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Basic Gifts

 

Climb Like an Ape

Cost: One Rage

Effect: If you can climb a surface, you may do so at your full movement rate. This gift doesn't make surfaces any easier to climb (that's still determined by an Athletics challenge from a Storyteller), and surfaces like walls of glass may still be outright impossible to scale -- but if you can successfully climb something, you're quick about it.

Duration: One scene or hour

Divide

Initial Cost: One Gnosis

Challenge: Social vs. one target

Retest: Empathy

Followup Cost: 0 to 5 Mental Traits

Effect: You put a spiritual spin on the human knack for escalating tense situations. The target of this gift is unable to end a particular disagreement peacefully. If the target is Garou, they take a penalty to resist Frenzy equal to the number of Mental Traits spent plus one.

Duration: until the disagreement in question is settled

 

Jam Technology

Initial Cost: One Gnosis

Challenge: Social vs. variable difficulty (see below)

Retest: Repair

Followup Cost: 0 to 5 Mental Traits

Effect: You exert a spiritual dampening field, disabling all mundane devices (i.e., not Fetishes) within 50 feet that are equal or more complex than a device you choose. Difficulty varies by the type of device chosen:

6 Traits of difficulty for computers and other complex electronics;

9 Traits of difficulty for intercoms and other simple electronics;

12 Traits of difficulty for automobiles and other complex machinery;

14 Traits of difficulty for firearms and other simple machinery; or

15 Traits of difficulty for blades, levers, hammers, clubs, and other simple tools.

Duration: One turn plus one for each Mental Trait spent

 

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.

 

Rooftop Sprint

Cost: One Rage, plus 1-5 Physical Traits

Effect: With the grace of an alley-cat you can chase your quarry across the rooftops. For each Physical Trait you spend, you gain a leaping distance of three steps horizontally or one story vertically. In combat, making such a leap replaces your standard movement; no Athletics challenges are necessary unless you're trying something especially tricky, like leaping from car to car in traffic.

Duration: The gift ends the moment you touch the ground ("city" ground, like pavement and sidewalks, included).

 

Smell of Man

Activation Time: At will

Frequency: This gift is either on or off -- you can't activate it multiple times for more effect.

Effect: Tapping into the human half of your spirit, you put tame animals at ease and you frighten wild ones away. Wild animals will flee you if they can, and take a 1-Trait penalty to all challenges within 20 feet of you. Domesticated animals won't attack you unless you harm them in some way.

 

Staredown

Requirement: Your target must be able to see your eyes.

Challenge: Social vs. one target (see below)

Retest: Intimidation

Frequency: Once per turn

On a Human or Animal Target: Followup Cost: 0 to 5 Mental Traits

Effect: The target flees your frightful gaze for the duration; they may reduce this duration by spending Willpower. One point of Willpower reduces the duration by one turn.

Duration: One turn plus one per Mental Trait spent

On a Garou Target:

Effect: Primal instinct flashes in your gaze, and the target cannot flee or attack you for the duration.

Duration: Until your gaze is broken or one of you is attacked

Other Supernatural Targets:

Treat Fomori, Mages, and Changelings like humans; treat Fera, Spirits, and Vampires like Garou.

 

Intermediate Gifts

 

Cocoon

Initial Cost: One Gnosis

Activation Time: One turn

Followup Cost: 0 or more Gnosis

Effect: You spin a protective cocoon out of the Weaver's webs, immobilizing but protecting yourself from environmental hazards. You are completely immune to fire damage, and immune to all other damage until the cocoon breaks (see below).

Duration: One scene or hour, plus an additional scene or hour for each additional Gnosis spent. The cocoon breaks if it takes five Aggravated damage, or if a single attack deals it non-aggravated damage equal to your Tough (or Stamina-related) Traits.

 

Disquiet

Challenge: Social vs. target

Retest: Empathy

Followup Cost: 1-5 Social Traits

Effect: You project a spiritual disquiet into your opponent's soul. Your target cannot regain Rage and suffers a one-Trait penalty on any extended challenge.

Duration: One turn, plus an additional turn for each Social Trait you spent.

 

Paralyzing Stare

Requirement: Your target must be able to see your eyes and facial expression.

Cost: One Gnosis

Challenge: Social vs. target

Retest: Intimidation

Effect: One glimpse of your terrifying visage freezes your target in place, unable to move, for the duration.

Duration: A number of turns equal to your permanent Gnosis, or until the target takes damage.

 

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.

 

Spirit Ward

Cost: One Gnosis

Challenge: Static Social vs. 11 Traits

Retest: Spirit Lore

Followup Cost: 0 to 5 Social Traits

Effect: You place a protective ward over the local area, interfering with spiritual activity. In challenges, spirits within 100 feet of you (excluding pack totem and Caern spirits) take a penalty equal to one Trait plus one per Social Trait you spent.

Duration: One scene or hour

 

Tongues

Activation Time: At will

Challenge: Mental vs. a difficulty based on the obscurity of the language (between 6 and 15)

Retest: Linguistics

Effect: Calling on the vast experience of homid ancestor-spirits, you may understand, speak and read (but not write) any human language.

Duration: One scene or hour

 

Advanced Gifts

 

Assimilation

Activation Time: At will

Challenge: Static Social vs. a Storyteller-set difficulty based on how foreign the culture is

Retest: Subterfuge

Followup Cost: 0 or more Willpower

Effect: You gain a supernatural facility for blending in with the local culture, be that a local street gang or a spirit court on a distant planet. You take no social penalties for interacting with that culture.

Duration: One scene or hour, plus one day per Willpower spent

 

Calm the Flock / Part the Veil

Cost: One Gnosis

Challenge: Social vs. target (who may not relent)

Retest: Empathy

Effect: You soothe the supernatural fear of werewolves born into each human soul. Your target will not experience the Delirium for the gift's duration.

Duration: One scene or hour

 

Ubermensch

Frequency: Once per scene

Cost: 1 to 5 of either Rage or Gnosis (or, if you have a way to spend both at once -- 1 to 5 of both, giving a max of 10)

Effect: When this Gift take effect, humans no longer fear you because of the Curse: instead, they feel awe toward you, perceiving you as a paragon of human potential. You gain a trait bonus on all Social Challenges equal to the number of Rage and/or Gnosis you spent.

Duration: One scene or hour

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