for a number of turns equal to your Cunning.
    Exceptional Success: The overwhelming inability to communicate makes the prey lose a Willpower point.

    Nothing could be more boring to a storyteller than silence, but a smart werewolf always finds a way to abuse the expectancy of silence.
    Cost: 1 Essence.
    Roll: Manipulation + Intimidation + Glory - Stamina.
    Action: Instant and resisted.
    The Uratha whispers a story an chooses a target 100 meters/yards x Glory away, one which he knows roughly where it is sleeping/resting. The target will hear the story as if the user was whispering directly in it's ear, but every third word or so is loud as a crackling thunder.
    Dramatic Failure: The target becomes aware of the tentative, and is able to pinpoint the location the user is right now, as well as his nature, and recover one Willpower point.
    Failure: The target's sleep is not perturbed, but the user is unaware of the Facet's ineffectiveness.
    Success: The target is awaken and unable to sleep for the next Glory hours, as the story keeps repeating in it's head, fading a bit with each retell. The voice and thunder overcomes all senses and impose a -3 penalty to all Perception rolls. If the user rolls more successes than the target's Resolve, the roll is considered an Exceptional Success.
    Exceptional Success: The target also receives -2 penalty to any other roll, and receives the Demoralized Condition until he is able to sleep again.

    Authority over Life
    Spirits do not understand some simple concepts of logic, specially those with radically different natures. Sometimes an Uratha is in dire need for Essence and no time for a long convincing of some irrelevant spirit.
    Cost: 1 Willpower.
    Roll: Strength + Empathy + Honor - Resistance
    Action: Instant and Resisted
    By touching a spirit of equal or lower rank, the Uratha is capable of absorbing some of it's Essence. This Facet only works as long as the spirit has at least double of what the Uratha intends to "borrow" from it. Obviously, no spirit will take this lightly, and it may be back some other time to point out the cheating halfling to it's friends.
    Dramatic Failure: The channel opened between Uratha and Spirit is severed in a such a violent manner that both the user and the target are unable to spend Essence for a day.
    Failure: The spirit is able to resist the Uratha's power.
    Success: With just a glance and no word spoken, the Uratha seeps Essence equal to his Honor renown from the Spirit. This is a breaking point towards spirit, with a penalty to the roll equal to half (rounded up) Essence gained.
    Exceptional Success: The next two uses of Essence in this or the next scene are paid by the spirit, even if it is no longer near the Uratha. This may not cause the Spirit to go to 0 Essence.

    Wolf Gaze
    Those who talk too much, often have nothing to say. The Uratha with this Facet is capable of one-way communication through his mere gaze, and even of causing someone's deepest fears surface in a heartbeat.
    Cost: 1 essence (2 for supernaturals).
    Roll: Presence + Intimidation + Purity - Composure.
    Action: Instant and Resisted.
    If the Uratha is trying to communicate with someone, he is able to do so through ideas (simple or complex) just by looking in someone's eyes. If the intent is to intimidate, he doesn't need to talk anything, because his predatory aura is enough to instill fear in any creature. Whatever the case, the roll and Essence are only needed in the second case.
    Dramatic Failure: The target is reinvigorated and gains +2 dice to contest or resist Social interactions until the end of the scene.
    Failure: While the targets do become a bit shaken, it's not enough to provide any opening for the Uratha to benefit from.
    Success: Any mental Condition imposed on the target becomes harder to resist, requiring twice as much time and resources to heal, in addition to one Willpower and Essence (or whatever the creature uses to fuel it's powers).
    Exceptional Success: The Uratha is able to reach the target's deepest fears, and kindle them until reaching the surface. The target loses 1 Willpower and must roll to keep consciousness with a penalty equal to the Uratha's Purity.

    Lend the Shadow Senses
    The Hisil is like a second home to the Uratha, the feeling is akin to a childhood home, but still feels natural. To a non-Uratha, on the other hand, it may get many different descriptions: hallucination, nightmare... Hell. An Uratha with this Facet is capable of pulling the veil from the prey, pushing it to the brink of madness.
    Cost: 1 Essence.
    Roll: Intelligence + Occult + Wisdom vs. Resolve + Occult
    Action: Instant and Contested.
    Duration: Wisdom in days.
    After the activation, the werewolf must look the target or touch something the target owns and roll the Facet. If he is successful, at any point during the duration of this power, she may activate it to make the target lose his normal senses and start seeing, hearing, smelling the Hisil instead for 4 turns.
    Dramatic Failure: The werewolf loses his own vision, but does not get replaced with the shadow eye. She gains the Blinded Condition for a scene.
    Failure: Some small flashes of the Hisil blur the targets vision for a second, not enough to discern anything, though.
    Success: The target receives the Easy Prey Condition, and is unable to see or hear anything in his reality, with even his voice being transported to the Shadow, imposing a -4 to Perception rolls. The first attack on the prey receives the Advanced Action trick, which snaps the prey back to his reality. If the target makes too much noise on the Hisil, some of it's denizens might take notice...
    Exceptional Success: It is so hard to ignore the visions, as they push back from the depths of his mind, which means the target gets the Isolated Condition and is unable to speak for a week.


  • #2
    Uh, the design documents say that Gifts should only cost Essence, and never Willpower, just so you know.


    • #3
      Your deep and thoughtful analysis is much appreciated! This will help very much in the balance and future designs of powers.

      Fortunately, I am aware of the blog posts and what they say about never using Willpower, but, the very next paragraph also says to break the rules when necessary. See, it's important for things to make sense, and powers with unnecessary and boring limitations like "you can use this power once a day" or something like that just doesn't; it makes the whole thing feel rushed, like the creator was unable to find the perfect balance and then just put an arbitrary cool-off to make it fit.

      The Facets you cite have good reasons behind them to use Willpower. I'll just paste the notes I wrote on those two when designing the specific Facets:
      Authority over Life
      Limitations: Needs something to power it. Willpower then? Only way to allow the player to use the power as she wishes.


      Pure Flow
      Cost: Initially cost: 1 essence. Removed. Essence already has an use for regeneration, two of such abilities feel like bad overlapping. Effect is binary, roll unnecessary.
      Willpower fits nicely; user's will fuels the body, rushing the mending of flesh and bone.

      My main reason, as you can see, is to allow players to use the power they paid for as much as they want, as long as they are able to fuel the power. If they are unable to fuel it, probably was due to bad tactics or absence of forethought - for which they should naturally feel the consequences - while time only makes them feel like their power is borrowed, pertains to another, someone who says when they are able to perform the Facet. Gifts are extensions of your own body, not magic, using your will to achieve such abilities makes perfect sense to me, while being unable to jump higher because you already did so today makes no sense.
      To me, allowing is always the first answer, you only negate something if it breaks the narrative or the rules; this doesn't. Should they be unable to use their powers under some circumstances? Yes. Absolutely. As long as t is from their own doing.