Night Claws

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Xenia
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Night Claws

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Night Claw Gifts

Level One Gifts
  • Faerie Light
  • Persuasion
  • Two Tongues
Level Two Gifts
  • Flame Dance
  • Howl of the Banshee
  • Reverie
Level Three Gifts
  • Reshape Object
  • Pin the Eagle's Wing
  • The Stuff of Dreams
Level Four Gifts
  • Blood of Nymphs
  • Phoenix Talons
Level Five Gifts
  • Spin the Wheel
  • Tricks of the Form
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Xenia
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Night Claw Level One Gifts

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Level One

Faerie Light
The Garou can conjure a small, bobbing sphere of light. The sphere illuminates only a three-foot area, but that is usually enough to provide the necessary light — or to lead foes into ambush. A marsh-spirit or faerie teaches this Gift.

Cost: 1 Gnosis

Test Pool: N/A

System:
Spend a simple action to call a globe of light into existence within 3 steps of you. This light illuminates as a torch allowing you to clearly see for 15 steps. Further, it drives back all sources of supernatural darkness within that range. You may direct this globe to move up to three steps as a simple action, or reflexively will it to remain in place.

Affinity:

The connection between the Night Claws, fae, and fate is undeniable. Left unguided, the Faerie Light will drift towards whatever destiny deems worthy of the Night Claw's attention. This is an easy way to have staff point out anything of interest you may have missed in a scene, or just seek guidance towards something potentially interesting in general.


Persuasion
This Gift allows a Night Claw to become more persuasive when dealing with others, in such a way that his statements and arguments are imbued with added meaning or credibility. An ancestor-spirit teaches this Gift.

Cost: 1 Gnosis

Test Pool: Charisma + Subterfuge vs Target's Composure + Willpower

System:
Spend a standard action to make a declaration to your target, and then engage a target in a challenge using the Gift's test pool. If successful, for the next 30 seconds the target believes your statement to be both factually correct and entirely truthful. Even far-fetched notions seem plausible and worth consideration. Once the duration ends the target is likely to continue believing the falsehood, provided they are not shown contradictory information. In cases where the subject possesses first hand knowledge that your statement is untrue (such as that the sky is purple while standing outside) they will spend the duration of the Gift in a confused state and then realize you are lying at the end of the power's duration.

If used in combat, this power has a diminished effect. Any statement made to attempt to distract causes momentary confusion. If successful, the target loses their next simple action as they try to understand the statement before their need to survive kicks back in.

Exceptional Success:
This Gift lasts for five minutes rather than 30 seconds. In combat, the target loses their next two simple actions rather than one.

Affinity:
The Night Claws share the slippery tricks of the fae: with a successful Manipulation + Subterfuge test (again vs the Target's Composure + Willpower) in addition to the Gift's activation, the Night Claw will blurt out exactly what needs to be said to convince the other party. It's likely they'll have no idea why they said it, what it means, or why it works (and it certainly may not reflect the views of the speaker), but hey, it's effective!


Two Tongues
The words of the Night Claws sometimes require secrecy, use of this Gift allows a Night Claw to hide their true intentions beneath a veneer of meaningless drivel. An ancestor-spirit teaches this Gift.

Cost: 1 Willpower

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

System:
Spend a standard action to activate this Gift and designate a willing target. For the next 5 minutes, you and your target may communicate in a secret language that sounds to all others as meaningless chatter. Other characters may attempt to realize that a secret conversation is happening, but not what it is about, by making a challenge with the Gift's challenge pool. If you are successful, they do not realize that a secret conversation is occurring and may not attempt this challenge again for the duration of this use.

Exceptional Success:
On an exceptional success, they may not attempt to pierce further uses of this Gift from the same Night Claw for the rest of the session.

Affinity:
Instead of just one target, you may designate a number of targets equal to half your Wits (round up) to participate within the secret conversation.
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Night Claw Level Two Gifts

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Level Two

Flame Dance
Pushing the fire in his heart into his limbs, the Night Claw hurls himself unharmed through the ranks of Gaia’s foes. A mongoose-spirit teaches this Gift.

Cost: 1 Rage

Test Pool: None

System:
Spend a simple action to activate this Gift. For a number of rounds equal to your Performance, gain +3 on all Dodge challenges.

Affinity:
One in a Flame Dance is difficult to stop; when resisting a grapple challenge, the bonus of this Gift increases to +5.


Howl of the Banshee
The werewolf emits a fearful howl that causes those who hear it to run in terror. A Banshee —  a mournful spirit of the dead — teaches this Gift.

Cost: 1 Gnosis

Test Pool: Charisma + Performance (Howling) vs. target's Composure + Willpower

System:
Spends a standard action and howl at your enemies, unleashing an unearthly wail. Engage three enemies within 10 steps of you and each other in a contested challenge. If you use your general retest on any of the challenges, you may use your general retest on all remaining challenges without needing to spend another point of Willpower. However, you may not go back to previous challenges you have already resolved. If you lose this test, you may use this power against the same target again in following rounds. This is an exception to the rule that prevents using Social/Mental powers again on a target right after they have failed.

On a success the targets suffer 3 lethal damage as the howl tears into them.

Exceptional Success:
The voice rips their ears apart, the targets become Deaf until the damage dealt by the attack is healed.

Affinity:
The harrowing cry of the Night Claw sets everyone on edge. If an additional Gnosis is spent upon activation, all listening parties must succeed in a Composure + Willpower test (difficulty 8) or spend their next standard action trying to get as far away from the Night Claw as possible. Packmates are immune to this effect.


Reverie
This Gift makes the victim’s mind wander down memory lane. While it may occasionally dredge up useful remembrances, it mainly serves to makes someone less observant or less focused on the task at hand. An ancestor-spirit teaches this Gift.

Cost: 1 Willpower

Test Pool: Manipulation + Academics vs Target's Composure + Willpower

System:
Expend a standard action and engage your target in the Gift's challenge. If successful the target begins to think about the past, distracting them from their current surroundings. The target suffers a -3 on all mental challenges for the next 3 turns in combat, or the next 5 minutes outside of combat.

The Night Claw can’t directly control what fills the victim’s mind, but may be able to influence the subject (“Yeah, remember when we went out to the forest when we were kids? What a time that was.”).

Exceptional Success:
The effects of the Gift last for 5 turns in combat, or 30 minutes outside of combat.

Affinity:
You may target up to three individuals at once with this power. Should you expend a point of Willpower to use the general retest in any of these opposed challenges, you also gain that retest for the remainder of the opposed challenges without need for further expenditure. If you spend the Willpower to retest after some challenges are already resolved, you cannot go back to previous challenges you have lost and apply that general retest retroactively.
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Night Claw Level Three Gifts

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Level Three

Reshape Object
The werewolf can shape once-living material (but not undead!) into a variety of objects instantly. Trees may become shelter, buck antlers become spears, animal hides become armor, and flowers become perfumes. The item will resemble the object from which it was shaped (e.g., the aforementioned spear is made of antler, not wood). A Pattern Spider — one of the Weaver’s spirits — teaches this Gift.

Cost: 1 Gnosis

Test Pool: N/A

System:
Spend a standard action to reshape a viable target into another object of your choosing. The object gains up to two equipment tags as appropriate for the item type. Weapons, armor, shields, and most any other item the Night Claw can think of can be made with this gift. The item maintains its shapefor 1 hour per Gnosis spent, the first hour does not require additional Gnosis expenditure.

Affinity:
When making a weapon, the weapon deals Aggravated Damage. When making Armor, the armor gains an additional 2 HP. When making a shield, gain an additional +1 on all Dodge challenges.


Pin the Eagle’s Wing
A Night Claw with this Gift can throw a spear as far as an arrow and sink it deep into its target. Spirited Night Claws can even pierce heavy doors or strike a foe on a high rooftop — or pierce a Leech’s putrid heart. Ancestor-spirits teach this Gift.

Cost: 1 Gnosis

Test Pool: N/A

System:
Spend a simple action to activate this Gift for the next hour. While this Gift is active all spears you wield gain the balanced tag and ranged thrown attacks made with a spear inflict one additional point of damage. Further, such attacks may be made against any target within 50 steps.

Affinity:
The fae make sure you are not without your weapon for long. So long as your spear does not incorporate any iron in it, the weapon returns to your hand at your next initiative. If an enemy wishes to try and keep hold of the spear and prevent it's return they must restrain the item with iron in some way (even laying an iron chain on top of the item is sufficient). As soon as the restraint is released, however, the spear is returned to your hands, even if the Gift's duration has run out.


The Stuff of Dreams
The Night Claws can call upon ancient pacts between her people and the fae. By emitting a special howl, the Garou can call for aid from the fae, receiving support in the form of a form of Chimera known as the Pacted. They will obey the Night Claw, but are prone to a chaos all their own. A dream-spirit teaches this Gift, and the teaching normally involves a quest of some kind.

Cost: 1 Gnosis

Test Pool: N/A

System:
Spend a standard action to call a small troupe of Pacted chimera. These creatures are invisible to all others unless they possess the ability to see the creations of the fae. Normally the Pacted will arrive over the course of the next five minutes, so long as they are capable of reaching your location. These chimera do not possess the ability to fly, but have to ability to pass through solid walls or other such objects, as well as retain invisibility to those who don't know how to look for them.

The Pacted arrive to grant favors. You may ask these Pacted chimera to perform 1 downtime action equivalent during the course of the session, provided it makes sense. You can assign a Pacted to help craft your fetish while you're busy or patrol a certain area in your stead, but it won't be able to learn rites or out-of-affinity Gifts for you. This can be done once per session.

If requested to perform a simpler action during the course of a game session, such as bringing you an item, carrying a message, cleaning up an area, or discovering some useful information, the Pacted complete it with lightning speed and return within 1 hour with the task completed to the best of their ability. This can be done continuously throughout the night, but must be reactivated after the hour of pacted service has passed.

In either case, the Pacted chimera will not risk themselves or engage in combat.

Affinity:
The Night Claws may also choose to risk to calling an actual fae. As autonomous beings, fae are not obligated to answer the call, but ancient oaths ensure that they see someone is sent, even if they're not happy (or even offended) about it. When using this version of the Gift, spend a standard action and emit a howl. Engage the nearest important fae in a contested Charisma + Etiquette vs. the target's Composure + Willpower. On a success, the fae will arrive as quickly as they are able, typically within 30 minutes, though in very remote locations it may take longer. On a failure, the fae may still decide to show up, but likely so they can chastise you for your rudeness, or if they have darker inclinations to teach you a lesson about your rudeness.
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Night Claw Level Four Gifts

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Level Four

Blood of Nymphs
The Garou can temporarily transform his blood into that of the Fae, taking on a warped semblance of the Kiths of the fae. This Gift is taught by a Dream spirit.

Cost: 2 Gnosis

Test Pool: None

System:
Spend a standard action to activate this Gift. The appearance of the Garou subtly shifts as for the next 15 minutes they are counted more among the fae than their normal kin. This allows him immunity to silver; however, iron will have the same effect on him that silver normally does. Additionally, they gain the Merit: Mist Sight, which allows them to perceive chimera and the dreaming.

Choose one of the following Kith you gain the bonus effect and +1 Ability dot to one of the two listed Abilities, which can take you to 6. You are unable to stack the effects of this Gift and the Ancestors Background. These effects last for 15 minutes.

Kith: Empyrus
Ability: Leadership / Subterfuge
Kith effect: Noble Bearing - Any Power designed to cause you embarrassment fails automatically. Note that inconveniences causing indirect embarrassment do not count, such an effect that prompts a political setback or a disadvantage during combat, a power that causes you to flee or leave, or the use powers to spy on you doing something sneaky. Losing a challenge in front of an audience is not sufficiently embarrassing.

Kith: Lampadus
Abillity: Stealth / Intimidation
Kith effect: Dark Vision - You can see in the dark, including magical darkness. You incur no penalties from loss of light and can see in perfect darkness as well, not just low light. You cannot turn this power off.

Kith: Kourelus
Abilities: Animal Ken / Empathy
Kith Effect: Gift of Pan - The gifts of Pan are very diverse. When singing, dancing or telling a story to someone or a group, you captivate them. Anyone who hears or sees you has their inhibition's lowered. This will not cause someone to do something they don't want to do, but will cause them to act on the desires that are already there sooner. Those affected by gifts of Pan (i.e., anyone witnessing the performance) have a -2 to all social challenges that involve Willpower in their defensive bid.

Kith: Naturus
Abilities: Hearth Wisdom / Investigation
Kith Effect: Speak to Nature - You can speak with nature spirits in the real world as though you were in the umbra, and hear their replies. This Gift extends to all awakened Naturae; slumbering Naturae may need the Rite of Spirit Awakening.

Kith: Automatus
Abilities: Craft / Seneschal
Kith Effect: Brownie's Boon - Any mundane Craft or chore you do can be done in half the time, assuming you are uninterrupted and unobserved. This does not affect the quality of work done, only the time it takes to do it.

Kith: Oneirus
Abilities: Occult / Awareness
Kith Effect: The Hearts Desire - Upon touching someone, you can read their most prominent emotion. No test is required except to initiate contact with an unwilling party. You cannot turn this power off.

Affinity:
While this Gift is active, the cost for Gifts is also waived so long as the base cost is one Gnosis. Even if it is from a higher Rank than the Garou and would normally have an upcharge, the Night Claw can still call on the Gift for free. You may only call upon this waived Gnosis cost once per 3 minutes outside of combat or once per turn in combat.


Phoenix Talons
This Gift causes the user to radiate a tremendous heat, igniting nearby flammable items and melting metal. The aura only works while the Night Claw is in a berserk frenzy. At the end of the frenzy, the Night Claw cools off. This Gift is taught by Night Claw ancestor spirits.

Cost: 1 Rage

Test Pool: N/A

System:
Spend a simple action to activate this Gift. Upon activation, the Night Claw automatically enters berserk frenzy. While in frenzy, all flammable objects the Garou touches ignite. Further, the claws of the Garou viciously burn the targets of their fury. Any claw attacks made by the Garou inflict 1 additional point of aggravated damage. On an exceptional claw attack, this damage increases to 2 additional points of aggravated damage, in addition to the normal effects of an Exceptional success.

Please note that this Gift lasts as long as the frenzy, which also means the user cannot will themselves out of a frenzy and must follow the standard frenzy rules.

Affinity:
The heat of the Garou is so great, that those that wish to engage closely best beware. Anyone that makes a Brawl attack against the Garou suffers 1 lethal damage as the heat burns them. If the attacker scores an exceptional success against the Night Claw they instead suffer 1 aggravated damage as their intense strike caused them to experience the force of the heat more intensely.
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Night Claw Level Five Gifts

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Level Five

Spin the Wheel
Long ago, the Night Claws struck a deal with the Fae to give them incredible prowess in battle, hoping its use would turn the tide against their enemies. This deal was drawn up, finalized, and though imperfect (as plenty of loopholes in its workings were glossed over in the excitement to achieve this power), is still a means to keep a Night Claw healing in a fight long after their allies succumb to their wounds. Buying this Gift represents buying into the benefit of this contract, this Gift is taught by a Night Claw Ancestor Spirit.

Cost: 2 Gnosis

Test Pool: None

System:
To activate this Gift, spend a full turn in concentration. For the duration of the scene, any health levels inflicted alternately harm or heal the Garou.

The first blow to strike the Garou injures him as normal; with the second blow, any damage instead is treated as healing. Bashing wounds heal bashing damage, lethal wounds can heal bashing or  lethal damage, and aggravated wounds heal all forms of damage. The third blow injures, the fourth heals, and so on. Wounds suffered from silver can never heal the Garou; instead they always inflict damage as normal, and “use up” that blow — for instance, a Night Claw wounded by silver by the fourth blow after activating this Gift takes unsoakable aggravated damage as normal, and the fifth blow will injure, not heal. (However, any aggravated damage taken on the sixth  blow and every other attack after that could heal the silver damage.) Any wounds left unhealed by the end of the scene must be healed as usual.

As this Gift represents buying into the oath sworn with the Fae by the first Night Claws there are some additional restrictions on those that develop this Gift, namely that if a Night Claw with this Gift attacks a Fae that is in good standing with Fae society, they find the use of this Gift restricted until they are forgiven by a Fae Noble for their crime. Such forgiveness has been given in the past, but usually only after performing some great task. It is for this reason that some Night Claw elders stay away from this Gift, as some of the wiser Night Claws know that the Fae like to play their tricks.

Affinity:
The healing of this Gift may save you even from death, once. One time only, if you are slain while this Gift is active the next strike to hit you heals you to full health. You do not gain a battle scar from this escape from death. It is rumored that it is possible to earn a second use of this ability, but such tales include quests for the Fae that take one to the ends of the earth and to fight impossibly fearsome adversaries, as such the few Night Claws that have made use of this power seem quite content with their one escape from death.


Tricks of the Form
Fae creatures are known to take many shapes to interact with those not of their kind, with this Gift the Garou is able to call on that to master the form of any animal. A Wyld spirit or a faerie spirit teaches this Gift.

Cost:1 Gnosis

Test Pool N/A

System:
Spend a simple action and shapeshift into any mundane animal you have physically seen before, excluding humans or wolves. You must have seen this animal in person to make use of this Gift. You may not turn into mythological creatures with this Gift. While shapeshifted though this Gift, you do not invoke the curse and as such may appear to be an entirely mundane version of that animal.

Affinity:
By spending an additional Gnosis and designating a willing target, they may transform with you into the same form. A shapeshifter so transformed can end the effect by shifting. A kin so transformed will slowly transform back to their normal form at the end of the session of left in the form. Any other creature that does not possess the ability to shapeshift is stuck in the new form unless transformed back by someone with this power.
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Night Claw Camp Gifts

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TBD
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