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Gifts: Galliard

Page history last edited by Lawrence 1 month, 1 week ago

Galliard Gifts

These Gifts are available to characters of the Galliard Auspice.

 


 

Basic Gifts

 

Beast Speech

Activation Time: Normal

Challenge: Social vs. the animal

Retest: Animal Ken

Effect: You are able to speak with any sort of animal. If successful, you can speak not only to the target animal, but to all animals of the same type. This gift doesn't change their natures nor their reactions to the predatory nature of the Garou, nor does it force them to cooperate.

Duration: One Scene or Hour

 

Battle Cry (W20)

Activation Time: Personal

Required: You must howl.

Activation Cost: One Gnosis

Challenge: Social vs. 10

Retest: Performance

Effect: Imbuing her battle cry with a sharp and rousing edge, the Galliard readies her packmates for a fight, stirring their blood and warning them of danger. Everyone gets a plus 2 on initiative.

Duration: One scene/hour

 

Call of the Wyld

Activation Time: Normal

Challenge: Physical vs. 8 Traits

Retest: Performance

Follow-up Cost: 0-2 Physical Traits

Effect: You let forth a mighty howl, one that stirs your allies into action and can strike fear into your enemies. The call spreads out even beyond the normal range of hearing, allowing any within double the normal hearing range to understand your call. Spending one additional Physical Trait grants all your allies a one-Trait bonus to the next challenge they make toward a pack or Sept effort; spending two Physical Traits also imposes a one-Trait penalty on the your enemies' combat-related challenges for the rest of the scene.

Duration: One Scene

 

Call of the Wyrm

Activation Time: Normal

Challenge: Social vs. the Wyrm-creature in the area with the highest Social Traits

Retest: Performance

Follow-up Cost: optionally, one Social Trait

Effect: You let out a call audible to all creatures of corruption. Though a dangerous gift to use, this call implants an urge that cannot be ignored, bringing all the creatures in the area to your location. You can't control which creatures are attracted, so there are many cautionary tales about using this gift in the wrong areas. These creatures know they are being supernaturally drawn unless you spent the optional additional Social Trait, in which case they think it's their own idea.

 

Canine Call (W20)

Activation Time: Reflexive

Required: You are howling to communicate or use a howl-based gift.

Activation Cost: One Gnosis

Effect: The sound of a wolf howling can be disturbing to people living in a suburban area, but with the usage of this gift the Galliard is able to produce a sound that only canines (including homid Garou) can hear. Humans and other creatures will automatically ignore the sound, safe in their ignorance. This gift may be used in conjunction with any gift or effect that requires a howl. This gift doesn’t work with rituals as the spirit world must hear the howls performed as part of the rite.

 

Command the Gathering (W20) 

Activation Time: Normal

Activation Cost: One Willpower

Challenge: Static Social vs number of people present

Retest: Leadership

Effect: You draw all eyes to yourself with a great exclamation, a clap of your hands, or something similar.  Until you have had your say, none may depart or interrupt you; those wishing to do so must spend two Willpower, at which point they may speak or leave the area.  This gift is ill-suited for a combat gift, as you and your allies are just as restrained by the powers of this Gift as your enemies will be.

Duration: One speech

 

Distractions

Activation Time: Normal

Challenge: Social vs. target

Retest: Performance

Follow-up Cost: 0-5 Social Traits

Effect: By making a series of yips, yelps, howls, and other distracting sounds (which counts as your action), you impose a penalty to all challenges your target makes during the next turn. This penalty is equal to one Trait plus one for each additional Social Trait you spend. If other characters are using Distractions, this effect may stack with their efforts for a cumulative effect.

Duration: The next turn

 

Dreamspeak

Activation Time: Normal

Required: You must know or have seen your target.

Challenge: Mental vs. target

Retest: Empathy

Effect: You enter another person's dream and alter their dreamscape. No damage will carry over into the waking world, but, if you intend to give the person unpleasant dreams, disorientation will impose a one-Trait penalty on the victim for one turn per Gnosis you possess you posess once they wake. If the dreamer wakes up while you are still in their dream, you will be immediately thrown out of the dreamscape and will lose one Gnosis Trait.

 

Heightened Senses

Activation Time: Personal

Activation Cost: One Gnosis

Effect: All your senses become keen to an astonishing degree. In Homid or Glabro shape, you have senses as sharp as a wolf's, gaining a two-Trait bonus to all Perceptive challenges (or synonymous), and you may make Mental Challenges to perform tasks like tracking by scent that would ordinarily only be possible to wolves. In Crinos, Hispo and Lupus forms, you gain a three-Trait bonus to Perceptive challenges and a one-Trait bonus to challenges of the Primal Urge Ability (including crossing the gauntlet and other such usages). If you experience any sudden blasts of sensory information while this Gift is active, like seeing a camera flash, hearing a klaxon or getting sprayed by a skunk, you will be stunned for two rounds, and you may lose that sense completely for an hour at the Storyteller's discretion.

Duration: One Scene or Hour

 

Mimic

Activation Time: Normal

Required: You must have heard the sound that you're attempting to mimic.

Challenge: Mental vs. static for complicated sounds, difficulty determined by ST

Retest: Investigation 

Effect: You are able to mimic sounds that you've been able to hear in the past. If you are using this in order to deceive others, it may require a Social test to fool the audience, retested with performance.

 

Mindspeak

Activation Time: Normal

Activation Cost: One Willpower per Target

Challenge: Social vs. unwilling target; automatic otherwise

Retest: Investigation

Effect: You layer a daydream across the thoughts of multiple Targets (Garou, citizens, Vampires, etc.) allowing you all to communicate in telepathic words and images with one another. You can even use Social abilities like Intimidation and Subterfuge against one another this way. This is, however, highly distracting, so everyone caught up in the gift suffers a two-Trait penalty to all challenges that involve dealing with their actual surroundings.  You must be within line of sight to your targets when you activate this gift, but once active, you can communicate at any distance. A participant may even be subject to multiple uses of this gift from different Galliards, in which case they suffer cumulative penalties.

Duration: Ends when all participants choose to end it, or when you fail your challenge against an unwilling target. As duration can exceed a scene, a target that was willing prior may become unwilling due to duration and may be eligible for a new retest to forcefully break the effects.

 

Perfect Recall

Activation Time: Personal

Activation Cost: One Gnosis

Effect: Your spiritual nature enhances your memory, giving you perfect clarity in summoning up one detail you have experienced. You might remember a license plate you only glimpsed, a sequence of touch-tones you heard dialed, or the exact words spoken by a dying messenger. The detail you remember is short, specific, and accurate.

 

Reverie

Activation Time: Normal

Challenge: Social vs. target

Retest: Enigmas

Effect: You lure a target into daydreams and nostalgia, setting their mind wandering down memory lane. For a short while they have difficulty focusing on their tasks, taking a two-Trait penalty to all Mental Challenges.

Duration: Five minutes, or until a loud noise or attack jolts them out of the effect.

 

Ritual Tuning (W20)

Activation Time: Unique: Minutes to Hours as needed to set the stage.

Required: The Galliard must make their performance immediately before the rite starts.

Activation Cost: One Gnosis

Effect: The Galliard’s performance gets everyone in the right mindset for the coming ritual performance, providing the ritualist with a trait bonus on their ritual challenge equal to the Galliard’s dots in the Performance ability. The performance must be appropriate to the ritual, a hard rock ballad wouldn’t be appropriate for a Rite of Binding for a Glade Child. For every Galliard beyond the first that utilizes this gift, the ritual adds an additional +1 trait to a maximum of +10 traits.

 

Unified Force

Activation Time: Personal

Required: At least three pack members present

Activation Cost: 1-5 Gnosis

Effect: You coord inate the timing of your pack so that you strike as one. All pack members act on the best initiative in the pack.

Duration: One turn per Gnosis spent, or until a pack member Frenzies

 

 

Intermediate Gifts

 

Book of Years

Activation Time: Normal

Challenge: Mental vs. the Gauntlet rating

Retest: Enigmas

Effect: You fall into an ancestral flow of memory, tapping into knowledge of almost any topic Garou history can teach. The Storyteller guides you on a vision quest for the answers you seek. You are in a trance while this Gift is active; for each hour you spend in that trance, you can reach back through five centuries of Garou wisdom. Every hour after the first, make a Willpower challenge vs. seven Traits; if you fail, the trance ends and you make two Simple Tests. If these also fail, you fade into memory and emerge in the Umbra somewhere -- both the Battlegrounds and the Legendary Realm being common destinations.

Duration: Until you voluntarily end the gift, or until you fail the hourly Willpower challenge.

 

Bridge Walker

Activation Time: Personal (Movement)

Required: You must be able to move at least one step to use this gift.

Activation Cost: One Gnosis

Follow-up Cost: optionally, one Permanent Gnosis

Effect: You open a minor moon bridge for your own personal use -- short enough to effectively teleport you behind an enemy, or long enough to take you up to one mile per current Gnosis from your starting point. It takes one percent of your usual travel time to use this bridge (so if you can run a six-minute mile, you can travel a mile by Moon Bridge in three seconds). The bridge is not protected by Lunes, so sometimes curious or hostile spirits can follow you to your destination, even materializing in the physical world.

Duration: The bridge closes immediately after you use it, unless you spend a permanent Gnosis, in which case it stays open until the next full moon.

 

Eyes of the Cobra

Activation Time: Normal

Challenge: Social vs. target

Retest: Enigmas

Follow-up Cost: optionally, one Mental Trait

Effect: With a hypnotic glance, you beckon a victim to approach you. Your target will immediately (if slowly) begin moving toward you. If you spend the Mental Trait, they move as fast as they can without risking injury.

Duration: Until your target is within arm's reach.

 

Fog of War

Activation Time: Normal

Required: Perform a song to create and maintain the effect.

Activation Cost: One Gnosis

Challenge: Social vs. the number of enemies

Retest: Performance

Follow-up Cost: 1-5 Social Traits

Effect: You perform a song whose melodies inspire confusion and fugue in your enemies. At the beginning of every turn, enemies within earshot must throw a Rock-Paper-Scissors test. A win means they are unaffected, a tie puts them down three Traits on all Perceptive Challenges (or synonyms) for that turn, and on a loss they lose all ties on challenges for the turn. The effect ends prematurely if you take any action other than singing, moving, and defending yourself.

Duration: One turn per Social Trait spent, or until you take action other than singing

 

Shadows by the Firelight

Activation Time: Normal

Challenge: Social vs. each unwilling target; automatic vs. willing targets

Retest: Performance

Follow-up Cost: 1-5 Gnosis

Effect: You spin a story from dreams and shadows, compelling others to take on a role you assign them. While compelled by the gift, they act out their role precisely, and dreamlike sensations immerse them in the tale. Galliards commonly employ this gift to highlight climactic moments in the stories they tell at moots -- that is, when they're not in battle, weaving a tale of bitter defeat for their enemies to take part in. In combat, the Galliard may use their actions to target one person in the combat at a time, compelling that target to act in a certain way. This gift cannot compel them to put themselves in danger or act in a dramatically out of character way (e.g., you cannot force a target to stab themselves or to attack one of their allies). However, you can describe an enemy losing grasp of their weapon, changing their focus to another enemy target, or retreating from battle. An unwilling target who successfully defeats the user in the social challenge to resist this gift cannot be targeted again for the gift's duration. The user can also use this gift to compel their allies to further action - allowing a strong ally extra attacks without needing to spend rage at the urging of the Galliard's tale, or compelling them to retreat if they are grievously wounded and vulnerable to being finished off by an enemy. Should an ally choose to resist and they successfully do so, they cannot be targeted again for the gift's duration.

Duration: One turn per Gnosis spent

 

Sing the Spirits

Activation Time: Normal

Required: You must address the spirit by name or by type ("You, Bane!" is fine), order it to stay away, and make a threat for if it doesn't.

Activation Cost: One Gnosis

Challenge: Social vs. the spirit

Retest: Performance

Follow-up Cost: 0-5 Social Traits

Effect: You ward a spirit away from you with a dire threat. The spirit must attempt a Rage challenge vs. eight Traits. If it fails, it cannot come within 10 feet of you, plus an additional 10 feet for each Social Trait you spent.

Duration: One Scene or Hour

 

Social Butterfly (W20)

Activation Time: Unique: A few minutes to an hour at ST discretion.

Required: The Garou must spend time interacting with the group to be affected

Frequency: The Garou and their pack can only be benefiting from one activation of Social Butterfly at a time

Challenge: Static Social vs ST determined difficulty (a group of 20-30 people would only be difficulty 8, while larger gatherings would be more difficult)

Retest: Etiquette or Streetwise (depending on the group)

Follow-up Cost: 1-5 Social traits

Effect: Moving from one conversation to another, the Galliard makes themselves a known associate to several people in a crowd. They might not be able to place why they remember the Galliard, but they’re willing to share information with them if asked. For the next two weeks, the Galliard and their packmates gain temporary Contacts (as per the background) consisting of individuals who were involved in the gathering.

Duration: Two weeks

 

Song of Heroes (W20)

Activation Time: Unique: At least 5 minutes.

Required: Tell a tale of Garou heroism

Activation Cost: 2 Gnosis

Challenge: Static Social v. 14 traits

Retest: Performance

Follow-up Cost: 2 or 4 Social Traits

Effect: Reciting a tale of ancient Garou Heroism, the Galliard conjures up the spirit of fallen heroes and infuses those listening with some portion of their power.  Every Garou or Kinfolk listener gains either 1 (with 2 traits spent) or 2 (with 4 traits spent) points in an ability of your choosing.  This ability may be spent in the normal fashion, and may exceed standard caps.  A listener may only benefit from one usage of this gift per session, and may choose not to benefit if they do not want the abilities granted.

Duration: One session

 

Song of Rage

Activation Time: Normal

Frequency: Once per turn

Challenge: Social vs. target

Retest: Leadership

Follow-up Cost: 0-5 Social Traits

Effect: You sing a maddening song, compelling humans to fly into a violent rage and forcing Garou and vampires into Frenzy. Your target remains in this state until the gift ends.

Duration: One turn, plus one for each Social Trait you spent

 

Song of the Siren

Activation Time: Normal

Required: You must sing, audibly and continuously.

Activation Cost: One Gnosis

Challenge: Mass Social vs. 1-5 targets

Retest: Performance

Effect: Your soothing song lulls your targets into a trance, during which they can do nothing but relax and listen to your music.

Duration: Until any target is attacked, or until they can no longer hear you singing.

 

View of the Battlefield

Activation Time: Normal

Activation Cost: One Gnosis

Challenge: Mental vs difficulty based on the size of the battle: 8 for a larger room, 11 for an acre, 15 for an entire forest.

Retest: Awareness

Follow-up Cost: 0-5 Mnetal Traits

Effect: You cain a bird's eye view of a battlefield useful for the purposes of coordinating your packmates, and for telling the tale afterward. While viewing the area in this fashion you are capable of seeing through physical obstructions (such as ceilings, walls, tree canopies, etc), this makes ambushing the character impossible (while this gift is active they may cancel "Suprise" retests caused by sneaking up on the user). Should something block your vision (such as the gift Shroud, or the room just being dark) you gain an instinctive knowledge of where each of your own packmates can be found. This gift does not convery any supernatural sense, and thus cannot be used to detect invisible or supernaturally hidden people.

Duration: One turn, plus one for each Mental Trait spent.

 

Words like Wind (W20)

Activation Time: Unique

Required: The Garou must give a short performance or pass on a catchy message

Activation Cost: One Gnosis

Effect: Like catchy tunes that seem to linger in people’s heads, the Galliard is able to take advantage of this tendency of social creatures, and send their message out one ear at a time. For a number of days equal to the Galliard’s permanent Gnosis, the snippet of communication spreads from listener to listener like a viral outbreak, reaching as far as any given listener travels. Individual listeners with Willpower higher than the Galliard are unaffected by the influence, but they do not stop the spread of the message. While it circulates, the Galliard gets +3 social traits against anyone who has heard the message.

Duration: A number of days equal to the Galliard’s permanent Gnosi

 

 

Advanced Gifts

 

Fabric of the Mind

Activation Time: Normal

Activation Cost: One Gnosis

Challenge: Mental vs. eight Traits

Retest: Performance

Follow-up Cost: One Gnosis per turn, for any object that gets involved in a fight or other strenuous activity

Effect: You weave creations out of your imagination and into reality. When used you may risk up to your cap in Mental traits; upon success you gain one Trait to assign to these fabrications. You can create one object or many, with whatever attributes you can imagine and describe.  Regardless of how your creation appears, you may only grant it Physical, Social, or Mental traits; you cannot grant your creations supernatural powers (you may conjure a red scaled dragon, however it will be incapable of breathing fire). You can even create sentient creatures that react naturally, and behave as you direct. If you fail the challenge before you achieve the number of Traits you want, perform two Simple Tests: failing both means you create the object, but it acts independently of your control, and may even be somewhat malicious. It will last until you destroy or banish it.

Duration: One Scene (but you may extend the gift another Scene for another Gnosis); if your fabrications get involved in combat or the like, the gift ends if the follow-up cost isn't paid.

 

Head Games

Activation Time: Normal

Activation Cost: One Willpower

Challenge: Social vs. target

Retest: Empathy

Effect: You become a master manipulator of the soul, puppeting a target's emotions as you please. You control whether your target feels love, hate, trust, fear, joy or despair, and you determine the object of their emotions. These emotions fade after the gift ends, but some vestige may linger if events occurred to reinforce those emotions while they were in place -- if their newfound beloved, for example, accepts their advances, or if the snakes they are so afraid of end up biting.

Duration: One Scene or Hour

 

Legend’s Insight

Activation Time: Personal

Required: The Ancestors background

Activation Cost: 1-5 levels of Ancestors

Effect: You call upon your ancestors not for glimmers of insight, but for absolute mastery of subjects or skills. Each Trait of Ancestors you spend will boost your Traits to five in an Ability of your choice, or add a sixth Trait to a five-Trait Ability you already have. (This does not refresh any spent Traits in the Ability.)

Duration: One Scene

 

 

 

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