Level Five
The Artful Dodger
The Artful Dodger is the epitope of the trickster, and many a servant of Hermes prizes this Gift. You're able to get out of dangerous situations and putting your hands on things that don't belong to you. A hawk-spirit teaches this Gift.
Cost: 2 Gnosis
Test Pool: None
System:
Spend your simple action entreating spirits of evasion and chicanery to lend you their finesse and cunning. For a number of turns equal to the number of dots you possess of Subterfuge, you gain a +3 bonus to tests using your Dodge, Larceny, and Streetwise abilities. In addition, you become immune to the Grapple and Disarm combat maneuvers.
In addition, you cannot be imprisoned or trapped inside of any container or unnatural structure, such as a cell or a vault. You simply pass through any barrier that would otherwise impede your progress out of confinement, as though you are an immaterial ghost. However, if you try to pass through natural phenomena such as a mountain or through trees and brush, you simply become stuck. The escape aspect of the Artful Dodger can only be used when you are not directly observed, but you can use it if you are under remote surveillance such as if someone is scrying upon you. Note: this Gift does not help you break into secure areas, but it does help you escape from them.
Affinity:
You gain a +5 bonus to your Dodge, Larceny, and Streetwise abilities rather than the standard +3.
Beyond Human
The Garou is human plus. Human plus strength, agility and health. Human plus devoted, assured spirituality and meaning. Human plus animal instinct and lightning reflexes. He is as man, but greater and more whole. Every Garou radiates this to some extent, causing humans to fear and avoid them instinctively. This Gift warps this perception, turning the Garou from a figure to be avoided into a figure to be admired or adored. An ancestor-spirit teaches this Gift.
Cost: None, or 1 Rage, or 1 Gnosis (see Gift)
Test Pool: None
System:
Once learned, this Gift is always active. Humans dealing with the character will immediately pick her out as more desirable, attractive, smarter or more charismatic compared to throw around them, regardless of their actual capacity in such matters. The Curse still applies, but rather than being instinctively feared as a predator, the werewolf is dreaded as an intimidating figure of great presence.
In addition, by spending a simple action you are able to make yourself impressive beyond all others as you become 'more'. Choose either a benevolent countenance, by spending 1 point of Gnosis when you active this Gift, or malevolent countenance, by spending 1 point of Rage when you active this Gift. You gain one of the following benefits for the next 10 minutes depending on your choice.
- Benevolent: A benevolent countenance is extraordinarily beautiful, lending unnatural grace and poise as well as raw physical attractiveness. Mortals react with awe and reverence when dealing with a character using this countenance, and even supernatural creatures feel a desire to please this individual. A character displaying this countenance receives a +2 bonus to all Social test pools used for mundane challenges, or Social test pools involving powers which rely on emotions like sexual attraction, affection, or persuasion.
- Malevolent: A Malevolent countenance is terrifying to an extreme degree. Mortals react with abject terror and submission when dealing with a character using this countenance, and even supernatural creatures feel afraid of incurring the character’s wrath. A character displaying this countenance receives a +2 bonus to Social test pools used for mundane challenges, or Social test pools involving powers which rely emotions like intimidation, fear, or subservience.
Affinity:
Upon purchasing this Gift, choose one Social Attribute, and one Heroic Attribute Power associated with that Attribute. When activating this Gift you gain the benefit of that Heroic Attribute Power.
Gaia's Divine Vengeance
While the cycle of life inevitably involves death and suffering, there exists an underlying natural law that governs all creatures. So potent is your judgement that you can declare a target in violation of the natural order, calling Gaia's divine vengeance upon her. This burden manifests itself as a powerful curse, enhancing her vulnerabilities. A spirit of judgement teaches this Gift.
Cost: 2 Rage
Test Pool: Manipulation + Leadership + Rank versus target's Composure + Willpower + Rank
System:
Spend your standard action to howl in fury at your target. If you succeed in an opposed challenge against her, your target is condemned by the weight of your judgement. She cannot benefit from any armor as it simply fails to protect her while under this curse.
In addition, the target becomes especially susceptible to her supernatural weaknesses, receiving 1 additional point of damage when struck by them. Garou receive an additional point of damage from silver, vampires from sunlight and fire, etc.
This Gift lasts for one hour by default. However, for those you deem truly heinous, you may choose to enact a longer-lasting punishment. To enact this longer curse, you must lay 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 against her, your Gaia's Divine Vengeance persists for 30 days.
Exceptional Success:
For the next hour, any damage you inflict on the target of Gaia's Divine Vengeance is aggravated damage, regardless of the source.
Affinity:
The earth itself refuses to bear the burden of the target's disgrace. For the next hour, any time the target uses an action for movement, she reduces her movement by one step.
Part the Veil
With this Gift, a werewolf may immunize any human from the Delirium for a scene. In this way, the human can interact with Garou without deleterious effects. However, the human will forget much of what he knows if the Delirium is induced in him at a later date. An ancestor-spirit teaches this Gift.
Cost: None
Test Pool: None
System:
Spend a standard action and target a mortal within 3 steps of you. This mortal becomes immune the Delirium and even the curse until the sun next crosses the horizon.
Affinity:
By spending a downtime, you may make a mortal immune the Delirium and curse indefinitely. You may only have this effect active on a number of mortals up to your Rank.
Tangling the Thread
At a child's birth the Moirai spin out their thread. Klotho, the "the Spinner," who spun the thread of life, Lakhesis, "the Appointor of Lots", who measured it, and Atropos, "She who cannot be turned," who cut it short. But even still, a person can choose, and change their fate; however, with this Gift you give them little choice except to walk down to road you decree, lest they suffer the wrath of the Fate. A fate-spirit teaches this Gift, such spirits often take the form of dusky turtle doves, though some take on the forms of spiders, weaving elegant tapestries of fate.
Cost: 1 Gnosis
Test Pool: Manipulation + Leadership versus Target's Composure + Willpower
System:
Expend a standard action to vocally issue a prohibition to your target. If you succeed in an opposed challenge against your target, she becomes mystically bound by this Gift and forced to uphold the prohibition for 30 days.
If your target freely gives an oath to maintain the prohibition, she may choose to be bound for an Olympiad (4 years). Garou who seek redemption often willingly submit to this restriction as a demonstration of their honorable intent. For example, a Garou may declare, "I will not return home until I have recovered my family's klaive!"
Once affected the target cannot break the prohibition without first spending a point of Willpower. If she does so, she can then freely engage in the prohibited activity for 10 minutes. If she unwilling to spend a point of Willpower, then she cannot engage the prohibited activity. If, after 10 minutes pass, your target is still in the process of the prohibited activity, she must immediately cease. However, she is not obligated to undo the results of her work. For example, if the target is prohibited from leaving the city, then spends a point of Willpower to board a ship, she is not obligated to jump out of it once 10 minutes have passed. If she has no points of Willpower remaining, she can act freely.
Prohibitions must not be inherently life-threatening in nature, such as forbidding the target from breathing or drinking water, though they may oblige her to do dangerous things, such as entering enemy territory. In no circumstances can this power rob at target of the ability to defend herself in an opposed challenge, but forbidding a target from engaging in violence is a valid use of this Gift, leaving her unable to attack should violence break out.
Alternatively, you can use Tangling the Thread to bind your target to the completion of a quest as part of her punishment. This use of the Gift requires that you lay hands on the target for another three consecutive standard actions as you detail the quest requirements. If you succeed in an opposed challenge against your target, she becomes bound to the quest. If she has not attempted to advance her quest by the end of each game session, she begins the next game session down 3 Willpower which cannot be recovered until she has made an attempt to continue on her quest. This effect lasts for an Olympiad.
The quest-application of this Gift should not be used to compel player attendance or punish a lack of it. If a player whose character is under the effects of this Gift is unable to attend game sessions, the Storytelling staff will work with her to resolve any missed sessions though downtimes or the like.
If the target is already affected by Tangling the Thread, she cannot be subsequently affected until the first one is completed or its duration ends. However, the spirits will not abide a frivolous use of this power intended to protect the target from subsequent instances. In those instances the Moirai themselves are happy to supply a more fitting compulsion determined by the Storytelling staff. The Moirai do not have any restrictions on the quest they may provide, and such a quest lasts until completed, or until Atropos decides it's time to cut the target's thread.
You may choose to end the effects of this power before the end of its duration by expending a simple action.
Affinity:
You are able to forge a spiritual connection with the target. Should she neglect her quest or violate her prohibition, you instinctively know.