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Kinfolk Gifts

 

Each of the gifts in this list have been carefully selected for Kinfolk to also be able to practice in everyday play. However to have gifts you MUST take the Gnosis Merit which can be found in the merits and flaws section of this website. 

 

Some of the gifts will not need Gnosis to activate, however it is treated as a spiritual unlocking to have Gnosis. Therefore making your character open to gifts and the like. 

 

Think carefully about which gifts you wish to used as your character.

Calm 

Initial Cost: One Gnosis

Challenge: Social vs. target

Retest: Empathy

Followup Cost: 0-5 Mental Traits

Effect: You soothe another's anger. If they are in a Frenzy provoked by anything except Rage-healing, they immediately regain control, leaving Frenzy. Otherwise, they lose Rage instead -- one Rage plus one for each Mental Trait you spent, up to a limit of half their current Rage (round in the target's favor). You have to choose the Mental Traits you spend without necessarily knowing how many Rage your target will lose; extra Mental Traits you spent have no effect.

 

Find the Prize

Cost: One Gnosis

Challenge: Static Mental Challenge (Difficulty determined by the Storyteller, depending on the rarity of the object)

Retest: Enigmas

Followup Cost: 1-5 Mental Traits

Effect: The Garou employing this GIft spends a round thinking about something valuable that they want to find (either a specific item, or a general group of items).  For each Mental Trait spent, the user receives one clue as to the whereabouts of this item (e.g. "Turning a corner you see a greyhound bus station, maybe your pet dog is inside.")  Note that knowing where something is, doesn't mean that it's easily accessible.

 
Jam Gun

Cost: One Gnosis

Activation: Social vs. variable difficulty (see below)

As the workings of guns become more and more present within the dockyards of Tortuga, the ability to defend yourself becomes a much needed necessity. With this gift you may spend a Gnosis and throw a social challenge vs. an amount defined by your Storyteller against the weapon you would like to Jam. 

 

Master of Fire

Cost: One Gnosis

Effect: Fire spirits have taught you the secret to resisting their caress. You heal damage from fire as if it were merely Bashing damage.

Duration: One scene or hour

 
Persuasion

Cost: One Social Trait

Activation Time: At will

Frequency: Once per Social Challenge

Effect: Your ancestors have imbued you with sublime composure and a keen ability to drive an argument home. You may immediately retest a Social Challenge you've just failed.

 

Resist Pain

Activation Time: At will (Reflexively)

Cost: One Willpower

Effect: You push on through the pain of injury with superhuman resilience. You stop suffering wound penalties for the duration of this Gift.

Duration: Ten minutes (Kinfolk)

 

Resist Toxin

Activation Time: One Willpower (Kinfolk)

Effect: Your constitution has been spiritually enhanced to enable you to deal with a Bone Gnawer's typically unusual diet. You may neutralize most poisons from your body at will, and you benefit from a three-Trait bonus on any challenge to cope with a Wyrm-enhanced toxin.

 

Water Conning

Required:  One Gnosis & Touch the water with your head or your hand.

Challenge: Mental vs. Storyteller difficulty based on the potency of the toxins in the water

Retest: Occult 

Effect: Your touch purifies water of all contaminants. This gift effects one day's worth of drinking water per use.

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