


WASTELANDS
A World of Darkness Chronicle

















Basic Gifts
Aura of Confidence
Activation Time: At will
Effect: Your confident demeanor automatically repels any non-supernatural challenge to read your emotions, intuit your thoughts or guess you intentions. You enjoy a three-Trait bonus against any supernatural attempts to do the same.

Clap of Thunder
Required: You must clap your hands together -- which requires being in Homid, Glabro or Crinos form
Cost: One Gnosis
Challenge: Willpower vs. everyone within 10 feet
Retest: Occult
Effect: Slamming your hands together, you release the sound of a tremendous thunderclap. The sound stuns everyone within ten feet who fails the challenge, rendering them unable to act for one turn.
Duration: One turn
Cold Voice of Reason
Required: Speak to your target in a language they can understand.
Activation Time: At will when attacked
Cost: One Gnosis
Challenge: Social vs. target
Retest: Subterfuge
Effect: You stall a target who intends to attack you, by uttering a choice few threatening words -- "I wouldn't do that if I were you," for example. They cannot take hostile actions against you for the duration.
Duration: Three turns, or until the target is attacked by anyone
Disfigurement
Cost: One Gnosis
Challenge: Social vs. target
Retest: Subterfuge
Effect: You whisper a rumor about someone that makes others look upon them with distaste. Your target gains the Negative Social Trait Repugnant.Multiple uses of this gift on a target are not cumulative.
Duration: One Scene
Ears of the Bat
To Learn: Must be a member of the Children of Bat camp to learn this gift.
Activation Time: At Will
Effect: When active the Garou suffers no penalty for acting in complete darkness. A means of generating ultrasonic or extremely high-pitched sounds negates the effectiveness of this gift.
Hidden Secrets
To Learn: Must be a member of the Children of Crow camp to learn this gift.
Challenge: Static Mental Challenge vs 11 traits
Retest: Subterfuge
Effect: You learn one of your target's most embarrassing secrets (e.g. he sometimes still wets the bed, she regularly gets drunk and hooks up with strangers). The secret has no combat value, but the blackmail potential is great.
Interrogator
Required: You must be a member of the Judges of Doom camp to learn this gift.
Frequency: Once per target per lunar month
Cost: One Willpower
Challenge: Social vs. target
Retest: Subterfuge or Investigation
Effect: You inspire a terror in your target that forces them to confess to you the most serious crime they have committed within the last lunar month.
Fatal Flaw
Used in Combat
Activation Time: One turn of concentrated study in combat
Challenge: Mental vs. target
Retest: Empathy
Followup Cost: optionally, 2-5 Mental Traits
Effect: After a turn of studying your target, you pick out their key vulnerabilities. You intuitively target them, doing an extra level of damage with all your attacks. For each Mental Trait you spent (if any), you also learn one Negative Trait or Flaw that provides a combat advantage.
Duration: One combat
Used in a Social Setting
Activation Time: Five minutes of study in a social setting
Challenge: Mental vs. target
Retest: Empathy
Followup Cost: 0-5 Mental Traits
Effect: After five minutes of studying your target's social interactions, you learn one of their Negative Traits, plus an additional Negative Trait for each Mental Trait you spent.
Luna’s Armor
Frequency: Once per scene
Cost: One Gnosis
Effect: You invoke Luna's light to protect you from your enemies' attacks. You gain a number of Armor levels equal to your Rank plus one. While this Armor is intact, you do not take additional damage from silver weapons.
Armor Type: Barrier
Duration: Until the end of the scene, or until destroyed by damage.
Patagia
To Learn: Must be a member of the Children of Bat camp to learn this gift.
Activation Time: At Will
Effect: Once the gift is learned, the Garou grows large flaps of skin under her arms that can be used to glide like a flying squirrel. When not in use, the membranes shrink into the Garou's arms and sides, becoming undetectable. The Garou may only glide with this gift, not fly like a bird, and her top speed is 25 mph.
Perceptive Servant
To Learn: Must be a member of the Children of Crow camp to learn this gift.
Required: Must be performing a nefarious activity to gather information using sight or hearing.
Cost: One Gnosis
Effect: You gain a +2 trait bonus on any challenge related to learning information. These bonus traits may not be used on gift-related challenges.
Duration: Until you finish gathering information
Pure Identity
To Learn: You must be a member of the Bringers of Light camp to learn this gift.
Cost: Three Gnosis
Effect: You mask your werewolf nature as that of any supernatural you like -- appearing to mystical senses as if you are a vampire, mage, changeling, or what-have-you. If anyone finds reason to suspect you and they give you extra scrutiny, make a static Social Challenge (retestSubterfuge) against a difficulty of their number of Wily Traits (or synonyms) plus Subterfuge Abilities. If you fail, your disguise slips.
Duration: One day
Pure Scent
To Learn: You must be a member of the Bringers of Light camp to learn this gift.
Cost: One Gnosis
Challenge: Mental vs. eight Traits
Retest: Primal Urge
Effect: You maintain an air of mystery. The next challenge to learn your auspice, tribe or breed automatically fails.
Duration: One session
Rains of Mercy
Cost: One Gnosis
Effect: You call down an oppressive rainstorm. It doesn't take place immediately, but by day's end, a downpour covers the area where you invoked this gift. It covers a radius of one mile for each level of Rank you possess. The storm is not harsh, but it is heavy.
Duration: The storm's natural duration
Seizing the Edge
Required: You are engaged in a direct confrontation, such as a combat or a staredown.
Cost: One Gnosis
Effect: You gain an unfair advantage in a conflict, as befits a grandchild of Thunder. For the rest of the scene you gain a Trait bonus equal to your Rank for comparison on ties in challenges that involve direct conflict. (You can't use the bonus on static Challenges to activate Gifts or use Abilities.) Apply this bonus to either your Physical, Social, or Mental Traits. Once a turn, you may switch this Trait bonus between these categories, although you cannot split it up.
Duration: One Scene
Song of the Earth Mother
To Learn: Must be a member of the Children of Bat camp in order to learn this gift.
Activation Time: The Garou must spend 10 minutes communing with the earth.
Cost: Three Gnosis
Challenge: Static Mental Challenge vs 9 traits
Retest: Occult
Effect: Success on the Mental Challenge will indicate to you if there are supernatural creatures within 100 yards of you. This gift will also indicate to you whether or not they are wyrm-tainted, but will not give you any more specific information.
Whisper Catching
Cost: One Willpower
Effect: Secrets seem to carry themselves to your ears; with this gift, you may eavesdrop on one whispered conversation nearby, even if you're across the room. You hear the conversation with clarity, although a Storyteller is justified in asking you for a Mental Challenge to filter out distractions in a very noisy environment like a nightclub. This gift will not succeed against any conversation protected by the Murmur Rite.
Duration: One scene
Intermediate Gifts
A Thousand Eyes
To Learn: Must be a member of the Children of Bat camp in order to learn this gift.
Activation Time: The Garou must spend 10 minutes communing with the earth
Cost: Three Gnosis
Challenge: Static Mental Challenge vs 9 traits
Retest: Occult
Effect: Success on the Mental Challenge will indicate to you if there are supernatural creatures within 100 yards of you. This gift will also indicate to you whether or not they are wyrm-tainted, but will not give any more specific information.
Assassin's Strike
To Learn: You must be a member of the Judges of Doom camp to learn this gift.
Activation Time: Activate as your movement
Cost: One Rage and one Gnosis (yes, this is an exception)
Challenge: Gnosis vs. the Gauntlet (stepping sideways)
Retest: Primal Urge
Effect: You step sideways, but instead of stepping through the Gauntlet you step along it -- disappearing from where you were and reappearing behind your victim. Your next attack gains a two-Trait bonus. If your target isn't using any sort of supernaturally sharp senses, that attack also gains surprise.
Duration: Your next attack
Call the Storm
Cost: One Gnosis
Challenge: Willpower vs. variable difficulty -- four Traits to worsen the weather a bit, nine Traits to completely transform it
Retest: Science or Occult
Effect: You can summon up bad weather as you please, from merely chilling the winds to causing a blizzard on a summer's day. The storm covers a ten-mile radius. If it's a thunderstorm, you may spend a Gnosis and make a Physical Challenge (with the above retest Ability) against a target to tag them with a lightning bolt, dealing three Aggravated damage.
Duration: One Scene
Dark Aerie
To Learn: Must be a member of the Children of Crow camp to learn this gift.
Cost: One Gnosis
Effect: Gravity loses its grip on you; you can hover, float about, and fly through the air as you please. Your maximum speed is 20 miles per hour. In combat, you have a movement of four "steps" through the air. You also suffer a one-Trait penalty to all combat maneuvers unless you purchase theFlight Ability. Gifts and Fetishes that increase ground speed do not affect this movement. In addition, your body becomes shrouded in shadow, providing you a +2 trait bonus on stealth related challenges when in dark areas.
Duration: One Hour
Direct the Storm
Required: A target packmate is in Frenzy
Cost: One Gnosis
Challenge: Willpower vs. target packmate
Retest: Leadership
Effect: Your powers of leadership extend even over a packmate who has lost herself to Frenzy -- even to the Thrall of the Wyrm. Your packmate will direct their fury against a victim of your choosing. (Victims after this one is dealt with are chosen by Frenzy as usual, unless you Direct the Storm again.) If you fail your challenge to activate this gift, attempt a Rage Challenge against seven Traits; if you fail this, you fall into Frenzy yourself.
Icy Chill of Despair
Challenge: Willpower vs. target
Retest: Intimidation
Effect: Bearing down on your target with an irresistible force of will, you compel them to submit. For the duration, your target may take no action other than submission to you unless they are directly endangered.
Duration: One scene or hour
Open Wounds
Frequency: Once per target per scene
Cost: One Gnosis, plus 0-5 Mental Traits
Effect: You prepare a strike so devastating that it lays open a vital artery. If your next attack inflicts any damage, your victim takes a level of Lethal damage at the beginning of every turn thereafter until the effect ends. They may not heal these levels of damage until then. (If your next attack fails, the effects of this gift are lost.)
Duration: The wound bleeds for one turn plus one for each Mental Trait you spend, beginning the turn after you struck
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.
Raven’s Wings
Cost: One Gnosis
Effect: You bring forth a spirit avatar in the form of a raven, capable of spying on your enemies. The raven exists in the Penumbra; it sees the Penumbra automatically and may peek into the physical world. It cannot affect the physical world itself, or be affected by any sort of attacks. It may fly up to five miles away from you. When you concentrate, you may see and hear through the eyes and ears of the raven.
Duration: One scene
Seeds of Doubt
Cost: One Gnosis
Challenge: Social vs. target
Retest: Subterfuge
Effect: You tell a lie to your target, who finds your words supernaturally convincing. As long as the lie is not obviously harmful to the listener, they will believe it, no matter how absurd it seems. "There's no reason to arrest me, officer," "The Alpha slept with your sister," and "I am wearing clothes fit for an emperor!" are all lies that would work; "It's safe to stand on the train tracks" and "blowfish sushi is your favorite" are not.
Duration: Your target will believe the lie until they are somehow convinced otherwise, be that firsthand evidence or years of therapy.
Shadow Cutting
Required: You must spit on your target's shadow.
Cost: One Gnosis
Effect: You gain the power to damage a target by attacking its shadow. Only attacks made with claws, teeth, silver or fetish weapons are effective: mundane blades and guns will have no effect. Your target cannot parry these attacks, and makes all attempts to dodge them at a two-Trait penalty. The Storyteller may tweak these benefits and penalties if the shadows are particularly long (such as during dusk or dawn) or particularly small (high noon).
Duration: One Scene
Strength of the Dominator
Frequency: Once per target per scene
Challenge: Social vs. target
Retest: Intimidation
Effect: You commandeer a target's Rage, taking it for your own use. Each turn this gift is in effect, your opponent loses one Rage and you gain one Rage.
Duration: Three turns, starting the next turn
Summon Stormcrow
Cost: One Gnosis
Challenge: static Social vs. 12 Traits
Retest: Intimidation
Effect: You summon a Stormcrow, an Umbral spirit who will serve you for a single task. Stormcrows can serve as messengers, spies, distractions or harriers. They are invisible in the physical realm, and in the Umbra barely visible: to see one requires a Mental Challenge against the spirit (retestInvestigation). The Stormcrow has 2 Rage, 5 Willpower, 3 Gnosis, and 20 Essence, and the Charms Airt Sense, Reform and Materialize.
Duration: However long the task requires
Advanced Gifts
Obedience
Cost: One Gnosis
Challenge: Willpower vs. up to 20 targets
Retest: Leadership
Followup Cost: 1-5 additional Gnosis
Effect: You command obedience, becoming the perfect tyrant. Each person in the vicinity must succeed in a Willpower challenge against you (retestLeadership) to avoid succumbing to your will. The number of additional Gnosis you spend determines how much obedience you can compel: one Gnosis allows you to give orders that your subjects would not ordinarily mind following (even if they wouldn't choose to follow them right now); three Gnosis, and your subjects will look to you as their Alpha and fight on your behalf; five Gnosis and they will follow you into Malfeas itself, undertaking virtually suicidal quests to please you.
Duration: Determined by the degree of obedience compelled, but no more than one session
Shadow Pack
Challenge: Gnosis vs. eight Traits
Retest: Occult
Followup Cost: 1-5 Gnosis
Effect: Shapes peel out of the darkness, each one your own reflection, wrought in shadow. They fight on your behalf. One duplicate appears for each Gnosis you spend. Each duplicate has your Physical, Social, Mental, and Ability Traits; they cannot, however, use Gnosis, Willpower, Rage, or Gifts. Each has only one Health Level; taking damage destroys them. They fade away when the gift ends.
Duration: One Scene
Wounding Lies
Cost: One Gnosis
Challenge: Social vs. target
Retest: Intimidation
Effect: You inflict harsh consequences on any target who chooses to lie to you. For the scene, if your target tells a lie, a mystical wound gashes their flesh, dealing one Aggravated damage. Even half-truths open small wounds, although these don't do any real levels of damage. Omissions -- like leaving out a contact's hair color when asked for her description -- are not punished by the gift. Your target may spend five Gnosis in order to stop this treatment, but if they do not, the Storyteller is justified in requiring some sort of Willpower challenge from them if they try to keep silent in the face of such humiliation and pain.
Duration: One Scene