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Children of Gaia Tribal Gifts

 

The Children of Gaia are often referred to as the Hippies of the Nation. Where this is true, try to come up with some things that have a draw on the softer style of this tribe. Remember however whilst it is about acceptance and understanding that this Tribe can be wholly explosive and can kick ass alongside any passionate Fianna or war ridden Fenrir. They understand brotherhood and they hold to the power of unity. 

Calm: You can calm others’ anger. Spend one Gnosis and make a Social

Challenge (retest with Empathy). Success removes one of the target’s Rage Traits, plus one for each Mental Trait you spend. Creatures who can frenzy but do not possess Rage, like vampires or fomori, come out of frenzy.

Basic Gifts

Luna’s Armor: You may call on Luna for protection in battle, even (to some degree) against silver weapons. Spend one Gnosis. You must concentrate for one full turn and make a Physical Challenge (retest with Survival). Success gives you one extra Healthy health level for the rest of the scene, plus one for each Mental Trait spent. These bonus levels can absorb damage from silver, but only these can. These levels last until wounds are suffered or until the end of the session. You may only carry as much armor as you have in Rank.

Mercy: This Gift allows the Children of Gaia to fight with their natural

weaponry and Rage, but to subdue rather than kill opponents. Mercy often comes into play in duels and when a high-Rage Garou seeks prisoners or subjects rather than corpses. (Note that this Gift can enhance Intimidation and other social efforts, as it looks very strange: Claws and fangs tear open wounds, which then immediately close up most of the way and turn into bruises. It’s obvious to all observers that something unnatural is going on.) Spend one Gnosis. For the rest of the scene, all damage that you inflict with your own body is considered bashing damage. Opponents who’d otherwise die simply fall unconscious and may heal at normal bashing damage rates.

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.

Intermediate Gifts

Beast Life: You can communicate with wild animals and give them orders. Domesticated animals will speak with you, but must be persuaded rather than ordered since they’re now part of the human order. Spend one Gnosis and make a Social Challenge (retest with Animal Ken). If successful, you can speak with all animals. You can also call animals of a single type within 10 miles, and those who can reach you without too much trouble or delay will do so. Spend an additional Mental Trait for each increase in 10 miles of the calling radius. Wild animals become friendly to you, willing to follow all reasonable requests and many unreasonable ones. (Ordering an animal tosacrifice itselfmust be followed with homage to itsspirit, or you risk angering Gaia.) The Gift lasts for one scene, plus an additional scene for each Gnosis Trait you choose to spend. Children of Gaia do not use this Gift to lure animals to harm except to save the heart of a caern from imminent danger.

Dazzle: You can flood a target’s mind with the glory and love ofGaia, rendering her stunned and harmless for a while. Make a Social Challenge. Add two Traits to your total when using Dazzle against normal humans or one Trait when using it against Gaian Garou. Subtract one from your total when attempting to Dazzk unemotional or highly alien creatures, including vampires. Success makes the target sit down and quietly contemplate Gaia’s wonders for the rest of the scene. The target can return to normal awareness if attacked. Dazzle can only affect aparticular target once per scene.

Spirit Friend: A Child of Gaia’s presence is more reassuring than the aura given off by most Garou, and spirits can sense the difference. Spirit Friend eases your interaction with spirits. Make a Social Challenge (retest with Empathy). Success gives the Garou a one-Trait bonus on all challenges involving spirits for the rest of the scene, plus an additional Trait per Mental Trait spent.

Strike the Air: You become unable to strike an opponent, but also immune to being struck yourself, weaving and dodging and wearing out opponents in fruitless attacks. Spend one Willpower and make a Mental Challenge (retest with Dodge) against a target. If successful, you automatically dodge all attacks your opponent makes. The Gift is immediately canceled if you attack your opponent, even if someone else attacks on your behalf. Strike the Air can befuddle multiple opponents, but it requires a separate Willpower Trait and challenge for each one.

Halo of the Sun: Blazing sunlight surrounds a Child of Gaia using this Gift, making many Wyrm-creatures flee and enhancing the Garou’s might against the rest. Spend one Gnosis. Blinding light surrounds you, and all direct attacks suffer a three- Trait penalty due to the visual overload. You inflict two extra levels of damage in brawling attacks, and all brawling damage is considered aggravated. Vampires within 20 feet take aggravated damage as if exposed to direct pure sunlight. This Gift lasts for the rest of the scene.

Advanced Gifts

The Living Wood: You call on forest spirits to come to your aid, animating trees to restrain or fight foes. Spend one Gnosis and make a Social Challenge (retest with Survival). Success animates one tree. The trees move with your own Dexterity-related Physical Traits and fight with your Physical Traits (and possibly more, up to as many as 15 total for particularly massive trees). Any other Traits are at the discretion of the Storyteller.

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