Difference between revisions of "Silver Fangs Tribe Gifts"

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imported>Apollonia
imported>Apollonia
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'''Level 1'''
 
'''Level 1'''
 +
* Eye of the Falcon
 
* Falcon's Grasp
 
* Falcon's Grasp
 
* Ice Dance
 
* Ice Dance
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'''Level 2'''
 
'''Level 2'''
*  
+
* Empathy
*  
+
* Luna's Armor
*  
+
* Reason's Grasp
 
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'''Level 3'''
 
'''Level 3'''
*  
+
* Claim of Authority
*  
+
* Dominance Blow
*  
+
* Silver Claws
 +
* Talons of Falcon
 +
* Wrath of Gaia
 
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'''Level 4'''
 
'''Level 4'''
*  
+
* Mastery
*  
+
* Mindblock
*
 
 
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'''Level 5'''
 
'''Level 5'''
*  
+
* Ignore Death Blow
*  
+
* Luna's Avenger
*  
+
* Paws of the Newborn Cub
 +
* The Secret of Gaia
 
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==Level Three==
 
==Level Three==
  
 +
 +
<font color=blue>'''Empathy'''</font>
 +
 +
'''Source:''' ''WW3801 - Werewolf: the Apocalypse Revised p. 152''
 +
 +
'''Description:''' To be a leader among wolves is largely a matter of physical dominance, but a human leader must understand his charges and follow their will to a degree. With this Gift, a Silver Fang can understand those around him and live up to their expectations. A Falcon spirit teaches this Gift.
 +
 +
'''System:''' The player spends one Gnosis point and rolls Intelligence + Empathy (difficulty 7). Success indicates that the Garou knows what the majority would like to see, be it attack, mediation, harsh punishment or clemency. The more successes the player rolls, the better the Garou understands the people's desires, even if the people would rather keep their desires secret. Note that this Gift by no means reveals the wisest or most rational decision, just the most popular one.
 +
 +
 +
----
 +
 +
 +
<font color=blue>'''Luna's Armor'''</font>
 +
 +
'''Source:''' ''WW3801 - Werewolf: the Apocalypse Revised p. 145''
 +
 +
'''Description:''' The Child of Gaia may call for Luna's protection in battle. This Gift even allows limited resistance to silver. A Lune teaches this Gift.
 +
 +
'''System:''' The Garou concentrates for one full turn, and the player spends a Gnosis point and rolls base Stamina + Survival (difficulty 7). The player may add one die per success to the Garou's soak pool for the rest of the scene. These bonus dice may also be used to soak silver damage, but only these dice. For example, if the Garou's Stamina is 4 and the player rolls 3 successes, the Garou has 7 dice to soak non-silver damage, and 3 to soak silver.
 +
 +
 +
----
 +
 +
<font color=blue>'''Reason's Grasp'''</font><br>
 +
 +
'''Source:''' ''WW3860 - Silver Fang Tribebook (revised) p. 67''
 +
 +
'''Description:''' The Silver Fangs took up many burdens when they accepted the leadership role for the Garou Nation. One of the hardest of these to bear is the propensity towards Harano and the mental disabilities that beset the members of the tribe. However, the spirits took pity upon the tribe members who were suffering and failing at a time of need, so they sent a Firebird spirit to teach them this Gift. Reason's Grasp allows a Silver Fang to free herself temporarily from Harano or mental illness. It can also protect against a sanity-altering attack, be it from a spirit, Wyrm creature, vampire, mage, or demon.
 +
 +
'''System:''' The player spends a point of Gnosis and rolls Willpower (difficulty 7). The character can ignore the effects of all mental disabilities for a number of scenes equal to the number of successes rolled. Alternatively, each success may reduce by one the number of successes scored on a roll to affect the character's sanity made by an outside agency. Should the unfortunate player botch this roll at any point, the werewolf's dementia runs out of control, completely dominating the character's thought process for 24 hours.
 +
 +
 +
----
  
 
==Level Four==
 
==Level Four==

Revision as of 22:21, 1 September 2019


Silverfangs.png

Boots and pants and boots and pants and words words words

Spirits.png


Tribal Gifts

Level 1

  • Eye of the Falcon
  • Falcon's Grasp
  • Ice Dance
  • Lambent Flame
  • Sense Wyrm

Level 2

  • Empathy
  • Luna's Armor
  • Reason's Grasp

Level 3

  • Claim of Authority
  • Dominance Blow
  • Silver Claws
  • Talons of Falcon
  • Wrath of Gaia

Level 4

  • Mastery
  • Mindblock

Level 5

  • Ignore Death Blow
  • Luna's Avenger
  • Paws of the Newborn Cub
  • The Secret of Gaia

Level One

Eye of the Falcon

Source: WW3860 - Silver Fang Tribebook (revised) p. 66

Description: Falcon is a great predator, with keen eyes and a sharp beak. As he soars in the sky, he can spot the tiny movement in the grass that betrays the location of his prey at great distances. He shares this Gift freely with his children so that they may spot their foes easily and lead the Garou into battle with confidence. Any of Falcon's brood may teach this Gift.

System: All visual-based Perception and Alertness rolls are at -1 difficult. The same applies to all long-range weapon attacks, such as a bow or gun. The Gift costs one Gnosis point to activate, and lasts for a scene.



Falcon's Grasp

Source: WW3801 - Werewolf: the Apocalypse Revised p. 152 / WW3860 - Silver Fang Tribebook (revised) p. 66

Description: A leader must keep a tight grip on his power, and this Gift allows the Garou to do so literally. The Garou's hands or jaws tighten in a mighty death-grip, making it nearly impossible to escape. A Falcon spirit teaches this Gift.

System: The player spends one point of Rage. For the remainder of the scene, the Garou's grip with either hands or jaws (or both, at a cost of two Rage) is much stronger. In game terms, the Garou's Strength is considered three points higher for the purposes of grappling or maneuvers such as the jaw lock. The Garou may not use this extra Strength to inflict damage.




Ice Dance

Source: WW3860 - Silver Fang Tribebook (revised) p. 66

Description: This Gift is a legacy of the tribe's deep roots in Russia and the frozen north. The Wyrm often chooses its battlegrounds with cunning, using Gaia's own snow and ice against Her defenders. This Gift allows the Fangs to face the Wyrm on equal terms, or even turn Gaia's own beauty to their advantage by moving freely across snow and ice, as if it was a flat plain of green grass. An Ice Elemental teaches this Gift.

System: The player spends a single Gnosis point to activate this Gift. Its effects then last until the next sunrise. All Dexterity-based rolls while on ice or snow are at -1 difficulty and the werewolf may move at normal speed across both deep snow and ice. As this is a Gift of balance, Philodox gain more from it than most: their Dexterity rolls on snow and ice are at -2 difficulty and they may double their normal running speed when they are on snow or ice.



Lambent Flame

Source: WW3801 - Werewolf: the Apocalypse Revised p. 152

Description: The Garou causes her body to ignite with silver light. A Lune teaches this Gift.

System: The player spends one Willpower point to ignite the light. The glare illuminates a 100-foot area. Any hand-to-hand attacks against the Garou take a +1 difficulty penalty, while missile attacks receive a -1 difficulty bonus.




Sense Wyrm

Source: WW3801 - Werewolf: the Apocalypse Revised p. 135

Description: The werewolf can sense manifestations of the Wyrm in the nearby area. This Gift involves a mystical sense, not a visual or olfactory image, although werewolves using the Gift sometimes say things like, "This place stinks of the Wyrm" (with a few more colorful adjectives). Garou should remember that the Wyrm's taint can cling to relatively blameless souls. Werewolves may sense an innocent person who happens to work in a Wyrm controlled factory or who has eaten tainted food. This power requires active concentration. Any spirit of Gaia may teach this Gift.

System: The player rolls Perception + Occult. The difficulty depends on the concentration and strength of the Wyrm's influence. Sensing a single fomor in the next room would be difficulty 6, while detecting the stench of a Bane that was in the room an hour ago would be difficulty 8. Vampires register as Wyrm tainted, save those with Humanity of 7 or higher.



Level Two

Empathy

Source: WW3801 - Werewolf: the Apocalypse Revised p. 152

Description: To be a leader among wolves is largely a matter of physical dominance, but a human leader must understand his charges and follow their will to a degree. With this Gift, a Silver Fang can understand those around him and live up to their expectations. A Falcon spirit teaches this Gift.

System: The player spends one Gnosis point and rolls Intelligence + Empathy (difficulty 7). Success indicates that the Garou knows what the majority would like to see, be it attack, mediation, harsh punishment or clemency. The more successes the player rolls, the better the Garou understands the people's desires, even if the people would rather keep their desires secret. Note that this Gift by no means reveals the wisest or most rational decision, just the most popular one.




Luna's Armor

Source: WW3801 - Werewolf: the Apocalypse Revised p. 145

Description: The Child of Gaia may call for Luna's protection in battle. This Gift even allows limited resistance to silver. A Lune teaches this Gift.

System: The Garou concentrates for one full turn, and the player spends a Gnosis point and rolls base Stamina + Survival (difficulty 7). The player may add one die per success to the Garou's soak pool for the rest of the scene. These bonus dice may also be used to soak silver damage, but only these dice. For example, if the Garou's Stamina is 4 and the player rolls 3 successes, the Garou has 7 dice to soak non-silver damage, and 3 to soak silver.



Reason's Grasp

Source: WW3860 - Silver Fang Tribebook (revised) p. 67

Description: The Silver Fangs took up many burdens when they accepted the leadership role for the Garou Nation. One of the hardest of these to bear is the propensity towards Harano and the mental disabilities that beset the members of the tribe. However, the spirits took pity upon the tribe members who were suffering and failing at a time of need, so they sent a Firebird spirit to teach them this Gift. Reason's Grasp allows a Silver Fang to free herself temporarily from Harano or mental illness. It can also protect against a sanity-altering attack, be it from a spirit, Wyrm creature, vampire, mage, or demon.

System: The player spends a point of Gnosis and rolls Willpower (difficulty 7). The character can ignore the effects of all mental disabilities for a number of scenes equal to the number of successes rolled. Alternatively, each success may reduce by one the number of successes scored on a roll to affect the character's sanity made by an outside agency. Should the unfortunate player botch this roll at any point, the werewolf's dementia runs out of control, completely dominating the character's thought process for 24 hours.



Level Three

Empathy

Source: WW3801 - Werewolf: the Apocalypse Revised p. 152

Description: To be a leader among wolves is largely a matter of physical dominance, but a human leader must understand his charges and follow their will to a degree. With this Gift, a Silver Fang can understand those around him and live up to their expectations. A Falcon spirit teaches this Gift.

System: The player spends one Gnosis point and rolls Intelligence + Empathy (difficulty 7). Success indicates that the Garou knows what the majority would like to see, be it attack, mediation, harsh punishment or clemency. The more successes the player rolls, the better the Garou understands the people's desires, even if the people would rather keep their desires secret. Note that this Gift by no means reveals the wisest or most rational decision, just the most popular one.




Luna's Armor

Source: WW3801 - Werewolf: the Apocalypse Revised p. 145

Description: The Child of Gaia may call for Luna's protection in battle. This Gift even allows limited resistance to silver. A Lune teaches this Gift.

System: The Garou concentrates for one full turn, and the player spends a Gnosis point and rolls base Stamina + Survival (difficulty 7). The player may add one die per success to the Garou's soak pool for the rest of the scene. These bonus dice may also be used to soak silver damage, but only these dice. For example, if the Garou's Stamina is 4 and the player rolls 3 successes, the Garou has 7 dice to soak non-silver damage, and 3 to soak silver.



Reason's Grasp

Source: WW3860 - Silver Fang Tribebook (revised) p. 67

Description: The Silver Fangs took up many burdens when they accepted the leadership role for the Garou Nation. One of the hardest of these to bear is the propensity towards Harano and the mental disabilities that beset the members of the tribe. However, the spirits took pity upon the tribe members who were suffering and failing at a time of need, so they sent a Firebird spirit to teach them this Gift. Reason's Grasp allows a Silver Fang to free herself temporarily from Harano or mental illness. It can also protect against a sanity-altering attack, be it from a spirit, Wyrm creature, vampire, mage, or demon.

System: The player spends a point of Gnosis and rolls Willpower (difficulty 7). The character can ignore the effects of all mental disabilities for a number of scenes equal to the number of successes rolled. Alternatively, each success may reduce by one the number of successes scored on a roll to affect the character's sanity made by an outside agency. Should the unfortunate player botch this roll at any point, the werewolf's dementia runs out of control, completely dominating the character's thought process for 24 hours.



Level Four

Level Five

Camp Gifts

Level 1

Level 2

Level 3

Level 4

Level 5

Level One

Level Two

Level Three

Level Four

Level Five

Planetary Gifts

Zarok, The Crowned Ruler, Celestine of Jupiter
Favored Tribe: Silver Fangs
Favored Auspice: Philodox
Also known as: Zeus, Dagda, Frey, Gitchi Manitou, Divaa
Source: WW3110 Rage Across the Heavens, p. 71

Level 1

  • Aura of Leadership

Level 2

  • Proclamation of Action

Level 3

  • Undisputed Ruler

Level 4

  • Enthronement

Level 5

  • Grand Gesture


Level One

Aura of Leadership (Level One)

Source: WW3110 Rage Across the Heavens, p. 120

Description: Similar to the Level Two Silver Fang Gift: Awe, this Gift surrounds the Garou with an aura of authority that enables her to assume the matle of leadership for a brief period of time. Others react to the Garou as if she were their pack leader - including the pack leader herself. Of course, there may be repercussions after the effects of the Gift have passed.

System: The player rolls Charisma + Empathy (difficulty of the highest Willpower in the target group). If successful, the difficulties of all Social rolls against the target group are reduced by one. One success enables the character to affect a single target. Additional successes increases the number of individuals who fall under the effects of this Gift. The effects of the Gift last for one scene.



Level Two

Proclamation of Action (Level Two)

Source: WW3110 Rage Across the Heavens, p. 120

Description: This Gift enables the Garou to force an end to discussion and take the course of action the character thinks is best. The werewolf can literally command others to act as he bids, although only if they had been previously dithering over a course of action.

System: The player spends a Willpower point and rolls Charisma + Leadership to put a damper on discussions that have gone on too long. ("Enough talk. Let's do it!") One success allows the character to affect a single target. Each additional success increases the number of individuals affected by one. A failure means that the Gift has no effect, while a botch makes the targets turn a deaf ear to the character's suggestions for the rest of the scene. A character desiring to resist the effects of the Gift must make a Willpower roll (difficulty of the Gift-user's Willpower +1, up to a maximum of 10). This Gift lasts for one scene.



Level Three

Undisputed Ruler (Level Three)

Source: WW3110 Rage Across the Heavens, p. 121

Description: This Gift allows a Garou to take over the leadership of a small gathering of humans (whether a paramilitary group or town council) or a group of spirits for a period of up to six months. During this time, the targeted group accepts the Garou as their leader, rendering her the honor, respect and obedience due her position. The group demonstrates a high degree of loyalty, obeying the Garou's orders without question or hesitation (if the group is an army of some sort) or accepting the Garou's decisions as legal and binding (if the group consists of a town council, religious cult or other social organization). If the Garou uses this Gift in the Umbra, the targeted group of spirits will follow the Garou's commands as if she were a greater spirit such as an Incarna. This gift lasts anywhere from a week to six months.

System: The player spends a point of Gnosis and rolls Charisma + Leadership (difficulty of the highest Willpower in the target group). One success enables the character to exercise her authority over the group for a week. Two successes extends the period to a month, while three successes give the character leadership for two months. Four successes extends the period to four months, while five successes allows the character six months of undisputed rule. This Gift is only effective against mortals and spirits of no greater than Jaggling status, although "borderline" supernaturals such as Ghouls and Kin are susceptible. A failure means the Gift does not take effect. A botch turns the group against the character.



Level Four

Enthronement (Level Four)

Source: WW3110 Rage Across the Heavens, p. 121

Description: The Garou can create small or simple objects out of thin air - including mist, clouds or wind. By shaping the air around him with his hands, the Garou may form a solid block of matter to serve as a chair, create a bowl or a cup for holding liquid, or construct some other useful item. Alternately, the Garou can form small, stone sized balls of air to use as hurled weapons against his enemies. The items last until the Garou disperses them.

System: The player simply rolls Dexterity + Repair (difficulty 7). The character may form one small item of solidified air for each success, or use two or more successes to shape a larger item (such as a throne-like seat). "Air stones" used as weapons do the character's Strength +1 normal damage, and dissipate upon contact with their target (or any solid substance). In addition, the victim must make a Stamina roll (difficulty 8) to remain on her feet when the "air stone" discharges its mass. If she fails the Stamina roll, the victim is stunned for the remainder of the round and can take no action.



Level Five

Grand Gesture (Level Five)

Source: WW3110 Rage Across the Heavens, p. 122

Description: By bestowing appropriate gifts on an individual or group, the Garou increases her esteem and reputation in the eyes of the recipients of her largesse. The targets of this Gift tend to listen favorably to suggestions made by the Gift's user and to support her arguments or come to her aid in a battle of words or weapons. The Gift lasts an entire scene. When the effects of the Gift come to an end, the individuals affected may still continue to regard the Garou with some residual respect depending on their experiences while the Gift was active.

System: The player rolls Manipulation + Empathy (difficulty of the highest Willpower in the target group). Each success allows her to affect one individual. While the Gift is in effect, all Gifts or other Social rolls involving persuasion are automatically successful against the affected individuals. No successes indicates that the Gift has no effect while a botch makes the targeted person or group resent the character, who suffers a penalty of +1 to the difficulty of Social rolls for the remainder of the scene.