Vous êtes sur la page 1sur 11

General Bastet Gifts

Banish Sickness (Level One) With a lick and a purr, the Bastet can cure
minor diseases and chase venoms away.
System: The player spends a Gnosis point and rolls Manipulation + Medicine.
The difficulty depends on the severity of the illness. Incurable maladies such as
cancer or AIDS are beyond this Gifts power.

Catfeet (Level One) The werewolf gains the agility of a cat, making him
immune to falls under 100 feet (91 m). 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.

Diamond Claws (Level One) By raking his claws over stone, steel, or
some other hard surface, the werewolf hones them to razor sharpness. A cat- or
bear-spirit teaches this Gift.
System: The player spends one Rage point and the Ahroun takes a full turn
sharpening her claws. All claw attacks do two additional dice of damage and are
made at 1 difficulty for the rest of the scene.

Lick Wounds (Level One) The Theurge channels spiritual power through
her hands, mending the wounds of any other living creature. This Gift may not
heal the werewolf herself, spirits, or the undead. A bear- or unicorn-spirit teaches
it.
System: The player spends one Gnosis point and rolls Intelligence + Empathy
(difficulty is the targets current Rage, or 5 for those with no Rage). Each success
heals one level of lethal, bashing, or aggravated damage. The healer may even
heal fresh Battle Scars (see p. 259) in this manner, if the Gift is applied during
the same scene in which the scar is received and an extra Gnosis point is spent.

Open Seal (Level One) The werewolf can open nearly any sort of closed or
locked physical device. A raccoon-spirit teaches this Gift.
System: The player rolls Gnosis (difficulty of the local Gauntlet rating). If the
object is sealed with magic, the player must spend a Gnosis point before making
the attempt.

Sense Magic (Level One) The werewolf can sense the pulse and flux of
mystic energies, whether the righteous Gifts of the Garou, the arrogant wizardry
of mages, the debased powers of vampires, or even the black arts of the Wyrms
minions. A spirit-servant of Uktena teaches this Gift.
System: The player rolls Perception + Enigmas. The difficulty is based on the
strength and subtlety of the magic. The Uktena cannot tell the exact nature of
the magic, although clues such as Gaian, dreamcraft, or blood magic might
be granted with three or more successes. The radius is 20 feet per success.

Sense the Truth (Level One) As judges of the Litany, Philodox may easily
separate truth from falsehood. A Gaffling of Falcon teaches this Gift.
System: The player rolls Intelligence + Empathy (difficulty equals the subjects
Manipulation + Subterfuge). This Gift reveals only which of the words that have
been spoken are true and which are false. It doesnt reveal the truth behind a lie
unless the speaker utters it. If the speaker is uncertain whether his words are
true or false, the Gift identifies them as neither.
Sense Unmakers Hand (Level One) The werewolf can sense nearby
manifestations of the Wyrm. This Gift involves a mystical sense, not a visual or
olfactory image, although Garou often describe the Wyrms spiritual emanations
as a stench. This Gift doesnt necessarily sense dedication to the Wyrm, merely
contact with its spiritual essence, which can cling to even blameless souls. Sense
Wyrm requires active concentration; the spiritual sense it provides doesnt
function passively. The Gift may be taught by any Gaian spirit.
System: The player rolls Perception + Occult. The difficulty depends on the
concentration and strength of the Wyrms influence: sensing a single fomor in
the next room would be difficulty 6, while detecting the stench of a Bane that
was in the room an hour ago would be difficulty 7. Vampires register as Wyrm-
tainted, save those with Humanity ratings of 7 or higher.

Silent Stalking (Level One) The Bastet may move over any surface
without making a sound for an entire scene.
System: The player rolls Dexterity + Stealth, difficulty 5. Failure renders the Gift
unusable for the rest of the scene.

Cat Sight (Level Two) The werewolf may see clearly in complete darkness.
His eyes glow a lambent green while this power is in effect. A cat-spirit teaches
this Gift.
System: The character suffers no penalties from darkness. This power may be
used at will; it requires no roll or expenditure.

Eerie Eyes (Level Two) Rage burns in a werewolfs eyes, striking fear into
the hearts of mortals and animals, causing them to flee for their lives. Used
against another werewolf, the target will freeze in place rather than run. A ram-
or snake-spirit teaches this Gift.
System: This Gift affects only one target at a time. The player rolls Charisma +
Intimidation (difficulty 5 + the targets Rank, if applicable). The victim flees for
one turn per success, though he may spend a point of Willpower to resist the
effects of the Gift for one turn. Should the player roll five or more successes, the
victim flees for the rest of the scene. Garou and other shapeshifters with Rage do
not flee, but may not attack while the Gift is in use.

First Slash (Level Two) A cat-spirit grants the Ahroun the Gift of blinding
speed and lightning reflexes, permitting her to strike before any foe.
System: Once the Ahroun learns this Gift, its effects are permanent. She adds
10 to all her initiative rolls, and if she chooses, may spend a Gnosis point to add
another 10 to an initiative roll (such an expenditure prevents spending Rage for
extra actions, however).

Nights Passage (Level Two) The Bastet may walk through dim areas and
be effectively invisible. This Gift even foils sudden lights, as long as some
shadows still exist in which to hide.
System: The player spends a Gnosis point and rolls Dexterity + (Subterfuge or
Occult), difficulty 7. The Bastet effectively disappears for the rest of the scene,
or until he attacks someone or emerges from the shadows.

Pulse of the Prey (Level Two) A cat-spirit grants the Ahroun the Gift of
blinding speed and lightning reflexes, permitting her to strike before any foe.
System: Once the Ahroun learns this Gift, its effects are permanent. She adds
10 to all her initiative rolls, and if she chooses, may spend a Gnosis point to add
another 10 to an initiative roll (such an expenditure prevents spending Rage for
extra actions, however).

Sense Silver (Level Two) To those truly born Garou, Luna has granted the
ability to sense a werewolfs greatest weakness. This Gift, taught by Lunes,
allows the metis to detect the presence of silver.
System: The player rolls Perception + Primal-Urge (difficulty 7). If successful,
she can detect the presence of any silver within 100 yards. Three successes
allow her to pinpoint the silvers location.

Shriek (Level Two) With an ear-splitting scream, the Bastet deafens


everyone nearby. System: The player rolls Stamina + Intimidation (difficulty 7).
Everyone within 20 feet is deafened (and at +1 difficulty to all rolls) for one turn
per success.

Swipe (Level Two) Ragabash with this Gift can steal something from a
target and make his victim forget that she ever possessed the stolen item. A
mouse-spirit teaches this Gift. System: After successfully stealing the item, the
player must score three successes on a Wits + Larceny roll (difficulty of the
victims Intelligence + Streetwise).

Caper (Level Three) The Bastet may charm watchers with a dance, or with
the predatory grace of his feline form.
System: The player rolls Manipulation + Expression, difficulty 3 and the
character dances or moves in a way designed to gain the attention of those
around him. Any observer whose Willpower is equal to or less than the successes
rolled falls into a genial haze for so long as the Bastet continue to perform.
Violence breaks the trance, but subtle actions (such as the Bastets allies
sneaking away or walking into a secured area) remain unnoticed.

Farsight (Level Three) The Uktena may view events elsewhere by staring
into a reflective surface. Many supernatural beings, particularly those capable of
scrying themselves, know defenses against this Gift. A fly-spirit teaches this Gift.
System: The player spends one Gnosis and rolls Perception + Occult (difficulty
10 unless the Uktena possesses an item belonging to the person or place being
viewed, in which case the difficulty is 8). The Uktena may view everything that
happens in that area for the rest of the scene.

Impalas Flight (Level Three) The werecat doubles her running speed.
System: This Gift lasts for twice as many turns as the players successes on a
difficulty 6 Stamina + Athletics roll.

Invisibility (Level Three) The Garou can vanish from sight, though she
must concentrate to maintain her invisibility. She cant move faster than half
normal walking speed, and cant draw attention to herself. A spirit-servant of
Uktena teaches this Gift.
System: The player spends one Gnosis point and rolls Intelligence + Occult
(difficulty varies: 4 if already concealed, 6 if in the open, 9 in plain sight). Anyone
looking for the Garou must score more successes on a Perception + Alertness roll
(difficulty 8) than the player did on the initial roll. Anyone not actively seeking
the Garou will not spot her at all.

Touch the Mind (Level Three) This Gift enables mental communication,
even over vast distances. The user must either know the target personally
(although friendship isnt necessary) or have something that belongs to that
person, such as a lock of his hair. Bird-spirits and spirits of intellect teach this
Gift.
System: The player rolls Charisma + Empathy (difficulty 8) and spends a
Willpower point; the effects last for a scene. The character may hold a mental
conversation with a target at a maximum distance of 10 miles (16 km) per
success. Mind reading isnt possible, but the werewolf may use social Abilities
such as Intimidation.

Clawstorm (Level Four) The Bastet becomes a blur of slashing claws.


System: By spending a point of Rage and Willpower, the Bastet makes four
close-range attacks in a single turn. He cannot spend Rage for any more attacks,
or use this Gift more than (homid forms Stamina) times per fight.

Walking Between Worlds (Level Four) The Bastet may step sideways as
Garou do.
System: This Gifts effects are permanent.

Wolfs Terror (Level Four) Luna sends her children to teach this powerful
but painful Gift to those warriors who gain her favor. When invoked, it transforms
the werewolfs claws into silver.
System: The player rolls Gnosis (difficulty 7) to activate this Gift. Silver claws
inflict aggravated damage to all targets, and are naturally unsoakable to Garou
and most other Fera. The Ahroun suffers searing agony while manifesting these
silver claws. Each turn, she gains an automatic Rage point, and all non-combat
difficulties increase by one because of the distraction. On each turn that her
Rage points exceed her Willpower, she must check for frenzy. The Gift lasts for
one scene, unless the Garou takes a turn to voluntarily end it sooner.

Perfect Passage (Level Five) The Bastet may roam anywhere on the face
of Gaia or beyond, passing through any material object she wishes without
leaving a trace.
System: The player spends one Gnosis point and rolls Wits + Larceny (difficulty
6); the Bastet (along with her clothing and any held objects) may pass through
whatever non-living objects (including bullets and melee weapons!) she wishes
for five minutes per success. If she wishes to pick something up, it becomes solid
to her and intangible to other objects the second that she picks it up. Shes
still visible, and is vulnerable to unarmed attacks. Attackers wishing to use
bullets or knives must surprise her or she takes no damage and the Bastets
own blows ignore any non-living armor. She still breathes but cannot be affected
by gasses.

Withering Stare (Level Five) This Gift lets a werecat kill with a glance,
causing victims to die in agonized convulsions.
System: The player spends a Gnosis point and rolls Rage. The difficulty is the
victims Willpower, and each success inflicts one level of aggravated damage.

Homid Gifts
Cat Claws (Level One) By calling on her heritage,
a Bastet in Homid or Sokto form can unsheathe
her claws and attack as if she were in Crinos.
System: The player need not spend a Willpower point
to enact this particular partial transformation (see W20,
p. 286), and the difficulty of the transformation is 6.

Sweet Hunters Smile (Level One) This Gift imbues a


homids words with intrinsic credibility and conviction,
causing them to ring true to the ear and lay heavy on the
heart. An ancestor-spirit teaches this Gift.
System: The player rolls Charisma + Subterfuge (difficulty
7). Success lowers the difficulty of all social rolls
by one for the rest of the scene, and allows successful rolls
to have uncommonly strong impact (such as changing
long-held political views, or causing an addict to seriously
reconsider the course of his life).

Urban Hunter (Level One) Humans are creatures


of the city, raising their steel and glass nests high
into the sky. This Gift allows a homid to easily scale the
concrete canyons and navigate the tangled back alleys
and rooftops of the urban landscape. Some lupus derisively
refer to this Gift as Climb Like an Ape. It is taught by
an ancestor-spirit or an urban city-spirit.
System: The player spends a point of Rage. For the
rest of the scene, the character may climb urban features
at her full movement speed, and the difficulty of all
Athletics rolls to navigate through cities (running down
cluttered alleys, climbing the side of buildings, leaping
from rooftop to rooftop) is reduced by two.

Eavesdroppers Ear (Level Two) What good


purpose could there be to keep secrets from Gaias protectors?
This Gift allows the werewolf to supernaturally
eavesdrop on whispered conversationswhat she does
with the information learned is, of course, up to her own
conscience. A crow- or bat-spirit teaches this Gift.
System: The player spends a point of Willpower.
For the rest of the scene, all whispers within 200 feet are
fully audible to the Shadow Lord as though they had been
spoken clearly just next to her.

Jam Technology (Level Two) With a slight


gesture, the werewolf unbalances the Wyld and Weaver
energies within technological devices, either suffusing
them with destructive chaos or amplifying their inherent
stasis until they refuse to do anything at all. Computers
crash, guns jam, cars stall, and even the simplest of shaped
objects refuse to function. A gremlin a type of Wyldspirit
that enjoys breaking things teaches this Gift.
System: The player spends one Gnosis point, rolls
(Manipulation + Crafts) and chooses the level of complexity
she intends to jam. All technological devices (i.e.
any devices shaped from fabricated materials like metal
or plastic) of that complexity within 50 feet (15 m) cease
to function for two turns per success. The devices remain
unchanged, but inert knives wont cut, gunpowder
wont ignite, gears wont turn, and so on. The difficulty
of the roll is based on the following chart:
Device Difficulty
Computer 4
Phone 5
Automobile 7
Gun 8
Knife 9

Cowing the Bullet (Level Three) The spirits


of tools recognize man as their master; as a result, they
become reluctant to harm the homid. A Weaver-spirit
teaches this Gift.
System: The player spends a Gnosis point. For the
rest of the scene, the Garou gains two additional soak dice
against all crafted weapons not made of silver.

Craft of the Maker (Level Three) The Garou


can shape once-living (though not undead) material
into something else instantly. Trees may become shelter,
buck antlers spears, animal hides armor, and flowers sweet
perfumes. The item will resemble the object from which it
was created (e.g., the aforementioned spear will be made
of antler, not wood). A Pattern Spider teaches this Gift.
System: The player rolls Manipulation + Crafts against
a difficulty defined by the scope and complexity of the
transformation (a broken tree limb into a spear would be
difficulty 5, while a fallen tree into a canoe would be 8)
and spends a Gnosis point. The transformation persists for
one scene per success, or permanently with five or more
successes. Expending an additional Gnosis point allows
a created weapon to inflict aggravated damage for the
remainder of the scene in which it is created.

Monkeys Uncle (Level Four) The Bastet may take


the exact likeness of any other human, great cat, or Bastet. A
chameleon-spirit teaches this Gift.
System: The player spends one Gnosis point and
rolls Charisma + Performance (difficulty 8). Traits arent
duplicated, but everything else, including voice, posture,
and scent, are identical. The effects last for one day per
success (though the Garou may end them at will).

Tech Speak (Level Four) This Gift allows the


Glass Walker to contact others through any technological
device. The Garou speaks to a Pattern Spider in or
near a technological device and tells them the message
to be delivered and whom it should be delivered to. The
Pattern Spider then finds the receiver and uses any communications
technology near them to deliver the message:
Phones yell it out (without picking up the handset or
needing to be turned on), electronic billboards display
it, and computer printers print it out as text. If no communications
technology is present, any other technology
will activate, though no message will be imparted. If no
technology whatsoever is present near the receiver, the
Gift fails. A Pattern Spider teaches this Gift.
System: The player spends a Gnosis point and rolls
Charisma + Science. The difficulty depends on the distance
the message needs to be sent: The next room is difficulty
4, the same building 5, one block away 6, ten miles (16
km) away 7, a time-zone away 8. Beyond that is difficulty
9. The more successes achieved, the longer the message
can be. A single success will only allow one word to be
sent; five would allow unlimited length.

Madness (Level Five) Metis struggle throughout


their lives to find a place of dignity and respect amidst
a minefield of horror and abuse. This Gift allows her to
unleash her inner demons upon others, inflicting insanity
and madness. The nature of the derangement inflicted
varies from individual to individual, but is always severe,
making it impossible for the victim to function normally.
Lunes and spirits of trickery and madness teach this Gift.
System: The player spends a Gnosis point and rolls
Manipulation + Intimidation (difficulty equal to the
victims Willpower). The target immediately begins to
suffer from a Derangement (see p. 485). The insanity lasts
a number of days equal to the successes rolled. During this
time, the metis can increase or decrease the severity of the
madness, granting the victim lucidity and then driving
him into psychosis. Even after the Gift has ended, the
repercussions may haunt the victim for the rest of his life.

Metis Gifts
Create Element (Level One) The metis may
create a small amount of one of the four Western classical elements fire, air,
earth, or water. She could make
a rock to throw, fill a bathtub with no faucet, light fires
without matches, or provide air in an airtight room. She
cannot create specialized forms of any element. Precious
metals (especially silver), lethal gases, and acid are beyond
her reach. Elementals teach this Gift.
System: The player spends one Gnosis point and rolls
Gnosis. Each success allows the character to create roughly
one cubic foot (.3 cubic meter) of the desired element,
to a maximum weight of 100 lbs (45 kg), anywhere she
can see within 60 feet (18 m). The element remains in
existence until used up (breathed, in the case of air, or
burned up, in the case of fire without any fuel to keep it
going). The flames created by this Gift inflict one health
level of damage per success, to a maximum of three levels
of damage.
Sense Primal Nature (Level One) As the metis
Gift: Sense Wyrm, save that its difficulty is one higher
and it can simultaneously sense and discern emanations
of the Weaver, Wyrm, and Wyld.

Shed (Level One) The metis can shed a layer of


fur and skin, slipping from an opponents grasp or escaping
from bonds with ease. A lizard-spirit or snake-spirit
teaches this Gift.
System: The player rolls Dexterity + Primal-Urge
(difficulty 7). If the roll succeeds, the character loses a tuft
of fur or skin (revealing healthy new hide), allowing her
to slip free of grapples or bonds such as ropes or chains.

Blinding Moonbeam Gaze (Level Two) The


werecat shoots bright beams of moonlight from her eyes.
These dont inflict damage, but can blind or distract an
opponent, and provide illumination as well.
System: The player rolls Gnosis (difficulty 7), and
may turn her high beams on and off at will for the rest
of the scene. The moonbeams are roughly equivalent to
a high-powered flashlight.

Whisker Sight (Level Two) The Bastet gains


perfect perception of everything within arms reach of
her even if its behind her or invisible.
System: The player rolls Perception + Primal-Urge
(difficulty 7). This Gift lasts for one scene.

Fist of Cahlash (Level Three) The Bastet can


destroy any material thing with a snarl.
System: The player spends a Rage point and rolls Rage
against difficulty 6 (for inanimate objects) or 8 (for living and
undead targets). Each success destroys 10 pounds of contiguous
matter, reducing it to dust. A canny Bastet could use this
Gift to weaken a building, or dispose of toxic waste. Used on
a living creature, each success inflicts one level of bashing
damage. The Bastet must be able to see what she intends to
destroy, and it must be close enough to hear her snarl.

Visceral Agony (Level Three) The werewolfs


claws change to barbed, wicked talons dripping with black
venom. While this venom is not itself lethal, it inflicts
crippling agony. A pain-spirit teaches this Gift.
System: The player spends a Rage point before the
character attacks. Any wound penalties suffered as a result
of the characters attacks during that turn are doubled
(i.e. a foe at Wounded would lose four dice) for the rest
of the scene. If the target is resistant to pain (such as in
a frenzy) he suffers his normal wound penalties instead.

Moons Gateway (Level Four) The werewolf


has the ability to open a moon bridge, with or without
the permission of the totem of that caern. A Lune teaches
this Gift.
System: The player spends one Gnosis point. See the
Rite of the Opened Bridge (p. 207) for more information
on opening moon bridges. The maximum distance that
can thereby be covered is 1,000 miles (1600 km).

Wrath of Nala (Level Five) The Hakken can call forth a powerful storm in a
designated area. The storm uproots
trees and overturns cars in its fury. An ancestor-spirit or a servant of Narukami, Lord of
Thunder, teaches this Gift.
System: The player rolls Stamina + Enigmas (difficulty 7) and spends a minimum of one
Rage point. Each success
equals a one-mile (1.6 km) radius for the storm. Each Rage point spent adds a success
and, therefore, increases the size
of the storm, which lasts for no more than one scene.

Feline Gifts
Heightened Senses (Level One) This Gift
sharpens the werewolfs senses to an incredible degree.
She enjoys the olfactory and auditory acuity of a wolf
whenever she is in Homid and Glabro forms, along with
superior night vision. In Crinos, Hispo and Lupus, her
senses become preternaturally potent, allowing sensory

Mine (Level One) Rubbing against an object,


the Bastet magically claims it as her own.
System: The player spends one Gnosis point. Anyone
attempting the steal the object at any point afterward
must roll Willpower (difficulty 9) before doing so.

Pounce (Level One) The werewolf can


leap impossible distances. Hare-spirits teach this Gift,
naturally, though cat-, frog-, kangaroo-, and even fleaspirits
occasionally do so as well.
System: The player makes a reflexive Strength +
Athletics roll (difficulty 7) to activate this Gift. If successful,
the characters leaping distances are doubled for the
scene or tripled for a single turn with the expenditure
of a Willpower point (see Jumping, p. 271).

Catfeet (Level Two) The werewolf gains the


agility of a cat, making him immune to falls under 100
feet (91 m). 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.

Prehensile Tail (Level Two) The lupus may


lengthen her tail and use it as a prehensile appendage at
will. Although its no replacement for a hand, it can grasp
objects, wrap around branches, and even allow the Garou
to hang upside-down. A monkey-spirit teaches this Gift.
System: The Gift may employ her prehensile tail
at will in any form which possesses a tail. Successfully
manipulating the tail requires a Dexterity + Athletics
roll (difficulty varies according to the task)..

Chains of Mist (Level Three) Silvery filaments


spin out from the Garous claws, becoming streamers of
mist that enwrap and confound nearby spirits, sapping
their strength. A fog-spirit teaches this Gift.
System: The Uktena concentrates for a turn; and
the player spends one Gnosis point and rolls Dexterity +
Enigmas (difficulty 7). One spirit of the players choice
within 200 feet (60 m) is affected per success. Spirits
struck by this Gift treat their Rage, Gnosis, and Willpower
ratings as though they were one lower than they truly are
for the purpose of all dice rolls for the rest of the scene.

Underbelly (Level Three) The Shadow Lord can


spy a targets weakness, gaining an advantage in combat.
A Stormcrow teaches this Gift.
System: The Shadow Lord concentrates for one full
turn, then the player rolls Perception + Empathy (difficulty
equals the targets Wits + Subterfuge). Success grants the
Garou an extra die of damage during combat with that
target. Additional successes grant knowledge of further
weaknesses, but not more dice.

Beast Life (Level Four) The werewolf can


communicate with other wild animals and attract or even
command them. Domesticated animals may speak with
the Garou, but they have given themselves over to the
ways of humans and will provide no aid beyond information.
Any animal spirit can teach this Gift, although lupus
prefer to learn it from lion- or wolf-spirits.
System: The character gains the permanent ability to
communicate with all animals, regardless of the form she
wears. To attract animals, the player spends one Gnosis
point and rolls Charisma + Animal Ken (difficulty 7). All
animals within 10 miles (16 km) per success respond to the
summons, and will follow any requests the Garou makes.
It is considered customary to pay homage to the spirit of
any animal ordered to sacrifice itself with this Gift; to do
otherwise risks angering the spirit world.

Revolt of the Land (Level Five) The Red Talon


calls upon the Mother herself to strike on his behalf. The
terrain responds as best it can: Rocks roll and smash, vines
constrict, and water sucks victims under. An avatar of
Gaia herself teaches this Gift.
System: The player spends one Gnosis point and one
Rage point, then rolls Charisma + Primal-urge (difficulty
of the local Gauntlet). The exact effects depend on the
terrain and are left to the Storyteller..

Vous aimerez peut-être aussi