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. In this case, she must move 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:
As an Ahroun, it's often much more tempting to make sure the important enemy comes to fight, or the trash weeds itself out. Upon succeeding with this Gift, you may choose one of the two options and 'disincentive' it. In order for the target to choose that option, they must spend 1 point of Willpower.
Inspiration
Other werewolves often look to the Ahroun for leadership in combat. The Gift of Inspiration is one reason. The Garou with this Gift lends new resolve and righteous anger to his brethren. Either a lion- or wolf-spirit teaches this Gift.
Cost: None
Test Pool: None
System:
Upon downing a foe, you may let out a howl as a simple action, any comrades within ear shot (up to your dots in Leadership) may howl back (this costs them no action) and gain one of the following benefits their choice (you do not gain this benefit):
- Heal 1 point of damage (bashing, lethal, or aggravated)
- Gain 1 temporary Willpower (up to their maximum)
- Gain 1 temporary Gnosis (up to their maximum)
- Gain 1 temporary Rage
Any given individual may only benefit from Inspiration once a round.
Affinity:
Consummate leaders, a number of allies up to double your dots in Leadership may howl back and gain one of the benefits.
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 it's 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 target up to three individuals at once with this power. Should you spend a point of Willpower to use the
general retest on any of these opposed challenges, you also gain that
general retest for the remainder of the opposed challenges, without spending further Willpower. 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 Willpower retest retroactively.
Razor Claws
A Garou's claws are already a deadly weapon. With this Gift Ahrouns learn how to make them even deadlier. 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: Accurate, Armor Piercing, Deadly or Fast
Resist Pain
When the world is in jeopardy, there is no time for rest or for weakness. The body must be as resistant as stone, able to stand even the greatest agonies without flinching. Gaia’s children can learn to toughen themselves beyond imagining, withstanding pain that would bring a human to her knees. A bear-spirit teaches this Gift.
Cost: None
Test Pool: None
System:
You are immune to pain, wound penalties, and torture.
Affinity:
Damage doesn't hurt, it just makes you angry. The first time you suffer a point of damage in a given combat you automatically gain 1 point of Rage (in addition to the Rage you would normally gain from this).
Spur Claws
Some Garou take the bee as a role model for their cause. The bee is so devoted to her queen that she attacks her enemies with no care to the inevitable fact that she will die in the attack. For those Garou who feel similarly, bee-spirits may teach them how to turn their claws into stingers that stick in their opponents. Such poison as they excrete won’t kill their opponents, but neither will it kill the werewolf in question.
Cost: 1 Rage
Test Pool: None
System:
Spend a simple action to activate this Gift. The next successful claw attack the character makes will bury her claws into the victim, where they stay stuck after they rip from the Ahroun’s fingertips. Until the victim takes the time to pull them out (which takes both a standard and simple action) they will suffer -2 penalty on all actions. However, the Garou’s claws take a full turn to regenerate and can’t be used in that time.
Affinity:
Further, until the claws are removed the wounds cannot be healed from.
Vie for Dominance
Competition among wolves begins at an early age, as eager cubs wrestle and scrap to prove their mettle. Use of this Gift clearly demonstrates the social order, establishing your dominance over your opponent until she can show otherwise. A wolf spirit teaches this Gift.
Cost: None
Test Pool: Strength + Brawl, Strength + Melee, or Dex + Archery versus Target's Physical Defense Pool
System:
Expend your standard action to make a Physical attack against your opponent, assaulting her in an embarrassing or domineering manner. For example, this attack could be a kick to the shins, a backhand to the face, or an arrow shot through their hand. If you succeed, reduce the damage dealt from your attack by 2 (minimum 0). Then, for the next hour, your target suffers a -4 penalty on all non-defensive Social Challenges. If she succeeds in a Physical attack targeted at you while under the effects of your Vie for Dominance, the power's effect immediately ends.
Multiple uses of this power against a single target do not result in a cumulative penalty. Instead, apply the single greatest penalty. If a target has been affected by multiple uses of Vie for Dominance, succeeding in a Physical attack against one user of this power does not negate its effects from other users. if you become unconscious or your target can no longer see you, this power's effect immediately ends.
Exceptional Success:
The normal benefits of an exceptional success, such as additional damage, apply to a physical attack used to trigger Vie for Dominance. Additionally, the target receives a -5 penalty to her non-defensive Social Challenges for the duration of this Gift rather than -4.
Affinity:
Your stylish humifaction detracts little from your attack. When you successfully attack your target, reduce the damage from your attack by 1, instead of the standard reduction of 2.