Children of Gaia

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Xenia
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Children of Gaia

Post by Xenia »

Child of Gaia Gifts

Level One Gifts
  • Mercy
  • Mother's Touch
  • Swallow Rage
Level Two Gifts
  • Grandmother's Touch
  • Para Bellum
  • Stinging Blows
Level Three Gifts
  • Dazzle
  • Guilt Trip
  • Soothe the Savage Beast
Level Four Gifts
  • Strike the Air
  • Unicorn's Grace
Level Five Gifts
  • Serenity
  • Umbral Key
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Child of Gaia Level One Gifts

Post by Xenia »

Level One

Mercy
Children of Gaia see no use for lethal force when they are not fighting minions of the Wyrm, but even they succumb to frenzy. This Gift, used chiefly by Children of Gaia with high Rage or in duels, allows the Garou to use her natural weaponry and Rage without fear of killing her opponent. A dove-spirit teaches this Gift.

Cost: 1 Gnosis

Test Pool: None

System:
Spend a simple action to activate this Gift. For the next 10 minutes, all damage that the Garou inflicts with her own body (claws and teeth, but no weapons of any kind) is considered bashing. A creature “killed” by such damage merely falls unconscious, and he may heal the wounds at the usual rate for bashing damage.

Affinity:
Always watchful, Children of Gaia are able to throw this up as a last minute protection should they enter frenzy unexpectedly. Upon entering frenzy (either berserk or fox), you may choose to spend 2 Gnosis to activate this Gift reflexively. The effects of this Gift, when activated in this way, last for either 10 minutes, or the duration of your frenzy (whichever is longer). If you choose to activate this Gift upon entering a frenzy your frenzied self may not spend Rage in the first turn of the frenzy.


Mother’s Touch
The Garou is able to heal the wounds of any living creature, aggravated or otherwise, simply by laying hands over the afflicted area. The Garou may not heal herself, spirits or the undead with this Gift. A bear- or unicorn-spirit teaches this Gift.

Cost: 1 Gnosis

Test Pool: None

System: Spend a simple action as you touch your target. This heals 1 point of damage (any type) for the target. This Gift may only be used on an individual within one step of you, and may not be used on yourself.

Affinity:
Children of Gaia know the importance of healing faster than your legs might allow. You are able to use this Gift on a target within a number of steps equal to your Hearth Wisdom, and you only have to gesture towards the target rather than touch them directly.


Swallow Rage
This Gift allows the Child of Gaia to overcome her innate savagery, although at a dangerous cost. By use of this Gift, the Child may stop a frenzy and reduce her Rage by directing it inward. The inward battle is visible for several minutes and can take the form of a shuddering concentration or even a masochistic heating. An ancestor-spirit teaches this Gift.

Cost: 1 Willpower

Test Pool: None

System:
Spend a simple action to activate this Gift. Your temporary Rage immediately reduces by 2, and for the next 10 minutes you gain a +4 to resist falling into frenzy. Alternatively, at the moment of entering either berserk or fox frenzy you may choose to activate this Gift reflexively, in which case in addition to the normal cost, you suffer 2 points of unreducible lethal damage and immediately end your frenzy.

Affinity:
When activating this Gift, you may choose to give your Rage to another rather than it just being lost. The recipient must choose to accept your Rage, unless they are in a frenzy in which case they automatically accept the Rage. If the recipient does not accept the Rage, it is simply lost.
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Child of Gaia Level Two Gifts

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Level Two

Grandmother’s Touch
This Gift heals as does Mother’s Touch, but can heal the user of the Gift. This Gift cannot heal spirits or the undead. A unicorn-spirit teaches this Gift.

Cost: 3 Gnosis

Test Pool: None

System:
Spend your standard action to heal 5 points of damage—normal or aggravated, in any combination. You may heal yourself or an individual within one step of you. This power can also heal damage from toxin, poisons, and even supernatural infections such as The Slow Knife. However, it cannot cure terminal diseases.

Affinity:
You can use this power on any target within a number of steps equal to the number of dots you possess of the Hearth Wisdom Ability. Further, you may split up this healing however you see fit between yourself and two other targets within range, rather than just the standard one.


Para Bellum
Though the Children love life, spring, and all that is good of Gaia, they aren’t pacifists; they always stand ready to protect their Mother. The werewolf’s Rage bursts forth in a torrent when another breaks the peace she so cherishes. A bear-spirit teaches this Gift.

Cost: 1 Rage

Test Pool: None

System:
This Gift may only be used at the beginning of a battle that was not initiated by the Garou, her pack, or her allies. The player spends one point of Rage reflexively, which may be done before the Garou's turn. For the rest of the combat, the character enjoys one additional dot of Strength and Dexterity when attacking the enemy who fired the first shot of the battle, or any character that has inflicted an injury on a member of the Child’s pack during the scene. If this extra dot of Strength and Dexterity would bring you above 5, you do not gain a Heroic Attribute ability.

Affinity:
Upon purchase of this Gift, choose either a Strength or Dexterity Heroic Attribute Ability. While this Gift is active, you gain access to that Heroic Attribute Ability so long as the selected Attribute is above 5 while the Gift is active. If you already have a Heroic Attribute, you may gain a second at Storyteller approval.


Stinging Blows
The Children hate to admit it, but sometimes you can’t negotiate your way to a position of peace. Occasionally, you have to have faith in your own righteousness, and enforce you will upon those who are genuinely acting like children. But it you’re going to do it, at least you can make your claim as strongly as possible and prevent unnecessary damage. This Gift is taught by a wasp spirit.

Cost: 1 Rage

Test Pool: Charisma + Empathy vs. Target's Composure + Willpower

System:
Spend a simple action to activate this Gift. For the next 10 minutes, when you successfully hit a target with a physical attack, engage them in this power's test. If successful, the target must turn their attention to you and cannot attack any other target except you for the next turn. Usually this Gift is employed to break apart two foes who otherwise couldn’t be. It’s a risky gambit, but sometimes effective. This effect immediately ceases if you are killed or knocked unconscious; however, affected individuals may still choose to attack you after that point.

Exceptional Success:
Targets successfully affected by this Gift must turn their attention to you for three turns, rather than just the next one.

Affinity:
The whole point of this Gift is to turn everyone's attention to you, and to stop fighting. When you successfully activate this power on an individual, you may choose to spread its effect targeting everyone within two steps of the target to a mass challenge using this Gift's test pool. You must target everyone (allies and enemies) with this power in this fashion.
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Child of Gaia Level Three Gifts

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Level Three

Dazzle
The Garou can flood a target’s mind with the glory and love of Gaia, rendering him harmless for a short while. A unicorn-spirit teaches this Gift.

Cost: 1 Gnosis

Test Pool: Charisma + Empathy vs target's Composure + Willpower

System:
Spend a standard action and engage a target within 10 steps in a contested challenge. On a success, the target sits down and stays there, contemplating Gaia's love quietly for the next 10 minutes. If the target is attacked this effect ends immediately, and they are able to test to defend against the attack normally.

Characters in the middle of frenzy are immune this Gift, as are spirits that either feel no emotion, or are tied to a single emotion such as fury.

Exceptional Success:
The target is so enraptured by the love and glory of Gaia, that their temporary Rage (if they posses any) is reduced by 1.

Affinity:
Those lost in Frenzy are not immune this Gift, though they have additional protections. A person in frenzy targeted by this power adds their temporary Rage to their defensive test pool to resist this effect. If successful however, this effect immediately ends their frenzy and they are affected as per the above ability.


Guilt Trip
By unearthing buried guilt and remorse, the Child of Gaia can force another to perform an action against her own will. Even if little relation exists between the guilty conscience and the task at hand, the Gift can be effective. Better results occur when there is a direct link, however. The Gift works best when the target wants to perform the action, but pride or fear prevents her from doing so. Many urban spirits that have witnessed the cruelty of humanity toward itself know this Gift and teach it to the Garou.

Cost: None

Test Pool: Manipulation + Empathy + Rank vs. Target's Composure + Willpower + Rank

System:
Spend three turns talking with a target and bringing up to them something they have done wrong. You may not know precisely what it is you are driving at; however, the Gift makes sure the words hit home with the target. After those three turns, engage your target in a contested challenge. If successful, the target is overcome with guilt and remorse about their action. Subsequently, for the next hour they suffer a -2 on all non-defensive mental and social challenges as they are distracted trying to figure out the best way to atone. The target may eliminate this penalty by choosing to go and perform some atonement for their guilt. This may be as simple as apologizing, but it must be sincere - half hearted apologies do not satisfy the guilt this Gift has brought up.

Exceptional Success:
The penalty inflicted by this Gift is increased to -4. Further, any action taken by the target to eliminate this penalty requires an extensive apology, the target kneeling down and prostrating themselves before the victim of their crime or the like. If they can learn the Rite of Contrition, performance of it is highly recommended.

Affinity:
This Gift works best when you know a crime the target has actually committed that they could be made to feel remorse over. By stating a specific crime when activating this Gift, you make sure the target is affected in related to that specific issue, not simply a random attack of guilt,. Further, depending on the nature of the crime, it can provide a bonus to your test pool. Refer to the below list for examples of how much of a bonus a given crime would be.
Infraction Bonus
Small infractions, or actions that harmed no one either directly or indirectly (sneaking out after their parents set a curfew) +0
Minor infractions, or actions that harmed no one directly, but did harm someone indirectly (told a lie to get out of trouble that ended up causing others to get into a fight later) +1
Major infractions, or actions that harmed someone directly (slipped into a berserk frenzy and attacked someone innocent who survived) +2
Serious crimes perhaps against the Litany, or the god they follow (murdered someone for selfish reasons) +3
Severe crimes against the Litany, or direct blaspheme against the god they follow (allowed a caern to be defiled) +5
It is ultimately ST discretion what bonus is appropriate.


Soothe the Savage Beast
Music is the language of the soul, and by bringing soothing music the Garou makes it more difficult to Rage. A nightingale-spirit teaches this Gift.

Cost: 1 Gnosis

Test Pool: None

System:
The Garou must be the catalyst for any soothing music (singing, playing an instrument, conducting others, even encouraging another to play, etc.) to activate this Gift. This Gift lasts for 10 minutes or until the music stops (whichever comes first). While this Gift is active, everyone listening gains a bonus equal to the performer's Performance (capped by the Child of Gaia's Rank) as a bonus to resist all forms of frenzy. They must accept this bonus and cannot choose to refuse it to make frenzy easier.

Affinity:
When you are performing the music, you are not limited by your Rank. This limit still applies if you have induced another to perform for the purpose of this Gift.
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Child of Gaia Level Four Gifts

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Level Four

Strike the Air
The Garou becomes the ultimate example of passive resistance. She becomes unable to attack an opponent, but she is also unable to be hit, allowing her opponents to exhaust himself in the attempt. A mongoose-spirit teaches this Gift.

Cost: 1 Willpower

Test Pool: N/A

System:
Spend a simple action to center yourself, quelling any urges to do violence. Until your next initiative on the next Universal Round, so long as you do not attempt to initiate an opposed challenge, double your dots of your Dodge ability for the purpose of defending against incoming attacks. If you initiate an opposed challenge, the effects of Strike the Air immediately end. Attempting the Assist Defender combat tactic does not count as initiating an opposed challenge for the purpose of using Strike the Air.

Affinity:
You have an exceptional Gift for reading the body language of others, allowing you to maintain your peaceful focus for a greater length of time. When using Strike the Air, so long as you do not attempt to make an attack of any kind, the effects last a number of turns equal to your dots of the Empathy Ability.


Unicorn’s Grace
A Garou with this Gift never loses her poise and rarely loses her temper. Even in the nastiest arguments or the bloodiest combats, Children of Gaia can maintain their cool with this blessing. An avatar of Unicorn teaches her followers this Gift.

Cost: 1 Gnosis

Test Pool: N/A

System:
Spend a simple action to activate this Gift, during which the Garou represses her Rage for an hour. No matter how many Rage points the Garou has, humans and animals are unable to detect her supernatural essence. The Garou also cannot frenzy and can spend Rage points only up to a maximum of her Empathy while maintaining this Gift.

Affinity:
Unicorn passes onto her followers also her speed, granting them grace, but also fleetness. While this Gift is active, you double your movement speed (one simple action allows you to take 6 steps instead of 3).
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Child of Gaia Level Five Gifts

Post by Xenia »

Level Five

Serenity
Religious leaders and secular rulers often instill a sense of inspiration among their followers. Your devotion to the practice of peace and your dedication to fairness have infused your aura in a similar way, palpable to anyone in your presence. You can extend and focus this serene emotion, calming even those wholly consumed by their Rage. An avatar of Unicorn teaches this Gift.

Cost: 1 Gnosis

Test Pool: Charisma + Empathy versus target's Composure + Willpower

System:
Spend a standard action to speak a few calming words to your target. If you succeed in the opposed challenge, your target immediately loses 3 Rage, to a minimum of 0. If the target is in any type of Frenzy, she immediately falls out of Frenzy.

Exceptional Success:
Your use of Serenity causes your target to lose 4 Rage, instead of the standard 3 Rage.

Affinity:
Targets affected by this power become incapable of entering Frenzy for the next hour. If your target possess the ability to use Rage, she can only regain up to a maximum of (10 - your Rank) Rage during this hour. Any Rage in excess of that is simply lost.

Umbral Key
The Children of Gaia from Greece are natural umbral explorers being able to quickly move about the realms when needed. This gift is one of their closely guarded secrets, and as such is only taught by an avatar of Unicorn.

Cost: 2 Gnosis

Test Pool: Resolve + Occult + Rank vs Resolve + Willpower + Rank

System:
Expend 2 points of Gnosis and three standard actions to focus on the local area of the Umbra, twisting and changing it to your will. You may affect the nearby Umbra in one of two ways:
•Open Portal: You can open a small, person-sized gateway across the Gauntlet, allowing anyone to pass in or out of the Umbra. Entrants can bring only those objects that a single person can easily carry. The Umbra rejects any non-shapeshifters who are brought into it; they reappear in the Material Realm after one hour. Keeping the gate open requires concentration; you must spend your standard action each Everyman round to maintain it. If you do not, the gate closes.

•Lockdown: You can lock the nearby area of the Umbra, preventing anything from entering or exiting the Umbra within a two-mile radius of your current location. If another individual seeks to cross the Gauntlet, she must first defeat you in an opposed challenge. If she fails, she is unable to cross. This challenge takes place before she spends the requisite time attempting to cross over, and the target must succeed at this challenge before she can use any gift or effect that incorporates crossing the Gauntlet. This gift cannot affect powers that seek to cross different barriers to other dimensions, such as crossing the Shroud into the Shadowlands. Those with the Intrepid Explorer merit do not have to test.
You cannot open a gateway into a Wyrm-tainted area, unless you currently possess Wyrm Taint yourself.

Affinity:
If someone attempts cross the Gauntlet when you have an area on Lockdown, you become aware of her presence. You may attempt a tracking challenge to find her.
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Xenia
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Child of Gaia Camp Gifts

Post by Xenia »

TBD
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