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.