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Bagheera Gifts

Humbabas Escape (Level One) This Gift


allows a wereleopard to dislocate her limbs and slide
through small openings.
System: The difficulty of all rolls to escape bonds or
slide through small gaps is permanently reduced by two.

Treeclimber (Level One) The Stargazer is able to


walk across any ledge, rope, or other narrow causeway, no
matter how thin or slippery. Wind-spirits teach this Gift.
System: Difficulties for climbing decrease by three,
and attempts to maintain balance automatically succeed.
This Gifts effects are permanent.

Lawgivers Legacy (Level Two) The


Philodox draws all eyes to herself with a great exclamation,
a clap of her hands, the striking of klaive to shield, or
some other such gesture. Until she has had her say, none
may depart or interrupt her. A lion-spirit teaches this Gift.
System: The player spends one Willpower point
and rolls Appearance + Leadership (difficulty equals the
highest Willpower among those whose attention she seeks
to gain). If the roll succeeds, all in attendance fall quiet
and listen. Any individual who wishes to interrupt the
Philodox or walk out before she has finished speaking
must spend two points of Willpower to do so.

Ojas Surge (Level Two) By channeling the


spiritual energy within himself, the Bagheera can boost
his physical and perceptual abilities to impossible levels.
System: To perform this Gift, the Bagheera must first
meditate for (6 current Rank) minutes, then the player
rolls Gnosis (difficulty 7). Each success may be used to
boost one of the following Attributes by one dot for the
rest of the scene: Strength, Dexterity, Stamina, Charisma,
Perception or Wits. The successes may be distributed as
the Bagheera wishes, and can raise Attributes beyond
five dots. Multiple uses of this Gift do not stack.

Eye of the Cobra (Level Three) With an unearthly


stare, the werewolf can draw anyone to within
striking distance. A snake-spirit teaches this Gift.
System: The player rolls Appearance + Enigmas
(difficulty equal to the targets Willpower). The Garou
needs three successes to bring the target to his side; fewer
successes will at least start the victim moving in the right
direction. Once there, the target can do as he pleases,
but he must try his best to get to the Galliard until then.

Weak Arm (Level Three) By watching an opponents


fighting style, the Philodox can quickly evaluate
his strengths and weaknesses. Snake- and wind-spirits
teach this Gift.
System: The player rolls Perception + Brawl (difficulty
8). Each success grants one bonus die to add to
her attack or damage rolls against that opponent. For
instance, a Philodox who gets four successes could add
two dice to her attack rolls and two to her damage pool,
or four to her damage rolls, or three to attack and one to
damage whatever combination suits her. However, the
distribution of dice cannot be changed once the Gift has
been activated. This Gift can be used against a given foe
only once per scene, and its benefits are lost at the end
of the scene. A full turn of concentration is necessary to
use this Gift.

The Paradox of Time (Level Four) The werecat


shows her target a dizzying and nonlinear view of the
vast sweep of time, producing sickness and confusion
rather than enlightenment.
System: The player spends one Gnosis point and rolls
Manipulation + Enigmas against a difficulty of the targets
Willpower. For each success, the subject becomes disoriented
for two turns, suffering a 3 penalty to all dice pools. Mages
with any dots in the Time Sphere are immune to this Gift.

Shivas Might (Level Five) The mightiest of


wereleopards may change into a Juddho form reminiscent
of Shiva the Destroyer. In a burst of holy light, the
Bastet becomes a 12-foot-tall, six-armed Crinos-werecat
wielding mystical flaming weapons, which lays waste to
everything around it until nothing moves.
System: The player spends two Rage points and two
Gnosis points. The Bagheera springs into Juddho form and
enters an indiscriminate killing frenzy. This form persists
for (Bastets permanent Rage) turns. After the transformation
ends, the Bastet loses all Rage, assumes his breed form
and falls asleep for four hours. The Juddho forms traits are:
Strength +6, Dexterity +3, Stamina +6, Appearance 0,
and its weapons inflict Strength + 4 aggravated damage.

Balam Gifts
Hunters Mists (Level One) The Fury calls up
a thick, eerie fog that obscures vision and unnerves her
opponents. The Fury can see through her own fog with
no difficulty. A fog-spirit teaches this Gift.
System: The player makes a Gnosis roll, with the
difficulty depending on humidity and closeness to a body
of water (a lake shore might be difficulty 4, while a desert
would be 9). Those other than the Fury who are enveloped
in the fog lose half of their dice on all Perception
rolls (round up). All those enveloped within the fog also
lose one die from all Willpower rolls, save the Fury and
her packmates.

Storm of Pests (Level One) A target


the Garou touched at some point during the last hour
begins to exude a wonderfully sweet aroma, and becomes
slightly sticky to the touch. All manner of vermin quickly
appear and coat the victim. The resulting coat of gnats,
flies, bees and beetles crawls, stings, and generally impairs
vision and hearing. Insect-spirits teach this Gift.
System: The player spends one Gnosis point and rolls
Wits + Subterfuge (difficulty 7). The target suffers a 1
penalty to all actions for one hour per success; the smell
will not wash off during this time..

Pathfinder (Level Two) The werewolf can


strike implausible trails through pristine wilderness and
the urban jungle alike, locating the fastest and shortest
routes from one place to another. A crow-spirit teaches
this Gift.
System: The player rolls Perception + Survival (for
wilderness) or Streetwise (for urban environments) against
difficulty 7. The number of successes equals the quality of
the path she blazes and how much she decreases her travel
time. Every success reduces travel time by approximately
10 percent, up to a maximum of half the original travel
time. The difficulty of any rolls to track the werewolf
increase by two when this Gift is active; this decrease is
cumulative with other similar effects, such as Scent of
Running Water.

Terrors (Level Two) The werewolf displays


his full, terrifying might baring teeth or claws, howling,
or simply looming ominously over a foe. Terror strikes one
foe into quiescence. Spirits of fear teach this Gift.
System: The player rolls Strength + Intimidation
(difficulty equal to the targets Willpower). Each success
cows the enemy for one turn; the victim cannot attack
during this time, but may defend himself and otherwise
act normally (although his actions are likely guided by
overwhelming terror).

Ancestral Wings (Level Three) The Fury can


sprout majestic wings when in Hispo form, allowing her
to fly at will. An avatar of Pegasus teaches this Gift.
System: The player spends a Gnosis point to produce
the wings capable of 50 miles per hour (80 kph) flight,
which last until dismissed. Fine flying maneuvers require
a Dexterity + Athletics roll at a difficulty determined by
the Storyteller.

Wandering Forest (Level Three) The Talon calls


upon the spirits of the wilderness to mislead and confuse
any who invade her home. Humans and other travelers are
confounded by this Gift, with even skilled survivalists and
hikers soon becoming hopelessly lost. Even werewolves
are not wholly immune to its effects. Any wilderness spirit
can teach this Gift.
System: The player spends a Gnosis point and rolls
Intelligence + Primal-Urge (difficulty 6). The Gift affects
up to a two-mile (3.2 km) radius per success. Humans
automatically fail at all attempts to navigate such an afflicted
wilderness. Other werewolves can roll Perception +
Primal-Urge; if they score more successes than the Talon,
they are able to navigate normally. Those led by the Talon
herself through the domain remain unaffected. This Gift
lasts until the sun next rises.

Vision Cloud (Level Four) By calling to the


spirits of the air and the plants, the Balam can conjure
the Vision Cloud, a swirling fog that wraps itself through
the area, bringing mystic insights to those who seek
them and those who do not.
System: The player spends a Gnosis point and makes
a Manipulation + Enigmas roll (difficulty 5). An area 50
feet in diameter fills up with a misty cloud that bestows
visions to those that breathe it. The content of the visions
are left up to the Storyteller, but should generally
foreshadow possible future events or reveal lost lore.

Feed the Gods (Level Five) The Balam can


rip out the heart of an enemy from a distance, pull it to
his hand, and consume it in a burst of fire.
System: The player rolls Gnosis (difficulty 7) and
spends two Gnosis points. If the werejaguars successes
amount to at least twice the targets dots in Stamina, the
target dies. Supernatural toughness (such as a vampires
Fortitude) subtracts two successes for every dot or level
of protection.

Pumonca Gifts
Mockingbirds Mirror (Level One) As the
Corax Gift: Voice of the Mimic.

Wanderers Boon (Level One) The werecat


can endure any hardship as he wanders Gaias face.
System: The player spends a Willpower point and
rolls Stamina + Survival, difficulty 6. Each success allows
him one of the following benefits: ignore the worst effects
of normal heat and cold for a week, go one day without
water, or go three days without food. The difficulty of
the Gift rises by 1 each time it is repeated in succession.

Speak With Wind Spirits (Level Two) The


Wendigo may call upon wind-spirits for knowledge and
guidance. She can ask them one question, which must
concern the immediate area (wind-spirits have short attention
spans). A wind-spirit teaches this Gift.
System: Upon learning this Gift, the Garou can automatically
speak with wind-spirits while in the Umbra.
To ask a question in the physical world, the player must
roll Manipulation + Expression (difficulty 8). The number
of successes reflects the accuracy of the information. If no
wind-spirits are present (such as indoors, where the air is
still and stagnant) this Gift cannot function.

Spirit of the Fish (Level Two) The werewolf


can breathe underwater and swim as fast as he can run in
Hispo form. Any fish-spirit can teach this Gift.
System: The player spends one Gnosis point and rolls
Stamina + Animal Ken (difficulty 7). The effect lasts one
hour per success.

Bayous Embrace (Level Three) The Garou turns the


ground into a sticky morass that catches foes and prevents
them from escaping or even walking. An earth elemental
teaches this Gift.
System: The player spends a Gnosis point and rolls
Manipulation + Primal-Urge (difficulty 7). Success
changes the ground into a quicksand-like bog for a 10-foot
(3 m) radius; each additional success extends the radius of
the morass an additional 10 feet (3 m). Anyone trying to
move through it, save for the Garou and her pack, moves
at half walking speed, and may not execute combat maneuvers
that require overland movement. Additionally,
all other combat maneuvers take a +1 difficulty penalty.
A wolf-spirit teaches this Gift.

Thunderbolt (Level Three) So long as even


a single cloud hangs in the sky, the werecougar may call
down a lightning bolt to strike her foes.
System: The player spends one Rage point and rolls
Dexterity + Survival to aim it (difficulty 8 in relatively
clear conditions, difficulty 6 during a storm). The bolt
inflicts (Cunning) dice of lethal damage.

Call Elemental (Level Four) The Garou is able


to call one of the four classic elementals to his aid (earth,
air, fire or water). An elemental teaches this Gift.
System: The player spends one Gnosis point and rolls
Gnosis (difficulty is equal to the areas Gauntlet). She must
then roll Manipulation + Occult (difficulty 7) to make
the summoned elemental amenable to helping her. The
elemental vanishes at the end of the scene..

Thunderbirds Cry (Level Five) The Hakken can call forth a powerful storm in
a designated area. The storm uproots
trees and overturns cars in its fury. An ancestor-spirit or a servant of Narukami, Lord of
Thunder, teaches this Gift.
System: The player rolls Stamina + Enigmas (difficulty 7) and spends a minimum of one
Rage point. Each success
equals a one-mile (1.6 km) radius for the storm. Each Rage point spent adds a success
and, therefore, increases the size
of the storm, which lasts for no more than one scene.

Qualmi Gifts
Breakfast of Stones (Level One) The werecat
can endure any hardship as he wanders Gaias face.
System: The player spends a Willpower point and
rolls Stamina + Survival, difficulty 6. Each success allows
him one of the following benefits: ignore the worst effects
of normal heat and cold for a week, go one day without
water, or go three days without food. The difficulty of
the Gift rises by 1 each time it is repeated in succession.

Turned Fur (Level One) The Wendigo blends


in with the surrounding wilderness, the better to evade
enemies or prepare ambushes. A deer-spirit teaches this Gift.
the Qualmi must discard
any clothing and equipment before activating the Gift.
System: The difficulties to spot the Garou in the
wilderness increase by three.

No Hidden Thing (Level Two) By reading


the riddles of the world as mystic patterns, the Qualmi
can discover answers that arent immediately obvious to
lesser beings. Its hard to hide things from a lynx!
System: The character permanently adds three dice
to all Enigmas rolls.

Wind From the West (Level Two) The Qualmi


presents a series of high-speed riddles designed to tie a
victims mind in knots.
System: The player rolls Manipulation + Enigmas
(difficulty equals the targets Willpower). Success
scrambles the targets sense of direction and relationship;
three or more successes send the target into a panic,
forcing Changing Breeds to check for frenzy and normal
humans to flee in terror. Shapeshifters who have the option
succumb to fox frenzy as a result of this Gift. The
Gifts effects last for 15 minutes.

Song of the Earth Mother (Level Three) This gift


allows the werewolf to sense the presence of supernatural
activity within a broad area. Essentially, the Garou communes
with the earth and listens to what it says. The Gift
is taught by an earth-spirit.
System: The user spends 10 minutes communing
with the earth, during which time she may take no other
actions. The player then spends two Gnosis points and
rolls Perception + Occult (difficulty 7). Success indicates
that the earth tells her about any supernatural presence
within an area of 100 yards (91 m) per success. While the
Gift doesnt offer specific information about the being
or beings detected, it does indicate whether or not the
presence is Wyrm-tainted.

Wisdom of the Ancient Ways (Level Three)


All
werewolves have an innate connection to their ancestors
a spiritual, racial unconscious accessible through
intense meditation. The Philodox can tap into these deep
memories to remember ancient lore. An ancestor-spirit
teaches this Gift.
System: The character must meditate for a short time,
concentrating on the past. The player then rolls Gnosis
(difficulty 9, 1 for each dot of Ancestors the Garou possesses).
The number of successes determines how detailed
and exact the answer he receives will be.

Chill of Early Frost (Level Four) The werewolf


calls down a mystical chill from Great Wendigo himself,
freezing the surrounding land and anyone in it. A spirit
servant of Great Wendigo teaches this Gift.
System: The player spends one Gnosis point and rolls
Intelligence + Occult (difficulty varies; 4 if it is already
winter, 6 for spring, 9 for summer). Success drops the
temperature a bit below freezing in a five-mile (8 km)
radius, or even further below zero if it was already winter.
All creatures without a natural coat of fur lose two dice
from all pools. This Gift wreaks particular havoc in urban
environments as pipes burst and roads freeze. This Gift
lasts for one day per success.

Waters Vision (Level Five) The Qualmi can


see through barriers to glimpse what lies beyond.
System: The player rolls Perception + Primal-Urge
against a difficulty of the local Gauntlet. The Qualmi
can see through all solid objects for 100 feet per success
all things seem transparent and ephemeral.

Simba Gifts
Majesty (Level One) As the Rokea Gift: King Fish.

Submit (Level One) By pointing a finger or claw


at a target, a Fury can force him to his knees. Only the
strongest-willed can do anything but strain and swear in
response. This Gift is taught by one of Pegasuss brood.
System: The Fury rolls Manipulation + Intimidation
(difficulty of the subjects Willpower). Her target falls to
his knees unless he spends a Gnosis point to resist the
Gifts effects (other supernatural beings may spend their
own form of mystic energy, such as blood or quintessence,
but mortals remain helpless). The target kneels for one
turn per success.

Armor of Kings (Level Two) The Child of Gaia


invokes the moons sacred power. Her body is briefly
wreathed in a shimmer of moonlight, granting her Lunas
protection. This Gift is taught by a Lune.
System: The werewolf concentrates for a turn; the
player spends one Gnosis point and rolls Stamina +
Survival (difficulty 6). Each success allows the Garou to
add one die to his soak pools. These dice, and these dice
alone, may even be rolled to soak damage from silver. The
benefit lasts for one scene.

Heart of Storms (Level Two) As the Get of


Fenris Gift: Might of Thor.
Sun Claws (Level Two) The Simbas claws
and fangs burn with an intense, smokeless golden flame.
System: The werelion spends a turn igniting his
fury and the player spends one Rage point. For the rest
of the scene, the Simbas claw and fang attacks inflict
two additional points of damage; used against vampires,
these attacks inflict levels rather than dice of aggravated
damage. However, the difficulty to regenerate while this
Gift is active is raised by 1.

Coup de Grace (Level Three) The Garou finds


the point of her foes greatest weakness and strikes at
it. An owl-spirit teaches this Gift.
System: The player spends one Willpower point and
rolls Perception + Brawl (difficulty of the targets Stamina
+ Athletics). If successful, the player doubles her damage
dice on the Garous next successful attack.

Wrath of Kings (Level Three) The werewolf


shows himself in full, terrible glory as Gaias chosen
warrior. His splendor overwhelms minions of the Wyrm,
driving them before him in terror. An avatar of Gaia
herself teaches this Gift.
System: The player spends a Gnosis point and rolls
Charisma + Intimidation. Any minions of the Wyrm who
look upon the Garou during the rest of the scene must
either roll Willpower (difficulty 7) and equal or exceed
the players successes, or flee in terror.

King of Beasts (Level Four) As the Philodox


Gift, save that it affects all animals within 300 feet.

Obedience (Level Five) The Shadow Lord becomes


the ultimate alpha, compelling all others to follow
her orders. A Stormcrow teaches this Gift.
System: The player spends one Gnosis point and rolls
Charisma + Leadership (difficulty 8). All in the vicinity
must roll Willpower (difficulty 8) and match or exceed
the Garous successes, or they succumb to the Gifts effects.
If the werewolf wins by one success, targets follow
any orders that dont directly inconvenience them. Three
successes cause the targets to treat the Lord as their alpha
and fight for her. Five successes make the targets follow
her into the Abyss or perform virtually suicidal actions.
This Gifts effects last for one full day.

Swara Gifts
Blissful Ignorance (Level One) The Garou
can become completely invisible to all senses, spirits or
monitoring devices by remaining still. A chameleon-spirit
teaches this Gift.
System: The player rolls Stamina + Stealth (difficulty
5). Each success subtracts one success from the Perception
+ Alertness rolls of those looking for the character. If no
one is actively seeking the werewolf, one success provides
perfect concealment.

Speed of Thought (Level One) The Garou


can become completely invisible to all senses, spirits or
monitoring devices by remaining still. A chameleon-spirit
teaches this Gift.
System: The player rolls Stamina + Stealth (difficulty
5). Each success subtracts one success from the Perception
+ Alertness rolls of those looking for the character. If no
one is actively seeking the werewolf, one success provides
perfect concealment.

Sense the Unnatural (Level Two) The werewolf


can sense any supernatural presence and determine
its approximate strength and type. Supernatural presences
can include magic, spirits, Wyrm taint, ghosts, vampires,
faeries, and any other such unnatural manifestation
although it wont pick them out specifically as such. A
werewolf may sense a person plagued by haunting as easily
as a ghost. Any spirit servant of Gaia can teach this Gift.
System: The player rolls Perception + Enigmas (difficulty
6). The more successes he rolls, the more information
he gains. The sensory input is somewhat vague and subject
to interpretation, though. For instance, a vampire might
smell of clotted blood, fear, corpse-meat or whatever else
the Storyteller finds appropriate.

Walking Between Worlds (Level Two) As


the Level Four general Bastet Gift. Swara alone may
buy this as a Level Two Gift. This is one of their most
closely-guarded secrets.

Messengers Fortitude (Level Three) The Strider


can run at full speed for three days without rest, food,
or water. When she reaches her destination, she has 10
minutes to complete whatever business brought her, then
she must sleep for one full day. A camel- or wolf-spirit
teaches this Gift.
System: The player spends one Gnosis point. Doing
anything other than running ends the Gift. Others may be
granted the Messengers Fortitude as well, for one Gnosis
point per additional runner.

Speed Beyond Thought (Level Three) The


werewolf can run at 10 times his normal land speed. The
effects last for up to eight hours, during which the Strider
can do nothing but concentrate on running. When the
Gifts effects end, the werewolf must eat immediately or
face frenzy from hunger. A cheetah- or air-spirit teaches
this Gift.
System: The player spends one Gnosis point and rolls
Stamina + Athletics (difficulty 7) to activate this Gift.

Ghost Caress (Level Four) The Swara may use


sympathetic magic to send sensations across a distance.
Although the magic cant physically harm its target, it
can drive him mad as phantom pains or pleasures wash
over him without apparent cause.
System: The player spends a Willpower point and
rolls Gnosis. At short range (within a mile) the difficulty
is 7, while at maximum range (50 miles) the difficulty is
9. The Swara selects another person in her presence to
act as her focus. Whatever she does to the focus, the
target feels. This Gifts effects last for one turn per success.

River of Blood (Level Five) The soil of Africa


has been bathed in blood for tens of thousands of years.
With this Gift, a Swara calls that spilled blood together
through the soil and gives it form, creating a pool, a river,
a mass of tentacles, or a variety of other things.
System: The player spends a Rage point and rolls
Manipulation + Primal-Urge (difficulty 7, or 5 for a notable
site of bloodshed). It takes a three turns for the blood to
coalesce; once it does, it will assume any form the Swara
demands. All forms have Strength and health levels equal
to twice the successes rolled. This Gift lasts for one scene

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