Post by Admin on Jul 8, 2015 21:54:25 GMT
Faerie Light:
The Garou can conjure a small, bobbing sphere of light. The sphere illuminates only a three-foot area, but that is usually enough to provide the necessary light — or to lead foes into ambush. A marsh-spirit teaches this Gift.
(No changes) Make a static mental challenge, retesting with enigmas. Poof, little dancing light that lasts as many rounds as you have Enigmas. Spend a gnosis and the light lasts for the scene.
Persuasion:
This Gift allows homid to become more persuasive when dealing with others, in such a way that his statements and arguments are imbued with added meaning or credibility. An ancestor-spirit teaches this Gift
(No changes) Spend a gnosis, make a difficulty 6 static challenge, retesting with Subterfuge. Gain a social trait, and you can spend gnosis to gain more social traits on a one for one basis. This gift also gives your arguments much more weight.
Resist Toxin:
Many Bone Gnawers learn a preternatural resistance to poisons and toxins of all kinds, doubtless due to their diet of refuse and American beer. A trash-spirit teaches this Gift.
(No changes) Make a physical challenge, retesting with survival. If successful, normal poisons are utterly devastated in your mighty stomach. This gift can also grant a three trait bonus on wyrm-based poisons.
Glib Tongue:
This Gift makes listeners hear whatever they wish to hear. The Fianna can say anything, even total gibberish, but anyone listening will agree heartily. While this Gift is not a way to talk a millionaire into signing over all his goods, it is a superb method of talking one's way into a party, making fast friends or avoiding being caught in a lie. A rabbit-spirit teaches this Gift.
(Changes and clarifications) Make a mental challenge against your target, retesting with expression. If successful, you seem like a totally awesome dude. Lasts as many rounds as you have social traits, or the scene with a gnosis expenditure. This gift can’t convince people to do things that they wouldn’t normally do, but it DOES make you seem like the coolest person they’ve ever met.
Howl of the Banshee:
The werewolf emits a fearful howl that causes those who hear it to run in terror. A Banshee — a mournful spirit of the dead — teaches this Gift
(Changes) Spend a gnosis and make a social challenge against all within earshot, retesting with intimidation (Spend one trait to retest against everyone, but you MUST retest against everyone). Your allies are up three traits on this challenge.
The Garou can conjure a small, bobbing sphere of light. The sphere illuminates only a three-foot area, but that is usually enough to provide the necessary light — or to lead foes into ambush. A marsh-spirit teaches this Gift.
(No changes) Make a static mental challenge, retesting with enigmas. Poof, little dancing light that lasts as many rounds as you have Enigmas. Spend a gnosis and the light lasts for the scene.
Persuasion:
This Gift allows homid to become more persuasive when dealing with others, in such a way that his statements and arguments are imbued with added meaning or credibility. An ancestor-spirit teaches this Gift
(No changes) Spend a gnosis, make a difficulty 6 static challenge, retesting with Subterfuge. Gain a social trait, and you can spend gnosis to gain more social traits on a one for one basis. This gift also gives your arguments much more weight.
Resist Toxin:
Many Bone Gnawers learn a preternatural resistance to poisons and toxins of all kinds, doubtless due to their diet of refuse and American beer. A trash-spirit teaches this Gift.
(No changes) Make a physical challenge, retesting with survival. If successful, normal poisons are utterly devastated in your mighty stomach. This gift can also grant a three trait bonus on wyrm-based poisons.
Glib Tongue:
This Gift makes listeners hear whatever they wish to hear. The Fianna can say anything, even total gibberish, but anyone listening will agree heartily. While this Gift is not a way to talk a millionaire into signing over all his goods, it is a superb method of talking one's way into a party, making fast friends or avoiding being caught in a lie. A rabbit-spirit teaches this Gift.
(Changes and clarifications) Make a mental challenge against your target, retesting with expression. If successful, you seem like a totally awesome dude. Lasts as many rounds as you have social traits, or the scene with a gnosis expenditure. This gift can’t convince people to do things that they wouldn’t normally do, but it DOES make you seem like the coolest person they’ve ever met.
Howl of the Banshee:
The werewolf emits a fearful howl that causes those who hear it to run in terror. A Banshee — a mournful spirit of the dead — teaches this Gift
(Changes) Spend a gnosis and make a social challenge against all within earshot, retesting with intimidation (Spend one trait to retest against everyone, but you MUST retest against everyone). Your allies are up three traits on this challenge.