Post by Admin on Jul 8, 2015 20:55:27 GMT
Hare’s Leap:
By invoking this Gift, the werewolf may leap incredible distances. Hare-, frog- and Catspirits usually 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.
(Clarification) Jump, and double you movement speed. Please note that this is not the incredibly bad Incredible Hulk movie, and you can’t just go jumping around like a nitwit. IF you spend rage, you can absolutely not just go jumping around like gravity owes you money, though you can certainly jump and then unload a flurry of rage actions upon landing. While yes, this is a magical gift by nature, you don’t actually move any faster once you are off of the ground. While this gift counts as your round’s entire movement, you can act as normal upon landing. Most Long distance jumps will help you close distance, but will leave you at the end of the initiative for that action, as you land at the end of the action you started the jump on. Some impressive jumps made for pure distance may take more than one action to land, please seek a staff member for a final ruling.
Heightened Senses:
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.
(Clarification) Spend a gnosis, activate the power. In Homid and Glabro, enjoy two bonus traits for perception based challenges. While Crinos, Hispo, and Lupus, enjoy three bonus traits. This gift doesn’t allow you to selectively decide what is heightened, though; tracking through a city is going to get all those nasty smells intensified, and unless your prey is astoundingly smelly, tracking through cities is not really a thing. There’s a reason they don’t use police dogs to track through the open streets. I would also like to dissuade people from getting into gun fights, or firing guns, while this gift is active. It is extremely painful.
Sense Prey:
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.
(No changes) Make a mental challenge, find a bunch of animals to nom on. Yay food!
Scent of Sight:
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.
(Clarification) Throw a mental challenge, difficulty dependent on environmental factors. Yes, those without scent are immune to this power, and if another smell would overpower all others (a skunk’s spray, for instance) then this power very quickly becomes very difficult.
Sense the Unnatural:
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.
(Changes) Mental challenge, retest with Enigmas. Once successful, make one test for every level of Enigmas ability possessed. For every success, the answer will become more clear. Keep in mind that a single success is enough to tell you that something is wonky, whereas five successes will tell you exactly what the hell is going on.
By invoking this Gift, the werewolf may leap incredible distances. Hare-, frog- and Catspirits usually 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.
(Clarification) Jump, and double you movement speed. Please note that this is not the incredibly bad Incredible Hulk movie, and you can’t just go jumping around like a nitwit. IF you spend rage, you can absolutely not just go jumping around like gravity owes you money, though you can certainly jump and then unload a flurry of rage actions upon landing. While yes, this is a magical gift by nature, you don’t actually move any faster once you are off of the ground. While this gift counts as your round’s entire movement, you can act as normal upon landing. Most Long distance jumps will help you close distance, but will leave you at the end of the initiative for that action, as you land at the end of the action you started the jump on. Some impressive jumps made for pure distance may take more than one action to land, please seek a staff member for a final ruling.
Heightened Senses:
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.
(Clarification) Spend a gnosis, activate the power. In Homid and Glabro, enjoy two bonus traits for perception based challenges. While Crinos, Hispo, and Lupus, enjoy three bonus traits. This gift doesn’t allow you to selectively decide what is heightened, though; tracking through a city is going to get all those nasty smells intensified, and unless your prey is astoundingly smelly, tracking through cities is not really a thing. There’s a reason they don’t use police dogs to track through the open streets. I would also like to dissuade people from getting into gun fights, or firing guns, while this gift is active. It is extremely painful.
Sense Prey:
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.
(No changes) Make a mental challenge, find a bunch of animals to nom on. Yay food!
Scent of Sight:
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.
(Clarification) Throw a mental challenge, difficulty dependent on environmental factors. Yes, those without scent are immune to this power, and if another smell would overpower all others (a skunk’s spray, for instance) then this power very quickly becomes very difficult.
Sense the Unnatural:
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.
(Changes) Mental challenge, retest with Enigmas. Once successful, make one test for every level of Enigmas ability possessed. For every success, the answer will become more clear. Keep in mind that a single success is enough to tell you that something is wonky, whereas five successes will tell you exactly what the hell is going on.