Galliard Gifts

Post Reply
User avatar
Xenia
Chrys (Inactive)
Posts: 853
Joined: Mon Dec 06, 2021 10:24 pm

Galliard Gifts

Post by Xenia »

Galliard Gifts

Level One Gifts
  • Call of the Wyld
  • Canine Call
  • Empathy
  • Memory Circle
  • Mind Web
  • Tongue of the Wild Court
  • Wolf Senses
Level Two Gifts
  • Call of the Weaver
  • Distractions
  • Dreamspeak
  • Mimic
  • Siren's Lure
  • Song of Heroes
  • The Silver Witness
Level Three Gifts
  • Call of the Wyrm
  • Eye of the Cobra
  • Renewed Vigor
  • Scent of Distinction
  • Sing the Spirits
  • Social Butterfly
  • Song of Rage
Level Four Gifts
  • Book of Years
  • Cheap Shot
  • Defense of the Hearth
  • Laugh of the Hyena
  • Recollection of Distant Dreams
  • Shadows by Firelight
  • View the Battlefield
Level Five Gifts
  • Bridge Walker
  • Chant of Serenity
  • Conduit of Pain
  • Fabric of the Mind
  • Head Games
  • Heart of Fury
  • Legend's Insight
Σκιάς όναρ άνθρωπος - Pindar
User avatar
Xenia
Chrys (Inactive)
Posts: 853
Joined: Mon Dec 06, 2021 10:24 pm

Galliard Level One Gifts

Post by Xenia »

Level One

Call of the Wyld
You can charge your howls with a mystical force, rousing your fellow Garou and provoking them into action. This Gift is often used to inspire others in battle or while hunting, but it can also aid communications or fire up the sept during a revel. A wolf spirit teaches this Gift.

Cost: None

Test Pool: N/A

Tags: Howl, Simple Action, Emotional (Buff), Trait Adder

System:
Spend your simple action to call upon the Wyld, giving voice to it with a powerful howl. In Homid, Glabro, or Crinos forms, your call can be heard by anyone within range of your normal voice. If you are in Lupus or Hispo forms, your howl travels even further, up to one mile away for each dot you have in the Performance ability.

Each use of this Gift conveys a specific benefit selected by you, that can only be used by allies in challenges or situations related, at least tangentially, to the mission or goal described by your howl. You automatically benefit from this Gift, but others must respond with a howl in order to claim the same benefit. (Responding to a howl is not an action, but does require that the character be able to speak.)

Choose one of the following four benefits to convey:
  • Catch and Collar: Garou using this benefit gain a +1 bonus to Physical test pools when using the Blinding Attack, Grapple, Knock Out, or Pierce the Heart combat maneuvers. Once per hour, the affected Garou can attempt a combat maneuver without spending the requisite 1 point of Willpower.
  • Keep Your Kin: Those affected gain a +1 bonus on static challenges to resist damage from environmental conditions, such as Athletics challenges to spirit unharmed through a flaming house. It also applies to Physical test pools to resist damage-inflicting attacks that you intercept with the Assist Defender mass combat tactic. Once within the hour, the affected Garou can elect to spend 1 point of Gnosis to heal 1 level of bashing or Lethal damage. This healing does not require an action.
  • Steady the Spirit: Affected Garou receive a +1 bonus to their test pools to resist emotion-manipulating powers, or powers that inflict madness or frenzy. Once within the hour, when an affected Garou is testing to resist such a power, they gain a Gift retest to resist such a power.
  • Track and Traverse: Those affected gain a +1 bonus on challenges to find and identify enemies or prey, through both mystic and mundane means. Once within an hour, when an affected Garou spends an action on normal movement, she can elect to move an additional three steps.
You can only have a single application of this power in effect at a single time. If you choose to receive the benefits from a second application of this power, you immediately lose the benefits of the first.

Affinity:
Skilled with howls beyond compare, galliards can blend multiple howls into one, making their own unique call. Choose two separate benefits from the above list to apply when using this Gift. The bonus to test pools is not cumulative; only a single bonus applies from this Gift even if a challenge meets both situational requirements.


Canine Call
Ever since the Impergium and the War of Rage, everything else on the planet has lived in awe and terror of the sound of wolves howling. Pitching her voice just so, the Galliard produces a call that only canines can hear (including homid werewolves). Humans and other creatures automatically ignore the sound, feeling safe in their ignorance. City Garou and those infiltrating enemy bases find this particularly useful. A wolf-spirit teaches this Gift.

Cost: 2 Gnosis

Test Pool: None

Tags: Howl, Free Action

System:
This Gift is used in conjunction with one of the Garou howls, or a howl performed as part of another Gift. Using this Gift does not cost an action. This Gift doesn’t work with Rites, since the spirit world must hear any howls performed as part of a Rite.

When augmenting a howl, it makes it so only canines (including homid garou) are able to hear. Other supernatural creatures are only able to hear if they have a sensory enhancing power. All other creatures though will ignore the howl, making it so they do not respond to it, but also cannot be affected by it.

Affinity:
Sometimes a Garou wishes to make sure their howl is still heard by others, but only a few. When using this Gift you may specify another kind of creature mundane or supernatural; cats (which then would also include any cat-shifters in the area); leeches, etc. They as well as canines are able to hear this howl without issue.


Empathy
Galliards live by the ancient adage of "know your audience". This Gift grants the gibbous moon a sense of the crowd and their expectations and desires. A stag-spirit teaches this Gift.

Cost: 1 Gnosis

Test Pool: Intelligence + Empathy vs highest Composure + Willpower in the group

Tags: Information Gathering, Emotion Affecting, Target (group)

System:
Expend a standard action and spend a Gnosis as you study your audience. Success indicates that the Garou knows what desire governs the majority of the crowd (discerned by a quick survey conducted by the Staff member on scene). Note that this Gift by no means reveals the wisest or most rational decision, just the most popular one.

Exceptional Success:
With an Exceptional Success, the Galliard can gain an +1 bonus on mundane Social Challenges related to advocating or playing to that desire.

Affinity:
Masters of nuance, a Galliard can silently gauge where the crowd stands on a single topic presented, again gleaned by a Storyteller surveying the players in silence. You must present a simple option (Attacking the enemy, granting clemency, etc.), and will learn if the majority of the crowd is for, against, or indifferent. An exceptional success will likewise grant a breakdown of how many leaned towards each option, though not who voted which way.


Memory Circle
The Galliards are the Garou’s historians, charged with committing the legends and tales of their people to memory, perfect memory. Not all of them are particularly good at it. Thankfully, this Gift gives those Galliards a chance to make up for their weakness by planting Umbral “reminders” on their person. This Gift is taught by an elephant-spirit.

Cost: 1 Gnosis or 1 Willpower, see Gift

Test Pool: None

Tags: Mind Affecting (Memory), Simple action, (A) Trait Adder

System:
This Gift is performed in two parts. When hearing words the Galliard wants to remember perfectly, he spends a simple action and one point of Gnosis. As this happens, the player should write down exactly what he’s committing to Umbral memory and have a staff member sign off on it. Later, when he wishes to retrieve the memory, he may spend one point of Willpower and ask the Storyteller to read it back verbatim or refer to their own note. The use of this Gift leaves tiny clear spheres matted within the Garou’s fur that can be seen within the Umbra, the so-called “memory circles”. Should the Garou wish to remove a memory circle, they may do so simply by pulling it out of their fur while in the Umbra.

The real strength of this Gift though is passing these memories to another. While in the umbra with an individual, by taking a minute to carefully remove a memory circle on you and attaching it to another you are able to give them the memory you preserved with this Gift. Thereafter, you lose the ability to recall the memory with this Gift and they are able to use the second aspect of this Gift to recall the memory. They do not need to have this Gift to do so.

Affinity:
Galliards are emboldened by stirred memories. When spending a Willpower to reflect on one of their stored memories, the gibbous moon gains a +2 bonus on related, non-combat, mundane challenges. This nostalgia-induced benefit lasts for the remainder of the evening, or until another memory is chosen, whichever comes first.


Mind Web
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

Tags: Mind Affecting, Simple Action, Range: Line of Sight, Target Group (half Willpower +1)

System:
Expend a simple action to create a telepathic connection with a single willing subject in your line of sight. 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, you and your target may communicate via telepathic whispers. This link only conveys short, verbal messages and does not transmit thoughts, images, or memories.

Once a link has been created, you may include new members in the Mind Web, so long as they are willing and within your line of sight, by spending one simple action per person you intend to include. Bringing new members in does not require further expenditure of Willpower and can be done at any point after the first connection has been established. The maximum number of individuals included is equal to half the user’s dots of Willpower (round down) + 1.

Once your telepathic web has been established, all the participants may communicate freely and silently as long as they remain within 10 miles of you and on the same plane of existence. A person can only participate in a single Mind Web at a time. If you are targeted to participate in another Mind Web while your preexisting Mind Web is already active, you must decide whether to remain in the existing instance or join the new one.

Affinity:
Galliards draw groups together like no other. As such, members linked by the Mind Web gain +1 on any challenge related to the goal for which the minds were linked (which must be stated upon activating the Gift). "Scouting the area" would give a benefit to investigations and even stealth to maneuver around the area, but not for attacking people there or killing time making a Crafts test while other people are looking around. Further, those linked may respond to the Galliard's howls through the Mind Web instead of howling aloud in response to receive the benefits.


Tongue of the Wild Court
You remember the times of your distant ancestors, when great beasts roamed the earth. Many such creatures were allied with the Garou and taught them animal languages. With this Gift, your mere presence awakens the spiritual aspect of animals as you draw near. This heightened self-awareness affects birds, mammals, reptiles, and even fish, allowing you to communicate as though speaking a common language and invoke ancient pacts to secure the aid of such animals. Any animal-spirit can teach this Gift.

Cost: None or 1-2 Gnosis (see Gift)

Test Pool: Manipulation + Animal Ken versus target's Composure + Willpower

Tags: Mind Affecting, Standard Action, target (Animal)

System:
The first part of this power is always active once this Gift has been purchased; this power allows you to invoke ancient pacts, swaying animals to your side. Mundane animals have no fear of you, and you instinctively know how to communicate with such creatures - you do not suffer the effects of the curse when dealing with mundane animals. You need not imitate animal noises or gestures to communicate; any combination of sounds or movements can carry your meaning to animals watching you.

Additionally, you can leverage your status to request service from mundane animals. To do so, spend 1 point of Gnosis and expend a standard action to entreat a beast, convincing it to serve you for the next hour. You may opt to spend a second point of Gnosis during activation, causing the animal to serve you for up to 24 hours. An affected creature assists you however it can, but it will not fight on your behalf, directly endanger itself, or lead you to its young. It will answer questions to the best of its ability, though the extent of its understanding is limited. You can only have one animal in your service at a time; engaging another releases the first from its duty to serve.

An animal cannot speak to you or cooperate with you if its loyalty is already commanded by another supernatural creature. Animals that are supernatural in origin, such as bygones, are not affected by Tongue of the Wild Court, nor does the Gift affect spirits, even those shaped or themed like animals.

Exceptional Success:
You do not need to spend the second point of Gnosis to make the animal serve you for up to 24 hours.

Affinity:
If an animal is compelled to serve another via a previous power you may attempt to contest this power. Spend a standard action to activate this Gift and while talking to the animal engage the user of the power in this Gift's challenge. Their defense pool is either the defense pool of this power, or their test pool for their effect -- whichever is higher. If successful, you are able to supersede their power and the animal will listen to you for the duration of this Gift.

This does not end other effects that may persist on the animal though such as being ghouled.


Wolf Senses
You can extend your physical senses well beyond that of a human or even a typical wolf. Eyesight and hearing sharpen to twice mortal limits, while touch, smell, and taste become acute enough to discern even the smallest details with ease. Apt for the name, a Wolf Spirit teaches this Gift.

Cost: None, or 1 Gnosis (see power)

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

Tags: Simple action, Breaks Stealth, (A) Trait Adder

System:
Once learned, Wolf Senses is always active. You have the ability to see clearly, even in total darkness, and to understand sounds too quiet for normal people to hear. Your olfactory senses are strong enough to identify familiar people or substances by scent alone. You gain the scent-tracking abilities of Lupus form, even when you are in other forms.

When a character with Wolf Senses comes within two steps of an individual hidden by supernatural concealment, such as Blur of the Milky Eye, the character with Wolf Senses automatically realizes that someone is nearby, although she does not know who or precisely where to find that someone. Wolf Senses provides only a vague warning that something or someone is near.

When something blinds you, your smell or hearing can provide adequate compensation or the loss of vision. Normally, characters that cannot see while in combat must use the Fighting Blind Combat Maneuver to attack an opponent. So long as your character's sense of hearing or smell is unimpaired, you can fight without needing the Fighting Blind Combat Maneuver.

If you spend 1 point of Gnosis and expend a standard action, your character sharpens her senses even further. You automatically notice any objects mundanely hidden within line of sight.

You may attempt to see any person or object hidden with supernatural power, to discern the true nature of illusory objects, or to recognize objects or people disguised by supernatural powers. To accomplish this goal, spend a standard action, and 1 point of Gnosis. You must succeed in an opposed challenge using this Gift's test pool, the target of this Gift may have a different defensive test pool given by their power. If you pierce a supernatural power in this way, for the next five minutes, you ignore the effects of that power, so long as they were generated by the target you defeated in the opposed challenge.

Exceptional Success:
If you score an exceptional success when seeing through supernatural concealment, you automatically pierce any supernatural concealment (or illusion) created by the same individual for the next hour.

Affinity:
You are extremely adept at tracking. When attempting to track another individual, you gain +2 on all related challenges.
Σκιάς όναρ άνθρωπος - Pindar
User avatar
Xenia
Chrys (Inactive)
Posts: 853
Joined: Mon Dec 06, 2021 10:24 pm

Galliard Level Two Gifts

Post by Xenia »

Level Two

Call of the Weaver
Sharing an affinity with the Weaver for naming the unnamed, it's little surprise that Galliards have mastered reading the Weaver's signature and learning the Names it has given all things. Pattern Spiders teach this Gift.

Cost: 1 Gnosis

Test Pool: None or Wits + Hearth Wisdom vs target's Resolve + Willpower (see Gift)

Tags: Information Gathering, Simple Action

System:
Spend a simple action and a Gnosis to activate this Gift. Upon making contact with a non-supernatural object or person, you may learn its name.

For sentient beings, you must succeed on a Wits + Hearth Wisdom test as described above. This gives you the basic identity of your target: their name, but not their supernatural type or anything else covered by Sense the Balance.

For objects, this will give you the granted name of an item (if applicable) and the full list of any Equipment Qualities related to that item. If the item does not have Equipment Qualities, you will learn its general function in the eyes of the Weaver.

This power does extend to supernaturally augmented things and people (kinfolk/ghouls/objects buffed by supernatural powers), but automatically fails on any innately supernatural things or people (fae/vampires/fetishes/objects created by supernatural powers).

Affinity:
The gibbous moon leans on rich history and endless legends, rendering them more attuned to the supernatural world. This Gift can impact supernatural beings and objects as well, with a contested test of Wits + Occult instead of Wits + Hearth Wisdom.


Distractions
The Garou can make annoying yips, yelps and howls to divert the attention of his target. A hyena-spirit teaches this Gift.

Cost: None

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

Tags: Standard Action, Trait Penalty, Range: Hearing, Mind Affecting

System:
Spend a standard action and target an individual that can hear you, and engage them in this Gift's contested challenge. If successful the target becomes distracted, suffering a -2 penalty on all non-defensive challenges for the rest of the turn.

Exceptional Success:
The penalty increases to -5.

Affinity:
The distraction of a Galliard is intense. In addition to the normal effects, the target also loses their simple action on their next initiative.


Dreamspeak
The Galliard can enter another’s dream and thereby affect the course of that dream. The werewolf does not have to be anywhere near the target, but she must know or have seen the dreamer. A Chimerling teaches this Gift.

Cost: None

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

Tags: Mind Affecting, Activation Time - 5 Minutes, Target - Single

System:
Spend 5 minutes meditating to activate this Gift and seek to enter a dreamer's dream. If the target is willing there is no test, if they are not engage them in this Gift's contested challenge. If you do not succeed, you may not attempt to enter the character's dreams again for the rest of the night. If the target is not asleep when you use this Gift, it fails automatically.

Upon successfully entering the dream you are able to work to affect the dream and as such the dreamer as well. This can help uncover memories, change a person's mind, or even just communicate information to someone far away.

While this Gift is active your body is still physically where you meditated. If you are attacked and suffer 1 or more points of damage or are simply shaken violently, you immediately awaken. Similarly, if the dreamer is attacked or similarly disturbed the dreamer also awakens.

Affinity:
You may bring one willing individual with you into this dream. This willing individual must be with you and join in the 5 minutes of meditating.


Mimic
The Garou can alter her voice such that she can imitate any sound or voice she has heard, including animal cries, musical instruments, or even specific quotations. The Gift does not allow the creation of new sounds, but new combinations can have interesting effects. Magpie-spirits know this Gift, but learning it from them can be an embarrassing and frustrating process.

Cost: None

Test Pool: None or Charisma + Performance versus target's Wits + Empathy (see Gift)

Tags: None

System:
Once the Garou learns this Gift, she can reproduce anything she hears and remembers. Ambient sounds, such as that of a musical instrument or spear hitting flesh can be remembered; however, recalling specific phrases with meaning is a little more difficult. The Garou is only able to remember clearly up to their Subterfuge quotes at the same time, if they wish to remember more over that then they need to determine which quote is forgotten. A quote should be no longer than a few sentences, though there is some flexibility. When memorizing a quote it is important that the player make a clear note of precisely what they have memorized.

When simulating another person’s voice (or animal speech) she can only iterate what she has heard and cannot improvise new speech. Clever Garou create new combinations to form new sentences, but they often sound choppy. The player must make this Gift's challenge if the intended audience suspects a ruse or knows the original voice very well (a relative, long-time friend or packmate, for instance).

Affinity:
You are able to memorize double your Subterfuge in quotes.


Siren's Lure
The song of the siren has drawn many sailors into a helpless trap, and the galliards have mastered their call. This Gift grants you the power of the siren, allowing you to entice people to your side and calm them while you socialize. A siren-spirit teaches this Gift.

Cost: 1 Gnosis

Test Pool: Charisma + Empathy vs target’s Composure + Willpower

Tags: Standard Action, Mind Affecting, Target - Single

System:
To activate this Gift, expend a standard action and make an opposed challenge against your target. To do so, you must first have your target’s Gaze and Focus.

If you succeed, the target takes an interest in you and approaches you directly. She initiates a dialogue and listens to what you have to say for the next 15 minutes. The target remains in conversational range until the power’s effect ends, giving you her attention throughout its duration. Although generally receptive to your words, this Gift does not sway the affected target’s opinions or force her to divulge secret information.

While affected by Siren’s Lure, the target will not be combative or initiate hostilities of any sort, but she is not completely under your power. This Gift cannot make her do anything out of the ordinary, aside from having a conversation with you. However, if your target is attacked by others, she may defend herself normally; if you attack her, the power ends immediately.

Throughout the duration of this Gift, and even afterward, an affected target rationalizes her actions. She does not believe she is being manipulated. Others who are watching your interaction might think the target’s behavior is odd, but they will be unable to convince her that she is under the sway of a supernatural power.

You can only have this power active against a single target at a time. Should you affect another target with this Gift while it is already active, the effects against the previous target end. If your target is attacked, injured, or targeted by hostile powers, the effect ends immediately.

Exceptional Success:
After scoring an exceptional success in your opposed challenge, you immediately recover the point of Gnosis spent to activate this Gift. In addition, you can use Siren’s Lure on a subsequent target without losing control over any existing targets. This effect is cumulative; as long as you keep achieving exceptional successes, you can continue to attempt to lure additional targets.

Affinity:
By dancing, singing, storytelling, or performing similar acts, you can draw crowds of people. On the first turn of your performance, make the Gift's challenge against the mortal with the highest resistance that can hear or see your performance. If successful the Gift's effects takes hold over all mortals who can see or hear your performance and they will approach and behave as described above; even partially supernatural creatures such as ghouls or kinfolk are immune this effect. Each turn after that, that you continue to perform, you can attempt a challenge to activate Siren’s Lure on a supernatural target, even if you do not have that target’s Gaze and Focus. You can affect a number of supernatural targets up to the number of dots you possess of the Performance ability without causing previous uses of this power to end, and exceed this limit by one per subsequent Exceptional Success achieved as per the normal Exceptional success effect.

An affected target moves as close as is reasonable to observe the performance, and pays attention to the performance for the next hour. These effects end immediately if you stop performing or if you take actions that are not related to performing.


Song of Heroes
Songs, stories, and myths have always been able to touch the heart and soothe the soul. You know well the old tales—and many new ones. Those who listen to your words find themselves healed in both mind and soul, replenishing their spirits during difficult times. An ancestor-spirit teaches this Gift.

Cost: 1 Gnosis

Test Pool: None

Tags: Standard Action, Target (Performance rating in people), Regain Gnosis

System:
Spend your standard action to encourage your allies with an inspirational tale, song, or howl. Choose a number of individuals, other than yourself, up to the number of your dots in Performance. Each of these individuals immediately regains 1 point of Gnosis.

Additionally, if you have a token created with the Gift 'The Silver Witness', you can expend it and tell its story to cause your audience to recover a second point of Gnosis. Only one token can be expended per use of Song of Heroes.

Song of Heroes cannot raise a character’s Gnosis pool above her maximum capacity. No character can benefit from more than one use of Song of Heroes per hour.

Affinity:
You can affect a number of targets equal to twice your Performance Ability. Additionally, each target regains 2 Gnosis rather than the standard 1, and then you may choose to use a token as above to increase the recovery to 3, though Song of Heroes still cannot raise an individual’s Gnosis pool above her maximum. If one or more of your targets has benefited from a use of Song of Heroes that resulted in the target gaining 1 (and only 1) point of Gnosis previously in the same hour, the focused version of this power can be used to give that target a second point of Gnosis.


The Silver Witness
Tales of glory, honor, or wisdom have the power to resonate through generations. Those who learn them gain power from the ancestor spirits connected to the Silver Record. The mere telling of such tales helps perpetuate their strength and continuity; each story you personally collect with this Gift therefore indebts the ancestors to you, allowing you to later invoke the ancestors’ training and secret knowledge. An ancestor-spirit teaches this Gift.

Cost: None or 1 Gnosis (see Gift)

Test Pool: None

Tags: Activation Time - 5 Minutes, Turn, +Ability Dot, (A) Downtime effecting

System
Spend no fewer than five minutes talking with a Garou about her recent exploits. The story you collect does not need to be a long one, but it must reflect the protagonist’s gain of Renown. Each story you collect earns you an intangible token from the ancestor spirits. These tokens can be spent later for a benefit.

To use the benefit, spend 1 point of Gnosis and expend a token. This takes no action. Choose a single Ability, whether or not your character has any dots in it, and add temporary dots to it equal to the dots of your Performance Ability. This Gift cannot raise an Ability above 6. You can use the new Ability’s temporary rating for the remainder of the turn. After that, the benefit is lost.

You can only collect a number of tokens up to the number of dots you have in your Performance ability. You cannot gain more than one token from the same Garou in a single day, and you can only receive a token from a particular tale once.

Affinity:
If you wish to use the boosted skill for a Downtime action, you can keep the bolstered rating for the whole endeavor.
Σκιάς όναρ άνθρωπος - Pindar
User avatar
Xenia
Chrys (Inactive)
Posts: 853
Joined: Mon Dec 06, 2021 10:24 pm

Galliard Level Three 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:
Your howl can always be heard at a rage of miles up to your dots in Performance in any form.


Eye of the Cobra
With but a look, the Garou can attract anyone to his side. A snake-spirit teaches this Gift.

Cost: None

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

System:
Spend a standard action and target an individual within line of sight and challenge them to the Gift's test pool. If successful, you immediately have the individual's gaze and focus. Further, he must spend at least his simple action each round moving towards you, and cannot willingly move away from you while under this power. Once the target reaches you he can do as he pleases, but he must try his best to get to the Galliard until then. This Gift ends if the individual is attacked by others while on their way to you, and they may use their full defense against any attack. This Gift also ends if you move away from the target or hide - they must have a clear target to move towards.

Exceptional Success:
On the first round the target can move, they must spend both their standard and simple actions to move towards you - unless they can reach you in only one action, in which case only one must be spent.

Affinity:
This Gift does not break if the target is attacked. They still may use their full defense against any attack, but also must still continue to move towards you until they reach you.


Renewed Vigor
In celebration of a successful hunt, a glorious battle, or an honorable fight, this Gift carries your triumphant howl to the spirits, who bless your victory. Any allies who join in your song receive their blessings as well. A glory-spirit teaches this Gift.

Cost: None

Test Pool: None

System:
Whenever you reduce an opponent to 0 remaining health levels, or when you accept an honorable surrender, you may expend a simple action to activate this Gift. You can expend this simple action either during your current initiative, or during your next action in the initiative order. Once you do so, you gain 1 point of Gnosis and heal 1 health level of damage, either normal or aggravated.

A number of allies up to the number of dots you possess of the Leadership ability may celebrate your victory and gain the same benefit. To do so, they must respond immediately with a howl of acknowledgement; however, this response does not require an action and may occur out of intuitive order.

Affinity:
You and any allies who join in your howl regain 2 points of Gnosis and heal 2 health levels of damage, normal or aggravated.


Scent of Distinction
This Gift enables the Galliard to mystically “sniff out” the general spirit nature of her surroundings (i.e., influenced by the Weaver, Wyld or Wyrm; under the domain of a powerful Incarna; etc.), as well as the area’s history. For example, a werewolf who sniffed out a caern might learn about the totem and purview of the caern, when it was founded, important events that happened near it, etc. This Gift is taught by a wolf-spirit.

Cost: 1 Gnosis

Test Pool: None

System:
To activate the Gift, the Garou must physically sniff out the area (in any form) and meditate for 10 minutes or so.

After that, the Garou gains a number of facts around the area equal to either their Streetwise (for urban areas) or Survival (for wilderness/rural areas). The Gift may be used over as large an area as the character can physically sniff, but information is more specific for smaller areas.

Affinity:
In addition to the information offered by this Gift, the Galliard may ask a number of follow up yes-or-no questions equal to their Rank about the information provided. This Gift is not all-knowing and some information either may be hidden or not available, if the Storyteller cannot answer the question for whatever reason, they will tell the Galliard and the question does not count.


Sing the Spirits
The earliest incantations to the spirits were sung, and although the Theurges may be the auspice chosen to deal with them, the Galliards still know some songs with power in them. Such songs are many, but always have a similar construction. They begin by calling out the spirit’s name, and ordering it to stay away, and finish with a threat issued against it if it doesn’t. When done right, the spirit will be unable to approach the Galliard, or anyone she touches. The Gift is taught by a bird or fish-spirit.

Cost: 1 Gnosis

Test Pool: Charisma + Performance versus Composure + Willpower

System:
Spend a standard action and designate a spirit within line of site as the target of this Gift. The Galliard doesn’t need to know the exact name of a spirit, but must be able to name it appropriately (telling it what kind of spirit it is, such as “Cat” or “Nexus Crawler” is sufficient), and then engage the target in the Gift's contested challenge. If successful, the spirit is forced 10 steps away from the Garou and anyone they are touching, and cannot approach for 10 minutes. While active, the Galliard cannot leave the spot the Gift was activated from, or else the Gift ends.

This does not stop ranged attacks from the spirit, who may still engage in other actions so long as they stay 10 steps away.

Affinity:
While ranged attacks are still possible, the banishing song does offer at least some protection, granting a +3 to any defensive tests against attacks from the affected spirit.


Social Butterfly
Flitting from one conversation to another, the Galliard makes herself associate to many but friend to none. Once she’s spent time schmoozing with the crowd, she and her pack can get information out of them as though they knew her form somewhere they can’t quite place, but that has positive associations. An insect-spirit teaches this Gift.

Cost: 1 Willpower

Test Pool: None

System:
The character spends between a few minutes and an hour socializing with a group of people, to activate this Gift.

For the rest of the session, the Galliard and her packmates may treat the group as a temporary Contact Background consisting only of minor contacts in an area related to the gathering, at a rating equal to the Galliard's Etiquette or Streetwise (maximum 5) depending on the nature of the gathering - a street market would be streetwise, while a feast held to honor Zeus would be Etiquette. The Contacts are related to the gathering, so as with the above examples, the street market could give you information about comings and goings or if there's been an unusually good deal on meat recently; while the feast could give you some insight into any future feasts or if there has been movements made by the priests.

Affinity:
You are especially adroit at making strong bonds. In addition to the above effect, once this Gift has been activated you and your pack receive a bonus equal to your Etiquette or Streetwise (maximum 5), choosing the same ability as above, on any social challenge to get people in the group to perform a task for you. Some requests may still be impossible - typically requests that would only be harmful to the individual; for example you would get this benefit if you were trying to convince the priests of Zeus to give more of their money to the poor to help them even if this was outside of their normal actions, but would not if you were trying to convince them that they should charge a local soldier encampment just to die.


Song of Rage
This Gift unleashes the Beast in others, forcing werewolves, vampires and other such creatures into frenzy and turning humans into berserkers. A wolverine-spirit teaches this Gift.

Cost: None

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

System:
Spend a standard action and sing at a target that is able to hear you, and engage them in the Gift's contested challenge. If successful, the target immediately flies into a berserk frenzy for 2 turns. This Gift only effects creatures that are able to frenzy (such as Garou or leeches). Against normal mortals or even kinfolk, this Gift has no effect as they do not have the ability to frenzy.

Exceptional Success:
The frenzy lasts for 4 turns.

Affinity:
The Garou are berserkers and sometimes inspiring a frenzy can be useful. You may use this Gift on a willing Garou. If they relent, they also gain a point of Rage upon entering the frenzy.

Lastly whichever form of this Gift you use, so long as there is at least one other viable target for the incited frenzy, you cannot be the target the individual in frenzy goes for. However, if you are the only living target and there are no other valid targets for the individual, they still may be forced to pick you.
Σκιάς όναρ άνθρωπος - Pindar
User avatar
Xenia
Chrys (Inactive)
Posts: 853
Joined: Mon Dec 06, 2021 10:24 pm

Galliard Level Four Gifts

Post by Xenia »

Level Four

Book of Years
The Galliard taps into a floodgate of knowledge from her ancestors. While the amount of information thus received is overwhelming, the Garou, if she keeps her head about her, can find information on nearly any topic. An ancestor-spirit teaches this Gift, although certain reptilian spirits have been known to impart it as well.

Cost: 1 Willpower

Test Pool: None

System:
Spend a standard action and begin to meditate to activate this Gift. The character falls into a trance and is immediately immersed in a deluge of memories stretching back to the dawn of time. This flood continues until the character terminates the Gift, and the memories get older the longer she remains in the trance. For every 10 minutes the character remains under the Gift’s influence, the memories stretch back roughly a century.

While the character cannot hope to remember all or even most of the information she sees, she can attempt to search for specific moments in history. The result is a sort of vision quest; the Storyteller may choose to simply describe what the character sees or might lead the character on a quest through the memories of the Garou until she finds the information she needs.

For each 10 minutes that the character remains in the trance, the player must make a static Willpower challenge diff 5 to keep the character grounded in her own time. If the test fails, the character must either immediately terminate the trance or lose a point of temporary Willpower as the memories threaten to consume her, after which the character may continue the vision quest. If the character drops to 0 Willpower or if the character hard loses the challenge while her Willpower is below the difficulty, then her body disappears and reappears somewhere in the Umbra. The Legendary Realm and the Battleground are both popular choices.

Affinity:
You may bring additional people with you on this vision quest. Anyone who wishes to come along must join you in your meditation and be physically present at the time of the Gift's activation. You are always able to bring you pack with you as your totem unites you, you may bring up to your dots in Leadership other people with you as well. When making the challenge to stay grounded only you make the challenge; however, on a loss all participants lose a willpower. If any participant drops to 0 willpower they suffer the above effect; however, everyone is whisked away if the Galliard using the Gift is whisked away as above.


Cheap Shot
Not every battle is waged with honor. Glory goes to the victor, and it doesn't care how dirty the winner' hands are. You have the ability to call on the spirits to help you make a humiliating strike against your enemy that distracts her for a short amount of time. A hare-spirit teaches this Gift.

Cost: 1 Rage

Test Pool: Strength + Brawl versus target's Physical Defense

System:
Expend a standard action making a Brawl attack to humiliate your target with a strike. This attack must be painful and embarrassing, like a back-handed slap or a devastating shot to the crotch. If you succeed, you deal the normal damage for the attack, and the victim is temporarily dazed for the next turn, until the conclusion of her next action during the next Universal round. During this time she suffers a -3 penalty to any non-defensive physical test and suffers a -3 penalty to initiative (if she has already acted this turn she does not get to act again if her initiative drops below the current count).

Although this Gift requires you to humiliate your target, please bear in mind the comfort of your fellow players when roleplaying the requirements and effects of this Gift.

Exceptional Success:
If you achieve an exceptional success, then your target also suffers a penalty on all Mental or Social challenges, their choice.

Affinity:
When using this Gift the penalty from this cheap shot always wounds their pride, as such in addition to the physical penalty they always must choose to suffer the penalty on either mental or social challenges. On an exceptional success, the suffer the penalty on both.


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:
Activating this Gift is only a simple action, rather than a standard.


Laugh of the Hyena
Hyena laughs, mocking anyone who tries to command her. You've learned to mimic her ways. Any time an opponent tries to supernaturally command, cajole, or force you to act against your will, the free-spirited mirth in your heart allows you to attempt to resist such control. A Hyena-Spirit teaches this Gift.

Cost: None

Test Pool: None

System:
When you make a retest to resist a Mental or Social power that attempts to change your behavior or influence your emotions, you gain a +5 bonus to your defensive test pool for that retest attempt. This applies to any retests you initiate to resist a power, but not any retests initiated by your opponent.

Affinity:
If you spent a Willpower point for the general retest to resist a power and gain the benefit of Laugh of the Hyena, you regain the Willpower point that was spent immediately.


Recollection of Distant Dreams
You can thicken the dream fabric around a target's head, clouding her perceptions and lulling her into a powerful daydream. The target ignores everything going on around her, so long as those events are not overtly hostile, dangerous, or attention-grabbing. This reverie can help you sneak past a guard, examine the the inside of a person's home, or sneak a peek at a note your opponent was holding openly. A bat-spirit teaches this Gift.

Cost: 1 Gnosis

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

System:
Expend a standard action and engage your target in a contested challenge with this Gift. If successful, you send your target's mind towards distant daydreams. The target must be in a relaxed setting - she cannot be in combat, presently endangered, or otherwise threatened with physical harm - but she need not be focused on you.

The target ceases her current activity, as she becomes lost in a vivid daydream. This change happens abruptly; if she is currently speaking, she will pause mid-sentence, as if poised on a thought. She does not notice the presence or activities of anyone around her, so long as those characters remain unobtrusive, nor will she remember such events after the power ends.

Interacting directly with the target or with her personal possessions ends the Gift's effects; this interruption also occurs if you target her with any other supernatural powers. Sudden movements or obvious preparations to attack also end the effect, as will unexpected noises louder than a door closing. Unless ended early, the daydream concludes naturally in 10 minutes.

Should the target still be under the effects of this power when a combat begins, she will be caught flat-footed. For the initial turn of combat, she must substitute a value of 3 in place of her base initiative score. Any modifiers, such Spirit of the Fray, add to that number normally.

Exceptional Success:
Should combat erupt while the target is under the effects of this power, for the initial turn of combat, she instead substitutes a value of 1 for her base initiative.

Affinity:
When brought into this waking dream state, the Galliard can make use of Dreamspeak to enter into their target's dream by spending the cost to activate the Gift which then takes effect immediately, waving the normal activation action time. Importantly, a Galliard should keep in mind that to use Dreamspeak they do fall asleep, and as such it is ill advised to use this effect while in combat.


Shadows by the Firelight
By invoking the power of shadows and dreams, the Galliard may create interactive stories in which other take part — willingly or not. Shadows dance around the participants as they act out their roles (as directed by the Galliard). This Gift is used commonly at moots, allowing many Garou to take part in the same legend recounted by the Galliard. However, this Gift can also be used on unwilling, forcing them to participate in a story of the Garou’s choosing. An ancestor-spirit teaches this Gift.

Cost: 1 Gnosis per target

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

System:
Spend a standard action and designate a number of participants up to the Gnosis spent to activate this Gift and engage them in the Gift's contested challenge. If you need to spend a point of Willpower to use the general retest on any of those challenges, you may use the general retest without needing to spend on any of the remaining challenges. You cannot go back and use the general retest on already completed challenges.

If successful, the effects last until the story ends (1 hour maximum), or any of the targets are attacked, at which point the Gift immediately ends. While under this effect, the targets must act out your story exactly as you tell it, though they do not need to perform suicidal or obviously harmful acts, instead relying on the drama of theater to sell an action. For example if a character stabs themselves in the story, the affected target might take out a knife and stab the side of them away from any audience, acting out being stabbed.

Exceptional Success:
If you exceptionally succeed against a target they are pulled completely into the story. They can only break free when the story ends or they specifically are attacked - if someone else that was part of this Gift is attacked any individual who had an exceptional success achieved against them does not automatically break free unless they were the target of the attack.

Affinity:
if the targets are willing it is no cost, and no test to use this Gift. Many young Garou are eager to have this Gift used when performing in a moot so that they can be part of the show without worrying about forgetting their role.


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 in invaluable from a tactical standpoint. In also lets you chronicle to details of a battle with great precision. An Owl-spirit teaches this Gift.

Cost: 1 Gnosis

Test Pool: None

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:
While this Gift is active, it becomes impossible to ambush the Galliard. Even if cloaked supernaturally, at the moment of the attack the Galliard is made aware of the attack and is able to respond with their full defense. If the Galliard should have this Gift active prior to a battle beginning, when a surprise attack is declared, instead of the attack resolving first as normal, the attacker and Galliard must compare initiatives. If the Galliard's is higher, they get to act first and may act with full awareness of the attack that is about to happen taking either their standard or simple action as though they were making a surprise attack; then the initial declarer of the surprise attack resolves their action, and then initiative begins as normal.
Σκιάς όναρ άνθρωπος - Pindar
User avatar
Xenia
Chrys (Inactive)
Posts: 853
Joined: Mon Dec 06, 2021 10:24 pm

Galliard Level Five Gifts

Post by Xenia »

Level Five

Bridge Walker
The Garou travels between the ends of this moon bridge in one percent of the time it would take to travel that distance normally, allowing her to disappear from in front of a foe and reappear behind it instantly. Note that these moon bridges are not protected by Lunes, and they attract the interest of spirit creatures occasionally. These being have even been known to follow the Garou into the physical world. A Lune teaches this Gift.

Cost: 1 Gnosis

Test Pool: None

System:
Once per turn, spend a simple action to activate this Gift and disappear in a flash of silver light. You immediately reappear up to three steps away + 1 additional step for each dot of Subterfuge you have. You can move in any direction; however, your new spot must be within line of sight of where you departed from. This power also confounds attempts to track you by scent.

You may also take additional passengers with you by spending an additional point of Gnosis per traveler you wish to bring along; however, an individual can only benefit from a single use of Bridge Walker a turn. When using this power, you can only bring along items that you can easily carry. Bridge Walker cannot be used if you are grappled.

Affinity:
By spending 3 standard actions to activate this Gift, a Galliard can open a much further Moon Bridge. The Galliard no longer needs to be able to see the location they are bridging to though they must be able to clearly visualize the location. The Moon Bridge can extend a number of miles capped by the Galliard's permanent Gnosis. The total travel time is roughly 1% of the length it would take to travel by foot.


Chant of Serenity
Those who too eagerly ride the tide of battle must take caution, lest they find themselves consumed in a maelstrom. By singing a song of joy and reverence for Gaia, you can quiet the storm of their Rage, healing their spirits and bringing calm to their hearts. A spirit of peace teaches this Gift .

Cost: 2 Gnosis

Test Pool: None

System
Spend 2 points of Gnosis and expend your standard action to use Chant of Serenity. Choose a number of targets up to the number of dots you possess of the Empathy skill (minimum 1). Each target heals 1 point of damage and each target may choose to lose up to 2 points of Rage. No character can be affected by more than one application of Chant of Serenity per turn.

Affinity:
You may choose a number of targets equal to twice the number of dots you possess of the Empathy Ability. Targets of your Chant of Serenity may choose to lose up to 3 points of Rage, rather than 2 points.


Conduit of Pain
Tapping into the primal Rage of all Garou, you channel their screams of anger into one voice. The focused choir of anger physically tears at the body of your foe, rupturing blood vessels and causing severe pain. A Pain-spirit teaches this Gift.

Cost: 1 Gnosis

Test Pool: Charisma + Empathy skill versus target’s Composure + Willpower

System:
Use a standard action to channel ancestral Rage towards your enemy with a furious howl. If you succeed in an opposed challenge against your target, she takes 3 points of aggravated damage.

Exceptional Success
Conduit of Pain deals 4 points of aggravated damage, rather than 3.

Affinity:
Your affected target also suffers a -2 penalty to all her Physical attack test pools due to pain and disorientation, unless she has a power that allows her to overcome pain, such as Resist Pain or Fortitude. This penalty persists for one minute.


Fabric of the Mind
The highest-ranked Galliards can bring the products of their imagination to very solid live, crafting creatures from the spiritual essence of dreams. Chimerlings teach this Gift.

Cost: 1+ Gnosis

Test Pool: None

System:
Spend a standard action to conjure into being an illusion as real as the Galliard can imagine that lasts for 10 minutes per point of Gnosis spent. This could be anything from a creature, to an elaborate weapon, and anything in between. When making an illusion it springs into reality and acts however you need. Many Galliards seek to use this to accent truly impressive stories; however, these illusions also make potent weapons against the Wyrm.

Outside of combat this power is mostly narrative, and the constructed illusion and perform most any action that the storyteller allows, and it can be very, very cool.

In combat, this Gift has two functions: one for creating a creature and one for creating a weapon.

Creature:
Bidding
A creature made by this Gift bids the Galliard's Intelligence + Performance for all challenges. In addition select (your rank) in abilities, the creature gains +2 on those bids.

Health Levels
A creature made by this Gift has 5 health levels

Damage
A creature made by this Gift deals either 3 lethal damage or 2 aggravated damage for each successful attack.

Actions
A creature made by this Gift has it's own standard and simple actions, and acts on every round that you act on, up to maximum of Rage Round 2; if for some reason you have access to more than 2 Rage rounds, the creature does not act past Rage Round 2.

Additional Effects
When making a creature with this Gift you have (your rank) in points to enhance the creature, select from the below options:

1-point options
  • Ferocious: Once per hour, your creature may use a feral combat maneuver without expending Willpower.
  • Fleet: If your creature expends both its simple and standard actions to move, it can move nine steps in a round instead of the standard six steps.
  • Hardened: Whether by a chitinous carapace, hardened scales, or a thick hide, your creature
    gains a +3 bonus to its defensive test pools when resisting Brawl or Melee attacks. In addition, it applies a +1 bonus to its defensive test pools when resisting Ranged attacks.
  • Huge: Your creature is a large, lumbering example of its type, gaining 2 additional Healthy wound levels.
  • Imposing: Both animals and humans alike find your creature especially intimidating. Non-supernatural NPCS with Willpower of 6 or less cannot attack or interfere with it unless supernaturally compelled to do so
  • Stealthy: Due to size, natural camouflage, or ingrained hunting practices, your creature is naturally adept at hiding. It gains a +3 bonus to Stealth skill-based test pools.
2-point options
  • Aquatic Combatant: Your creature can swim at its normal movement speed. While submerged, your creature receives a +2 wild card bonus to Brawl skill-based attack test pools.
  • Burrowing: Your creature can move underground at normal speeds. It cannot pass through materials that aren’t earth, such as rock, water, or a thick tangle of roots.
  • Climbing: Your creature can stick to solid surfaces, climbing up walls or even walking upside-down on a ceiling.
  • Grappler: Whether it has the jaws of an alligator or a python’s ability to crush, your animal is capable of holding onto things and not letting go. It can use your choice of either the Grapple or Disarm combat maneuvers once per hour without the need to spend Willpower to do so.
  • Natural Weapons: Your creature features overdeveloped tusks, claws, or teeth that seem to maximize its ability to inflict pain. Whenever your creature scores an exceptional success on a Brawl skill-based attack, it inflicts an additional point of damage.
3-point options
  • Ambush Predator: Your creature gains a +2 wild card bonus to Physical test pools if it attacks an opponent who was unaware of its presence.
  • Elusive: Your animal is especially cunning and difficult to find. It gains a +3 wild card bonus to all Dodge skill test pools.
Weapon:
Select a weapon base when making this weapon. This determines the base traits of the weapon, you also may select two tags that make sense for the weapon chosen. If you are disarmed you may spend 1 additional point of Gnosis to immediately return it to your hand.

Additional Effects
When making a weapon with this Gift you have (your rank) in points to enhance the weapon, select from the below options:

1 Point  Options
  • Aggravated: All damage dealt by this weapon is aggravated damage.
  • Draining: Once per turn, after successfully damaging a target, the weapon heals you for 1 point of normal damage.
  • Encumbering: This ability can be purchased multiple times. For each time this ability is purchased, when you successfully strike a target, she receives a cumulative -2 penalty to her next turn’s initiative. Multiple applications of this effect are not cumulative from different sources.
  • Forceful: The application of this Cantrip generates a powerful wave of force allowing the melee weapon to harm enemies from a distance, conveying its full effects and qualities. You can purchase this ability multiple times. For each time you purchase this ability, your weapon’s range increases by 2 additional steps. This weapon quality is cumulative with the Reach quality.
  • Harrying: A target struck by this weapon takes one fewer step the next time she spends an action to move. She can move normally again after she spends one penalized action for movement. Multiple applications of this effect are not cumulative.
  • Skillful: Choose a single combat maneuver during creation. Once per hour, you can perform that combat maneuver without spending Willpower.
  • Unbreakable: Mundane and supernatural effects are unable to break this item or compromise its physical integrity.
2 Point Options
  • Disruptive: During creation choose a single attribute category (i.e., Physical, Mental, or Social). Targets struck by this weapon suffer a -1 penalty to test pools that involve the chosen attribute category until the end of their next turn. This ability can be purchased multiple times; however, the same attribute category cannot be selected more than once.
  • Exceptional: The weapon gains one of the following additional qualities at creation: Accurate, Armor Piercing, Brutal, or Deadly. The quality chosen cannot be one that the weapon already possesses.
  • Painful: This weapon always inflicts 2 points of normal damage when it successfully hits its target. This damage cannot be increased by bonuses such as an exceptional success or reduced by powers such as Fortitude or Aegis of Rage. This quality has no effect if the weapon is being utilized as part of a combat maneuver. The Rugged quality functions normally against this quality, incurring 2 points of damage against the bonus Rugged health levels when struck.
3 Points Options
  • Devouring: Targets struck by this weapon lose 1 point of Blood, Gnosis, Glamour, Mana, or another point of fuel appropriate to creature type. Should a target possess multiple types of fuel, she loses 1 point of each.
  • Knockback: This weapon inflicts a serious impact on its target. On a successful attack with this weapon, the attacker may choose to move her target up to 2 steps away from the point of impact. In addition, targets that are not Stamina-focused are knocked prone.
  • Sundering: If you achieve an exceptional success while using this weapon, you may choose to render inoperable either the weapon your opponent is carrying or the armor she is wearing. Anyone seeking to repair the object must spend a downtime action and succeed in a static challenge using her Physical attribute + Crafts skill versus the attacker’s Physical attribute to make the repair. If the weapon or piece of armor selected has the Unbreakable quality, this ability has no effect.
Affinity:
When making a creature or weapon for combat, you gain 1 additional point to spend on additional abilities.


Head Games
This Gift embodies the Galliard’s ability to manipulate emotion in its purest form. The Galliard can change a target’s emotions as she pleases, from hate to love and back again. Trickster-spirits teach this Gift.

Cost: None

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

System:
Spend a standard action and engage a target in this Gift's contested challenge (provided you have their Gaze and Focus). Success allows the Garou to steer the emotions of the individual. The Garou states what emotion they want the character to start to feel, and over the course of the next few minutes the character begins to feel and act in accordance with this emotion. After 5 minutes or so if the character wishes to act against the designated emotion, they need to spend a point of Willpower.

Some emotions won’t last without good cause. A Galliard could make someone fall in love with him, but the love won’t last. (It may well even turn into justified resentment.) If the Galliard’s actions would reinforce the emotion — treating a “new friend” well or threatening a terrified foe — there’s a better chance that the emotions will become the real thing. However, the Gift only guarantees this emotion will last for 10 minutes.

If the target has been attacked, they may freely defend themselves as well as fight back against their attackers - though if this Gift were used to make them like you and you were not attacking them they would need to spend a point of Willpower if they wished to attack you after the 5 minutes passed.

Exceptional Success:
The emotional shift takes place immediately.

Affinity:
The first time the character wishes to act against the emotion declared to them, they must spend 2 points of Willpower.


Heart of Fury
Through the strength in your heart and the power of your voice, you can galvanize the Rage of those who follow you. Perhaps you weave brave tales, sing spirited songs, or stir others with an impassioned cry. Whatever the means, you are a source of strength and inspiration on the battlefield. A lune teaches this Gift.

Cost: 2 Gnosis

Test Pool: None

System:
Expend your standard action to use Heart of Fury. Choose a number of allies up to the number of dots you possess of the Intimidation ability, to a minimum of 1 ally. You and each additional target gain up to 2 points of Rage. In addition, the first time Heart of Fury affects a character during a combat scenario, she regains 1 point of Willpower. No character can be affected by more than one application of Heart of Fury per turn.

Affinity:
You and each additional target regain 3 points of Rage rather than just 2.


Legend’s Insight
While any Garou with a spiritual connection to her ancestor-spirits may borrow an ancestor’s wisdom from time to time, the Galliards have, unsurprisingly, perfected the process. The character may call upon her illustrious predecessors for skill or knowledge and become, for a moment, the best she can possibly be. An ancestor-spirit teaches this Gift.

Cost: 2 Gnosis

Test Pool: None

System:
Only characters with the Ancestors Background may learn this Gift. Spend a simple action to activate this Gift. Upon activation, you may select a number of Abilities equal to your dots of the Ancestors Background. All Abilities selected that are 4 or less are immediately raised to 5; this Gift has no effect on abilities already at or above 5. Using this Gift does not count as using the Ancestors background. Further, this change lasts for 10 minutes.

While this Gift is active, the character should roleplay being possessed by an Ancestor. This ancestor is an ally and they are still mostly in control of their character, but personality differences should be notable.

Affinity:
Any Ability at 5 or more is raised by 1, rather that this Gift simply not having an effect on any such Ability.
Σκιάς όναρ άνθρωπος - Pindar
Post Reply