Post by Admin on Jul 8, 2015 21:19:42 GMT
Beast Speech:
The werewolf with this Gift may communicate with any animals from fish to mammals.
This Gift does not change their basic reactions; most animals are still afraid of predators such as werewolves. Any spirit of nature can teach this Gift.
(Clarifications) Social challenge with a difficulty of 5, retest with Animal Ken. Talk to a type of animal. Note that this is not actually a language; you and your galliard buddies can’t sit around talking squirrel. Please keep in mind that animals do not see the world the same way humans do, so it may be difficult to understand them or what they are trying to tell you.
Call of the Wyld:
This Gift augments the Galliard's natural task of communication through howls. The Galliard can howl a cry that stirs and invigorates other werewolves, even those far beyond the normal range of hearing. This Gift is most commonly used at the beginning of revels or other events to charge up the sept, or to call for aid in times of peril. A wolf-spirit teaches this Gift.
(Changes) To simply be heard, just announce use of this gift. For actual benefits, immediately make a test for every level of empathy you possess. For every win or tie, decide whether your allies within earshot gains a trait on group (not individual) challenges or the enemy is down a trait to resist the same type of challenge; Werewolves are group animals, and the ‘pack’ can take down what a single wolf cannot.
Mindspeak:
By invoking the power of waking dreams, the Garou can place any chosen characters into silent communion. A Chimerling teaches this Gift.
(No changes) Spend a willpower per participant in this shared hallucination. If a target is unwilling to enter into the gift, throw a social challenge with them. Everyone being linked must be within line of sight of each other when the gift is activated, but then can go any distance from each other. All participants in this gift’s effects suffer a two trait penalty to all actions that affect the real world due to distraction. This gift lasts until everyone chooses to drop out or the first challenge is lost to include an unwilling target.
Call of the Wyrm:
This dangerous Gift actually attracts creatures of the Wyrm. Galliards typically use the Call to bait an ambush or to flush prey from hiding. Any spirit servant of Gaia can teach this Gift
(Changes) Make a social challenge against any wyrm creature in the area. If successful, they come at you, bro.
Distractions:
The Garou can make annoying yips, yelps and howls to divert the attention of his target. A coyote-spirit teaches this Gift.
(Changes) Make a static social challenge retested with performance and winning on ties. If successful, your target suffers a one trait penalty for as many rounds as performance ability the user possesses.
Dreamspeak:
The Galliard can enter another's dream and thereby affect the course of that dream. The werewolf does not have to be anywhere near the target, but she must know or have seen the dreamer. A Chimerling teaches this Gift.
(Changes) Make a mental challenge with a difficulty of 8 traits. If successful, you can go monkey around your target’s dreams. A particularly harrowing dream may incur the same penalty as the Nightmares flaw. Note that this is not a contested roll. Garou that step into the wrong dream are in for a very bad time, however…
The werewolf with this Gift may communicate with any animals from fish to mammals.
This Gift does not change their basic reactions; most animals are still afraid of predators such as werewolves. Any spirit of nature can teach this Gift.
(Clarifications) Social challenge with a difficulty of 5, retest with Animal Ken. Talk to a type of animal. Note that this is not actually a language; you and your galliard buddies can’t sit around talking squirrel. Please keep in mind that animals do not see the world the same way humans do, so it may be difficult to understand them or what they are trying to tell you.
Call of the Wyld:
This Gift augments the Galliard's natural task of communication through howls. The Galliard can howl a cry that stirs and invigorates other werewolves, even those far beyond the normal range of hearing. This Gift is most commonly used at the beginning of revels or other events to charge up the sept, or to call for aid in times of peril. A wolf-spirit teaches this Gift.
(Changes) To simply be heard, just announce use of this gift. For actual benefits, immediately make a test for every level of empathy you possess. For every win or tie, decide whether your allies within earshot gains a trait on group (not individual) challenges or the enemy is down a trait to resist the same type of challenge; Werewolves are group animals, and the ‘pack’ can take down what a single wolf cannot.
Mindspeak:
By invoking the power of waking dreams, the Garou can place any chosen characters into silent communion. A Chimerling teaches this Gift.
(No changes) Spend a willpower per participant in this shared hallucination. If a target is unwilling to enter into the gift, throw a social challenge with them. Everyone being linked must be within line of sight of each other when the gift is activated, but then can go any distance from each other. All participants in this gift’s effects suffer a two trait penalty to all actions that affect the real world due to distraction. This gift lasts until everyone chooses to drop out or the first challenge is lost to include an unwilling target.
Call of the Wyrm:
This dangerous Gift actually attracts creatures of the Wyrm. Galliards typically use the Call to bait an ambush or to flush prey from hiding. Any spirit servant of Gaia can teach this Gift
(Changes) Make a social challenge against any wyrm creature in the area. If successful, they come at you, bro.
Distractions:
The Garou can make annoying yips, yelps and howls to divert the attention of his target. A coyote-spirit teaches this Gift.
(Changes) Make a static social challenge retested with performance and winning on ties. If successful, your target suffers a one trait penalty for as many rounds as performance ability the user possesses.
Dreamspeak:
The Galliard can enter another's dream and thereby affect the course of that dream. The werewolf does not have to be anywhere near the target, but she must know or have seen the dreamer. A Chimerling teaches this Gift.
(Changes) Make a mental challenge with a difficulty of 8 traits. If successful, you can go monkey around your target’s dreams. A particularly harrowing dream may incur the same penalty as the Nightmares flaw. Note that this is not a contested roll. Garou that step into the wrong dream are in for a very bad time, however…