Post by Admin on Jul 8, 2015 20:59:18 GMT
Blissful Ignorance:
The Garou can become completely invisible to all senses, spirits or monitoring devices by remaining still. A chameleon-spirit teaches this Gift.
(Changes) No challenge, no expenditure. Nothing whatsoever is capable of breaking this stealth gift so long as the character remains still. No wavy arms, no taking notes, no shifting forms, no nothing.
Open Seal:
With this Gift, the Garou can open nearly any sort of closed or locked physical device. A
raccoon-spirit teaches this Gift.
(Clarifications) Make a gnosis test with a difficulty of the gauntlet. No, you can’t open seal someone’s sphincter, get a life.
Scent of Running Water:
The Garou can mask her scent completely, making herself virtually impossible
to track. A fox-spirit teaches this Gift.
(Changes) Spend a willpower to activate. When active, any form of scent-based challenge fails automatically; how can you smell that which is unsmellable?
Blur the Milky Eye:
The Garou's form becomes a shimmering blur, allowing him to pass unnoticed among others. Once the Garou has been seen, however, this Gift is negated until the viewer has again been distracted. A chameleon-spirit teaches this Gift.
(Changes and clarifications) Make a Social challenge, difficulty 8 traits. For all intents and purposes, this gift functions like chameleon skin, adding one to stealth challenges per level of stealth possessed by the user. While functionally invisible, interacting with the environment in any way including walking at full speed immediately breaks this gift’s effects. Those without supernatural perception can only make tests to see you if there is a VERY good reason to make the attempt.
Sense of the Prey:
If he knows anything about his prey, the character can track it down as rapidly as he can travel. This unerring sense of direction operates anywhere, and it is useful for tracking spirits through the Umbra as well as finding beings on Earth. A wolf- or dog-spirit teaches this Gift.
(Nerfed to shit due to being belligerently overpowered) Mental challenge, retest with Survival or Streetwise depending on the nature of target, difficulty based on how intimately the target is known, location of target, whether or not the target is actively hiding, and other factors. If successful, this gift functions similar to questing stone insofar as you have no clue where you’re going until you get there.
Taking the Forgotten:
The Ragabash with this Gift can steal something from a target, and his victim will forget that she ever possessed the stolen item. A mouse spirit teaches this Gift.
(Changed. A lot.) Make a challenge with your security ability against the target’s mental traits. Yes, this is a very difficult power to pull off. Keep in mind that in tabletop this is a power in which three success are required with a difficulty of the opponent’s intelligence and streetwise. In case this needed to be stated, you must actually TAKE the item in question.
The Garou can become completely invisible to all senses, spirits or monitoring devices by remaining still. A chameleon-spirit teaches this Gift.
(Changes) No challenge, no expenditure. Nothing whatsoever is capable of breaking this stealth gift so long as the character remains still. No wavy arms, no taking notes, no shifting forms, no nothing.
Open Seal:
With this Gift, the Garou can open nearly any sort of closed or locked physical device. A
raccoon-spirit teaches this Gift.
(Clarifications) Make a gnosis test with a difficulty of the gauntlet. No, you can’t open seal someone’s sphincter, get a life.
Scent of Running Water:
The Garou can mask her scent completely, making herself virtually impossible
to track. A fox-spirit teaches this Gift.
(Changes) Spend a willpower to activate. When active, any form of scent-based challenge fails automatically; how can you smell that which is unsmellable?
Blur the Milky Eye:
The Garou's form becomes a shimmering blur, allowing him to pass unnoticed among others. Once the Garou has been seen, however, this Gift is negated until the viewer has again been distracted. A chameleon-spirit teaches this Gift.
(Changes and clarifications) Make a Social challenge, difficulty 8 traits. For all intents and purposes, this gift functions like chameleon skin, adding one to stealth challenges per level of stealth possessed by the user. While functionally invisible, interacting with the environment in any way including walking at full speed immediately breaks this gift’s effects. Those without supernatural perception can only make tests to see you if there is a VERY good reason to make the attempt.
Sense of the Prey:
If he knows anything about his prey, the character can track it down as rapidly as he can travel. This unerring sense of direction operates anywhere, and it is useful for tracking spirits through the Umbra as well as finding beings on Earth. A wolf- or dog-spirit teaches this Gift.
(Nerfed to shit due to being belligerently overpowered) Mental challenge, retest with Survival or Streetwise depending on the nature of target, difficulty based on how intimately the target is known, location of target, whether or not the target is actively hiding, and other factors. If successful, this gift functions similar to questing stone insofar as you have no clue where you’re going until you get there.
Taking the Forgotten:
The Ragabash with this Gift can steal something from a target, and his victim will forget that she ever possessed the stolen item. A mouse spirit teaches this Gift.
(Changed. A lot.) Make a challenge with your security ability against the target’s mental traits. Yes, this is a very difficult power to pull off. Keep in mind that in tabletop this is a power in which three success are required with a difficulty of the opponent’s intelligence and streetwise. In case this needed to be stated, you must actually TAKE the item in question.