


WASTELANDS
A World of Darkness Chronicle

















Basic Gifts
Another’s Moccasins
Required: Converse with your target about another culture for ten minutes.
Cost: One Willpower
Challenge: Social vs. target
Retest: Subterfuge
Effect: You show a new perspective to your target, inspiring them to learn more about another culture. For the month-long duration of this gift, your target is motivated to learn more about the culture being discussed, possibly even seeking out representatives and offering aid.
Duration: One month

Blending
Required: You must remain still, make no noise, and don't interacting with your environment.
Effect: You can render yourself invisible to all senses, technology, and even spirits. You are undetectable as long as you are perfectly still and quiet. Cross your arms over your chest to indicate you're using this Gift.
Duration: Until you move, make noise, or interact with your environment.
Blur of the Milky Eye
Required: Move no faster than half your speed, make no noise louder than a whisper, and don't interact with your environment.
Effect: Your appearance blurs away into a haze, difficult to follow by all but the sharpest eyes. People who are looking at you when you activate this gift can keep track of you, but others can only notice you by sight if they are using supernatural senses or if you visibly disturb the environment. If so, they get a Mental Challenge against you (they retest with Investigation; you retest with Stealth) to see through it. You must move no faster than half speed and must make noise no louder than a whisper.
Duration: Until you move faster than half your speed, make noise louder than a whisper, or interact with your environment.
Coils of the Serpent
Frequency: Once per scene
Cost: 1-5 Mental Traits up to rank
Challenge: Physical vs. target (you have a Trait bonus equal to the number of tentacles)
Retest: Occult
Effect: You conjure forth a cluster of tentacles formed of a dark fog -- one tentacle per Mental Trait you spent to activate the gift. These tentacles entangle your target and grapple them. To break free, your target may try to defeat the tentacles on the same Physical Challenge with subsequent actions. The tentacle(s) does not gain benefits for form or gifts, and it does not require an action to attempt grapple.
Duration: Until dismissed
Implacable Grip
Cost: One or two Rage
Effect: Your hands or jaws gain the deadly strength of Uktena's grip on secrets. If you spend one Rage, choose either your hands or your jaws; you gain a three-Trait bonus in Physical Challenges where you use the chosen parts in grappling or biting. If you spend two Rage, you get the bonus to both.
Duration: One Scene
Indian Giver
Required: You must tell your target a secret before attempting to use this gift.
Challenge: Mental vs. target
Retest: Subterfuge
Followup Cost: optionally, one Willpower
Effect: A secret you have shared with your target becomes vague and difficult to remember; within a day, the secret is impossible to recollect. If you spend a Willpower, your target forgets about ever having spoken with you at all. A supernatural creature may spend a point of Willpower themselves to remember talking with you, although they still won't remember the topic of conversation.
Overlook
Required: You must keep a low profile and do nothing that would draw attention to your disguise.
Challenge: Mental vs. Storyteller difficulty based on how well you look like you belong here -- seven Traits if you are dressed appropriately, up to twenty Traits if no stretch of the imagination could account for your presence.
Retest: Subterfuge
Effect: By behaving in an uninteresting way, you cause people to ignore you as if you were just another average person who belongs in the area. Anyone who becomes suspicious for any reason must defeat you in a Mental Challenge directly (retest Subterfuge) to actually pay attention to you.
Duration: Until you behave in such a way that draws attention
Reveal the Hidden
Required: The target of your search is nearby, and you have a means of detecting it
Cost: One Mental Trait
Challenge: automatic (for mundane objects); Mental vs. target (for people)
Retest: Subterfuge, plus one free retest
Effect: You get a mystical fix on the location of a person or mundane object nearby, enabling you to find it. If more than one target nearby fits the description of what you're looking for, you sense instead that you need to be more specific.
Sense Magic
Challenge: static Mental vs. the magic's creator (You get a one-Trait bonus for familiar or obvious effects, and a two-Trait bonus for Garou gifts.)
Retest: Enigmas
Followup Cost: 0-5 Mental Traits
Effect: Your mystical senses pick up on magic active in the area. Magic includes Garou gifts, vampire Disciplines, mage Spheres, and so on. An intuition informs you what kind of magic it is, in a broad sense -- "Gaian" or "blood magic," for example, is about as specific as the intuition gets. The Storyteller may impose Trait penalties to your challenge for very unusual magics. This gift senses magics within a ten-foot radius, plus another ten for each Mental Trait you spent.
Shroud
Cost: One Gnosis
Challenge: no challenge if it's dark or nearly dark; otherwise, a static Gnosis vs. difficulty based on lighting -- six Traits indoors, nine Traits in the sun
Retest: Occult
Followup Cost: 0-5 Mental Traits
Effect: You conjure up a field of inky blackness, obscuring all sight except your own. (You manage to see through the dark perfectly well somehow.) You black out one ten-foot-square area within your line of sight, plus another for each Mental Trait you spent. All others taking action within this darkness suffer the effects of Darkness (They suffer a 2-trait penalty and may have the "Blind" retest called against them). The metis gift Eyes of the Cat can allow another Garou to see through this darkness.
Duration: One scene
Spirit of the Bird
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.
Duration: One hour
Spirit of the Fish
Cost: One Gnosis
Followup Cost: 0-5 Mental Traits
Effect: Uktena is a water-god, and this gift extends that power to his children. You can breathe underwater and swim as fast as a Hispo runs.
Duration: One hour, plus one for each Mental Trait you spend
Spirit Speech
Activation Time: Always on
Effect: You understand spirit languages used around you, and you can communicate back in kind. Because relatively few spirits can communicate in the werewolf High Tongue (let alone human speech), this gift is absolutely invaluable for navigating the spirit worlds.
Strut
Required: Make a suitably impressive display of yourself.
Challenge: Social vs. target
Retest: Intimidation
Effect: A turkey-spirit teaches this gift, which dissuades others from sticking their nose in your business. You appear more imposing, to the point that your target has second thoughts about interfering with you. A target whose only interest in you is casual will find something else to do; a target who really has to deal with you suffers a two-Trait penalty to challenges against you until they can win one. Supernatural targets may cancel the effect of this gift by spending one Willpower.
Duration: Until the target wins a Challenge against you; or if the target is supernatural, until they spend one Willpower
Uktena’s Freezing Stare
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: A human or animal 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 a Garou target cannot flee or attack you for the duration.
Duration: Until your gaze is broken or one of you is attacked
Umbral Compass
To Learn: You must be a member of the Skywalkers camp to learn this gift.
Crossing the Gauntlet
Effect: Your difficulties to cross the Gauntlet are reduced by one. You are never at risk for getting stuck in any Gauntlet rating equal or less than your Gnosis.
Duration: Always in effect
Navigating the Umbra
Required: You are in the Umbra.
Challenge: Mental vs. 11 Traits
Retest: Umbra Lore
Effect: You can sense where you are in the Umbra, and intuit the next step to take on your journey (as determined by Gaia, i.e., the Storytellers).
Intermediate Gifts
Banish Totem
Required: You must know what totem the pack follows.
Activation Time: One full turn spent in concentration
Cost: One Gnosis and one Willpower
Challenge: Social vs. the pack's combined levels in the pertinent Totem Background
Retest: Intimidation
Effect: You speak a word of abjuration, cutting a pack off from the contact and aid of its Totem spirit. All members of the pack lose their Totem benefits, lose pack link, cannot use the Pack Tactics Background, and are no longer treated as packmates for other rules that care about such things.
Duration: One scene, or until you are knocked unconscious or killed
Call Elemental
To Learn: You must learn this gift separately for each kind of elemental you want to summon (air, earth, fire, water)
Cost: One Gnosis
Challenge: static Gnosis vs. the Gauntlet, followed by Social vs. the spirit
Retest: Occult
Effect: You conjure an elemental spirit that embodies one of the four classic elements -- air, earth, fire or water. Winning the Gnosis challenge makes the spirit appear; winning the Social Challenge persuades it to look on you favorably. If you fail the Social Challenge, it's unhappy with you.
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Air Elemental: Willpower 3, Rage 8, Gnosis 7, Essence 36, and the Charms Create Wind and Updraft.
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Earth Elemental: Willpower 10, Rage 4, Gnosis 5, Essence 60, and the Charms Armor, Materialize, and Umbraquake.
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Fire Elemental: Willpower 5, Rage 10, Gnosis 5, Essence 40, and the Charms Blast and Create Fire.
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Water Elemental: Willpower 6, Rage 4, Gnosis 10, Essence 40, and the Charms Cleanse the Blight, Flood and Healing.
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Duration: One Scene
Death Trance
Activation Time: Ten seconds of meditation
Cost: One Gnosis
Effect: You take on the semblance of death, effectively enough to fool even a forensics team. Your heart stops beating, your body goes cold, your wounds do not regenerate, and rigor mortis begins to set in. Only someone with a reason to suspect you are faking can make a Mental Challenge (they retest Investigation, you retest Subterfuge) against you to find some hint of the truth.
Duration: Three days, or until you end the effect
Guardians Fortitude
Cost: One Gnosis
Challenge: one Simple Test per Willpower you possess
Retest: Survival
Followup Cost: optionally, any number of Willpower (spent anytime while the gift is active)
Effect: You stand a long vigil, enduring past all exhaustion for the duration of this gift. You gain the Traits Perceptive x2 and Tough x2. You suffer no penalties for lack of sleep, food or water. You may not, however, regain Willpower while under this gift's effects.
Duration: One day per successful Simple Test, plus another twelve hours per Willpower spent
Hand of the Earth Lords
Required: A target of a thousand pounds' weight or less
Cost: One Gnosis
Challenge: Physical vs. target (automatic against targets that don't resist)
Retest: Occult
Followup Cost: 0-5 Mental Traits
Effect: You draw on the strength of the earth, using it to move your target through the air by force of will. You must maintain constant concentration on your target, and you may move it up to 20 miles per hour.
Duration: One turn, plus one more for each Mental Trait spent; the gift also ends if you stop concentrating on your target
Invisibility
Cost: One Gnosis
Challenge: no Challenge if not observed; otherwise, Mental vs. your observers
Retest: Stealth
Effect: You become truly invisible; light passes through you as if your body were empty space. Anyone actively trying to detect you must win Mental Challenge against you (they retest Investigation, you retest Stealth). You have a three-Trait bonus to this challenge if you're being stealthy, but not if you're drawing attention to your presence (moving at more than half your walking speed, entering combat, interacting with the environment, and so on). Cross your arms over your chest to indicate you're using this Gift.
Duration: One Scene
Lay of the Land
Required: You must be in a wilderness area to use this gift.
Initial Cost: One Gnosis
Challenge: Mental vs. Storyteller-determined difficulty
Retest: Survival
Followup Cost: 0-5 Mental Traits
Effect: You commune with the ambient spirits of the area, learning useful information about the region. Success gets you general information on a topic, such as the human population count, locations of supernatural hideouts, the presence of hidden tunnels, etc. Each Mental Trait you spend gives you an accurate answer to one specific yes-or-no question about the area.
Secrets
Cost: One Gnosis
Challenge: Mental Challenge vs. target
Retest: Subterfuge
Followup Cost: Win (not tie) as many Simple Tests as you can in a row
Effect: Your focused will unearths a secret your target keeps. The number of followup tests you win determine the degree of secret you uncover: winning no followup test grants you a mundane secret, one gives you a meaningful secret, two gives you one of the target's most important secrets, and three or more wins gives you the darkest and most terrible secret the target has.
Scrying
Required: Stare into a reflective surface.
Cost: One Gnosis
Challenge: Mental Challenge vs. 20 Traits, unless you have an item belonging to the target person or location; then vs. 10 Traits
Retest: Occult; Supernatural targets may use Occult to cancel/retest as if directly challenged, plus one free retest per failed Scrying attempt against that target in the last 24 hours.
Effect: The reflective surface becomes a scrying-glass through which you may observe events at a distant location, or follow the movements and actions of a targeted individual.
Duration: Until you stop staring into the reflective surface.
Sing Down the Rain
Required: Perform a rain dance.
Cost: 1-5 Gnosis
Challenge: Mental vs. Storyteller difficulty based on local weather conditions
Retest: Occult
Effect: You summon a rainstorm.
Duration: One scene, plus another for each Gnosis spent activating the gift
Spirit’s Horse
Activation Time: Five minutes spent in ritual meditation
Challenge: Social vs. Storyteller difficulty, based on what connection you have to the spirit
Retest: Occult
Effect: You empty yourself and welcome an ancestor-spirit into your body, who takes control and may participate in tribal activities. After activating the gift, make a Simple Test (on which you may retest by spending a Willpower). On a win or tie you are aware of what's going on, even though you are powerless to interact. On a loss, hand your sheet to a Storyteller; you will have no recollection of what the ancestor did while riding your body.
Duration: One Scene
Wisdom of the Ancient Ways
Activation Time: One turn
Challenge: Gnosis vs. 9 Traits (minus one Trait per level of Ancestors you have)
Retest: Occult
Followup Cost: 1 or 2 Mental Traits
Effect: Through a moment of meditation, you reach out for answers to the Garou who have gone before, be they your own ancestors or other warriors of yore. You recall their memories or summon up ancient lore. Ask the Storyteller for the information you seek: if you spend one Mental Trait it is clear but broad information, while if you spend two Traits the information is detailed and specific.
Advanced Gifts
Fabric of the Mind
Initial Cost: One Gnosis
Challenge: static extended Mental vs. eight Traits
Retest: Performance
Followup Cost: One Gnosis per turn, for any object that gets involved in a fight or other strenuous activity
Effect: You weave creations out of your imagination and into reality. For each success you accumulate in the challenge, you have one Trait to assign to these fabrications. You can create one object or many, with whatever attributes you can imagine and describe. You can even create sentient creatures that react naturally, and behave as you direct. If you fail the challenge before you achieve the number of Traits you want, perform two Simple Tests: failing both means you create the object, but it acts independently of your control, and may even be somewhat malicious. It will last until you destroy or banish it.
Duration: One Scene (but you may extend the gift another Scene for another Gnosis); if your fabrications get involved in combat or the like, the gift ends if the followup cost isn't paid.
Fetish Doll
Required: Take one week to construct a doll that represents your target, incorporating a part or belonging of your target (such as blood, shed fur, an item of clothing or jewelry) -- this requires a Mental Challenge vs. 12 Traits (retest Crafts)
Frequency: You may only possess one Fetish Doll of a person at a time.
Challenge: static Mental vs. target
Retest: Occult
Followup Cost: 0-5 Mental Traits
Effect: By mutilating a specially made doll, you inflict damage on a distant target. After a successful activation, attempt another activation challenge for each Mental Trait you spent. The number of activation successes you collect (including the first) is the number of Aggravated damage you deal to your target. With multiple uses of this gift, you can deal a maximum of ten levels of damage through the doll before it is completely destroyed. If you fail the initial activation challenge, attempt two Simple Tests: failing both destroys the doll without dealing any damage.
Pointing the Bone
Required: Point a bone at your target.
Frequency: Once per target per scene
Cost: One Gnosis
Challenge: TWO Mental Challenges vs. target's Physical Traits
Retest: Occult
Effect: You channel destructive energy through an old bone, dealing damage to a target. If you win both Challenges, you deal one Aggravated damage to your target and you may immediately attempt the gift again at no cost. If you win the first challenge and lose the second, you deal no damage, but you may still immediately attempt the gift again at no cost. If you ever lose the first of the two challenges, you have run out of attempts and may not affect that target again this scene.
Uktena’s Glare
Frequency: Once per target per scene
Challenge: a number of Simple Tests equal to your current Rage
Retest: none
Effect: Like the legendary Ulunsuti gem embedded in the forehead of great Uktena, your gaze flares with the power to kill. Each win or tie you achieve activating this gift deals one Aggravated damage to your target.