
-THE-
HOUNDS OF HELL
AUSPICE GIFTS

Blissful Ignorance:
With this Gift, you can become nearly invisible to all senses, spirits and monitoring devices by remaining still. Make a Physical Challenge.
If successful, you blend into the landscape as long as you remain still. The Gift lasts as long as the Garou can remain still. Talking, moving, attacking someone or the like will break the effect.
RAGABASH
Basic:
Open Seal:
You can open almost every kind of closed and locked device. Make a Static Gnosis Challenge with a difficulty of the local Gauntlet rating to open a closed or locked barrier.
Scent of Running Water:
You can almost completely mask your scent. This Gift becomes active whenever you indicate. While it’s active, all challengers trying to track you by scent suffer a two-Trait penalty.
Blur of the Milky Eye:
You become a shimmering blur, able to pass unnoticed among others. Once someone else sees through the deception, you become visible to that observer until something distracts him and allows you to escape. Make a Social Challenge. If successful, you become a blur; the sharp-eyed see you as a hazy shape. Others can notice you only if you visibly disturb the environment in some way, and must win a Mental Challenge against you to do so. The Gift lasts for the rest of the scene or for one hour. While blurred, you may move at half your walking pace and speak in a whisper. others should ignore your passage unless your character interacts with the environment in some way that leaves noticeable effects (talking out loud, running, dropping a vase, attacking).
Sense of the Prey:
You gain an innate awareness of any prey about which you know something and can move toward it as fast as you can travel. This Gift operates in the Umbra as well as in the material world. This Gift works automatically if the
target isn’t trying to hide. If it is, make a Mental Challenge (retest with Enigmas); if the target is a spirit, pit your Mental total against the spirit’s Gnosis.
Taking the Forgotten:
You can take something from a target who then forgets about ever having owned it. Make a Mental Challenge; the Garou can retest with Stealth, the target with Streetwise. Bonded fetishes may stir memories of their own
accord, though (the victim may make a Mental Challenge, Storyteller discretion, to “remember” that he had an item like this, but not how it went missing or by whom).
RAGABASH
Intermediate:

Gremlins:
You can make a technological device malfunction just by touching it. The Gift actually disrupts the spiritual energy inside the device, possibly even frightening the spirit into leaving the device permanently and thereby dooming it to permanent breakdown. Make a Static Social Challenge (retest with Intimidation) with the difficulty based on the type of device.
Traits Complexity of Device
- 4 Computers, complex electronics
- 6 Telephones, electrical items
- 8 Cars, machines
- 10 Knives, simple tools
If successful, the device stops working for the rest of the scene. Spend one
additional Social Trait to make the failure last for the rest of the session, two to makeit permanent. At the Storyteller’s discretion, good roleplaying may add to your Social total or count as one (or even both) of the additional Traits.
Luna’s Blessing:
While the moon is visible in the night sky, silver does not inflict aggravated damage on you. During the full moon, silver may even turn against
those who would use it to hurt you. This Gift is active whenever you indicate. While it’s in effect, as long as the moon is clearly visible in phase above the horizon (stepping into a building, bad weather or moonrise/moonset negates this Gift), you can regenerate damage from silver as if it were bashing or lethal damage (bashing if the weapon is blunt, lethal if it’s edged). Note that this Gift is not active during the new moon. During the full moon, any attacker who makes an unsuccessful attack against you must then make two Simple Tests. If both fail, the attacker takes normal damage
from his silver weapon.
Open Moon Bridge:
You can create a moon bridge, with or without the cooperation of a caern totem. Spend one Gnosis to activate this Gift. See the Rite of
the Opened Bridge for details; a moon bridge created with this Gift can stretch up to one thousand miles.
Whelp Body:
You can curse a foe’s body to render it weak or palsied. Using this Gift is tantamount to a declaration of permanent war, as far as the vast majority of Garou are concerned. Spend one Gnosis and make a Gnosis Challenge against the target. Success (not a tie) lets you permanently remove one of your target’s Physical Traits. You may only remove six Physical Traits in this way (by spending additional Gnosis during the challenge). The target can regain them by spending experience points as usual. This Gift works only once ever against a particular target.
RAGABASH
Advanced:
Thieving Talons of the Magpie:
With this Gift, you can appropriate the powers of others. This Gift extends to Garou Gifts, spirit Charms, vampiric Disciplines, mage Spheres and the like. Make a Mental Challenge against the target. If successful, you can use one specified power for one turn per Gnosis Trait you spend.
During this time, the target cannot use the same power. Use your current Gnosis total in place of any Trait thatGaroudon’t normally possess, like BloodTraits, Glamour andso on. You must know something about the power in question - enough to specify which one you’re taking - and must physically be able to accomplish the actions it requires, like looking at someone.
Thousand Forms:
Trickster is a shapeshifter; so are the Ragabash, who bring his archetype into present experience. You can adopt any form at least as large as a
small bird and no bigger than a bison. You gain all the standard powers of that animal (such as gills, flight, poison glands, etc.). You can’t take on the form of Wyrm-beasts, but can evoke mythical creatures. Spend one Gnosis and make a Static Mental Challenge (retest with Animal Ken). The difficulty increases as the desired animal form becomes more remote from your own form: Test against five Traits for an ape, panther or other animal about as big as the Garou, sevenTraits for an alligator or other reptile somewhat larger than the Garou, nine Traits for a frog or other very small
creature or against 10 for any mythical creature.
THEURGE
Basic:

Command Spirit:
You can give simple orders to spirits and expect them to obey, at least partially. Command Spirit cannot draw spirits from a distance, only command the ones on hand. Spend one Willpower and make a Social Challenge (retest with Leadership) against the spirit’s Gnosis. Each command after the first requires another Willpower Trait. You cannot command spirits to leave areas to which they’re bound; that requires the Theurge Intermediate Gift: Exorcism.
Mother’s Touch:
You can heal any wound in a living creature, even aggravated wounds, by laying hands on the afflicted area. You cannot use Mother’s Touch to heal
yourself, spirits or the undead with this Gift. Spend one Gnosis to heal one health level of damage (make a Mental Challenge to heal non-Garou). Spend a second Gnosis Trait and make a MentalChallenge (retest withMedicine) to heal battle scars, but only if you apply Mother’s Touch in the same scene in which the scars were inflicted.
Name the Spirit:
You have learned the Umbral ways and can sense the type and general power of nearby spirits. Spend one Willpower and make a Mental
Challenge. If successful, you learn the type and approximate Rage, Gnosis and Willpower of a particular spirit within 50 feet (on either side of the Gauntlet). Further expenditure does not grant more knowledge; you learn enough to get started on research or have a general idea what you’re encountering.

Sense Wyrm:
You can perceive nearbv manifestations of the Wvrm. The Gift acts directly on your consciousness through a mystical sense, but Garou using it often
describe it in terms of other senses, like “This place stinks of the Wyrm.” Garou must remember that the Wyrm’s taint often clings to innocent victims, such as those who eat tainted food or work in Wyrm-controlled factories. Make a Mental Challenge with a difficulty depending on the concentration and strength of the Wyrm’s influence. Test against six Traits to sense a fomor in the next room, but detecting the lingering residue of a Bane that left an hour ago requires testing against eight Traits. Vampires
with three or fewer Humanity Traits always smell of the Wyrm; vampires on a Path of Enlightenment stink of the Wyrm no matter what their rating.
Sight From Beyond:
You receive visions of impending danger or portentous events. These visions come without warning and always present the subject in
metaphorical terms; a powerful vampire might appear as a bloody skeleton, while an impending battle might be represented by carrion crows or shouted commands. Where possible, roleplaying is the best way to resolve interpretation of the signs Sight From Beyond provides, but Storytellers may allow a Mental Challenge (retest with Occult) to interpret particular elements of an omen.
Spirit Speech:
You can communicate with spirits in their “language.” Of course, the ability to address a spirit does not mean the spirit must answer or even stay in the area. This Gift works automatically and intuitively. You can understand spirits and speak to them in ways they understand. Reaching very alien spirits can be difficult; communicating with Banes can be downright painful.
THEURGE
Intermediate:
Exorcism:
You can force spirits to leave objects and places, regardless of whether the spirits were there voluntarily or bound. Make a Static Social Challenge
(retest with Intimidation) against the spirit’s Willpower to displace a spirit that can choose to leave but does not wish to. Make a Static Social Challenge (retest with Subterfuge) against eight Traits to displace a spirit that has been bound into place; Exorcism requires more successes on this challenge than the binder won while tying the spirit there. Exorcism can “cure” fomori, but the host generally dies once the Bane is ejected unless a powerful healer can preserve the host’s life through the Exorcism.
Grasp the Beyond:
You may carry things into and out of the Umbra without dedicating them to yourself. This Gift even allows you to take humans and animals, willing or otherwise. Garou often use Grasp the Beyond to bring loyal Kinfolk on Umbral quests and to heal injured Kinfolk in mystic glens. You must grasp the person or object to carry it (make a Physical Challenge to grapple an unwilling target). Spend one Willpower for small items (pocket watch, knife, etc.), two for larger items like backpacks and bows, or three for
big items like people. Make the usual challenge to step sideways. If you succeed, you and your carried object both enter or depart the Umbra. Unwilling targets may make a Willpower Challenge to resist and only cross the Gauntlet if the Garou wins this challenge as well. Once in the Umbra, carried people must rely on the Garou or an area like a caem with very low Gauntlet rating (3 or less) to escape if they don’t possess the ability to
step sideways themselves. People left in the Umbra indefinitely gradually turn entirely to spirit matter.
Pulse of the Invisible:
Spirits fill the world, but most Garou do not see them most of the time. This Gift lets you see the spirits whether in the Umbra or in the material world and interact with Umbral spirits at will. Most spirits aren’t doing
anything very interesting, but sometimes things change dramatically, and Pulse of the Invisible lets you know when a change or complication arises. You can see into the Umbra without a challenge whenever your permanent Gnosis equals or exceeds the local Gauntlet rating. When the Gauntlet is stronger, make a Static Mental Challenge against the Gauntlet rating. The effect lasts for the rest of the scene or until you go
somewhere with a higher Gauntlet rating.
Spirit Drain:
You may siphon power from a spirit to feed your own resolve. Make a Static Gnosis Challenge against the spirit’s Gnosis. On a success, you drain two Power points from the spirit, granting a temporary Willpower Trait. You may use this Gift as frequently as you like, but any Willpower exceeding the maximum for your Rank is lost at the end of the scene.
THEURGE
Advanced:
Feral Lobotomy:
You can reduce an opponent’s mind to animallike complexity, effectively destroying the target’s ability to reason. Spend two or more Gnosis and
make a Static Mental Challenge (retest with Empathy) against Traits equal to the target’s Willpower + 3. You can destroy one Mental Trait per success, at a cost of two Gnosis each. The target becomes more and more animalistic with each lost Trait; he can only be dropped to one Mental Trait.
The Malleable Spirit:
You can change a spirit’s form and purpose. Make a Static Gnosis Challenge against a difficulty depending on the intended change, while the spirit makes a Static Gnosis Challenge against your Gnosis. Changing the spirit’s Willpower, Rage or Gnosis requires a Static Gnosis Challenge against six Traits, with one success required per Trait added or removed. Changing the spirit’s disposition (friendly, neutral or hostile) requires a Gnosis Challenge against eight Traits, with success allowing you to specify the spirit’s new disposition. Changing the spirit’s basic type (Naturae, Elemental, Bane, etc.) requires a Gnosis Challenge against 10 Traits. Many spirits are not crazy about being monkeyed with and will fight such change.
PHILODOX
Basic:

Call to Duty:
You can summon and command any spirit you know by name. This Gift allows for one command, after which the spirit is free to leave; it does not
teach the names of spirits. Make a Static Social Challenge (retest with Leadership) against the spirit’s Willpower. If successful, you can summon a local spirit and give a single command. Spend two Gnosis to summon all spirits within one mile to aid or protect you, even without knowing their names. Name the Spin’t can provide spirit names as can personal acquaintance through other means.
King of the Beasts:
You can command the loyalty of a specific animal, which will follow your commands willingly and unconditionally. The target must be within
100 feet. Make a Static Social Challenge (retest with Animal Ken) against three Traits for a sibling animal (such as a wolf littermate), six Traits for an animal you feed and care for, eight Traits for an unfamiliar animal or 10 Traits for a hostile one. This Gift can only affect one animal at a time and does not draw animals to your vicinity.
.
Resist Pain:
You can continue to act without suffering impairment from wounds. The wounds themselves must be treated and healed later; Resist Pain only blocks some of their effects. Spend one Willpower. No wound penalties apply for the rest of the scene or for one hour.
Scent of the True Form:
With this power, you can tell what a person’s true nature is through scent and other cues that manifest like scents. You can automatically recognize other werewolves. To detect other sorts of creatures, make a Static Mental
Challenge (retest with Primal-Urge) against six Traits for most sorts of creatures, against eight Traits for vampires, faeries and other shapeshifters, or against 10 Traits for fomoti and mages.
Strength of Purpose:
You draw strength from your underlying conviction about your place in pack, tribe and world. Make a Static Physical Challenge (retest with Rituals) against seven Traits. For every success, regain one Willpower Trait, up
to your maximum. You may use this Gift once per scene.
Truth of Gaia:
You can tell when others are speaking the truth or lying. Make a Mental Challenge. If successful, you can determine whether the target is deliberately lying. (The key word is deliberately - the target may speak falsehood but be telling the truth as she understands it, complete with misinformation or altered memories.)
PHILODOX
Intermediate:

Roll Over:
You can compel a target to submit to you by exerting your presence and force of will. You can make humans fall to their knees, wolves roll on their backs and so on. Make a Willpower Challenge. If successful, the victim can take no action other than submission unless indirect danger. This Gift lasts for one scene or one hour.
Scent of Beyond:
You can focus your senses on a distant spot-at any distance. in fact, or even in the Umbra as long as you’re familiar with it. fou see it as if standing in the middle of the chosen area. Make a Static Mental Challenge (retest with Enigmas) against eight Traits or the local Gauntlet rating, whichever is higher. The change of viewpoint lasts for the rest of the scene or until you choose to stop observing the target. While using Scent of Beyond, you are unaware of your immediate environment.
Weak Arm:
You can observe an opponent’s fighting style and evaluate strengths and weaknesses based on subtle clues others would miss. Concentrate for one
full turn and make a Mental Challenge (retest with Brawl). Success gives you a one Trait bonus on your next attack against that target, plus an additional bonus Trait for each Mental Trait spent on Weak Arm. Weak Arm can only be used once per scene against any individual target, and the benefits last only until the end of the scene.
Wisdom of the Ancient Ways:
All werewolves retain some innate connection to their ancestors, accessible through meditation. This Gift lets the Garou bring old memories to the surface and recall ancient lore. Meditate for at least one full turn and make a Static Gnosis Challenge against nine Traits (- 1 for each level of Ancestors the Garou possesses). If successful, the Garou gets a general impression of the information she seeks. spend one Mental Trait to make it clear though broad, two to make it detailed and specific.
PHILODOX
Advanced:
Wall of Granite:
Philodox have unusually strong relationships with earth elementals. While in contact with earth or rock, you can invoke a wall to protect yourself, which will move with you to protect you from all angles. Spend one Gnosis. The wall emerges automatically, and is three yards high, two yards long and one yard thick. It can absorb 10 levelsofbashingandlethaldamage andhas 15 health levels that must be penetrated to break through it at any point. The wall lasts for one scene or until released by the Garou.
Geas:
You can impose a Geas, a sacred binding oath, upon the target. A Geas
cannot override basic instincts such as self-preservation, but you may otherwise command one or more individuals as you see fit. Spend one Gnosis and make a Static Social Challenge (retest with Leadenhip) against the target’s Willpower. To Geas a group, such as a pack or family, make the test against whoever has the highest Willpower. The compulsion lasts until the assigned task is completed, or the target falls to Incapacitated in pursuit of the quest. No victim can suffer from more than one Geas at a time, and the first one laid always takes precedence.

GALLIARD
Basic:
Beast Speech:
You can communicate with any sort of animal, from fish to mammals. Beat Speech does not change animals’ natures or reactions and does not make the Garou seem like any less formidable a predator. Make a Social challenge (retest with Animal Ken). Each separate encounter or type of animal requires its own challenge - for example, a successful challenge to speak with a rattlesnake would allow you to speak with all venomous snakes, but you need another successful challenge to talk with a stag.
Call of the Wyld:
Your natural aptitude for communicating with howls becomes greatly magnified. A Call of the Wyld can stir other Garou to fresh energy, even those beyond the normal range ofhearing. Galliards regularly use this Gift at the beginning of revels and other pack and sept activities and to call for aid in trouble. Make a Physical Challenge. If successful, the remarkable call goes out. A single success carries it to all Garou within twice normal hearing range. Spending an additional Physical Trait provides the following bonus - those Garou who hear the call gain a one-Trait bonus to the next challenge they take part in as members of the pack or sept (that is, to group efforts, not individual ones). Spend two additional Physical Traits
to impose a one-Trait penalty on all combat-related challenges that the hearing Garou’s opponents engage in for the rest of that scene.
Call of the Wyrm:
This extremely dangerous Gift draws Wyrm-creatures to you. Galliards traditionally surround this Gift with a great deal of cautionary advice
and watch those who know it for signs of corruption. It’s most often used to bait ambushes and flush prey from hiding. Make a Static Social Challenge (retest with Performance) against the Wyrm-creature’s Willpower. If successful, you can implant an overwhelming urge in the Wyrm-creature’s mind. Spend an additional Social Trait to hide the otherwise obviously external source of the impulse and make the creature
regard the urge as its own idea.
Distractions:
You can supernaturally distract your target with a mix of yips, yelps and howls. Make a Social Challenge (retest with Performance). If you succeed,
the victim suffers a one-Trait penalty on all challenges next turn, plus an additional one-Trait penalty for each Social Trait you spend.
Dreamspeak:
You can enter another’s dream and change its course. You do not have to be anywhere nearby, but must know or have seen the dreamer. Make a Mental Challenge (retest with Empathy) to gain control over the victim’s dream. No damage the victim suffers in the dream carries over into waking reality, but disorientation imposes a one-Trait penalty on the victim’s challenges for one turn per Gnosis Trait you possess (if you are inflicted a disorienting or unpleasant dream). If the dreamer awakens while you are still in the dream, you will be immediately thrown out of the
dream world and lose one Gnosis Trait.
Mindspeak:
You can link the minds of targeted individuals into a sort of shared waking dream. They perceive the shared dream overlaid on mundane reality, and can communicate freely with each other while it lasts, at the cost of some impairment of their ability to deal with their respective immediate physical surroundings. Spend one Willpower Trait per sentient being to link in Mindspenk. Make a Social Challenge against each unwilling participant. Participants can speak freely once linked, and can use Social Abilities against each other. They suffer a two-Trait penalty on all
challenges dealing with their own surroundings. Mindspeak ends when all participants choose to end it, or when you fail a challenge against an unwilling target. Participants must be within line of sight of each other when the Gift goes into effect, but can move any distance thereafter.

GALLIARD
Intermediate:
Bridge Walker:
You can create minor moon bridges for your own exclusive use. It takes one percent of the usual time to travel along one of these bridges, allowing (among other things) for you to disappear in front of a foe and reappear behind it. Lunes do not protect these bridges, and they do sometimes attract spirit creatures’ interests. Such creatures may even follow you into the physical world. Spend one Gnosis to create the bridge. It lasts for only one passage unless you also spend a permanent Gnosis Trait while creating the bridge, in which case it lasts until the next full moon. The bridge can extend up to one mile per Gnosis Trait the Garou possesses at the time of creation.
Eyes of the Cobra:
With a strangely compelling look, you can draw a victim to your side. Make a Social Challenge (retest with Enigmas). If you win, the victim begins moving toward you; spend an additional Mental Trait to make the victim move as rapidly as possible without risking actual injury. The victim regains power of choice within arm’s reach of you.
Shadows by the Firelight:
You invoke shadows and dreams to create stories in which others take part.. . willingly or not. Shadows surround the participants as they act out the roles you assign, and dreamlike sensations fill in sensory gaps. Galliards often use this Gift at moots while teaching stories from Garou history and legend. It can also serve as a weapon, however, commanding the targets into fixed behavior. There is no challenge required to use this Gift on willing subjects. To force unwilling targets into a story, make a Social Challenge (retest with Performance) against each victim. The story begins when the requisite number ofvictims are all compelled to act.
Each must act precisely as one of the characters in the story you tell. This Gift lasts for one turn per Gnosis Trait you spend.
Song of Rage:
You sing a song that unleashes the Beast in others, driving werewolves, vampires and other supernatural creatures into frenzy and inspiring
berserker rages in human beings. Make a Social Challenge (retest with Leadership). The victim flies into a violent rage for one turn (or frenzies if he is susceptible to frenzy), plus one for each additional Social Trait spent. This Gift affects one victim at a time; you may use it once per turn.
GALLIARD
Advanced:
Fabric of the Mind:
The greatest Galliards can bring the products of their imagination to life, drawing out creatures and objects from their dreams. Make a Static
Mental Challenge (retest with Performance) against eight Traits. With a success, each Trait successfully risked provides one Trait which you can assign as you like to a single imagined object or creature. The Traits can go into one object or several and have any characteristics you can imagine and describe. Once created, the objects require one Gnosis Trait per scene per object to remain in the material world if they’re relatively inactive, one Gnosis Trait per turn per object if they’re involved in fights and other
strenuous activities. Creatures brought out thusly are sentient, but not entirely independent; they react naturally, but perform by your volition.
If you fail the challenge before accumulating the desired Traits, make two Simple Tests. If you fail both, the object emerges immediately, independent of your control and often not exactly what you wanted. It lasts until destroyed, banished or otherwise removed.
Head Games:
This Gift puts a target’s emotions under your control. You can change love to hate and back again, twist the objects of desire and do almost anything
else you please to your victim. Keep in mind that over-indulging in destructive impulses may, over time, corrupt your soul. Make a Social Challenge (retest with Empathy) against the target. Success allows you to manipulate the target’s emotions in any way you desire. The Gift lasts for the rest of the scene, or for one hour. Creating lastingemotions isdifficult: The effectsofHeadGames wearoff inensuing scenes unless events reinforce them. You can, for instance, make the target fall in love with
someone, but the passion will fade unless the target has reasons to find that person attractive without manipulation and without some sign of favorable response from the object of desire. On the other hand, an irrational fear of a particular mode of attack or kind of creature can easily become lasting if the target suffers damage from the object
of fear while Head Games is in effect.
AHROUN
Basic:

Falling Touch:
You can knock over your target with the lightest touch. Make a Physical Challenge (retest with Medicine). If successful, the target falls down. Using
this Gift counts as an action; using Falling Touch and striking to inflict damage are separate actions. The target must sit on the ground for the next four actions (or 15 seconds if not in combat). He may not initiate Physical Challenges, but may defend himself as normal.
Inspiration:
You can shares your confidence, resolve and righteous anger with your comrades. Spend one Gnosis. Each comrade (excepting the Gift-user) within arm’s reach receives an automatic success on a single Willpower Challenge that scene, or one additional Willpower Trait to spend.
Razor Claws:
You can sharpen your claws by raking them over stone or other
hard surfaces. Spend one Rage and take one full turn to sharpen your claws. For the rest of the scene, your claw attacks inflict an additional level of damage.
Sense Silver:
Ahroun learn to evaluate all potential threats. This Gift lets you detect nearby silver weapons through subconscious cues. Make a Mental Challenge (retest with Primal-Urge). If successful, you can tell that silver weapons are nearby; spend an additional Mental Trait to learn their precise locations.
Spirit of the Fray:
You can strike like lightning, preempting even the fastest opponents. This Gift is always in effect. You are considered to have 10 (yes, 10) additional Traits for initial challenges, and can spend a Gnosis Trait for an additional
10 for a single challenge. Remember that Garou can’t spend Rage and Gnosis in the same turn, so buying the initiative edge this way means that you can’t spend Rage for extra actions.

AHROUN
Intermediate:
Clenched Jaw:
You can bite down with such force that you can’t be pried loose until you choose to let go. If you are killed, your teeth remained clenched. Make a
successful bite attack before using this Gift. Spend one Rage Trait. On succeeding turns, make a biting attack with a two-Trait bonus to keep inflicting bite damage. The victim can make a Physical Challenge to break free (suffering an additional level of lethal damage if it works), but you can add half your Willpower Traits to your total for the challenge.
Heart of Fury:
With this power, you erect mental and spiritual barriers against the flow of anger within, restraining yourself by suppressing the rage for the time being. You must vent it later, of course, before it erupts in frenzy. Make a Static Willpower Challenge against your permanent Rage Trait total. You receive a one-Trait bonus per success to efforts at resisting frenzy that scene. At the end of the scene, spend one Willpower Trait or make a frenzy check at normal difficulty.
Silver Claws:
You can transform your own claws into silver. Make a Static Gnosis Challenge against seven Traits. If successful, your claws become silver for the rest of the scene or until you decide to return them to normal. While silver, your claws do aggravated damage to all targets. When you make a successful strike on your target, you inflict an extra level of aggravated damage to any creature susceptible to silver. The transformation is agonizingly painful, giving you an automatic Rage Trait each turn and imposing a one-Trait penalty on non-combat challenges. When your Rage
total exceeds Willpower, you must test for frenzy.
Stoking Fury’s Furnace:
This Gift allows Ahroun to channel their rage in very precisely controlled ways. You automatically regain one Rage Trait in any turn that you suffer damage, and do not have to test for frenzy from that specific stimulus (though other stimuli may impose challenges as usual). You can spend one Rage Trait per turn without losing temporary Rage. If you spend two or more Traits in one turn, they’re marked off as usual.
AHROUN
Advanced:
Kiss of Helios:
You draw on the sun’s power to become immune to fire damage, and can set any part of your body on fire and keep it burning for extended periods.
Spend one Gnosis. For the rest of the scene, you take no damage from natural fire, up to and including molten lava. Artificial sources of fire like napalm and gas fires inflict half their usual damage (round up), and it’s treated as bashing damage. You can inflict two additional levels of aggravated damage if you attack with blazing fists, claws or fangs.
Stoking Fury’s Furnace:
This Gift allows Ahroun to channel their rage in very precisely controlled ways. You automatically regain one Rage Trait in any turn that you suffer damage, and do not have to test for frenzy from that specific stimulus (though other stimuli may impose challenges as usual). You can spend one Rage Trait per turn without losing temporary Rage. If you spend two or more Traits in one turn, they’re marked off as usual.