


WASTELANDS
A World of Darkness Chronicle


















Basic Gifts
Breath of the Wyld
Required: You must touch a Garou or human target.
Challenge: Gnosis vs. five Traits for a Garou target, six Traits for a human target
Retest: Primal Urge
Effect: Your touch instills a sense of life and vitality in another, giving them clarity of mind and purpose. They enjoy a one-Trait bonus on all Mental Challenges and Rage Challenges. They feel invigorated and focused on the task at hand.
Duration: One Scene or Hour
Curse of Aeolus
Required: You are in a place where fog could naturally occur
Challenge: Gnosis vs. difficulty based on likelihood of fog -- four on the lakeshore, six in most places, nine in the desert
Retest: Primal Urge
Effect: A bank of fog rolls in at your call, in an area at least 30 feet square -- double that if natural fog is also present. You can see through this fog perfectly well, but the impaired vision of everyone else halves their Traits on ties and overbids on perception-based Mental challenges. The creepy atmosphere of the fog also puts everyone except you and your pack at a one-Trait penalty on all Willpower challenges.
Duration: One Scene or Hour
Flurry of Arrows
To Learn: You must be a member of the Amazons of Diana Camp to learn this Gift.
Cost: One Rage
Effect: Swift and deadly as the huntress Diana herself, you loose arrows with preternatural speed. Every turn, gain an additional Normal action with which to fire an arrow from a bow. (A crossbow and bolt don't qualify as "bow and arrow" for the purposes of the spirits who teach this gift.)
Duration: One Scene or Hour
Heightened Senses
Activation Time: At will
Effect: All your senses become keen to an astonishing degree. In Homid or Glabro shape, you have senses as sharp as a wolf's, gaining a two-Trait bonus to all Perceptive challenges (or synonymous), and you may make Mental Challenges to perform tasks like tracking by scent that would ordinarily only be possible to wolves. In Crinos, Hispo and Lupus forms, you gain a three-Trait bonus to Perceptive challenges and a one-Trait bonus to challenges of the Primal Urge Ability. If you experience any sudden blasts of sensory information while this Gift is active, like seeing a camera flash, hearing a klaxon or getting sprayed by a skunk, you will be stunned for two rounds, and you may lose that sense completely for an hour at the Storyteller's discretion.
Duration: One Scene or Hour
Kali’s Tongue
Required: Any target except a spirit in the Umbra
Challenge: Social vs. target
Retest: Medicine
Followup Cost: 0 to 6 Social Traits
Effect: A whisper of the goddess' wrath strips away your target's ability to heal. They cannot regenerate or be healed by any means for the duration, and if they die under the effects of this gift, they stay permanently dead.
Duration: One turn, plus one additional turn per two Social Traits spent
Owl Speech
Challenge: Social vs. an owl
Retest: Animal Ken
Effect: Calling on the Furies' kinship with the Athena's favored avian, you become able to speak with owls. You may also command them, and they will follow your orders unconditionally. This gift is especially common among the Temple-Keepers of Artemis and the Sisterhood.
Duration: One Scene or Hour
Rend
To Learn: You must be a member of the Bacchantes camp to learn this gift.
Required: You must be in Glabro, Crinos or Hispo shape.
Cost: One Rage and 0-5 Physical Traits
Effect: Your natural weapons become powerful enough to rip through any object up to the strength of solid iron or stone. Your claws and jaws are armor-piercing for the duration -- they ignore armor and damage Health Levels directly. If you make use of this ability to tear apart a suitably impressive target, the Storyteller may grant you a three-Trait bonus on an Intimidation-related Social Challenge the next turn.
Duration: One turn, plus one for each Physical Trait spent.
Sense of the Prey
Required: Knowledge of your target; the target is in the same realm as you
Challenge: Mental vs. target if they are actively hiding; automatic success if they're not
Retest: Enigmas
Effect: If you're target is in the same realm as you (Earth, the Penumbra, a particular Umbral Realm, etc.), then you gain an unerring sense of which direction you must go to find them. You can move directly towards them as fast as you are able to travel.
Sense Wyrm
Challenge: Mental vs. Storyteller difficulty based on intensity of Wyrm influence (high intensity is low difficulty, low intensity is high difficulty)
Retest: Occult or Investigation
Effect: A mystical sense not unlike a scent tells you whether the Wyrm has corrupted anything in the area. This "Wyrm-Taint" may mean there is an enemy nearby, or it may simply mean that an innocent bystander ate Wyrm-manufactured food or works at a spite-filled office.
Stoking the Soul’s Fire
To Learn: Only Maidens of the Black Furies can learn this gift.
Cost: One Willpower, one Gnosis, and two Mental Traits
Effect: Maidens of the Black Furies can channel all their will and nature into wrath, for the good of Gaia. You regain all your spent Rage.
Touch of the Muse
Activation Time: At will
Frequency: Once per Social challenge
Cost: One Gnosis
Effect: Calling on the spirits of art and artifice, you gain a single retest on a Social challenge.
Trail of Pain
Activation Time: One turn of silent thought
Cost: One Gnosis and 0-5 Social Traits
Effect: By tuning into the psychic sound of suffering, you can sense people in pain. You gain a sense of the direction of a victim of suffering within 50 feet plus another 50 for each Social Trait you spent, or you can pick the victim out of a crowd.
Duration: One scene
True Shot
To Learn: Must be a member of the Amazons of Diana Camp to learn this gift.
Frequency: Once per turn
Cost: One Rage
Effect: On the Black Furies next attack with a bow, they receive a +3 trait bonus if they are Maidens, or a +2 trait bonus if they are Mothers or Crones. If used in conjunction with the gift Flurry of Arrows or Blizzard of Arrows, it may only affect one arrow shot each turn.
Watchful Eyes
Cost: One Gnosis
Challenge: static Mental vs. nine Traits
Retest: Investigation
Effect: With a moment of concentration, you home in on the nearest perpetrator of crimes against Gaia's laws. These crimes are not necessarily the same as Litany offenses, nor are they necessarily acts that serve the Wyrm or Weaver; rather, they are deeds that wrong Gaia and her children in any form (as determined by the wisdom of Pegasus and his brood). A Storyteller will point you in the direction of the closest such criminal, if indeed there is any one nearby.
Intermediate Gifts
Barring the Will
To Learn: Only Mothers of the Black Furies can learn this gift.
Cost: One Rage, one Gnosis (yes, this is an exception, you can spend both), and two Mental Traits
Effect: Nothing rivals a Mother's willpower to achieve her goals; you bend all your spirit and fury to the task at hand. You regain all your spent Willpower.
Blizzard of Arrows
To Learn: You must be a member of the Amazons of Diana Camp to learn this Gift.
Required: A bow and enough arrows to hit up to 20 targets. The bow and arrows may not be enhanced by Weaverish means, such as laser sights or explosive arrowheads.
Cost: Two Rage and one Willpower
Challenge: Static Physical vs. up to 20 targets, limited by your arrows on hand
Retest: Archery
Effect: Breathe out -- time slows for you as you loose shaft after shaft from your bow, one shot per enemy you can see. Breathe in -- time snaps back into place and every arrow races to its target, dealing its damage against each enemy you defeated in the challenge.
Body Wrack
Initial Cost: One Gnosis
Challenge: Physical vs. target
Retest: Medicine
Followup Cost: 0-5 Mental Traits
Effect: You point at a target, and pain flowers in every nerve of his body. For the duration of the gift, this agony puts all his challenges at a Trait penalty equal to one plus the number of Mental Traits you spent.
Duration: One Scene or Hour
Bolster the True Name
To Learn: Only Crones of the Black Furies can learn this gift.
Cost: One Willpower, one Rage, and two Mental Traits
Effect: As a Crone, you have no need of Rage's passion or Willpower's reason: you channel the spirit of Gaia herself. You regain all your spent Gnosis.
Calm Before the Storm
Required: You cannot use this gift in combat.
Challenge: Social vs. up to 5 targets
Retest: Primal Urge
Effect: You project a sense of calm into a group, lulling them into a false sense of peace. The affected targets will be subject to Surprise retests in the first round of combat this scene.
Duration: Until the end of the first round of combat; the effect goes away at the scene's end if there is no combat.
Coup de Grace
Cost: One Willpower
Challenge: Mental vs. target
Retest: Brawl
Effect: You masterfully identify your opponent's most vulnerable spot and prepare an attack against it. If the gift succeeds, your next attack will deal double damage (up to a limit of three additional damage).
Duration: Your next attack -- if the attack fails, the gift's benefits are lost
Flames of Hestia
Cost: One Gnosis
Challenge: Gnosis vs. eight Traits
Retest: Occult
Effect: Your hands ignite with a purifying flame, that cleanses or destroys as you desire. Your touch removes Wyrm-taint, purges poison and heals most mundane diseases (at ST discretion); if it does any of these things to a target, it also heals a level of any damage that was caused by that taint, poison or disease. Alternately, you may will the flames to burn, adding a level of Aggravated damage to your unarmed attacks.
Duration: One Scene or Hour
Song of the Siren
Required: You must sing, audibly and continuously.
Cost: One Gnosis
Challenge: Mass Social vs. 1-5 targets
Retest: Performance
Effect: Your soothing song lulls your targets into a trance, during which they can do nothing but relax and listen to your music.
Duration: Until any target is attacked, or until they can no longer hear you singing.
Visceral Agony
Required: A form with claws
Cost: One Rage
Effect: Your claws transmute into wicked poisoned talons, making their strike difficult to avoid by inflaming your target's current wound penalties. Your target suffers a two-Trait penalty against your next attack if they are Bruised, or a four-Trait penalty if they are Wounded. If they are somehow ignoring wound penalties, then instead they suffer normal wound penalties during your attack.
Duration: Your next attack -- if the attack fails, the gift's benefits are lost
Wasp Talons
Required: A form with claws
Frequency: Once every two turns (the claws take a full turn themselves to regenerate)
Cost: One Rage
Challenge: Physical vs. target
Retest: Brawl
Effect: You fire your claws from your hands like a deadly swarm of wasps, dealing two Aggravated damage to your target. Win or tie an additional Simple Test for an additional level of damage. No additional damage is added by other gifts and fetishes that enhance claw damage (Razor Claws,Silver Claws, and the like).
Advanced Gifts
Bacchantes’ Rage
Required: You are in the deep wilderness.
Cost: Two Gnosis
Effect: Drawing upon the astonishing power of your tribe to defend the wild places of the world, you become an unsurpassed warrior-queen. You gain +10 Traits in ties and overbids on all challenges involving melee combat. You may also spend one Rage per attack after striking a foe to deal an additional level of damage.
Duration: One Scene
Thousand Forms
Cost: One Gnosis
Challenge: automatic for non-mythical creatures; static Mental vs. 18 Traits for a mythical creature
Retest: Animal Ken
Effect: Embodying the classic trope of the trickster as a shapeshifter, you can change into any animal form between the size of a bluebird and a bison. You can even take on the shapes of mythical creatures, although you can't become a wyrm-beast of any sort. You gain all the standard powers of the animal in question, such as flight, gills, poisonous fangs, etc.
Duration: Until you choose to end the effect
Wyld Warp
Cost: One Rage and one Gnosis (yes, this Gift is an exception, you can spend both)
Challenge: static Mental vs. a difficulty you choose
Retest: Enigmas
Effect: Summoning a maelstrom of chaotic Wyld-spirits is a desperate move, but this gift gives you that option. What exactly the Wyld-spirits do is unpredictable and up to the Storyteller, but their actions will at least be beneficial to you. They might give you fresh Traits and Abilities, heal all your wounds, disassemble everything man-made in the area, turn your enemies to cheese -- you can never guess beforehand. The higher the difficulty you set yourself for this challenge, the more beneficial they will be.
Duration: Storyteller-determined