


WASTELANDS
A World of Darkness Chronicle

















Basic Gifts
Faerie Light
Frequency: Once per turn
Cost: Optionally, one Gnosis
Effect: You summon a small hovering globe of light, just enough to illuminate a three-foot area. You can move it anywhere you can see at a speed of 10 feet per turn, at no additional cost.
Duration: One turn per current Mental Trait you have, or if you spent a Gnosis, one Scene

Fair Fortune
Activation Time: At will
Frequency: Once per session
Cost: One Gnosis
Effect: Giving truth to the phrase "luck o' the Irish," you gain a retest on a failed challenge.
Glib Tongue
Cost: One Gnosis
Challenge: Social vs. target
Retest: Expression
Followup Cost: Optionally, one more Gnosis
Effect: Sometimes you just need to string someone along, letting them hear whatever they want to hear. When you use this gift, you don't need to know what to say: your listener hears whatever they want to hear, regardless of your actual words. This is helpful for navigating difficult moments of etiquette, making appropriately respectful first impressions, gracefully answering touchy questions without actually lying, and so on.
Duration: One turn per current Social Trait you possess, or if you spent the additional Gnosis, one Scene
Fire in the Belly
Frequency: Once per month per creative endeavor
Cost: One Rage
Effect: You channel your Rage into a creative endeavor, making the resulting craftsmanship more intense and passionate. You gain a free retest on a test involving the Crafts, Expression, or Performance Ability with respect to a particular creative project. If that project is a Fetish involving spirits of War or Rage, you may also reduce the difficulty to perform Rite of the Fetish by one Trait.
Howl of the Banshee
Initial Cost: One Gnosis
Challenge: Gnosis vs. everyone within 50 feet (or further, at Storyteller discretion); creatures without Gnosis use their Willpower stat instead; all your allies have a two-Trait bonus to resist
Retest: Expression
Followup Cost: 1-5 Social Traits
Effect: You unleash a howl of eerie portent, inspiring a soul-deep terror in those who hear it. All those you defeat in the challenge must flee for the duration.
Duration: A number of rounds equal to the Social Traits you spent
Howl of the Unseen
Challenge: Gnosis vs. the Gauntlet
Retest: Occult
Effect: Your howl resonates through both realities, becoming clearly audible on both sides of the Gauntlet. You may communicate one short message to all within earshot, on Earth and in the Penumbra.
Duration: One turn
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 Toxin
Activation Time: At will
Effect: Your constitution has been spiritually enhanced to enable you to deal with a Fianna's penchant for drinking anything that's had time to ferment. 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.
Reverie
Challenge: Social vs. target
Retest: Enigmas
Effect: You lure a target into daydreams and nostalgia, setting their mind wandering down memory lane. For a short while they have difficulty focusing on their tasks, taking a two-Trait penalty to all Mental Challenges.
Duration: Five minutes, or until a loud noise or attack jolts them out of the effect.
Salmon Leap
Activation Time: Activate instead of taking your regular movement
Challenge: Physical vs. Storyteller-set difficulty
Retest: Athletics
Effect: You leap with a salmon's vigor, traveling remarkable distances. If successful, your leap will carry you up to forty feet (thirteen steps) in combat, or a dramatically appropriate distance outside of combat.
Saint Herve's Folly
Required: The Fianna must have the chance to lecture a ruler on why his position is wrong
Activation Time: However long it takes the Fianna to make his point ("You're wrong" is not explanation enough to use this gift)
Cost: One Willpower
Challenge: Social vs target
Retest: Expression
Effect: Success on this gift causes the leader to engage in ridiculous acts of subservience to gross lessers. Garou and other supernatural creatures may ignore the effects of this gift by expending a single point of Willpower; however the Fianna may continue to lecture, spending another Willpower Point, requiring the target to spend another Willpower to continue to resist (this may be repeated until either one target ceases to spend Willpower, or one of them runs out of Willpower to spend).
Duration: One Session
Spear Dancing
Cost: One Gnosis
Effect: Like the Fianna heroes of old, you're known for incredible feats of balance. You can move, stand and fight on the smallest, most unstable surfaces -- electrical wires, street signs, spearpoints, moving vehicles and the like. You are not damaged by standing on sharp objects, but foes can still make an effort to hurt you normally. If a Storyteller finds your stunts particularly outlandish they may adjucate additional Physical Challenges (retest Athletics) to allow you to keep your footing.
Duration: One Scene
Intermediate Gifts
Balor's Gaze
Required: You must gaze upon your target.
Cost: One Rage and one Gnosis (yes, this is an exception; you can spend both at once to activate this gift)
Challenge: Willpower vs. target (and this challenge is specially subject to the five-minute rule.)
Retest: Occult
Effect: Your gaze literally blazes with a hateful red light, inflicting crippling pain on your target. Under your gaze, a target with no means of ignoring wound penalties suffers as if Wounded (i.e., they lose all ties). A target who can ignore pain for some reason instead feels all the usual penalties of their wounds. You may take an action to establish a new target for your Gaze, freeing the old target.
Duration: One Scene
Faerie Blood
Cost: Two Gnosis
Effect: You call upon your tribe's shared heritage with the Fae, trading your vulnerabilities for theirs and gaining more skill with magic. You no longer take special damage from silver; instead, you take the same special damage from cold iron. You gain a +2 bonus to all Gnosis Challenges.
Duration: One Scene
Faerie Kin
To Learn: Learning this gift always involves some sort of quest. Discuss it with the Storytellers.
Cost: 1-5 Gnosis
Challenge: extended Social vs. ten Traits
Retest: Occult
Effect: With a distinctive cry, you call upon pacts made between your ancestors and the Fae. The number of Faerie beings you summon is equal to your successes on the extended challenge. The power of each Faerie is proportionate to the Gnosis you spent to invoke the gift -- one Gnosis calls up rather humble helpers, while five calls forth frightening warriors. If you fail the initial challenge, make two Simple Tests; if you fail both, an unpleasantness of Faeries arrives -- angry at you.
Duration: However long the Faeries like.
Fog of War
Required: Perform a song to create and maintain the effect
Initial Cost: One Gnosis
Challenge: Social vs. the number of enemies
Retest: Performance
Followup Cost: 1-5 Social Traits
Effect: You perform a song whose melodies inspire confusion and fugue in your enemies. At the beginning of every turn, enemies within earshot must throw a Rock-Paper-Scissors test. A win means they are unaffected, a tie puts them down three Traits on all Perceptive Challenges (or synonyms) for that turn, and on a loss they lose all ties on challenges for the turn. The effect ends prematurely if you take any action other than singing, moving, and defending yourself.
Duration: One turn per Social Trait spent, or until you take action other than singing
Ley Lines
Cost: One Gnosis
Effect: You manipulate the ley lines of the land, creating disorienting false leads that throw pursuers off your trail. You gain a free retest against all efforts to track you.
Duration: One scene
Phantasm
Cost: One Gnosis per 10-foot area of illusion
Challenge: static Mental vs. ten Traits
Retest: Expression
Effect: You lay an illusion over an area, concealing whatever is there (or not there) with some other scene. Your illusion presents itself to all the senses: it looks, smells and feels real. But it will not move naturally in any way: illusionary creatures will stand still as statues and fields of grain will stand unmoved by the wind. Anyone who has cause to doubt the reality of your illusion can see through it by winning a static Mental Challenge (retest Awareness) versus a difficulty equal to your Mental Traits.
Duration: One Scene, or until any one person demonstrates that the illusion is false
Pin the Eagles Wing
Required: You're throwing a spear
Activation Time: One turn of concentration
Cost: 1-4 Gnosis
Effect: A spear thrown by your hand becomes as deadly as a hungry bird of prey. Once you have activated the gift, for each Gnosis you spent, you may apply one of the following bonuses to throwing your spear: an additional twenty yards of range; an additional bonus Trait for the challenge to throw it; or an additional Lethal damage it will deal upon a successful strike.
Duration: One spear-throw
Reshape Object
Cost: One Gnosis
Challenge: Social vs. a Storyteller-chosen difficulty, based on the change being attempted
Retest: Repair
Followup Cost: 0 to 3 Mental traits or a permanent Gnosis for duration; an optional Gnosis to deal Aggravated damage (see effect)
Effect: You extend your shape-shifting spirit into an organic, non-living object, changing its shape and size to suit your needs: you can turn a dead branch into a spear, a pile of leaves into armor, or a piece of bone into a canoe, for example. If you create a weapon and spend an additional Gnosis, this new object can deal Aggravated damage.
Duration: The duration depends on the followup cost paid:
0 Mental Traits: 5 minutes;
1 Mental Trait: 10 minutes;
2 Mental Traits: 1 hour;
3 Mental Traits: the remainder of the session; or
1 Permanent Gnosis: the change is permanent.
Song of the Dire
Required: Must be in Hispo Form
Cost: Two Gnosis
Effect: You focus your pack's fighting instincts, coordinating them against your primary target. You and your packmates gain a Trait bonus equal to the number of packmates present (max +5) to Physical Challenges against that target (unlike Pack Tactics you do not need to activate the gift again to change the target, you need only indicate who your new target is). Multiple Garou using this gift do not stack these bonuses, though these bonuses do stack with the Ahroun Gift: Pack Tactics. While using this gift, the Fianna suffers a 2 trait penalty to all Physical, Social, and Mental challenges, and do not benefit from this gift.
Duration: As long as the Fianna continues to sing
Warp Spasm
Cost: One Rage
Effect: Like the legendary warrior Cu Chulainn, you burn with heat during your battle-frenzies. You immediately enter berserk Frenzy. Your body grows hot enough to ignite any flammable object you touch, and your unarmed attacks to an additional level of fire damage.
Duration: Until the frenzy ends by the usual means.
Woadling
Required: You have visibly painted your body with ancient Celtic war-symbols.
Cost: One Gnosis
Challenge: Physical vs. target
Retest: Occult
Effect: Invoking the power of ancient symbols to confuse and terrify your foes, you hurl a spirit from a woad-marking to harry and bewilder one foe of your choosing. That foe suffers a two-Trait penalty to all challenges.
Duration: Three turns
Advanced Gifts
Call the Hunt
Activation Time: One hour of chanting
Frequency: Once per month
Cost:1-5 Rage and/or Gnosis (yes, this is an exception, you can spend both)
Challenge: Social vs. ten Traits
Retest: Occult
Effect: In a time of dire need, you call forth the Great Huntsman from the mists of Celtic legend, a tall, antlered man in Stag's service. You then join him on a hunt to bring down a powerful evil of your choosing. The Huntsman arrives with one mighty Hound for each Gnosis or Rage you spent activating the Gift. If the evil you choose is unworthy, or if you refuse to join the hunt, or if you simply fail the challenge to invoke this Gift, he appears and hunts you instead.
The Great Huntsman: a Jaggling; 10 Willpower, 10 Rage, 5 Gnosis, 80 Essence; the Charms Armor, Materialize and Tracking.
His Hounds: Gafflings; each having 6 Willpower, 7 Rage, 2 Gnosis, 36 Essence; the Charms Materialize and Tracking.
Duration: Until the hunt is complete.
Forms of Cernunnos
Cost: One Gnosis, or Two Gnosis to change a willing target
Challenge: No challenge if you're changing yourself; if you're changing a willing target, make a static Mental Challenge vs. variable difficulty -- 9 Traits for an animal about your size, 12 Traits for a much larger creature, 16 Traits for a much smaller one.
Retest: Animal Ken
Effect: You inherit the propensity of Cernunnos, the Horned God, master of all animals, to shapeshift your body into any ordinary animal between the size of a bluebird and a bison. You gain all the standard powers of the animal in question, such as flight, gills, poisonous fangs, etc. You can even change a willing participant at a slightly increased difficulty, although that person is locked into their new form until they get help changing back. Anyone who knows this gift may change them back automatically; someone who knows the gift Thousand Forms may help them change back as if activating this gift.
Duration: Until you choose to end the effect
Gift of the Spriggan
Cost: One Gnosis
Challenge: Physical vs. ten Traits
Retest: Primal Urge
Effect: Like the fae called spriggan, you can increase or decrease your size. You can grow up to three times your normal size, which gains you an additional nine Strong Physical Traits. You can also shrink to the size of a small puppy, gaining a nine-Trait bonus on Stealth challenges instead. If your size changes are less than these two extremes, reduce the Trait bonuses proportionately.
Duration: One hour, or until you cancel the effect.
Havgan’s Healing
Activation Time: One turn of concentration
Cost: Two Gnosis
Effect: There's a legend of Pwyll fighting a foe named Havgan, who was alternately hurt and healed by the blows landed on his body. You gain that same facility. The next blow to land hurts you; the one after that heals you; the next one hurts, the next one heals, and so on for the duration of the gift. The amount of healing you receive from a blow is determined by the amount and type of damage it does: a strike cannot heal damage of a type less severe than what it would deal. (E.g., a two-Bashing hit could only heal two Bashing damage, but a two-Aggravated strike can heal two Aggravated, Lethal or Bashing.) If you're healed while healthy, the blow has no effect. If you're struck by silver, the wound hurts even if it should heal: furthermore, any wounds caused by silver cannot be healed by this gift's effect.
Duration: One scene or combat
Troll’s Bridge
Required: A small, defined area, like a room, a ditch or the end of a bridge
Cost: One Gnosis
Effect: You erect a mystical barrier around a small area, serving as a last line of defense. Any opponent who wants to enter the area must first batter their way through this resistance, which has Tough x10, ten Health Levels, and an automatic Survival retest against each attacks. Each opponent must do this -- the barrier resists all intrusion, even if it has been defeated by others. You cannot stack the effects of this gift by invoking it multiple times.
Duration: One scene