These Gifts are available to characters of the Rokea (weresharks) changing breed.
General
Basic
Breach
Identical to the Basic Lupus Gift Hare's Leap
Activation Time: Personal (Movement)
Shagreen Shield
Activation Time: Personal
Cost: One Gnosis
Effect: This Gift strengthens your skin, rendering you highly resistant to damage. Any attack that would deal two or fewer levels of damage is simply ignored; damage beyond this is reduced to one-half, rounded down.
Duration: One scene or hour.
Swim Unsea ** (custom content)
Player Made Content
Activation Time: Personal (Movement)
See Metis Gift Burrow
Teeth of the Skin
Activation Time: Personal
Identical to the Intermediate Metis Gift Gift of the Porcupine. Can only be used in Standing Jaws, Fighting Jaws, or Swimming Jaws.
Restless Waves
Identical to the Basic Lupus Gift Scent of Sight.
Activation Time: Normal
Intermediate
Consume Taint
Activation Time: Personal
Challenge: Physical vs 14 traits
Retest: Survival
Followup Cost: One Gnosis (optional)
Effect: You consume tainted items or materials, up to your own body weight per activation. These items bring no physical or spiritual harm to you, or to Sea. For particularly dangerous items, such as nuclear waste or Wyrm toxins, a Gnosis must be spent.
Fathom Sight
Activation Time: Normal
Cost: One Gnosis
Challenge: Extended Mental vs 14 traits
Retest: Investigation
Effect: Your senses extend in every direction, crossing boundaries and barriers. For each success on the extended challenge, your perceptions stretch an additional 100 feet on land or 1 mile in the water. This conveys no additional ability to understand that information (e.g., you may overhear a conversation three stories up, but it will not be translated for your benefit); you may use sensory Gifts, but without them this Gift does not allow you to see through darkness, invisibility, etc.
Duration: One scene.
Gift of the Ray
Activation Time: Normal - As an Attack
Cost: One Gnosis
Challenge: A normal Brawl challenge to strike an opponent, then a Physical challenge vs. the target
Retest: Survival
Effect: When you activate the Gift, a stinger grows from your fingertip or tail. When you strike an opponent with it (a normal unarmed attack with that limb), you make the challenge above to deliver a venomous sting. An opponent who fails the challenge takes lethal damage equal to your permanent Innovation, and suffers a -2 trait penalty (treat as a wound penalty) to all challenges for the scene.
Duration: The stinger, once manifested, lasts for the scene. Wound penalties from the poison also last one scene, and are not cumulative.
No Blood
Activation Time: Normal
Cost: One Gnosis
Challenge: Static Mental vs six traits
Retest: Stealth
Effect: You become completely undetectable through scent, sound or other vibrations, or electrical pulse signals, and blend in with your surroundings visually. In the water, this gives you a free retest on challenges to detect you by sight; on land, the bonus against visual detection is two traits. Gifts such as Scent of Sight and Echolocation are wholly useless against you.
Duration: One scene, or until you attack, are struck by an attack, or choose to end the Gift.
Patient Hunter
Activation Time: Normal
Challenge: Physical static vs 16 traits
Retest: Stealth
Effect: You may merge into any solid substance that is thick enough to contain your body (e.g. a floor or external wall). You are truly merged with the material, so you cannot be detected by mundane senses, or even supernatural powers that rely on heightened perceptions (effects like Sense the Prey would be unimpeded). If you attack the turn you emerge from your hiding place, you gain Surprise unless you had already been detected.
Duration: One scene, or until you emerge.
Relentless Hunt
Activation Time: Unique
Frequency: You may only use this Gift once until your goal is either completed, or you spend a permanent Willpower to abandon it.
Effect: Declare a singular purpose when you first learn this Gift. This must be a specific goal, such as "protect my Grotto" or "avenge the death of Swift Hunter"; it cannot be nebulous or over-broad (such as "be the best at fighting"), and must be approved and recorded with a Storyteller. You gain a free retest on any challenge that directly relates to achieving this goal, and no force can dissuade you from pursuing this course of action. This includes your own choice; to voluntarily abandon your goal, you must spend a permanent Willpower Trait. If you achieve your goal (assuming that it can be achieved), you may at a later point select a new purpose when desired.
Duration: Until your goal is achieved, or you abandon your cause at the cost of a permanent Willpower.
Shockwave
Activation Time: Normal
Initial Cost: One Willpower
Challenge: Physical vs up to five targets in a fifteen-foot cone (on land) or up to ten targets in a thirty-foot cone (in water)
Retest: Athletics
Followup Cost: 0-5 Rage
Effect: You let loose a concussive wave of force, which can break stone and rend flesh. Each target struck takes two lethal damage, plus one for each Rage spent, and must make a static physical test against fifteen traits to avoid being knocked down.
Set the Mind Adrift
Activation Time: Normal
Cost: One Willpower
Challenge: Mental vs target
Retest: Intimidation
Optional Followup Challenge: Mental vs target, retest Expression
Effect: You cause the target to vividly hallucinate themselves adrift on an empty ocean. You may make a followup challenge to add details to the illusion, such as your voice and the presence of someone who might aid them; otherwise, they perceive nothing other than the steady waves. Anything which gives the lie to the hallucination, such as being attacked when they can perceive no one around, allows a Willpower challenge against you (retested Intimidation) to break free.
DarkWater
Basic
Blood of the Deep
Activation Time: Personal
Cost: One Willpower
Effect: You become immune to the freezing cold of the ocean depths, and the crushing pressure thereof. This Gift protects against similar environmental effects (such as a blizzard), but not against directed attacks (such as the Blast Charm of an ice elemental).
Duration: Three hours.
Enter Sea's Soul
Activation Time: Automatic
Allows crossing the Gauntlet as Garou do, so long as you are in Sea.
Piercing Shriek
Activation Time: Normal
Frequency: Once per round
Cost: One Rage
Challenge: Willpower vs all targets within 15 feet (on land) or 30 feet (in water)
Retest: Primal Urge. You may use the Gift Silent Sending to give allies a single free retest on their challenges.
Effect: A target who fails the challenge loses their next action, and is down one trait from any challenges they initiate for the remainder of the scene. A target who has a magically augmented sense of hearing suffers this effect if they succeed, and on a failure is unable to initiate any challenges for the remainder of the scene. Deaf targets are immune.
Duration: One scene, unless broken earlier.
Qyrl's Blood
Activation Time: Normal
Identical to the Basic Uktena Gift Shroud.
Sense Qyrl **(custom content)
Activation Time: Personal
Player Made Content
Identical to the basic Theurge Gift Sense Wyrm save that it detects the presence of the Sea's equivalent member of the Triat, and targets an individual/object rather than an area.
Silent Sending
Activation Time: Personal
Challenge: Mental vs. 6 traits
Retest: Primal Urge
Effect: You may control who, within range, does or does not receive your Sendings.
Duration: One scene or hour.
Shadow in the Waves ** (custom content)
Player Made Content
Activation Time: Personal
Required: You must be in at least partial shadow.
Challenge: Gnosis vs 6 traits
Retest: Occult
Effect: Your body is enshrouded in shifting darkness, becoming nigh-invisible. Only an opponent actively searching for you can find you, and you gain a free retest unless your opponent has a magically heightened sense.
Duration: One scene, or until you are no longer in shadow.
Intermediate
C'et's Mysteries
Activation Time: Normal
Cost: One Gnosis
Challenge: Extended Mental vs 12 traits
Retest: Science
Effect: You call upon the servants of C'et to grant you understanding of technology. For each success you gain on the challenge, you may gain one trait of an Ability which pertains to a specific piece of technology (e.g., Drive when attempting to operate a car, or Demolitions to defuse a bomb), to a maximum of five dots in that Ability. These act in all ways as if you had the Ability, but cannot be used for long-term projects such as Crafting.
Duration: One scene, or until you use the Gift again.
Sea's Breath
Activation Time: Normal
Challenge: Gnosis v. Gauntlet
Retest: Primal Urge
Effect: You may swim through the air, to a maximum height of fifteen feet. This also permits you to take Fighting Jaws or Swimming Jaws form in air, without difficulty breathing. Your speed and maneuverability are as per normal swimming.
Duration: One scene
Summon Scuttlers
Activation Time: Normal
Required: You must intend to study or question your target; this Gift will not work if your motive is to kill or eat.
Cost: One Gnosis
Challenge: Social vs target; gain a +2 trait bonus if used in Sea.
Retest: Enigmas
Effect: You call a mass of tiny scuttling crab-spirits to immobilize your target. They are rendered unable to move or initiative physical challenges, but may still speak and take mental or social actions. In Sea, you may dismiss the scuttlers at any time; on land, however, this calls pattern spiders who are less inclined to listen to you, and you must attempt a Simple Test to dismiss them; if that fails, the target will be held immobile until the duration expires.
Duration: One scene, or until the target is attacked in any way.
Betweener
Basic
Enter Unsea's Soul
Activation Time: Automatic
Allows crossing the Gauntlet as Garou do, so long as you are not in Sea.
Unsea's Blessing
Activation Time: Personal
Required: You must be in contact with the ground, whether on land or the ocean floor.
Frequency: Up to (twice your permanent Gnosis) times per session
Challenge: Gnosis vs. 6 traits
Retest: Primal Urge
Effect: You may heal one level of damage, including aggravated damage, or reduce the severity of a single battle scar (taken in this or the immediately previous scene) by one level.
Duration: One scene, unless broken earlier.
Intermediate
Forms of Sea
Activation Time: Normal
Cost: Two Gnosis
Effect: Your body becomes entirely liquid; you may retain a roughly humanoid shape, or may shift your form as needed to fit through pipes, cracks, or other narrow spaces. Your body is wholly immune to damage from mundane attacks, though they may split your form, preventing you from becoming flesh until rejoined. You may not strike normally for damage, but with a Physical challenge you may force yourself down an opponent's throat and into their lungs, causing them to immediately begin drowning. Non-magical temperature extremes cannot evaporate or freeze you; magical effects that would do so must first defeat you in a Gnosis challenge (retested Primal Urge).
Duration: One hour per permanent Gnosis, or until immersed in salt water.
Swim Through the School
Activation Time: Personal
Cost: One Gnosis
Effect: You draw little attention, provided you remain within a crowd of people. Anyone who does not directly interact with you will not notice your presence, nor will they remember you afterward; you may move with or through the crowd without being impeded. This Gift also protects against the effects of the Curse, eliminating any penalties to human interactions.
Duration: One Scene
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