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Theurge Gifts

Posted: Fri Dec 10, 2021 5:10 pm
by Xenia
Theurge Gifts

Level One Gifts
  • Airt Perception
  • Mother's Touch
  • Sense Pact
  • Sense The Balance
  • Spirit Skin
  • Spirit Snare
  • Wolf Senses
Level Two Gifts
  • Battle Mandala
  • Blood Life
  • Command Spirit
  • Name the Spirit
  • Realm Wisdom
  • Spirit Ward
  • Umbral Tether
Level Three Gifts
  • Evocation of the Ceremony
  • Exorcism
  • Pulse of the Invisible
  • Spirit Knife
  • Umbral Audience
  • Umbral Camouflage
  • Wisdom of the Ancient Ways
Level Four Gifts
  • Blurring The Mirror
  • Castigate
  • Defense of the Hearth
  • Forced Transformation
  • Grasp the Beyond
  • Spirit Drain
  • The Madness Season
Level Five Gifts
  • Chant of Serenity
  • Feral Soul
  • Healing the Soul
  • Malleable Spirit
  • Poisoned Legacy
  • Spirit Mastery
  • Spirit Vessel

Theurge Level One Gifts

Posted: Fri Feb 04, 2022 3:34 pm
by Xenia
Level One

Airt Perception
The veil has been lifted from your eyes when it comes to spirits. You can learn about them and who they are, and what they stand for. An ancestor spirit teaches this Gift to help Theurges onto their path.

Cost: 1 Gnosis

Test Pool: Wits + Occult versus Spirit's Mental Resistance

System:
By spending a simple action you become aware if there is a trail of a spirit you are aware of. You need not know this spirit by name, or have seen it, but you must be able to clearly describe a specific spirit, or specific type of spirit at least. If there are any such trails within 10 steps you engage the spirit in a contested challenge with this Gift's test pool, if successful you are able to clearly make out this trail and follow it to where the spirit is. This trail is visible only on the side of the gauntlet you can see - as such if you are looking to track a spirit in the penumbra from the world you will need to peek quite often (and it might be better to just cross over). This trail remains visible for an hour.

Exceptional Success:
Rather than an hour this trail remains visible for the next 24 hours.

Affinity:
The Theurge gets a brief flash of the spirit's current surroundings upon successfully using the Gift. This is usually enough for a skilled Theurge to know what realm the spirit is in and active threats if he should be tracked - unless that information is being deliberately confused in some manner.


Mother's Touch
The Garou is able to heal the wounds of any living creature, aggravated or otherwise, simply by laying hands over the afflicted area. The Garou may not heal herself, spirits, or the undead with this Gift. A bear or unicorn-spirit teaches this Gift.

Cost: 1 Gnosis

Test Pool: None

System:
Spend a simple action as you touch your target. This heals 1 point of damage (any type) for the target. This Gift may only be used on an individual within one step of you, and may not be used on yourself.

Affinity:
Rather than only healing a single target, you are able to target up to two individuals at the same time with a single application of this Gift. Both targets must be within one step of you.


Sense the Balance
The world exists in a state of balance -- a pull between Weaver, Wyld, and Wyrm. With concentration, you can pierce the veil of reality to discern if a creature has a certain affinity for one aspect of the Triat over the others. If your perception is keen enough, you determine fine nuances of that balance, even to the extent of identifying whether that creature has recently associated with an aspect of the Triat. Most keen eyed spirits can teach this Gift , though most Garou find their instruction from an owl sprit.

Cost: 1 Gnosis

Test Pool: Wits + Empathy vs Target's Resolve + Willpower

System:
Spend a standard action to make an opposed challenge against your target using this Gift's test pool.

If you succeed, you can determine whether the creature is most associated with the Wyld, the Weaver, or the Wyrm. This Gift allows you to determine which type of supernatural creature your target is, if any, such as Garou, Vampire, Fae, Ghoul, Kinfolk, Bane, etc. If your target is possessed by a Bane, a Vampire, or another creature, this power reveals that information and determines the possessing creature's type.

If you have no experience, knowledge, or 'Scholar of' related merit of the specific creature type, the Storyteller may simply describe facets of the creature rather than answering with detailed information. For example, they might say, "It seems to be a creature that drinks blood and only comes out at night."

Once you have taken your target's measure, you automatically learn of any taint they might have from the Triat, even if they aren't directly associated with a member of the Triat.

Exceptional Success:
You can also sense if your target has recently been to a place associated with the Weaver, Wyld, or Wyrm.

Affinity:
Upon succeeding in this power a Theurge may choose to spend an additional number of points of Gnosis, for each additional point of Gnosis spent they learn one piece of information about the target chosen by the storytelling staff. Information is always true, but it can be of varying utility; however, the more points are spent, the more useful information should be provided. Example information that might be provided: favorite food, weakness, beliefs they hold, etc. This doesn't cover Names, which is the subject of stronger Gifts.


Sense Pact
Theurges have ways of knowing all manner of secret things other Garou would wish stayed hidden; with this Gift, they can learn where the balance of chiminage lies with any spiritually aware being with a glance. The Gift reveals if the target has paid all proper obligations to the spirits, if he has ignored a debt or engaged in blasphemy against his totem or other spiritual patrons. An owl-spirit teaches this Gift.

Cost: None

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

System:
Spend a standard action and target an individual within line of sight engaging them in a contested challenge using this Gift's test pool. If successful, you are able to determine the target's state of debt in the spirit worlds: if they owe favors or chiminage and if so roughly how much, or if they are in fact owed services - though not precisely what.

Exceptional Success:
You learn the name of the spirit the target has most egregiously wronged, if such a being exists. This isn't the true name of the spirit, but a sufficient identifier to be able to locate it.

Affinity:
Theurges often help settle their pack's debts and this Gift helps. You may choose to use this Gift to take on the debt of an ally. If you do so, the debt truly becomes yours, and the spirits do not care that it once belonged to someone else. As such it is on you to make sure it is satisfactorily paid. Paying the debt of one of your packmates can be a good way to earn honor in the eyes of the spirits.


Spirit Skin
The Umbra can be a dangerous place, with umbral storms and predatory spirits attracted towards adventurous Garou venturing into their domains. You’ve learned to hide your essence and trick other spirits into thinking you’re a simple Gaffling. Other spirits will treat you as an ordinary Gaffling, until you give them reason to believe otherwise. This isn’t always a good thing. Any Gaffling spirit can teach this Gift, though most commonly it is taught by a Chameleon-spirit.

Cost: 1 Gnosis

Test Pool: Wits + Stealth versus special (read Gift)

System:
Spend your standard action to transmute your spiritual essence, mimicking that of a Gaffling spirit. For the next hour, all lesser spirits, such as Gafflings and Jagglings, that can perceive your presence automatically view you as a Gaffling spirit (of a type of your choosing).

While this Gift is active, Gaffling and Jaggling spirits react to you as though you are a spirit and accept you into their umbral landscape. If you encounter an Incarna or Celestine spirit, you must defeat it in an opposed challenge to force it to believe in your disguise. If you place any spirit into a position where it must logically acknowledge that you are not a spirit, Spirit Skin immediately fails, and your true nature becomes known to everything that can perceive you. This Gift only affects spirits. Other people and other creatures, including shapeshifters, will not recognize you as a spirit.

Should a Gaffling or a Jaggling spirit have the ability to contest supernatural concealment they may try to contest this power, if so you may resist either with their Gift's defensive test pool or your own Wits + Stealth.

Exceptional Success:
If you achieve an exceptional success against an Incarna or Celestine spirit, it accepts you as one of its personal servants and treats you as such.

Affinity:
Theurges often use this Gift to aid in their negotiations with spirits. As an alternate use of this Gift, the Theurge may activate this to highlight their kinship with spirits. While active spirits will be more open to discussion; hostile spirits such as banes will still be hostile. If making a mundane social challenge with a spirit, the Theurge gains a +5 bonus on the challenge.


Spirit Snare
The Theurge casts out an invisible, mystic net which entangles hostile spirits, confounding them with a mixture of magical force and long-broken but still potent Gaian law. An owl-spirit teaches this Gift.

Cost: 1 Gnosis

Test Pool: Intelligence + Occult versus a spirit's physical defense

System:
Spend a standard action and target a spirit within 10 steps and engage them in the Gift's contested challenge. If successful, the spirit suffers a -2 on all combat actions for the next 10 minutes as they struggle in the Theurge's mystic net. Multiple applications of this Gift do not stack.

Exceptional Success:
The target is treated as though they are grappled by the net. The spirit may attempt to break free as from a normal grapple against a static difficulty of your bid for this Gift. Upon successfully escaping the grapple they still suffer the normal effects of the Gift.

Affinity:
The spirit also loses two points of Willpower when hit by this Gift. A spirit may only lose a maximum of two Willpower from this Gift in an hour. If affected by this Gift a second time within the same hour, they do not lose more Willpower.


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 Gift)

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

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:
Theurges are the master of spirits and reject their illusions more easily then others. If using this power to try and pierce an illusion made by a spirit, the Theurge gains a bonus equal to their rank. If a player is unsure about whether this bonus would apply to the test, the Theurge should bid their normal number as well as their number against spirits with the storyteller in charge of the scene adjudicating if the bonus applies.

Theurge Level Two Gifts

Posted: Fri Feb 04, 2022 3:36 pm
by Xenia
Level Two

Battle Mandala
A mystical sigil burns itself into the ground around the Theurge, visible only to those with Gnosis ratings. This circle drains the Essence from spirits caught within its web. A spider or antlion-spirit teaches this Gift.

Cost: 1 Gnosis

Test Pool: None

System:
Spend a simple action and call into existence the mandala which radiates around from the area where the Theurge stands with a radius of 5 steps; spirits (other than the Garou’s pack totem) within the mandala lose one Gnosis per turn. The mandala dissipates at the end of 10 minutes or when the werewolf steps outside of its bounds, whichever comes first.

Affinity:
Like a spider in a web, the Theurge saps up the Gnosis of those they take it from. On any given turn that the Mandala absorbs 1 or more points of Gnosis, the Theurge that used this Gift gains a single point of Gnosis.


Blood Life
Many things reside in the blood, both mundane and mystical. Heritage, power, magical connections, and life-giving nutrients all pulse through the veins of living creatures, encompassing their life experiences. The Theurge can gain insight from these experiences by tasting the blood of her prey. An insect-spirit teaches this Gift.

Cost: 1 Gnosis

Test Pool: None

System:
You may activate this Gift reflexively after succeeding at a bite attack against a target that has blood running through its veins, and deals at least one level of damage. You experience a brief vision that replays a memory from the target’s past. It could be one of great mystical import or significant relevance to the current situation, or one that had a marked personal effect on the target. The Storyteller or the target’s player chooses the memory, but it should be one that gives the Theurge some insight into her foe (or ally). This Gift only works on living creatures, although the Theurge may pick up fragments of distant memory from a vampire’s victims if she uses this Gift to bite it.

Affinity:
The next challenge that the player makes that relates to whatever vision they received within the next 10 minutes gains a bonus on the challenge equal to the Theurge's rank.


Command Spirit
The Theurge can give simple commands to encountered spirits and expect a measure of compliance. This Gift does not grant the ability to summon spirits. It enables the user only to coerce them to obey. Any Incarna avatar can teach this Gift.

Cost: 1 Willpower

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

System:
Spend a standard action and engage a spirit that you can see and that can hear you in a contested challenge with this Gift's test pool. If successful, you are able to give the spirit a single order that it must follow to the best of its ability. Note that the Garou cannot command spirits to leave areas to which they have been bound. Doing so requires the Level Three Theurge Gift: Exorcism. Once given an order, the spirit will follow it until either the order is completed or 15 minutes pass.

Exceptional Success
The order will be followed until it is either completed or an hour passes.

Affinity:
Once you have managed to command a spirit it becomes much easier to command them again. If you have successfully used this Gift on a spirit, another order may be given to that same spirit by simply spending another Gnosis point. You may use this effect so long as you have not used this Gift on another spirit in the meantime.


Name the Spirit
The Garou gains an instinctive rapport with denizens of the Umbra. He can sense the type and approximate power of spirits. Owl- and raven-spirits teach this Gift.

Cost: 1 Willpower

Test Pool: Wits + Occult vs. target's Resolve + Willpower

System:
Spend a standard action to examine a spirit and engage them in a contested challenge. On a success, you learn the target's approximate current levels of Rage, Gnosis, and Willpower within 1 (as such if they had Gnosis 6 you might be told any number from 5-7).

Exceptional Success:
You learn the target's traits perfectly; no range.

Affinity:
As a Theurge, this Gift is often used to gain understanding of spirit. Spend a standard action and focus on a spirit before you engaging them in a contested challenge using this Gift's test pool. If successful you are able to learn any one of the following about the spirit:
  • What is your name?
  • What is your preferred chiminage?
  • What is your ban?
  • What are you a spirit of? (Honor, Glory, Cunning, etc.)
On an exceptional success you are able to ask two of the questions rather than one.


Realm Wisdom
It is of the utmost importance for a Theurge to know their way around the umbra. This Gift helps when a Theurge finds themselves within a realm they do not know. An Owl-spirit teaches this Gift.

Cost: 1 Gnosis

Test Pool: None

System:
Meditate for the next five minutes, opening your heart to the energies and spirits of your present location. You learn the secret language of whatever spirits inhabit this umbral realm and innately understand the following secrets specific to this realm:
  • The name of the umbral realm and its general location within the Tellurian relative to the Material Realm: Penumbra, Near Umbra, Deep Umbra.
  • The affinity of the umbral realm: Wyld, Weaver, or Wyrm.
  • The approximate archetype of the umbral realm and its general reflection on the Material Realm.
  • The basic laws of the realm, including any unique properties of the realm that might limit or amplify your agency and abilities, and the exact methods by which a traveler may enter and leave this umbral realm.
Affinity:
If there are any Celestine spirits affiliated with this umbral realm, you learn their names.


Spirit Ward
Not all spirits are warriors or wise oracles. Some are clever spies and adroit saboteurs. With a little work, you can create a ward to defend an area against such malicious spirits. This Gift is taught by Pattern Spiders and Earth spirits.

Cost: 1 Gnosis

Test Pool: None

System:
Expend a standard action to sketch or scratch a protective sigil into the ground or other solid object, creating an active node of Gaia’s magic that will ward a small area. The ward created by this ritual is spherical, extending five steps in every direction from the sigil at its center. This ward is invisible and intangible to most creatures, but is solid to spirits, preventing any minor spirits from entering or even perceiving inside the warded area.

Gaffling and Jaggling spirits are unable to cross the ward. Incarna or Celestine spirits are too powerful to be hindered by this Gift as imply ignore it. Spirit Ward lasts one hour, or until the user chooses to expend a simple action and end the power.

Affinity:
Your Spirit Ward lasts for the remainder of the game session, rather than the standard one-hour duration. In addition, it extends up to 10 steps in every direction from the sigil.


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

Cost: 1 Gnosis

Test Pool: None

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

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

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

Affinity:
You have the innate ability to sense any other umbral tethers anchored near you.

Theurge Level Three Gifts

Posted: Fri Feb 04, 2022 3:57 pm
by Xenia
Level Three

Evocation of the Ceremony
Rituals are not used only to evoke supernatural effects; they also have an inherent value to Theurges in and of themselves. Using this Gift, the Garou evokes a sense of awe, reverence and holy mystery through ritualistic behavior — anything from a Garou rite to a Dionysian ceremony. Along with any normal mystical effect, the ceremony produces a sense of reaffirmation and cosmological belonging in everybody who participates. While Theurges usually use this effect to strengthen sincere spiritual devotions or build community among Garou, it’s just as easily abused to keep participants in a rite in ignorant, dogmatic fear of the supernatural world — the Theurge’s intent, not the nature of the Gift, determines which is the case. An enigma spirit teaches this Gift.

Cost: None

Test Pool: None

System:
This Gift is permanent once bought. Whenever performing a ritual, the Theurge gains a bonus on any challenges in the ritual equal to their rank. Further, the Theurge gains a Gift retest if making use of the challenge rules. Alternatively, if using the ritual assembly rules, the Theurge is able to start with their rank in blocks automatically removed.

Affinity:
Rituals performed by the Theurge are always either inspiring, terrifying, or somewhere in between. After successfully completing a ritual, the Theurge may choose to inspire all people who participated (even if just watching) by granting them a point of Willpower. Alternatively, the Theurge may choose to cow their observers instead and give all who watched a -2 penalty on all Willpower challenges for the next hour.


Exorcism
This is the Gift of ejecting spirits from places or objects, whether they are there voluntarily or are bound there. Any Incarna avatar can teach this Gift.

Cost: None

Test Pool: Manipulation + Intimidation versus target's Resolve + Willpower.

System:
The Garou must concentrate uninterrupted for three turns to use this Gift. Then, the player must make contested challenge of their Manipulation + Intimidation against either the spirit's Resolve + Willpower (if the spirit was possessing the target) or the spirit-binder's Resolve + Willpower (if the spirit was bound by another). Success forces the spirit out of the object, place, or person.

If this Gift is used to target a Fetish, instead of ejecting the spirit and destroying the Fetish, the spirit inside the Fetish is forced into slumber. The fetish is rendered inert for ten minutes.

This Gift can be used to “cure” fomori, although the host will surely die as the Bane is ejected unless a powerful healer manages to preserve her live during the Exorcism.

Exceptional Success:
Finding either the spirit remarkably pliable or the ward easy to break bolsters the Theurge's resolve. They immediately regain 1 point of Willpower.

Affinity:
Rather than spending three turns, the Theurge may use this Gift by instead spending 3 Gnosis and a standard action.


Pulse of the Invisible
Spirits fill the world around the Garou, and none knows this fact better than the Theurge. This Gift grants constant awareness of the spirit world. Even in the physical world, the Theurge with this Gift can interact with spirits in the Penumbra at will. While most spirit activity is barely worth watching, the Theurge will be aware of any dramatic changes. Any spirit can teach this Gift.

Cost: None

Test Pool: None or Gnosis versus local Gauntlet Rating

System:
So long as the Garou's permanent Gnosis equals or exceeds the local Gauntlet Rating, they can see into the Umbra automatically. If the local Gauntlet Rating exceeds the Garou's permanent Gnosis Rating, they may choose to spend a simple action and engage in the above test. If successful, they can see across the Gauntlet for the next hour, or until they enter an area with a higher Gauntlet.

Affinity:
Rather than engaging in a test, they may choose to instead spend a point of Gnosis to activate this Gift when dealing with a gauntlet rating higher than their permanent Gnosis. This is treated as having activated this Gift and as such costs more Gnosis if their rank is lower than this Gift's rank, as per usual.


Spirit Knife
The Gauntlet is the mystical barrier that separates this world from the Umbra. Spirits must manifest through it to strike at enemies on the other side. You have the skill to imbue a weapon--traditionally a knife--with spiritual power, enabling it to strike across the Gauntlet, wounding your enemies in the Umbra. This Gift is taught by a scorpion spirit.

Cost: 1 Gnosis

Test Pool: N/A

System:
Spend a standard action to mystically imbue a melee weapon with your essence, representing your personal mastery over spirits. For the next hour, this weapon deals aggravated damage. Your Spirit Knife does not function in the hands of another wielder.

Additionally, for the duration of the Gift, your weapon can strike at spirits across the Gauntlet from the physical world into the Umbra and other realms, including wraiths and even vampires using Psychic Projection, if you can see them. (Note that this Gift does not provide the ability to see across the Gauntlet into the Umbra.) This power does not grant you the ability to strike across the Gauntlet into the Material Realm if you are already in the Umbra.

Affinity:
In addition to the above effects, the imbued weapon deals an additional point of damage to spirits or other such immaterial creatures (wraiths, vampires using Psychic Projection, etc).


Umbral Audience
As a mouthpiece for the spirit world, the Theurge may invite its denizens to witness the wrongs of her enemies and render silent judgment. She appears mysterious and terrible as a force of nature to those who would stand against her, whether they are consciously aware of the spiritual audience at her side or not. Any feline spirit can teach this Gift.

Cost: 1 Gnosis

Test Pool: None

System:
The player spends a point of Gnosis and a standard action as the Garou’s presence becomes an invitation for Gaian spirits in the area, on either side of the Gauntlet, to gather and watch the proceedings. Wyrm-spirits will not heed this call, but may be aware of a gathering of spirits nearby. The spirits need not act, and the target need not know they even exist; their mere gaze adds an air of awe-inspiring mysticism to the Theurge’s actions. If using this Gift in the material world, she receives a Social bonus of (7 - local Gauntlet rating) to any test she makes to intimidate, persuade, or impress. If it’s used in the Umbra, add a bonus of 5 instead. If the watching spirits have an avenue to interact with the scene, they are generally more inclined to support the Garou than not.

Affinity:
Spirits appreciate the flair for the dramatic in a crescent moon. If used in the umbra, this Gift grants one free Gift Retest on Social tests while the Gift is active as spirits join the Theurge to loom terrifyingly above them or dance magnificently around them. They may use this retest once a night.


Umbral Camouflage
Although perfectly visible to all others, this Gift renders the werewolf undetectable to spirits. A wind-spirit teaches this Gift.

Cost: 1 Gnosis

Test Pool: None

System:
Spend a simple action and for the next 10 minutes, the Garou is completely invisible to the senses of spirits. She may move about as normal but cannot take any actions that affect a spirit without disrupting the Gift. If they should move something else, the spirit will be able to notice that, although they still won't be able to see the Theurge. This Gift has no effect on Incarna spirits within their realm, though a Theurge may use this Gift if they should happen across an Incarna spirit elsewhere (in the penumbra, a different realm, etc.) If the Theurge puts themselves in a spot where the spirit would have to acknowledge them (for example standing the the way of the one exit out of a warded room), this Gift fails.

Affinity:
This Gift provides a subtle mental effect as well, preventing affected spirits from noticing movement caused by the Theurge using this Gift. As such, if a Theurge under this Gift were to pick up a rock, the spirit wouldn't notice them. Although, they would notice them if they tried picking up a rock that the spirit was standing on.


Wisdom of the Ancient Ways
All werewolves have an innate connection to the nation's ancestors, a form of racial unconscious accessible through intense meditation. Even those who have lost their tribe's ancestry are still linked to the great cycle that binds all Gaian life. The Theurge can tap into these deep memories to remember ancient facts and lore. An ancestor-spirit teaches this Gift.

Cost: 1 Gnosis

Test Pool: None

System:
The character must meditate for three standard actions, concentrating on the past. This should play similar to a vision quest, and grant the Garou an opportunity to connect with those who have come before. While this is intended to be a narrative scene to help offer guidance to the lost and share precedence and knowledge, those who wish to expedite or summarize the process may choose to ask a number of questions equal to their rank:
  • Has the Garou Nation encountered this before?
  • Has the subject been historically associated with Weaver, Wyrm, or Wyld Affinity?
  • How has this manner of adversary been bested by Garou in the past?
  • Is there a safe way to keep this person/item in custody that's been used in the past?
  • Did this individual die in the good graces of the Garou Nation?
  • Does this individual have any descendants in the Garou Nation?
  • Did a Garou or spirit create this?
  • Can you direct me to a known living expert on this matter in the Garou Nation?
Affinity:
A Theurge's innate connection with the umbra makes this Gift significantly easier to use. This Gift requires no Gnosis for a Theurge to use the first time per night they use it.

Theurge Level Four Gifts

Posted: Fri Feb 04, 2022 4:13 pm
by Xenia
Level Four

Blurring the Mirror
This Gift allows the Theurge to cloud the minds of other beings, making it impossible for them to find the Umbra or step sideways into it. Once used as a form of punishment for arrogant pups, this Gift is more often deployed as a weapon against Black Spiral Dancers in the days of the coming Apocalypse. A Weaver-spirit teaches this Gift.

Cost: 1 Gnosis per target

Test Pool: Wits + Occult vs Resolve + Willpower

System:
Spend a standard action to activate this Gift. You may select a number of targets up to your rank, though you must spend a Gnosis for each one. Engage your targets in a contested challenge using this Gift's test pool; if you use your general retest on any of the challenges, you may use your general retest on all remaining challenges without needing to spend another point of Willpower. You may not go back to previous challenges you have already resolved. If successful, the Gauntlet increases by five for those targets for the next 10 minutes. While normally used against other Garou, this Gift is effective against any being capable of entering the Umbra sideways, including other Fera and some mages.

Affinity:
A clever Theurge can use the Gauntlet to their advantage. An affected Garou that makes an effort to cross the Gauntlet and fails loses their next simple action as they try to dislodge themselves from the webbing.


Castigate
A Theurge has the ears of the spirits, and they respect her words. If she calls on them to harshly judge another Garou, they will temporarily revoke their favor from the target of her ire. The Theurge calls upon the spirits to revoke their favor from another Garou; she must verbally state the target’s offenses against the spirit worlds, and the target must be present; if successful, the target loses both Renown and spiritual Gifts. A hyena-spirit teaches this Gift.

Cost: 1 Gnosis

Test Pool: Charisma + Occult + Rank versus target's Composure + Willpower + Rank

System:
Expend a standard action to verbally reprimand your target. You must have your target's gaze and focus to do so. Your castigation must include some reason, however spurious, explaining why the spirits should punish the target. If you succeed in an opposed challenge, you mystically mark the target, indicating that the spirits must treat the victim as though she has 0 Rank (that is effectively a cub) for the purposes of activating Gifts or adding Rank to her test pools. This reduction does not affect any other properties of Rank, such as bonus attributes or downtime activities. This effect lasts for 10-minutes.

Alternatively, you may use this Gift to enact a longer-lasting punishment. To do so, you must place your hands on the target for three consecutive standard actions as you recite a litany of her crimes. If you succeed in an opposed challenge, your Castigate affects the target for 30 days. You may choose to end the effects of this power before the end of its duration by expending a simple action to do so.

Exceptional Success:
If you achieve an exceptional success, the duration of Castigate increases to one hour, or in the case of a longer punishment, 60 days.

Affinity:
If the target has more dots of Rank than you, you may opt to eliminate the Rank background from both of your test pools for the purpose of making the opposed challenge for Castigate.


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:
Consummate healers one and all, a skilled Theurge is able to increase this defense. Everyone protected by this Gift (that is to say, those within two steps of the Theurge) heals one bashing or lethal per turn for as long as this Gift is active.


Forced Transformation
Gaia's foremost gift to her children is the power to change shape. With this Gift, a Garou can seize control of that ability, causing her opponents to lose control of their physical forms and assume whatever shape she demands. So long as the target can achieve the chosen form, they must transform into it, remaining trapped that body, unable to shift for a short while. An ancestor spirit teaches this Gift.

Cost: 1 Gnosis

Test Pool: Wits + Animal Ken versus target's Resolve + Willpower

System:
Spend a standard action to force a target who is capable of changing forms to change her shape into one you choose. This transformation takes place on the target's next available standard action. If the target is unwilling, you must defeat her in an opposed challenge in order for this Gift to take effect. Regardless of whether or not the target is willing, once you enact Forced Transformation on her, she cannot voluntarily change shape for the next two full turns.

Forced Transformation has no effect on creatures that cannot change form, but it can be used on other supernatural creatures that possess transformative powers. Use of this Gift does not grant you knowledge of what forms your target is capable of assuming, nor can it force a target to assume a form to which she does not possess access. You can only command your target to assume those forms you know or suspect your target can assume. If you are unsure about your target's breed or nature, you can compel her to revert to her natural form without knowing what that form is. Targets affected by this power change shape without expending an action or resources.

Exceptional Success:
On an exceptional success, the target is not only locked into that form, they are locked into the truest version of that form possible - as such if the target possesses merits, Gift , or other abilities that augment that form, they cease to function for this Gift's duration. (E.g. A Garou forced into Lupus would not be able to make use of Razor Claws, etc).

Affinity:
Spirits whisper secrets and help you know if they cannot work on a target. When you initially target an individual you may declare which form you wish to try and force them to. If that is simply impossible you are able to stop the Gift activation. While this still costs you your standard action, it does not cost you the Gnosis to activate the Gift.


Grasp the Beyond
The Garou may take things to and from the Umbra without having to dedicate them to herself (see the Rite of Talisman Dedication). This Gift affects humans and animals, both willing and unwilling. Garou often use this power to take loyal Kinfolk with them on Umbral quests or to heal injured Kinfolk — both body and soul — in mystic Glens.

Cost: 1-3 Willpower

Test Pool: None or Gnosis versus target's Willpower

System:
The Garou must grasp the object or person he wishes to take to the spirit world. He must then spend a number of Willpower points: one for small items (about the size of a knife), two for larger items (about the size of a bow) and three for huge items (including people). The player makes the usual tests to pierce the Gauntlet and step sideways. If successful, both he and the desired object or person pass into the Umbra. An unwilling target may resist, forcing the Garou to make a challenge with their Gnosis versus the target's Willpower (in addition to the normal challenge to cross). The challenge with the unwilling target occurs after the challenge (or spend) to cross the Gauntlet.

Unless they have the ability to step sideways, any person taken to the Umbra must rely on the Garou to escape, or they must find an area with a very thin Gauntlet, such as a caern. The Gauntlet rating must be 3 or lower for a victim to exit of their own accord. If they do exit, they may not re-enter the Umbra, regardless of the Gauntlet rating. If left in the Umbra too long, a living creature eventually turns into spirit matter entirely.

Affinity:
You may bring multiple willing targets with you when attempting to cross into the Umbra. So long as you are touching all targets you wish to bring, you only need to spend the Willpower cost for the largest target.


Spirit Drain
The Garou may drain power from a spirit to feed his own resolve. A spirit servant of a powerful Hawk spirit teaches this Gift.

Cost: None

Test Pool: Gnosis versus target's Gnosis

System:
Spend a standard action and target a spirit within 10 steps. If successful, the spirit loses one Gnosis point per rank of the Garou (minimum one).

Exceptional Success:
With an exceptional success the spirit loses an extra point of Gnosis.

Affinity:
For every two points drained, the Garou gains a temporary Willpower point which can go above her permanent maximum, but she loses any points exceeding her maximum at the end of 10 minutes.


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

Cost: 1 Gnosis

Test Pool: N/A

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

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


Affinity:
Cloaked in madness, no other madness may grip you. While under the effects of this Gift, you are immune any other power that would try and tamper with your sanity.

Theurge Level Five Gifts

Posted: Fri Feb 04, 2022 4:33 pm
by Xenia
Level Five

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:
Targets of your Chant of Serenity heal 1 additional level of damage for each Rage they choose to lose.


Feral Soul
With but a thought, the Garou can devolve an opponent’s mind to that of an animal, effectively destroying his intelligence. A spirit servant of the Griffin totem teaches this Gift.

Cost: 1+ Gnosis (see Gift)

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

System:
Spend a standard action and target an individual within 10 steps and engage them in the Gift's contested challenge. If successful, the Garou can destroy a target’s Intelligence Attribute, destroying a point of Intelligence for each Gnosis spent. A target cannot be reduced below 0 Intelligence. A Garou cannot destroy more than their Rank (minimum 1) Intelligence with this Gift. The Intelligence dots return at a rate of 1 per hour. Additionally, the target begins acting more animalistic with each point removed. A character with 0 intelligence due to this Gift is completely feral until they regain at least a single point of Intelligence.

Exceptional Success:
One additional point of Intelligence is destroyed over the number of Gnosis spent. This may exceed the user's Rank.

Affinity:
By doubling the cost of the Gift (that is, 2 points of Gnosis per point of Intelligence) the Intelligence is destroyed permanently. This use of the Gift may not reduce a target's Intelligence below 1.


Healing the Soul
Through a week-long ordeal of fasting, trance states and spirit communication, the Theurge is able to set the elements of the Triat into perfect balance within one individual’s soul. Obviously, the subject to be healed must be willing, and the two individuals must remain in solitude (save for contact with spirits) for the duration. This Gift can cure insanity, ease emotional wounds, heal the effects of trauma and remove desensitization. If the spiritual injury was caused by ill conduct on the subject’s part, however, this Gift can only benefit them once: even the greatest empath has little sympathy for those who willingly slide back into self-degradation after being helped out the first time. An avatar of Unicorn teaches this Gift.

Cost: None

Test Pool: None

System:
The effects are largely character and story-based, but with sufficient time the Garou may cure most any would of the soul. This Gift alone cannot cure full-blown Harano, but it can certainly ameliorate the causes, preventing it before it takes hold completely. If the character is suffering from any spiritual or mental effects (which do not grant freebie points) of either a temporary or permanent duration, those flaws are cured and the effects are ended.

Importantly as mentioned above, a given individual may only benefit from this Gift once in their life if their degradation is self inflicted (though if their lot in life has been forced on them they may benefit from this Gift multiple times), and the Garou may never use it on themselves. To use this Gift both you and your target must spend one downtime, representing the week of isolation to use this Gift.

This Gift may also easy the emotional turmoil of other creatures - such as leaches or wraiths, though rare is the Garou Elder that would use this Gift upon such a creature.

Affinity:
By sacrificing a portion of yourself, you may use this Gift on a target another time. If you wish to use this Gift on a target more than once, you can do so by spending a permanent point of Willpower, Gnosis, and Rage. These points are spent without refund.

Further, you are able to heal even deeper wounds. An individual benefiting from this Gift is able to buy off any spiritual or mental (but not physical) flaws at the cost of 1x rating, rather than the usual 2x rating.


Malleable Spirit
The Garou can change a spirit’s form or purpose. A Chimerling teaches this Gift.

Cost: None

Test Pool: Gnosis versus target's Gnosis

System:
Spend a standard action and engage a spirit within one step in the Gift's challenge. If successful you are able to make a number of changes to the spirit. You have a number of 'points' to spend on changes to the spirit equal to your Rank.
Change Cost
Characteristics (Willpower, Rage, Gnosis) 1 each, either up or down
Disposition (Friendly, Neutral, Hostile) 2
Type (Nature, Elemental, Bane) 5
Exceptional Success:
You gain 3 additional 'points' to spend on changing the spirit.

Affinity:
You may target a spirit within a number of steps to you equal to your dots in the Rituals Ability, rather than just one.


Poisoned Legacy
This most terrible Gift allows the Theurge to lay a great and malicious curse upon a victim of her choice. The victim must be present, and the Theurge must verbally state her malediction. A spirit of hatred, or an animal spirit of a highly venomous animal, teaches this Gift.

Cost: 1 Gnosis and 1 Willpower

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

System:
Spend one standard action and engage a target within line of sight in a contested challenge as you invoke a curse to plague your target, which you must speak aloud. Any solemn curse will suffice. If you succeed on the opposed challenge against a target within hearing range, your hex will immediately overcome them and remains in effect for 3 nights.

The target then develops the 'Cursed' flaw with a rating up to your rank. The precise nature of this curse is open and you may work with staff on the precise nature of the curse you wish to lay on the target.

When pronouncing this curse you may also include a means by which the victim can find relief, if they complete this action the curse fades. You also may choose to end the effects of this curse at any time by spending a simple action.

Exceptional Success:
The 'Cursed' flaw that develops is equal to your rank + 1 as opposed to just your rank. Also, the curse inflicted lasts on the target for the rest of their life, or until they are released from it by you (or completing the task you set out).

Affinity:
You may choose to instead inflict the target with the 'Hamartia' flaw. Staff will work with the affected player to determine what the fatal flaw that this curse has brought to light is.


Spirit Mastery
Your primacy as apex predator extends even to the spiritual realms. By asserting your dominion, you can banish a spirit from your presence. The avatar of any Incarna teaches this Gift.

Cost: 1 or 3 Gnosis

Test Pool: Intelligence + Occult versus Special (see below)

System:
Spend your standard action to activate Spirit Predator. For the next five turns, you may consume any Gaffling or Jaggling spirits that you manage to touch physically with your hands or jaws. Contact requires you to succeed at an opposed Brawl challenge in order to touch an unwilling victim. Some spirits may agree to this act in exchange for later favors in support of their personal causes. Other spirits may resist, crying out in anguish as you consume them, transforming them into Gnosis. You gain between 1-3 points of Gnosis for each Gaffling consumed, depending on its strength, and between 6-10 points of Gnosis for each Jaggling consumed, depending on its strength.

Alternately, expend a standard action and Gnosis to immediately banish any single Gaffling or Jaggling spirit from your line of sight for one hour. You must be able to see the spirit in order to banish it. If you spend 3 points of Gnosis to activate this Gift instead you may instead banish all Gaffling and Jaggling spirits from your line of site for one hour. In addition, you can choose to spend 3 points of Gnosis and both your standard and simple action when activating this Gift to attempt to banish an Incarna spirit. If you succeed in an opposed challenge against it, it is banished from your line of sight for 10 turns.

The use of this Gift may cause you to gain Spirit Notoriety with a specific class of spirits at Storyteller discretion.

Exceptional Success:
The duration of the banishment for an Incarna spirit extends to one hour.

Affinity:
The banishment duration for any Gaffling or Jaggling spirits doubles.


Spirit Vessel
Your mastery over spirits is such that you can transform your body into a spirit vessel that can contain and feed off a spirit, much as a fetish is powered by a bound spirit. With concentration, you can force a Jaggling spirit to inhabit your body and lend some of its power to boost your own natural abilities. But this power comes at a price - while it dwells within you, that spirit may subtly influence your mind. An ancestor-spirit teaches this Gift.

Cost: 1 Gnosis

Test Pool: None

System:
Expend a standard action to summon a Jaggling spirit of your choice and then absorb it into your body. As long as the spirit inhabits your body you gain +3 dots to a single attribute as appropriate to the nature of the spirit. For example, a rock Jaggling spirit might grant 3 additional dots of Stamina. These dots can raise you above 5; however, if they do so you do not gain a Heroic Attribute ability. The spirit is content to live inside your body until you force it out by expending a standard action or until you sleep.

While Spirit Vessel is active, you suffer from the Derangement: Spirit’s Motivation (Obsession). Each time that you are confronted with something that relates to the spirit’s motivation or purpose, you must act out that motivation or gain a Derangement trait. For example, if you have a fire spirit inhabiting you, you might become obsessed with igniting and burning things.

Affinity:
When using this Gift, if you use it for a Mental attribute, if the bonus dots gained from Spirit Vessel bring you over 5 you gain a Heroic Attribute ability for that attribute while the Gift is active. If you already possess a Heroic Attribute ability for the attribute you gain a second one for the duration of the Gift. You may select which Heroic Attribute ability each time this Gift is activated.