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Gifts: Lupus

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Lupus Gifts

 

These Gifts are available to characters of the Lupus breed.

 


 

 

Basic Gifts

 

Axis Mundi

Activation Time: Normal

Activation Cost: One Gnosis

Effect: Once active the Lupus always knows which direction she is traveling in, or facing, no matter where they are on earth.  In addition, the lupus carries her “territory” around with her in a mystical sense.  Wolves will detect this, and concede her right to travel through their territories and hunt there.  Other Lupus may make a contested Willpower Challenge (retest Primal Urge) to not recognize this right as well.  If the Lupus attempts to use this gift to claim territory over another Lupus’s kinfolk (or something of equal importance), they should well expect a “dispute” to occur.

Duration: One Day

 

Eye of the Eagle

Activation Time: Personal

Challenge: Mentals vs 8 traits

Retest: Awareness

Effect: You gain the ability to see three miles away assuming there are no buildings in the way of your line of sight.

Duration: One scene

 

For the Jugular (W20)

Activation Time: Personal

Activation Cost: One Rage

Challenge: Static Rage chop vs. 3 traits

Retest: Primal Urge

Effect: Gain +1 damage on bite attacks for the duration of the gift.

Duration: One scene

 

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

 

Hare's Leap

Activation Time: Personal (Movement)

Challenge: Physical vs. Storyteller-set difficulty

Retest: Athletics

Effect: You leap with a hare's agility, traveling remarkable distances. If successful, your leap will carry you up to forty feet (thirteen steps) in combat, or a dramatically appropriate distance outside of combat.

 

 Name the Spirit

Activation Time: Normal

Required: Target spirit within 50 feet

Challenge: Mental vs. target spirit

Retest: Spirit Lore

Effect: With a glance, you take the measure of a given spirit, learning its type, Rage, Gnosis and Willpower.

 

Predator's Arsenal (W20)

Activation Time: Normal

Required: You must be in Homid or Glabro form.

Effect: You grow claws and sharp teeth, allowing you to deal lethal damage with your Brawl attacks, and to activate Gifts which require claws or biting. You may attempt to conceal these by keeping your mouth closed and your hands in your pockets, but an alert observer may notice (Mental challenge, their Investigation vs. your Stealth).

Duration: One scene, or until dismissed

 

Prey Mind

Activation Time: Personal

Required: You're actively fleeing or hiding from someone 

Challenge: Mental vs. 10 in the wilderness, 15 in the city

Retest: Primal-Urge

Follow-up Cost: 0 to 5 Mental Traits

Effect: Sometimes the wolf is prey rather than predator; this Gift helps you survive that unfortunate circumstance. You gain a three-Trait bonus to all challenges to escape, outdistance, evade, or hide from your pursuers.

Duration: One turn, plus one per Mental Trait spent (in combat); five minutes, plus five per Mental Trait spent (out of combat)

 

 Scent of Sight

Activation Time: Normal

Challenge: Static Mental vs. surroundings or target scent (5 Traits for strong scents, 10 Traits for faint ones)

Retest: Primal Urge 

Effect: You don't need to see if you can smell. Your nose compensates you completely in darkness, and you can attack invisible creatures with uncanny accuracy.

Duration: Until the specific scent or ambient environmental scents change significantly (like trying to track across a river)

 

Scent of the True Form

Activation Time: Personal

Challenge: Automatic success against Garou; otherwise, static Mental vs. 6 Traits for most creatures, 8 Traits for vampires, changelings and fera, or 10 Traits for fomori and mages

Retest: Primal Urge

Effect: Through a combination of scent and other mystical cues, you determine a target's true supernatural nature. You learn whether they are a werewolf, kinfolk, vampire, fomori or the like.

 

Sense Prey (AKA Fulfilling The Hunt)

Activation Time: Personal

Challenge: Static Mental vs. 6 Traits in the wilderness, or 15 Traits in the city

Retest: Primal Urge

Effect: A spiritual sense of direction leads you to the nearest large number of prey animals, enough to provide a good meal for a pack of wolves. In the wilderness, it's the nearest within 50 miles; in the city, it's the nearest within the limits of the city and its suburbs (and which often indicates an animal shelter or zoo). Humans don't count as prey for this Gift, although it's said that the Red Talon tribe might know a version that doesn't draw that distinction.

 

Sense the Unnatural

Activation Time: Personal

Challenge: Mental vs. Storyteller-determined difficulty

Retest: Enigmas

Follow-up Cost: 0 to 2 Mental Traits

Effect: This spiritual sense reveals any presence that is out-of-place in Gaia's design: magic, ghosts, strange spirits, vampires, Wyrm influence, etc. The number of Mental Traits you spend determines how clear the information is. If you spend no Traits, the Storyteller will give you a cryptic but vague hint, like the smell of old blood for either a vampire or a man-eating fomor. One Mental Trait will get you a clear but generic idea of what's unnatural here; two Mental traits will give you a specific signature impression that will allow you to recognize similar disturbances in the future. If an impression is particularly unfamiliar, the Storyteller may require a followup Mental Challenge (retest Occult) against six Traits.

 

Sense Wyld

Activation Time: Personal

Challenge: Mental vs. Storyteller difficulty based on intensity of Wyld influence (high intensity is low difficulty, low intensity is high difficulty)

Retest: Enigmas or Investigation

Effect: A mystical sense not unlike a scent tells you whether the Wyld has changed anything in the area. This "Wyld-Taint" may mean there is a Wyld-spirit nearby, or it may simply mean that a random passerby employs Wyld-touched childcare or spends a lot of time in the verdant wilderness.

 

Techgnosis (W20)

Activation Time: Personal

Activation Cost: One Gnosis

Challenge: Static Mental vs 9 traits

Retest: Primal Urge

Follow-up Cost: One Willpower (Optional)

Effect: For many Lupus, technology proves difficult to grasp. This Gift allows a wolf to make use of human devices via the connection to the world afforded by Gnosis. Use of the Gift does not grant actual understanding of the device or system accessed; from the outsider's perspective the technology simply cooperates with the Garou. Upon successful activation, for the remainder of the scene, the Garou may substitute their Primal-Urge for abilities that normally retest with Crafts, Drive, Etiquette, and Firearms. If they paid the follow-up cost, they may also use Primal-Urge in place of Academics, Computers, Law, and Science. This gift being active does not provide dots of the abilities, only allowing for retests of the abilities (thus a character would not be able to craft items with just this gift, but could use it for retesting Crafts-based challenges).

Duration: One scene or hour

 

Trapper’s Bane (W20)

Activation Time: Automatic

Challenge: Static Mental vs. variable difficulty (see below)

Retest: Primal Urge

Effect: Dingoes throughout Australia, but especially near the dingo fence, face a constant threat from human traps — snares, steel traps, and poison. The dingoes have become adept at detecting these dangers and even disarming them. The werewolf does not have to activate this Gift, it provides a “sixth sense” at all times. This Gift allows the werewolf to identify lures, traps, and even ambushes within line of sight. Dingo spirits teach this Gift. Note that this gift does not give special insight into how to disarm or avoid the trap - it determines the trap's presence. Further, if this gift is used to identify an Ambush, it does not convey the ambusher's location(s). The user is aware that there is an ambush, but to locate the ambusher they must detect them using other means, usually contested by the ambusher's Stealth.

 

Intermediate Gifts

 

Beast Life

Activation Time: Normal

Activation Cost: One Gnosis

Follow-up Cost: 0 to 5 Mental Traits (range); 0 to 5 Gnosis (duration)

Effect: You can communicate with all animal life. Animals become inclined to help you, fulfilling any request, even risky or suicidal ones -- although you may gain notoriety with Gaian spirits if you fail to give homage to such animal-spirits after they've sacrificed themselves for you. You may also summon all animals of a chosen type within ten miles, plus another then miles for each Mental Trait spent; those animals who can reach you without too much difficulty will do so, and follow your commands.

Duration: One Scene or Hour, plus one for each additional Gnosis spent

 

Catfeet

Activation Time: Automatic

Effect: A cat-spirit has shared its secrets of agility with you, granting you unusual grace. You take no damage from falls of less than 100 feet (you always land perfectly) and expert balance on any slope. In challenges involving body slams and grappling you gain a two-trait bonus.

Duration: Always in effect

 

Gnaw

Activation Time: Personal

Activation Cost: One Willpower

Challenge: Physical vs. hardness of the target material (5 for wood; 9 for steel; 15 for titanium)

Retest: Athletics 

Effect: The power of your jaws increases sharply, giving you the ability to gnaw easily through the target material. In addition, your bite inflicts one additional level of Lethal damage in combat.

Duration: One Scene or Hour

 

Hibernation (W20)

To Learn: Bear has been reluctant to teach this ability to the Garou, thus the Lupus must prove themselves to Bear before purchasing this gift.

Activation Time: Unique

Required: The Lupus must sleep undisturbed for at least eight hours

Activation Cost: One Gnosis and One Willpower

Challenge: Static Physical vs 12 traits

Retest: Survival

Follow-up Cost: 1-3 Gnosis and Willpower, and 1-5 Physical Traits

Effect: With thoughts of greater and greater threats always looming on the horizon, some Garou turn their thoughts to preserving their strength for truly dire threats. Utilizing this gift the Garou’s body assumes a dormancy that not only staves off normal bodily functions, but also stops the aging process. Successful activation of the gift after eight hours of undisturbed sleep puts the lupus into a deep sleep where they need no food or water, all bodily functions cease, and they do not age. Failure on the challenge immediately sense the Garou into frenzy. The hibernation lasts for one week per physical trait spent, however each additional pair of Gnosis and Willpower extends the week into months, months into years, and years into decades. The Garou can awaken prematurely if they take enough damage to become Wounded, if they succeed on a Static Willpower challenge vs 7 traits, or it is rumored they are rituals that can awake these slumbering heroes before their time. The Garou may make the Willpower challenge once per day until they awaken. Once awakened the Garou must immediately test for frenzy, and during the slumber the Garou’s Gnosis and Willpower do not recover.

Duration: See description above

 

Monkey Tail

Activation Time: Automatic

Effect: Your tail is prehensile. It can grasp objects, suspend you from the rafters, or even swing a weapon (though it doesn't count as an "off-hand" or give you extra actions). Your tail is not especially strong, however, so you may not bid Strength traits when using it for Physical Challenges.

Duration: Always in effect

 

Scream of Gaia

Activation Time: Normal

Activation Cost: One Gnosis

Challenge: Physical vs. everyone within 50 feet

Retest: Athletics

Follow-up Cost: 0-5 Social Traits

Effect: You channel Gaia's wrath and pain into a bone-shaking roar, releasing a shockwave that slams into everyone around you. Everyone who loses the challenge against you is knocked down, taking one Bashing damage, plus an additional level of Bashing for each Social Trait you spent.

 

Shattering Howl (W20)

Activation Time: Normal

Required: The lupus must howl.

Activation Cost: One Rage

Challenge: Static Social vs 11 traits

Retest: Primal Urge

Follow-up Cost: 1-5 Social traits

Effect: Releasing a mighty howl, the Lupus causes anything brittle or fragile in the area to shatter. All objects within 20 feet, plus an additional 20 feet per trait spent on activation, are affected by this gift, and objects that are precariously stacked or top heavy may fall over, and shoddily-made things fall to pieces.

 

Silence the Weaver (W20)

Activation Time: Normal

Activation Cost: One Rage

Challenge: Static Social vs 10 traits

Retest: Primal-Urge

Effect: You release a shattering howl, destroying all nearby delicate electronics -- computers, laptops, smartphones, tablets, and the like (personal electronics).  Simpler machines, such as landline phones, cars, and firearms, are unaffected.  The destroyed devices explode in a flash of sparks.

 

Strength of Gaia (W20)

Activation Time: Personal

Required: You must be in Lupus form

Activation Cost: One Rage

Effect: You gain Strong x3, and may use war-form benefits as if you were in Hispo. These traits are considered form traits, and are lost if you shift forms.

Duration: One scene or hour.

 

Terror of the Dire Wolf (W20)

Activation Time: Normal

Activation Cost: One Rage

Challenge: Mass Willpower vs. all targets who can see you

Retest: Primal Urge

Effect: You let out a fierce snarl that triggers primordial terror in opponents. You invoke the Delirium in every human, part-human (e.g., fomor and mages), or former human (e.g., vampires) within sight, excepting only Garou and other Fera. If used in Homid or Glabro form, take a -1 penalty to your Willpower for the challenge.

 

Thousand Teeth

Activation Time: Personal

Required: Character must complete a spirit quest for Shark to learn this gift, due to past relations with the spirit and his chosen children (Rokea)

Activation Cost: One Rage

Follow-up Cost: 1-5 Social Traits

Effect: The muzzle of the character using this gift erupts with dozens of extra teeth. The character gains +1 damage for a number of bite attacks equal to 1 + the number of social traits spent on activation.

Duration: One scene or hour, or until all bites have been used

Source: Book of the Wyrm (W20) page 119

 

Venom

Activation Time: Personal

Activation Cost: One Willpower

Effect: Your teeth inject a deadly venom when you bite an enemy.  Your bites inflict an additional level of aggravated damage, and should your bite inflict damage to skin level armor or health levels, the victim loses an additional physical trait as well.

Duration: One scene or hour

 

Advanced Gifts

 

Boon of the Animal Fathers

Activation Time: Normal

Frequency: Once per scene

Activation Cost: Two Gnosis

Challenge: Social vs. Storyteller difficulty

Retest: Primal Urge

Effect: By entreating one of the Animal Fathers, you gain the bonuses of a chosen Totem spirit for the duration. The Totem chosen must be one of the natural animals current to Gaia, such as Bear, Owl, or Chameleon -- it cannot be a mythical or non-animal Totem like Unicorn, Pegasus, or Granite.

Duration: One Scene

 

Elemental Gift

Activation Time: Normal

Activation Cost: One Gnosis

Follow-up Cost: 0 to 5 Social Traits

Effect: Having made permanent pacts with elemental spirits, you can call on their aid at any moment. You summon one elemental, capable of commanding one of the four elements in any of their forms, in an area 20 feet (plus another 20 per Mental Trait spent) square. The elemental remains for the duration.

Duration: One Scene, or until the elemental is destroyed or dismissed

 

Song of the Great Beast

Activation Time: Normal

Required: You are in the deep wilderness

Activation Cost: One Gnosis

Follow-up Cost: 0 to 5 Social Traits

Effect: Howling an ancient song, you summon a Great Beast out of the Umbra: a Yeti, the Willawau (giant owl), the Tyrannosaurus Rex, the Loch Ness Monster or the like. Take care, because the Great Beast will listen to you but may choose not to cooperate (hint: say please). Spending Social Traits increases the odds that the beast will look on you favorably. The Storyteller will set the beast's exact Traits and abilities, but you can expect them to be impressive.

 

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