Level Two
Heat Metal
Waders of Man — who understand the workings of science and spirits alike, perhaps even studying at Leucippus' feet about the nature of the world — can mystically excite the atoms within metal. Metal heated in such a way can be forged, molded or used to sear flesh. A red-hot bar can be a very effective weapon. Glass Walkers learn this Gift from fire, earth, or metal elementals.
Cost: 1 Gnosis
Test Pool: None
System:
Spend a simple action to heat a piece of metal you are touching. The metal stays heated for a number of turns equal to your Academics. Heating metal in this way does make it easier to mold or forge. When used as a weapon, touching heated metal causes one aggravated, unsoakable Health Level of damage per round. You are immune this damage yourself and may freely handle the heated metal.
Affinity:
The metal heated by a Warder is exceptionally hot, either to drive back those that would hurt their charges, or to make the forging that much faster. Touching the heated metal causes two aggravated, unsoakable Health levels of damage per round.
Iron Fur
Focusing in on their own being, the Wader of Man wraps his own spirit with those of iron, turning his fur into hardened metal. Metal or Earth elementals teach this Gift.
Cost: 1 Willpower
Test Pool: None
System:
Spend a simple action to activate this Gift, during which your fur becomes like hardened iron. You gain a bonus on all soak challenges equal to your Academics. Additionally, you gain the
Hardened Armor Quality from your fur alone. While this Gift is active, the Garou suffers a -2 penalty to all Dexterity challenges, and any Social challenges not involving other Warders of Man. Obviously you must be in Crinos, Hispo or Lupus for to use this Gift.
Affinity:
There are creatures that fear iron, and your fur is treated as true iron. This may be a cause for fear by those creatures and may lead to a bonus or penalty on social challenges with such creatures at Storyteller discretion.
Pennies from Heaven
The Glass Walker convinces money spirits to change their denomination. The coin or note simply metamorphoses into the appropriate denomination. Money spirits teach the Gift.
Cost: 1 Gnosis
Test Pool: None
System:
Spend a standard action to use this Gift. You may then change the currency your character has either into a more valuable denomination.
Each success can change one coin or note into another denomination. Foreign currencies can also be converted in similar fashion, and it is also possible to convert a currency of one country to a different denomination of another. Each activation of this Gift is able to increase your effective resources for a single transaction by one. This Gift may be activated multiple times for a single transaction; however, Resources cannot be increased beyond 5.
It's worth noting that this does not change the innate physical properties of the currency for any mechanical purpose, but merely presents a convincing enough illusion that the currency will be accepted and processed as possessing that value.
Affinity:
Warders are able to affect change over the physical properties of the coinage, actually changing the coins into the specific metal or material they need.