Post by Admin on Jul 8, 2015 21:22:06 GMT
Falling Touch:
This Gift allows the Garou to send her foe sprawling with but a touch. Any aerial spirit can teach this Gift.
(Changes) Make a physical challenge, retesting with medicine while your opponent retests with Athletics. If you win, they fall down.
Inspiration:
Other werewolves look to the Ahroun for leadership in combat. The Gift of Inspiration is one reason. The Garou with this Gift lends new resolve and righteous anger to his brethren. Either a lion- or wolf-spirit teaches this Gift.
(Changes) The Ahroun spends a gnosis. Everyone in the group but him gains an automatic success on a willpower challenge during the next scene.
Razor Claws:
By raking his claws over stone or another hard surface, the Ahroun hones them to razor sharpness. Either a cat- or bear-spirit teaches this Gift.
(Changes) Spend a rage and take a round to sharpen your claws. For the rest of the scene, the Ahroun’s claws become “high caliber” (See weapons).
Sense Silver:
As consummate warriors, Ahroun must be prepared for every eventuality — including silver weaponry. This Gift, taught by Lunes, allows the Ahroun to detect the presence of silver.
(Changes) Make a mental challenge, retesting with Primal Urge. If successful, you can tell that there are silver weapons in the area and tell exactly where they are.
Spirit of the Fray:
This Gift allows the Ahroun to attack with lightning speed, striking before any foe. A cat-spirit teaches this Gift.
(No changes) SPIRIT OF THE FRAY IS ALWAYS ACTIVE! No seriously, always. +10 to initiative, spend a gnosis per +10 more you want for that round.
True Fear:
The Ahroun can display the true extent of her power, scaring one chosen foe into quiescence for a number of turns. Spirits of fear teach this Gift.
(Changes) Make a physical challenge against your target’s social traits. The user of this gift retests with Intimidation, while the opponent gets no retest at all, not even willpower. If successful, the target is unable to act due to fear, though they can defend themselves as normal at no penalty, or simply run the hell away. This gift lasts a number of rounds equal to the user’s Intimidation ability.
This Gift allows the Garou to send her foe sprawling with but a touch. Any aerial spirit can teach this Gift.
(Changes) Make a physical challenge, retesting with medicine while your opponent retests with Athletics. If you win, they fall down.
Inspiration:
Other werewolves look to the Ahroun for leadership in combat. The Gift of Inspiration is one reason. The Garou with this Gift lends new resolve and righteous anger to his brethren. Either a lion- or wolf-spirit teaches this Gift.
(Changes) The Ahroun spends a gnosis. Everyone in the group but him gains an automatic success on a willpower challenge during the next scene.
Razor Claws:
By raking his claws over stone or another hard surface, the Ahroun hones them to razor sharpness. Either a cat- or bear-spirit teaches this Gift.
(Changes) Spend a rage and take a round to sharpen your claws. For the rest of the scene, the Ahroun’s claws become “high caliber” (See weapons).
Sense Silver:
As consummate warriors, Ahroun must be prepared for every eventuality — including silver weaponry. This Gift, taught by Lunes, allows the Ahroun to detect the presence of silver.
(Changes) Make a mental challenge, retesting with Primal Urge. If successful, you can tell that there are silver weapons in the area and tell exactly where they are.
Spirit of the Fray:
This Gift allows the Ahroun to attack with lightning speed, striking before any foe. A cat-spirit teaches this Gift.
(No changes) SPIRIT OF THE FRAY IS ALWAYS ACTIVE! No seriously, always. +10 to initiative, spend a gnosis per +10 more you want for that round.
True Fear:
The Ahroun can display the true extent of her power, scaring one chosen foe into quiescence for a number of turns. Spirits of fear teach this Gift.
(Changes) Make a physical challenge against your target’s social traits. The user of this gift retests with Intimidation, while the opponent gets no retest at all, not even willpower. If successful, the target is unable to act due to fear, though they can defend themselves as normal at no penalty, or simply run the hell away. This gift lasts a number of rounds equal to the user’s Intimidation ability.