Level Four
Attunement
The Garou may commune with the spirits of a city or town; or may communicate with the spirits of the wilderness, and gain information about the area from them, including rough population, enclaves of Garou or other beings, and secret tunnels. A rat-spirit teaches this Gift.
Cost: 1 Gnosis
Test Pool: None
System:
Upon purchasing this Gift, the Strider must decide if it is for a city (in which case this Gift uses the Streetwise Ability), or for the wilderness (in which case this Gift uses the Survival Ability). They may choose to repurchase this Gift getting the other version as well. To activate this Gift, the Garou spends one minute attuning themselves to the area and in doing so learning of the immediate area (within 1 mile). The Garou immediately becomes aware of a number of facts about the nearby area equal to their dots in the appropriate ability for the version they have. These facts are left to ST discretion but typically will involve important landmarks, unusual areas, or possible dangers. You are roughly aware of the location of these facts and can travel to them, or avoid them, with little difficulty.
Affinity:
The range that this Gift reaches out to becomes much greater: the facts can come from anywhere up to 10 miles.
Eyes of Anubis
Fate is a fickle thing, with this Gift the Striders call upon their knowledge of curses to bring about an unfortunate fate. An owl-spirit teaches this Gift.
Cost: 1 Gnosis
Test Pool: Manipulation + Occult vs Target's Composure + Willpower
System:
Spend one Standard Action and engage a target within line of sight in a contested challenge as you invoke a curse to plague your target, which you must speak aloud. Many Striders evoke the same curses inscribed within pharaohs' tombs, but any solemn curse will suffice. If you succeed on the opposed challenge against a target within hearing range, your hex will immediately overcome them and remains in effect for 24 hours.
With this Gift you may choose to inflict your target with one of the following effects:
- Curse of the Addled Mind: Your target is assailed by ceaseless distractions and ruminations. She gains the Careless Flaw. In addition she suffers -2 on all challenges relating to perception in any way (general tests, awareness, investigation, etc.)
- Curse of Blighted Flesh: You afflict your target with painful boils and lesions. She gains the Permanent Wound Flaw. If your target has already suffered damage to her health track, she must reapply it with the now missing health levels removed
- Curse of Conspicuousness: Your target struggles to blend in and not be seen as a source of ruckus. She gains the Flaw Trouble Magnet. Additionally she suffers -2 on all challenges involving stealth or Subterfuge.
- Curse of the Toppling Throne: Wishing ruin upon your target, you isolate her from her wealth and power. Your target must subtract a total of 10 dots from between her Allies, Contacts, Influences, and Resources backgrounds to a minimum of 0. She may choose which Backgrounds and which specific Allies, Contacts, and Influences are lost in this manner. Influences lost in this manner do not grant points at the next game attended
- Curse of Failing Vision: Your curse calls forth baleful cataracts, inflicting your target with the Bad Sight Flaw and making it so they cannot read or write anything as their vision is that poor. This curse does not impact the use of powers that require line of sight.
- Curse of Mediocrity: Your curse distorts the strands of destiny, causing your target to lose all access to general Merits for the duration of this power, although the target retains any Tribal or other special merits that are not on the general list.
If your target is already suffering under the effects of this Gift, another application of Eyes of Anubis will fail. Only after one curse ends can you inflict another.
Exceptional Success:
The duration of the curse is until the next game session instead of 24 hours. Further, if the target of the curse was a non-supernatural mortal with 4 or less Willpower, they may simply die outright at ST discretion.
Affinity:
The Striders are especially adept at twisting fate and may choose to apply two of the above effects when invoking their curse instead of the usual one.