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Get of Winter Wolf

Posted: Fri Dec 10, 2021 8:09 am
by Xenia
Get of Winter Wolf Gifts

Level One Gifts
  • Razor Claws
  • Resist Pain
  • Snow Sight
Level Two Gifts
  • Claws of Frozen Death
  • Cutting Wind
  • Frozen Skin
Level Three Gifts
  • Alberich's Claws
  • Mark the Enemy
  • Might of Winter
Level Four Gifts
  • Chill of the North
  • Hero's Stand
Level Five Gifts
  • Invoke the Spirits of the Storm
  • Strength of the Ancestors

Get of Winter Wolf Level One Gifts

Posted: Fri Dec 10, 2021 8:09 am
by Xenia
Level One

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:
When activating this Gift choose one of the following weapon traits and apply it to your claws: Brutal, Trip, Impaling, or Reach.


Resist Pain
Through force of will, the Get is able to ignore the pain of his wounds and continue acting normally, a necessity for those who have to carry on in extreme conditions no matter what the world throws at them. A bear-spirit teaches this Gift.

Cost: None

Test Pool: None

System:
This power is permanent once learned. You become immune to wound penalties.

Affinity:
By expending 1 Willpower and a simple action, you find that your pain gives you strength. For the next hour, if you are in your injured wound track, gain +1 on all Athletics, Brawl, and Melee challenges. If you are in your incapacitated wound track, instead gain +3 on all Athletics, Brawl, and Melee challenges, as well as +1 on all Dodge challenges.

Snow Sight
The Garou gains the ability to see clearly even in the harshest of blizzard or “white-out” conditions. Any arctic spirit teaches this Gift.

Cost: 1 Willpower

Test Pool: None

System: The Garou concentrates for one turn and spends a point of Willpower. The use of this Gift cancels any disadvantage due to reduced visibility caused by bad weather conditions, whether heavy falling snow, rain, fog or glare.

In addition as a passive effect you subconsciously sense impending bad weather. And notice any quick shifts in weather and know instinctively if they are unnatural.

Affinity: The Get of Winter Wolf takes no negative effects from natural weather that is based on being cold.

Get of Winter Wolf Level Two Gifts

Posted: Wed Jan 26, 2022 3:13 pm
by Xenia
Level Two

Claws of Frozen Death
Blue smoke rolls off of the werewolf’s claws and teeth, which are transformed into curving daggers of hardened ice. Wounds inflicted with these terrible weapons turn black and fester, all the warmth and life driven out of them. A snow-spirit teaches this Gift.

Cost: 1 Gnosis

Test Pool: None

System:
Spend a simple action as ice freezes over your claws, forming cruel pointed daggers made of ice where once your claws were. For the next hour, all Brawl attacks deal an additional point of damage. Further, anyone successfully hit by a Brawl attack suffers a -1 to all challenges for the next 5 minutes as the cold tears into them.

This Gift can’t be used in Homid, but applies fully to the claws and/or fangs of all other forms. You may not have this Gift and Razor Claws active at the same time.

Affinity:
If you possess both this Gift, and Razor Claws, you may activate this Gift by spending 2 Gnosis. If you do so, then your attacks deal two additional points of damage rather than just one.


Cutting Wind
The Garou conjures up a bitterly cold blast of wind and directs it at will. The wind can knock opponents off their feet, as well as chill them to the bone. A wind-spirit teaches this Gift.

Cost: 1 Willpower

Test Pool: Wits + Occult vs Dexterity + Athletics

System:
The player spends one Willpower point and a standard action. The Garou summons up a gale at any point within 100 yards. The the size of the gale is 3 steps from the center point. Anyone inside the gale loses two traits from all test pools that turn, and one the next turn. Once per turn as a simple action you may choose to test against someone within the gales effect and either knock them Prone or move them 2 steps. You must choose which of these effects you are using before you make your test.

Affinity:
The garou may choose a number of characters up to their Wits that are exempt from the effect of this wind as it deftly flows around them rather than through them.

Frozen Skin
This Gift allows the Get to draw on the power of ice for protection. When the Get activates this Gift, their skin or fur mutates, becoming glossy and cold like a sheet of strong, thick ice. This Gift is taught by an water elemental or ice spirit.

Cost: 1 Rage

Test Pool: None

System:
When you successfully hit with a physical attack that deals one or more points of damage, you may activate this Gift without spending an action. This Gift may only be activated once per turn. Ice freezes over your skin, granting you supernatural light armor with no armor tags. This armor is immune to armor piercing.

If you are already wearing armor, use of this Gift breaks the armor you are wearing and renders it unusable until repaired.

Affinity:
You can form more protective armor when activating this Gift. You may choose either either supernatural medium armor with no tags (which is still immune to armor piercing), or supernatural light armor with the ballistic quality (which is also immune to armor piercing). If you choose to activate this second form and the trait bonuses from the ballistic quality would have caused the attack to miss, the attack misses you rather than hitting.

Get of Winter Wolf Level Three Gifts

Posted: Wed Jan 26, 2022 3:17 pm
by Xenia
Level Three

Alberich’s Claws
Alberich was a dwarven king who had his castle below the ground, carved out of the rock itself. Get with this Gift could well have been amongst the builders of that palace, for their claws can slice directly through stone, iron or any other inanimate material as if it were butter. It is taught by a mole spirit or earth elemental.

Cost: 1 Rage

Test Pool: Strength + Brawl vs. Target's Physical Defense Pool

System:
Expend a standard action to strike out at an opponent within reach. If the attack is successful, your claws bite into your opponent with horrifying power, dealing 4 aggravated damage.

Exceptional Success:
On an exceptional success the attack deals 6 points of aggravated damage.

Affinity:
The damage dealt by this Gift is so severe, if this is the attack that forces a character to Rage heal, they must spend an additional temper to do so.


Mark the Enemy
A specialized power developed by the followers of Winter Wolf to know their enemies, this Gift marks the target with a mystical brand that only this Gift’s users can see. An avatar of Winter Wolf himself teaches his children to identify their enemies thus.

Cost: 1 Gnosis

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

System:
Expend a standard action to gesture towards an enemy within line of sight and engage them in a contested challenge using this Gift's test pool. On a success, the target is marked as an enemy of the Get of Winter Wolf for 1 month. All Garou of the Get of Winter Wolf and Kin of the Get of Winter Wolf recognize the individual as an enemy, though not necessarily who, on sight. This effect pierces any mundane disguises and is visible in any form.

Exceptional Success:
The effect lasts for 1 year rather than the standard month.

Affinity:
An enemy so marked suffers a -3 on all contested challenges where their opponent is either a Get of Winter Wolf, one of the Get of Winter Wolf's kin, or in a pack with at least one Get of Winter Wolf.


Might of Winter
Like the inevitable winter that freezes and destroys all it touches, the Garou can increase his strength tremendously, the better to slay his foes. A wolf-spirit teaches this Gift.

Cost: 1 Gnosis and 1 Rage

Test Pool: None

System:
Spend a simple action to activate this power. Might of Winter has no immediate effect, but starting on your initiative during the next Universal round, your Strength score doubles for the entire turn. This persists through all Rage rounds, until the start of your next turn. Might of Winter only doubles your base Strength attribute; it does not double bonuses from other sources such as powers, or merits.

If this doubling brings your Strength above 5, you do not gain a Heroic Attribute Ability.

Affinity:
Upon purchasing this Gift, choose a Heroic Strength ability. While this Gift is active, you gain access to that Heroic Strength ability.

Get of Winter Wolf Level Four Gifts

Posted: Wed Jan 26, 2022 3:19 pm
by Xenia
Level Four

Chill of the North
Despite the conventional wisdom of Greece, that believes that once one got past the North Wind the cold would stop, you know the truth, that it only becomes colder the farther one goes. You can call upon this freezing cold and afflict the area around you with it. A spirit servant of Winter Wolf teaches this Gift.

Cost: 1 Gnosis

Test Pool: None

System:  
Spend a standard actions calling upon the freezing cold of the north to afflict the area around you. The temperature rapidly drops to below freezing in a number of miles equal to your rank; or even colder if it is already winter. All creatures without a natural coat of fur suffer a -2 penalty on all challenges due to the cold (creatures immune cold also do not suffer this penalty). This effect lasts for 10 minutes. There may be additional narrative effects at storytelling staff's discretion as roads freeze over and other negative affects afflict the general populace.

Affinity:
You may choose to have this Gift persist for longer. Upon activating this Gift choose to spend an additional amount of Willpower up to a maximum of your rank, the Gift then instead persists for a number of days equal to Willpower spent. This use can have far reaching narrative consequences, and will likely lead to quite a few deaths if done in a heavily populated area.


Hero’s Stand
The Garou channels the strength of Gaia herself, becoming one with the earth upon which he stands. While he may not retreat or even move from that spot for the duration of the Gift, he gains many powers through Gaia’s might. An earth elemental teaches this Gift.

Cost: 1 WP

Test Pool: None

System:
Expend one simple action to activate this Gift. The Garou gains +3 to all physical combat challenges (either offensive or defensive). Further, any outside influence, effect, power, combat maneuver, or weapon trait that would cause you to move from your current spot by taking steps (Knock Back), falling prone (Knock Down or Knock Out), or disarming you (Disarm), fail to move or disarm you. Hero's Stand only affects powers that directly seek to inflict these effects. The Garou may not move until all foes have been defeated or have fled or they release this Gift as a simple action.

Affinity:
Those of the Get drive back their opponents with their fierce presence. Whenever an opponent fails on a Brawl or Melee challenge targeting the character, they are driven back two steps.

Get of Winter Wolf Level Five Gifts

Posted: Wed Jan 26, 2022 3:21 pm
by Xenia
Level Five

Invoke the Spirits of the Storm
The Garou can summon nearly any weather effect she desires, be it fog, blizzard or thunderstorms. An avatar of the Winter Wolf teaches this Gift.

Cost: 1 Gnosis

Test Pool: Dexterity + Occult vs. Target's Physical Defense

System:
Spend a standard action calling on a storm to form in the area. This storm quickly forms over the next 10 minutes and effects a radius equal to 1 mile per dot of Occult you possess. Once the storm has formed it applies different effects depending on the type of storm called:
  • Thunder Storm: Once the storm has been called, may call lighting down once a turn as a Standard action to any target within the storm's radius that you can see. Gesture towards your target and engage them in an opposed challenge using this Gift's pool, on a success they take 6 lethal damage.
  • Fog: Visibility for all individuals within the storm is reduced to only 3 steps in front of them. Any attacks they wish to make outside of that range require use of the Fighting Blind combat maneuver. You are not affected by this fog and can see normally.
  • Blizzard: All individuals caught in the cold of the storm suffer a -4 to all challenges due to the cold. Dressing warm or other effects may mitigate this penalty at ST discretion, but it may never be reduced below a -1. You are not affected by the cold and may function normally.
Exceptional Success
The target of a lightning strike is Blinded and Deafened for 3 turns. Any attack they wish to do while so affected must make use of the Fighting Blind combat maneuver.

Affinity:
The storm forms much more rapidly, quickly coming to full force within only 1 minute.
  • Thunder Storm: The lightning deals 7 lethal.
  • Fog: Visibility for targets affected is reduced to only 2 steps in front of them. In addition, you may designate a number of characters up to your Intelligence that are also not affected by the fog.
  • Blizzard: The penalty increases to -5, further, anyone suffering the full penalty takes 1 lethal damage every round. Should a character take damage equal to their Stamina from this effect they are frozen solid.

Strength of the Ancestors
This Gift allows a Get to call upon his greatest ancestral heroes for assistance. It is only used in dire situations, when the lives of more than one Garou are endangered. Calling on the strength of one’s ancestors allows a Get to increase his physical might substantially, albeit for a limited time. These ancestral heroes come to the aid of a Get only in times of great peril, and punish any Get who attempts to call on them without need. This Gift is taught by an ancestor-spirit.

Cost: 1 Rage

Test Pool: None

System:
Spend a Standard action calling the spirits of your Ancestors to you. For the next 5 minutes, gain a bonus equal to your Ancestor Background's rating on all Physical Challenges.

If the Storyteller believes this Gift has been used inappropriately, his hero-ancestors still give assistance, but then turn on their descendant, imposing a penalty equal to the bonus provided for the rest of the session and all of next session.

While under the effect of this Gift you may not use the ancestors background as your ancestors are already infusing you. However, use of this Gift does not exhaust the use of your Ancestor's background for the session.

Affinity:
Your Ancestor spirits flock to you. Using this Gift takes only a simple action.

Get of Winter Wolf Camp Gifts

Posted: Wed Jan 26, 2022 3:23 pm
by Xenia
TBD