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World of Darkness RP based on Werewolf the Apocalypse
 
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Join date : 2010-07-04

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Appearance: 5: Outstanding
Rank: 5: Elder
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PostSubject: Lupus Gifts   Sun Jul 04, 2010 4:51 pm

The Gifts of the lupus breed reflect their strong ties to the natural world and the wilds. Usually these Gifts enhance the natural abilities of the werewolf, allowing her to perform feats that other breeds would find impossible.

• Hare's Leap (Level One) — By invoking this Gift, ,the werewolf may leap incredible distances. Hare-, frog- and Catspiritsusually teach this Gift. The lost Bunyip knew this Gift as Leap of the Kangaroo, however marsupial-spirits seem loath to aid werewolves these days. Today, many werewolves call this Gift "Leap of the Kangaroo" in their fallen cousins' honor.

System: The player rolls Stamina + Athletics (difficulty
7). If successful, she may double her normal jumping distance.
(See Jumping, p. 197.)


• Heightened Senses (Level One) — The werewolf with this Gift tunes in to the world around him, increasing his senses vastly. When in Homid or Glabro form, her senses become as sharp as those a wolf, allowing him to hear sounds beyond his normal range, granting him superior night vision and making his sense of smell stronger than that of any dog. In wolf forms, his senses become preternaturally potent, allowing him to perform feats that border on precognition. This Gift has drawbacks as well. If a fire alarm were to go off around a Garou using this Gift, it might render him helpless. Cities can barrage the werewolf with a sensory overload. Wolf-spirits teach this Gift.

System: The player spends a Gnosis point. The effects last
for one scene. In Homid or Glabro forms, the werewolfs
Perception difficulties decrease by two, and he may roll Perception
+ Primal-Urge to perform sensory feats impossible for
humans (such as tracking by scent). In Crinos, Hispo and Lupus
forms, Perception difficulties decrease by three (which is notcumulative with the ordinary
Lupus-form Perception bonuses),and the werewolf gains an extra die
to Primal-Urge dice pools.

• Sense Prey (Level One) — Werewolves used this ancient Gift during hard winters to feed their packs. The Gift
lets Garou locate enough prey to feed a pack. In the urban environment, this Gift guides the lupus to prey within the city, usually in parks, sewers, animal shelters and even zoos. The Gift will tell the werewolf the location of large numbers of prey within 50 miles in the wilds, and within the limits of a city and its suburbs. Humans do not register as prey animals, although some say that the Red Talons know a variant of this Gift that can find them. A wolf-spirit teaches this Gift.

System: The hunter's player rolls Perception + Primal-
Urge. The difficulty is 7 in wilderness environments and 9 in
urban environments. Success indicates the location of enough
prey to feed a large pack. In the case of multiple sources, the Gift
guides the werewolf to the nearest source (although not necessarily
the easiest ot safest).


• Scent of Sight (Level Two) — The werewolf can compensate for her vision completely by using her sense of smell. She can attack invisible creatures normally or navigate roughly in absolute darkness. Wolf-spirits teach this Gift.

System: The player rolls Perception + Primal-Urge against a
Storyteller-determined difficulty that depends on how powerful
local smells are. The Storyteller should require rolls only when
something could cause the Garou to lose his opponent's scent
(such as if the opponent runs through water or into a reeking alley).


• Sense the Unnatural (Level Two) —The werewolf can sense any unnatural presence and determine its approximate strength and type. Supernatural presences can include magic, spirits, the Wyrm, wraiths and vampires, although it won't pick them out specifically as such. The werewolf may sense a person plagued by hauntings as easily as a ghost. Any spirit servant of Gaia can teach this gift.

System: The playet rolls Perception + Enigmas. The more
successes he rolls, the more information he gains. The sensory
input is somewhat vague and subject to interpretation, though.
For instance, a vampire might smell of old blood, of fear, of
rotten flesh, of fresh meat or of whatever else the Storyteller
finds appropriate. Interpreting the information properly might
require an Intelligence + Occult roll (Storyteller's option).


• Catfeet (Level Three) — This Gift gives the werewolf the agility of a cat, making him immune to falls under 100 feet (he lands on his feet just right). He also has perfect balance even on the most slippery surfaces, and the difficulties of all
combat actions involving body slams and grappling decrease by two. Cat-spirits teach this Gift.


System: This ability becomes innate to those who
learn the Gift.

• Name the Spirit (Level Three) —A werewolf with this Gift becomes familiar with the ways of the Umbra. He can sense
the type and approximate Trait levels (Rage, Gnosis, Willpower) of spirits. A spirit servant of the Uktena totem teaches this Gift.

System: The player spends one Willpower point and rolls
Perception + Occult (difficulty 8 ).

• Beast Life (Level Four) —The werewolf with this Gift can communicate with other wild animals and attract (or evencommand) them. Domesticated animals will speak with the werewolf, but they have given themselves to the ways of humans and must be persuaded to obey the Garou. Any animaspirit may teach this Gift, although Lion and Bear are most often sought as teachers.

System: The player spends one Gnosis point and rolls
Charisma + Animal Ken (difficulty 7). The character gains the
ability to communicate with all animals automatically. One
success can attract specific types of animals within a 10-mile
radius, and those that can reach the werewolf in a reasonable
amount of time will do so. Each additional success adds 10 miles
(two successes indicate a 20-mile radius). All wild animals
become friendly to the character. They follow any reasonable
request the character makes, and many unreasonable ones as
well. A character who uses this Gift to force an animal to
sacrifice itself had best pay homage to its spirit or risk angering
Gaia. The effect lasts for one scene, but the time may be
extended by spending one Gnosis point per extra scene desired.


• Gnaw (Level Four) — The werewolf s jaws strengthen to the point that she can chew through just about anything, given enough time. In addition, her jaws do more damage in combat, and only death will break her grip if she clamps her teeth into an opponent. Wolf-spirits teach this Gift.

System: The player spends one Willpower point and rolls
Stamina + 4 against a variable difficulty (3 for wood, 6 for steel
handcuffs, 9 for a train car coupling). The length of time it takes
to gnaw through something depends on the number of successes.
In addition, this Gift gives a character's bite two extra
dice of damage for the duration of the scene.

• Elemental Gift (Level Five) — The werewolf calls upon the primal force of Gaia Herself, commanding the spirits of the elements to rise up, undulate forward and even engulf foes. This Gift summons an elemental spirit, not merely the raw matter of the elements, but primal spirits possessing power enough to challenge even something as powerful as a Nexus Crawler. The elementals grant this Gift.

System: The player spends one Gnosis point and rolls
Charisma + Occult (difficulty 7 ). If successful, he calls an
elemental who grants him the ability to control a large volume
of air, earth, water or fire (in any of their forms) that is
approximately 20' by 20' per success. The effect lasts for one
scene or until the elemental leaves or is destroyed.


• Song of the Great Beast (Level Five) — To use this Gift, the werewolf must travel to the deep wilderness. When she reaches her destination, she howls the Song of the Great Beast into the sky, summoning one of the Great Beasts to her
aid. These beasts are the terrible and ancient creatures that walked the Earth in ages past. Examples include the Willawau (giant owl), the Yeti, the SabertoothTiger, the great Megalodon sharks that swam the seas eons ago and the mighty Mammoth, who arrives in herds. Who knows what else a Garou might call? Rumors say that dinosaurs survive in the deep Congo.... The surviving Great Beasts possess abilities in the physical world that rival those of mighty spirits in the Umbra. Even the wisest of Garou are not certain of their natures. Once the ancient one arrives, the werewolf may make a request, although she should do so with great caution. If the Great Beast agrees to aid the werewolf, it will do so in its own way, but enemies of the lupus should beware. Few spirits know this Gift. It's said that those that do dwell in the Realm of Pangaea.

System: The player spends one Gnosis point and rolls
Charisma + Primal-Urge (difficulty 8 ) to sing the Song of the
Great Beast. More successes improve the Great Beast's
disposition. Traits are left to the Storyteller's discretion, but
they should be appropriately impressive.
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