Ostraka Gifts

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Xenia
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Ostraka Gifts

Post by Xenia »

Ostraka Gifts

Level One Gifts
  • Fight or Flight
  • Predator's Insight
  • Primal Anger
  • Razor Claws
  • Traitor's Bane
Level Two Gifts
  • Burden of Doubt
  • Burrow
  • Curse of Hatred
  • Form Mastery
  • Umbral Tether
Level Three Gifts
  • Call of the Wyrm
  • Frozen Form
  • Mental Speech
  • Rage of the Underdog
  • Splintered Claw
Level Four Gifts
  • Defense of the Hearth
  • Gnaw
  • The Madness Season
  • View the Battlefield
  • Wither Limb
Level Five Gifts
  • Aegis of Rage
  • Apotheosis of Rage
  • Twist of Fate
  • Umbral Body
  • Wyld's Undreamt Fury
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Level One Ostraka Gifts

Post by Xenia »

Level One

Fight or Flight
Gaia's Warriors have little patience for those who would waste their time with jibes and elaborate words. This Gift forces any would-be challenger to make the most primitive of decisions - to either fight or back down and flee. A bear-spirit teaches this Gift.

Cost: 1 Rage

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

System:
Spend a standard action to make an opposed challenge against an opponent within three steps of you. If you succeed, your target cannot delay her next action in initiative order. At the beginning of her next action, she must choose and enact one of the following:
  • Fight: You opponent must attempt a Physical attack against you. She may choose to meet this requirement by using a power that involved making a Physical attack or by using a combat maneuver that targets you. If you are not within her range, she must use her actions to advance towards you; if possible, she must mover towards you and then attack, if she has sufficient actions to do so.
  • Flight: Your opponent must spend her actions to move away from you, taking the maximum number of steps available to her.
If you cannot be targeted by Physical attacks, your target may act normally. Alternatively, if your target is immobilized or grappled, or otherwise unable to move or attack due to another power, she may act normally. If you move away from your target or cease to be visible, she may also act normally.

Multiple uses of this power from different users do not have cumulative effects. In those cases, the target only responds to the most recent challenge. Wolves and other Garou may view the use of this Gift as a form of social aggression, possibly initiating a Staredown.

Exceptional Success:
For the next hour, your target remains under your power. You may enact this Gift's effect again without a challenge by expending a simple action to growl at your opponent; no Rage expenditure is required.

Affinity:
You may target up to three individuals at once with this power.


Predator's Insight
Only the most foolish Cubs rush into battle without first knowing the strength of their prey. With but a moment's study, the canny hunter can discern her quarry's strengths, adapting her strategy to suit her target. An owl-spirit teaches this Gift.

Cost: 1 Gnosis

Test Pool: Wits + Investigation versus target's Resolve + Willpower

System:
Spend a standard action to invoke spirits of the hunt. If you succeed in an opposed challenge, you determine one of the following pieces of information about your target:
  • Her current Willpower
  • Her current Gnosis
  • Her current Rage
  • Total number of health levels, and current health
This power does not determine creature type; however it is useable on creatures other than Garou. In such a case, it will return the closest analogue temper for the creature. (e.g. A use of this Gift against a vampire asking about its Gnosis would return how much vitae they have, but would not say that is vitae.) This power does not overcome powers intended to confound supernatural powers of detection.

Predator's Insight may be combined with other powers that enable you to see or smell at a distance, provided they augment your own perceptions. Use of this Gift is not surreptitious, as any who are able to observe can notice you seem to be sizing the target up. Wolves and other Garou may vide this Gift as a form of social aggression, possibly initiating a Staredown.

Exceptional Success:
If you achieve an exceptional success, you also learn any hidden weaknesses of your target, such as Physical Flaws, or Derangements.

Affinity:
You may activate this Gift with a simple action rather than a standard action.


Primal Anger
The Ostraka learns to focus the anger within her heart and use it to increase her Rage. The anger takes a physical toll on the werewolf, and it is up to her to unleash it on her enemies. The spirits of ancient Ostraka and White Howlers teach this Gift.

Cost: Special, see Gift

Test Pool: None

System:
A character with this Gift may sacrifice a single health level, once per scene, and gain two extra points of Rage in exchange (even if doing so takes her above her permanent Rage rating). The health level is treated as aggravated damage for purposes of recovery. This Gift does not take an action to use.

Affinity:
The suffering known by Ostraka for their mistreatment lets them harness even greater Rage. You gain three points of Rage when you use this Gift rather than two.


Razor Claws
By raking his claws over stone, steel, or another hard surface, the Get hones them to razor sharpness. Either a cat- or bear-spirit teaches this Gift.

Cost: 1 Rage

Test Pool: None

System:
Send a simple action as you sharpen your claws, honing them into even deadlier weapons either against some other hard surface or against your own claws. You do an additional level of damage with all claw attacks.

You must be in a form that possesses claws to activate and benefit from this Gift. This effect lasts for 1 hour, or until you shift into a form that does not have claws.

Affinity:
For Ostraka, their claws are never truly away. You do not have to spend a Rage or action to activate this Gift; it is always active so long as you are in a form that has claws.


Traitor's Bane
Few things enrage the spirits more than those who violate their sacred duty to Gaia. Calling on spirits of judgement and wrath, you can enlist their aid to punish those who have betrayed their purpose, guiding your strikes as you mete out justice. A spirit of judgement or vengeance teaches this Gift.

Cost: 1 Rage

Test Pool: None

System:
Spend a simple action to howl, expressing anger towards any target with Wyrm Affinity, such as banes, fomori, and Fallen Garou. For the next hour, your Physical attacks gain the Accurate equipment quality against such targets. As a reminder, you cannot benefit from the same quality twice.

Your cry for justice inspires those around you. When joining you in attacking your target, a number of allies up to the number of dots you possess of the Leadership ability receive a +2 bonus to resist fear-based attacks, such as Primal Fear, while this Gift is active.

Affinity:
If you succeed in striking a target while under the effects of Traitor's Bane, that target becomes supernaturally marked. If she escapes the combat, you receive a +3 bonus to any challenge to track down that target. This benefit lasts until the next sunset or sunrise, whichever is longer.
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Level Two Ostraka Gifts

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Level Two

Burden of Doubt
Deep within even the most honorable or innocent of persons, the seeds of doubt lie deeply buried. Through the power of your consternation, you can cultivate these seeds until they blossom into a physical affliction. This Gift is taught by a lion spirit.

Cost: 1 Gnosis

Test Pool: Manipulation + Politics versus target's Composure + Willpower

System:
Spend a standard action to verbally condemn your target, who must be able to hear your condemnation. If you succeed in an opposed challenge, your target feels the weight of your judgement as her limbs become heavy with doubt and fatigue.

Your target reduces the damage she would normally deal on her next successful Physical attack by 2 points (minimum 0). Additionally, until your target successfully strikes someone with a Physical attack, she cannot benefit from the Accurate, Brutal, or Deadly equipment qualities.

Exceptional Success:
The damage reduction from Burden of Doubt lasts for your target's next two successful Physical attacks, instead of the standard one attack.

Affinity:
The backlash of the Ostraka hits harder. Your target reduces the damage she would normally deal on her next successful Physical attack by 3 points, instead of the standard 2-point reduction.


Burrow
Those who learn this Gift gain the ability to burrow through the earth. They make a real tunnel, and others can follow them through it. The digger creates a burrow just large enough for her to go through. Others may follow, but they are limited by the size of the hole. The werewolf must be in Crinos, Hispo or Lupus form to use this Gift as she needs her claws for digging (although even Ostraka without claws can use this Gift). The tunnel is not structurally sound, and it will collapse over time. Mole kindly teaches this Gift to all Ostraka who seek him.

Cost: None

Test Pool: Special, see Gift.

System:
The character is able to burrow and make a tunnel to move through. Doing so takes their simple and standard actions and allows the character to make 2 steps of progress. So long as the character is burrowing through nothing more difficult than soil, they do not need to test. Should the character run into a more difficult substance they will need to make a static Strength + Athletics against a difficulty determine by the Storyteller (Rocky Ground would be difficulty 6 while Solid Rock is difficulty 9). There are some reinforced structures that will not yield no matter how hard the Garou digs, though such structures are rare and in this age almost universally supernatural.

The tunnel that is dug lasts for 10 minutes before collapsing upon itself - this does allow for others to travel with - or perhaps follow the ostraka that is using this Gift.

Affinity:
You are able to burrow faster. While digging, you are able to move at a rate of 3 steps a turn.


Curse of Hatred
The ostraka may verbalize the hatred in her heart, disheartening opponents with the intensity of her emotion. A spirit of hate teaches this Gift.

Cost: 1 Gnosis

Test Pool: Manipulation + Performance versus target's Composure + Willpower

System:
Spend a standard action and make a contested challenge against a target within 10 steps that can hear you. If you succeed the target feels drained and loses 1 point of Willpower and 1 point of Rage. This Gift may be used on an opponent only once per scene.

Exceptional Success:
On an exceptional the target loses 2 points of Willpower, and 2 points of Rage.

Affinity:
Ostraka know that often they have to prove themselves to others multiple times, and sometimes that means opening up their heart again and again, even if it hurts. You may make use of this Gift a second time against the same target in a scene by increasing the cost to: 1 Gnosis and a Point of Aggravated damage. You may not use this give more than twice against the same target in the same scene.


Form Mastery
This Gift empowers the Wyld spark that resides in all Garou, granting the character greater control over her shapeshifting abilities. A wolf-spirit teaches this Gift.

Cost: None

Test Pool: None

System:
This Gift's effects are permanent once learned. Transforming is fast and easy for you. When you spend a simple action to shift your form one step, you actually may shift two steps.

Affinity:
Once a session you may shift to any form without spending Rage or an action.


Umbral Tether
Journeys through the Umbra can be dangerous and unpredictable, especially if one dares journey to the Deep Umbra. You've learned to anchor a tether to a specific location, such as a caern or a secured oasis. This lifeline makes it impossible for you to become so lost that you cannot find your wya back to this waypoint. This trick is not without its own dangers, and clever spirits or Garou may discover it and follow this tether back to you. This Gift is taught by spirit of exploration.

Cost: 1 Gnosis

Test Pool: None

System:
Spend a standard action to mystically anchor a small part of yourself within a location within the Umbra. This spiritual tether creates a trail that helps you navigate the Umbra and weather the chaos of any threats found in your travels. You gain a +3 bonus to any relevant tests to navigate the Umbra or overcome Umbral hazards. While you have an umbral tether in place, you are immune to the Knock Down Combat Maneuver, including Gifts that leverage the maneuver supernaturally.

In addition, you can bind a party of Garou together to ensure that they are not separated while traveling in the Umbra. This umbral tether lasts until you dissolve it using a simple action.

While the tether is active, spirits and other Garou with this Gift can attempt to track you down if they stumble upon your umbral tether. However, the umbral tether is immaterial and cannot be attacked or destroyed.

Affinity:
While you are bound together with a group, once per turn if another individual bound by your umbral tether would suffer a negative effect - such as damage, or the effect of a Gift - you may choose to instead suffer the negative effect.
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Level Three Ostraka Gifts

Post by Xenia »

Level Three

Call of the Wyrm
You can emit a howl that carries the infuriating madness of the Wyrm. The sound is enticing to Wyrm creatures. For the hunter, this Gift is a tool to lure enemies to ambush. For the bold, it is both a summons and challenge. For the foolish, it could be the means of their undoing, as they may beckon unintended foes. This Gift is 'taught' by a bane spirit, typically only after a lot of violence has convinced it to do so.

Cost: 1 Rage

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

System:
Spend a standard action to issue a discordant howl that is particularly fascinating to Wyrm minions. Your howl can be heard by anyone within range of your normal voice if you are in your Homid, Glabro, or Crinos form. If you are in Lupus or Hispo form, your howl can be heard at grater distances: up to one mile away per the number of dots you have in the Performance ability.

When you emit this howl, choose a single target with who you are familiar or that you have battled in the past 30 days. Engage the target in an opposed challenge. This challenge automatically fails if the target is not within range to hear your howl, but you are unaware if the challenge fails for this reason.

If you succeed, the target comes to you as quickly and directly as is practical, likely looking for a fight. She intuitively knows the direction of the location to which she is travelling, and knows the name of the location if she is familiar with it. The target will not risk her safety when traveling. For example, she will not walk off cliffs or enter an obvious ambush, but she is not deterred by the thought of imminent hostilities. Indeed, most minions of the Wyrm are incited by the call and spoiling for a fight upon arrival; the creature knows she has been affected by a power and believes the call came from an enemy. Garou consider the use of this Gift on one another crass and disrespectful; targeting another Garou with Call of the Wyrm is akin to challenging someone to a street fight. Before going, the affected target can take a few minutes to prepare for her journey and may choose to invite any allies she has nearby.

Upon arriving, the affected creature must immediately present herself to you at a distance no greater that 10 steps from you. She automatically identifies you as the source of the Call of the Wyrm, even if you are in a group or hiding. Once she has presented herself, the supernatural compulsion of the Gift ends. If the target arrives to the origin of the call and you have hidden yourself, the supernatural compulsion of the Gift ends.

Once begun, you cannot end this Gift early. If you leave the area where you initiated the call, the affected creature can choose to stop answering it or to continue to the original location.

If the opposed challenge fails, the target might opt to investigate the source of the howl. Creatures that were not targeted may likewise attempt to investigate the sound; you can never be certain how many foes you may attract by using this Gift.

If you want to force more enemies to answer the call, you can tailor the resonance of the howl to affect multiple targets. Such a diffuse summoning only attracts minor minions of the Wyrm, and it does so indiscriminately. Make a separate opposed challenge against all minor minions of the Wyrm within range. You cannot control who or what responds by attempting to call fewer available targets. Affected targets are summoned to you as described above.

Exceptional Success:
An affected creatures is compelled to attack you after presenting herself to you. She cannot voluntarily leave the area until she succeeds in a Physical attack targeted at you. If you flee or cease to be visible after she arrives at your location, this effect ends.

Affinity:
When you use a diffuse howl to summon multiple creatures, you can elect to strengthen the call, affecting more powerful creatures. The greatest of the Wyrm's minions are still beyond such a call, but most rank and file servants of the Wyrm will come to your call.


Frozen Form
Homids and lupus have no idea what it’s like to grow up as a ostraka, never changing from Crinos form for years upon years. This Gift, taught by any aerial spirit, lets a ostraka give other a taste of what spending extended time in Crinos is really like.

Cost: 1 Willpower

Test Pool: Manipulation + Primal Urge versus target's Composure + Willpower

System:
Spend a standard action and test against a target within 10 steps of you. On a success, the target must spend the next hour in Crinos - immediately shifting to the form on their next initiative. They cannot willingly end this transformation. Though other powers that force the target out of Crinos can still function, they must test to resist them if allowed. This Gift only works on other Garou.

Exceptional Success:
The shift lasts the remainder of the session.

Affinity:
You know how to force other creatures capable of shifting to be stuck in their war forms. You may use this Gift against non-Garou. If the target has a war-form or near equivalent they must assume it. Common targets are Fera, or some Vampires.


Mental Speech
This Gift grants mental communication, even over vast distances.  Bird spirits and spirits of intellect teach this Gift. Owl is a particularly sought-after teacher, and those who learn from him claim to have enhanced abilities at night.

Cost: 1 Willpower

Test Pool: None or or Charisma + Empathy versus target's Composure + Willpower

System:
Expend a standard action to create a telepathic connection with a single subject you are familiar with within (5 miles x permanent dots of Willpower) and on the same place of existence as you. If the target is willing there is no challenge, if they are not then engage them in the Gift's contested challenge. For the purpose of determining whether or not a subject is willing, she knows beforehand who is attempting to contact her and may decide whether or not to accept the connection.

Once the connection has been established to a willing target, you and your target may communicate via telepathic whispers for as long as you both wish. If connected to an unwilling target the connection lasts for a number of rounds equal to your Rank +1, at which point if the target is still unwilling you may engage them in another challenge to maintain the connection. This link conveys short verbal messages as well as vague images - enough that a person could understand what you're looking at, but not so much they could help you search for something in your line of sight however it does not transmit involuntary thoughts, or memories.

A person can only participate in a single Mental Speech at a time. If you are targeted to participate in another Mental Speech while your preexisting Mental Speech is already active, you must decide whether to remain in the existing instance or join the new one.

If at any point a willing individual becomes unwilling this effect immediately ends unless you can succeed on the Gift's challenge against them, in which case the Gift follows the unwilling rules until the target becomes willing again.

Affinity:
Raised around howls, the ostraka has a better sense of long-range communication. You can include any willing character in your Mental Speech by spending a simple action rather than a standard. You can establish this connection so long as the individual is within (10 miles x dots of permanent Willpower) and the same plane of existence as you.


Rage of the Underdog
Among the Garou, the ostraka are the ultimate underdogs, born to a stigma they never asked for. Reminders of this can fuel their Rage in battle. An ancestor-spirit teaches this Gift.

Cost: 1 Rage

Test Pool: None

System:
You can activate this Gift reflexively after succeeding in a brawl or melee attack against a less wounded opponent than you. Your attack inflicts One extra point of damage.

Affinity:
If after this hit the target becomes as wounded or more wounded than you, you regain the point of Rage spent to fuel this Gift without having to test for frenzy. In addition your attacks deal two extra points of damage instead of one when this gift is used.


Splintered Claw
This painful Gift causes the ostraka’s claws to splinter as they pierce flesh. Tiny bits of claw imbed themselves deep in the victim’s body, thus causing tremendous irritation. Healing such a wound without first removing the splinters is both painful and stupid. Unfortunately, the Gift’s user loses her claws until she spends a round regenerating new ones. A tree-spirit teaches this Gift. Glass Walkers or Bone Gnawers can learn this Gift from spirits living in houses or other wooden constructs.

Cost: 1 Rage

Test Pool: N/A

System:
After a successful brawl attack that causes at least one Health Level of damage, the Garou may reflexively activate the Gift at no action. Any damage that was inflicted by this attack cannot be healed until he removes the bits of claw, an action that takes 3 standard actions and a successful Wits + Medicine against a static difficulty of 8.

The attacking Garou receives one automatic lethal wound. The werewolf cannot soak this wound but can heal it as normal. Until the Garou heals the wound, he has no claws.

Affinity:
The shrapnel of your claws is especially insidious, barbing into the flesh and making removing it difficulty. The static difficulty to remove your claws increases to 8+your rank.
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Level Four Ostraka Gifts

Post by Xenia »

Level Four

Defense of the Hearth
Few things in nature are as ferocious as a mother protecting her young, giving pause to even the most seasoned of wolves. This Gift allows you to summon the tenacious countenance of vengeful parent, forcing anyone to challenge you first before approaching nearer. A bear or wolf spirit teaches this Gift.

Cost: 1 Rage

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

System:
Expend your standard action to snarl, declaring the space around you as your own. Defense of the Hearth protects you and all individuals you choose, including creatures and people, so long as they are within two steps of you. While this power is active, no one with hostile intent can come within five steps of you or those you choose to guard without first defeating you in an opposed challenge using her Social attribute + Willpower versus your Social attribute + Intimidation skill.

If anyone with hostile intent is within five steps of you when you activate this power, she must initiate an opposed challenge with you at the beginning of her next action. If she succeeds, she acts normally. If she fails, she must slowly back away to a distance of five steps or more, using at least one of her simple actions each round for the movement to achieve this distance. If the available space does not accommodate a distance of five steps, the affected character must attempt to egress through reasonable means. In either case, she must wait 10 minutes before attempting to overcome this power again.

Defense of the Hearth does not prevent individuals using ranged weapons or powers from attacking you or those you protect. If an individual protected by your Defense of the Hearth attacks or targets someone with a hostile power (whether targeting an individual inside or outside of your aura), she immediately loses the protection of Defense of the Hearth. Such a character cannot be protected by this Gift for the next hour.

Once you activate Defense of the Hearth and you have chosen the individuals you are protecting with this power, you cannot add other individuals to that protection unless you reactivate Defense of the Hearth. There is no limit to the number of individuals you can protect with this power, so long as they remain within five steps of your physical form.

Every turn after the first, you must spend 1 point of Rage during your action during the Universal round to keep Defense of the Hearth active. If you stop spending Rage, or take any action other than speech or simple movement, this power immediately ends.

Affinity:
Ostraka have had to learn to be adaptable and take whatever family they can get. You can add additional characters to your protection without having to reactivate Defense of the Hearth by spending a simple action and designating any valid targets that are now within two steps of you.


Gnaw
You have the ability to bite through wood, stone, and even iron given enough time and motivation. Gnaw extends and increases the size of your maw to monstrous proportions, offering extreme leverage and toughness—and potentially inflicting frightening levels of damage on any enemies you bite. A Shark spirit teaches this Gift.

Cost: 1 Willpower

Test Pool: N/A

System:
Expend a simple action to activate Gnaw. This Gift can only be activated while you are in Lupus or Hispo form. While this Gift is active, your jaw becomes grotesque in proportion, and your fangs turn into horrendous, ragged tools of destruction. Under the effects of Gnaw, you can chew through anything, with sufficient time. You can chomp through Iron chains using a standard action and gnaw your way though a reinforced wall in a few minutes. In addition, your bite attacks gain the Brutal and Fast melee weapon qualities and do an additional point of damage on a successful attack.

A bite attack would now deal 2 damage on a normal attack, and 3 on an exceptional success.

Affinity:
Your Gnaw is particularly efficient. You can bite through an iron chain using a simple action, or gnaw through a reinforced wall in one minute. Instead of gaining the Fast melee weapon quality, your bite attacks gain the Deadly melee weapon quality, in addition to the Brutal quality.


The Madness Season
Few are as unpredictable or as feared as the mad. You can hide the essence of your presence with spirits of madness, masking you from supernatural powers that rely upon familiarity. This ability comes at a price—those who wrap themselves with madness must embrace madness themselves. Any spirit of Luna can teach this Gift.

Cost: 1 Gnosis

Test Pool: N/A

System:
Spend your standard action to invoke spirits of madness, inviting them to possess your body. For the next hour, spirits of madness cloak your essence, making you immune to any supernatural power that relies upon Familiarity with the Target to activate, such as Scent of the Prey or Summon.

While The Madness Season is active, you suffer from the Derangement: Extreme Paranoia. You believe that everyone, friends and enemies alike, really are out to get you. Further, each time you are targeted by a power that requires familiarity you are aware of it and know that someone tried to find you and they are after you, further intensifying the Derangement.

Affinity:
The presence if your madness spirits makes it difficult for those with Wyrm Affinity to sense your affiliation, as it resembles their own madness. As a result, they accept you as one of their own, a minion of the Wyrm, until you prove that you are not.


View the Battlefield
You can see the terrain of a battlefield, along with the placement of allies and enemies therein. You perceive this information in shadowy, dream-like detail: a top-down view of the battlefield, rich with symbolism. This information is invaluable from a tactical standpoint. It also lets you chronicle the details of a battle with great precision. A harrier- or bat-spirit teaches this Gift.

Cost: 1 Gnosis

Test Pool: N/A

System:
Spend a simple action to gain a hazy, top-down view of the battlefield at which you are present, superimposed over your normal vision. The area perceived can vary in size; it covers the whole space involved in the current combat scenario, whether that is a small room where only a couple of enemies are fighting, or an area miles across, populated by opposing armies. You can only activate this Gift when you have already detected enemies nearby; a battle must be eminent or have already begun. This Gift does not work across the Gauntlet, even if the battlefield extends to the other side.

While this Gift is active, you automatically know the numbers and locations of enemy forces, even seeing through intervening barriers such as walls or ceilings. This Gift does not extend your field of vision for the purpose of activating other Gifts. Most enemies appear distorted and shrouded in symbolism; you can only identify those with whom you are familiar. You also know exactly when and where new foes enter the battle or if current ones leave it. If any enemies are obscured by supernatural concealment, you still know their total number, but this Gift does not reveal their locations. If you choose, you may share the tactical information gleaned through your battlefield perspective, either verbally, or through powers such as Mind Web. However, you must actively communicate such knowledge; other parties cannot passively share your vision, even telepathically.

In addition, you can observe any challenge within your normal line of sight between two or more individuals. You are able to recognize the nature of the challenge, including any powers used, as long as you possess the appropriate knowledge or Scholar of... merit. You also understand the nature of the outcome, including damage dealt. When observing a challenge, once per turn, you may choose to offer the participant of your chose the opportunity to gain a Gift Retest by spending a Willpower point yourself.

View of the Battlefield lasts for 10 minutes per point of Gnosis spent to fuel this Gift.

Affinity:
You can grant the opportunity to spend your Willpower to offer a Gift Retest twice a turn, instead of the standard once a turn. Additionally, the target may make use of any of your Gifts you possess that would aid the the relevant defensive test, such as Survivor or Laugh of the Hyena. A target cannot benefit from the same Gift twice in this manner, but does use the greater benefit, if applicable.


Wither Limb
With a snarl and an angry gaze, the werewolf forces a target’s arm or leg to twist, desiccate and wither, making it useless. Snake-spirits, spider-spirits and other venomous spirits teach this Gift. Some werewolves even invoke spirits of disease to learn this Gift.

Cost: 1 Gnosis

Test Pool: Strength + Brawl verses target's Physical Defense, this attack cannot be soaked

System:
Spend a standard action at make a challenge against a target within melee range. If successful you wither one of your opponents limbs leaving it largely useless, the target gets to choose which limb is withered. Depending on which limb has been withered the target is affected as follows:

If one or both of the character's legs have been withered, she can only move a single step for each action spent on movement by limping or crawling.

If one of the character's arms has been withered she suffers a -3 penalty to Brawl and Melee attacks, and cannot use two handed weapons. If both of the character's arms have been withered she cannot make any physical attacks at all, and can only make Brawl attacks by attempting to bite the target so long as she is in a form that allows for biting without grappling.

Creatures with regenerative abilities will restore the limb to full function after one scene; otherwise, the effects are permanent.

Exceptional Success:
On an exceptional success you get to declare which limb is withered.

Affinity:
An Ostraka must occasionally draw from deeper reserves with a sense of profound urgency. You may choose to activate this Gift with 1 Willpower instead of 1 Gnosis. As such, you may make use of this Gift during Rage rounds.
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Level Five Ostraka Gifts

Post by Xenia »

Level Five

Aegis of Rage
Berserkers are believed to have fought without armor, having the ability to ignore wounds though the might of their battle-frenzy. With intense focus, you have the power to channel your anger and vital energies, shielding you from attack. Blows that would otherwise hinder or maim are inconsequential when met with the power of your Rage. This Gift is taught by a pain-spirit.

Cost: 1-5 points of Rage

Test Pool: N/A

System:
This Gift is activated reflexively in response to suffering damage and does not take an action. Upon being hit by an attack and determining how much damage the attack will deal you may choose to spend some amount of Rage. You reduce the damage suffered from the attack by the amount of Rage spent, to a minimum of 0. However, every use of this Gift requires an immediate test for Berserk frenzy with a bonus to the difficulty equal to double the amount of Rage spent to activate this Gift.

Affinity:
You are able to deal with even heavier hits. You reduce the damage suffered by double the Rage spent to activate this Gift.


Apotheosis of Rage
While all Garou carry within them the seeds of Luna's anger, those seeds only truly blossom in the deepest throes of battle. Through this Gift, you become Luna's Rage made manifest, striking repeatedly in impossible succession. A lune teaches this Gift.

Cost: 3 Rage

Test Pool: N/A

System:
This Gift takes no action to activated, but must be activated at the start of your turn on the given round. For the duration of the current turn (this does include any Rage rounds you spend additional Rage to act in), whenever you use your standard action to attempt an attack, you can attempt two separate Physical attacks. These attacks can only deal damage, and they cannot be used to activate Gifts or be combined with combat maneuvers.

Affinity:
An enraged Ostraka is a maddening flurry of claws, lashing out at everyone around them. When spending your standard action to make an attack you can make three attacks; however, at least two of them must be against different targets.


Twist of Fate
Some Ostraka have used this Gift to deliver a fatal blow to unsuspecting enemies, even knowing that the cost will be their own lives. After a Garou has been dealt her own deathblow, if she invokes this Gift, she may strike her enemy once more ere she dies. It’s bittersweet but often leads to an enemy falling dead alongside the ostraka warrior. This Gift is taught by a Cobra-spirit.

Cost: None

Test Pool: None

System:
You may activate this Gift upon suffering a wound that would completely fill your health boxes reflexively at no action. Accepting that you will die, you lash out at your opponent. You immediately are allowed to make a single attack against the opponent that felled you. You gain a Gift Retest on this attack, and your attack test pool is increased by your rank - further, others around you may grant you additional Gift Retests on the attack by spending 1 point of Willpower - this is an exception to the rule that you may only use one retest of any type in a given challenge.

If the attack is successful, you automatically treat it as an exceptional success for the purposes of damage or other effects that trigger upon making the attack; further, you deal an additional 5 damage with the attack -- a ostraka's parting shot channels a lifetime of Rage, and is almost always lethal.

Once you use this Gift, no effect can stop your death, even if the attack on the target would have healed you. You may be revived from the dead - assuming someone has such an ability however.

Affinity:
The Ostraka haven't made it this far to go down quietly. The bonus damage dealt with the attack is increased to 10, rather than the standard 5.


Umbral Body
The ostraka body is strange. Born in a form not intended by Gaia or nature, deformed and occasionally showing signs of animals entirely unrelated to man or wolf, it is little wonder the breed has been outcast and hated. But some ostraka have used this body to their advantage, and it is perhaps this strangeness that allows their body to withstand the pressures this Gift inflicts. With this Gift, the ostraka can partially reach into the Umbra, sending certain body parts into the Umbra while maintaining others in the physical world. Doing so makes the ostraka difficult to hit in combat, to say the least. A Pattern spider teaches this Gift.

Cost: 1 Gnosis

Test Pool: N/A

System:
Spend your simple action preparing your body to subtly shift through the Gauntlet to the Umbra. For a number of turns equal to the number of dots you possess of Stamina, you gain a +3 bonus to tests using your Dodge and Stealth skills. In addition, you become immune to the Grapple and Disarm combat maneuvers.

Further, your ability to shift through the Gauntlet in such a manner allows you to engage with targets on both sides of the Gauntlet as well as perceive targets on both sides. Note, this does make you a target on both sides as well.

Affinity:
As garou from the moment you were born, you know how to balance spirit and material realm better than any other breed. You gain a +5 bonus to your Dodge and Stealth skills instead of the standard +3 bonus.


Wyld's Undreamt Fury
The Wyld is the soul of creation, its joyous inception entirely at odds with a Garou's Rage. Creation changes your spirit, but if you let it, the spirit of flow and rebirth can give extraordinary strength. By using this Gift, a Garou can channel her Rage and push her shape beyond her traditional forms, transforming into a massive, primordial beast. Wyldlings teach this Gift.

Cost: 1 Rage

Test Pool: N/A

System:
While in Crinos form spend a standard action to mutate further, transforming into a hideous and ancient version of Crinos that is barely recognizable as Wolf or Human--this form is truly that of a monster. Once transformed you cannot leave this form for at least five minutes after your initial transformation.

Select two of the following qualities when you activate this Gift:
  • Agile: Your muscles and joins shift in awkward and extraordinary ways. You gain a +1 bonus to Dodge-based defensive test pools.
  • Defensive Spikes: You are covered with spikes or barbs. Anyone who hits you with a Brawl attack takes 2 points of Lethal Damage.
  • Slick: Your body is slick and hairless. You can spend a simple action to automatically escape a grapple.
  • Tough: Your skin becomes mutated into tough scaly armor, with extra bulk that grans you 2 additional Healthy wound levels, and also grants a +2 bonus on all Soaking challenges.
  • Vicious: You receive an additional +1 on Brawl based attack test pools.
  • Poisonous: Humans struck by your Brawl attacks are immediately wracked with pain. This agony prevents any form of activity other than screaming helplessly. Humans will die within three turns unless they receive medical attention. Supernatural creatures affected by your poison suffer a -2 on all physical challenges for the next hour as they struggle with the pain and weakness. Note: Resist Pain does not make a character immune this effect.
Affinity:
Truly embracing the notion of appearing as monstrous as they were raised to believe they are, an Ostraka can select three qualities from the chart, rather than just two.
Σκιάς όναρ άνθρωπος - Pindar
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