


WASTELANDS
A World of Darkness Chronicle

















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