Post by Admin on Jul 8, 2015 21:59:54 GMT
Control Simple Machine:
The Garou may command the spirits of the simplest machines, causing levers to flip, doors to unbolt, pulleys to roll and so on. Any technological spirit can teach this Gift
(Clarification) Spend one Willpower and make a Social Challenge (retest with Science). You gain control of one device until the end of the scene. A “simple machine” is a level, pulley, or an inclined plane.
Diagnosis:
At a glance, the Glass Walker can tell what is wrong with a machine. He can then enlist the aid of the machine's spirit in repairing the faulty device. Any technological spirit can teach this Gift.
(Changes) Make a mental challenge, retesting with Crafts. If successful, spend a gnosis to convince the spirit in the machine to help you fix it. Shockingly, most spirits don’t want to be broken, so this will usually be easy. Halve time to fix the machine and add crafts rating (even if it’s not the right kind of craft!) to your trait pool to fix the machine.
Trick Shot:
This Gift, once an acquired taste, has undergone a recent surge in popularity. It allows the Garou to execute brilliant feats of sharpshooting, such as shooting a weapon from an opponent's hand or firing down the barrel of an enemy's gun. The Garou cannot use this Gift to harm an opponent directly, however, and he can use Trick Shot only with rifles or pistols. Air-spirits teach this Gift.
(No change) Add permanent Glory to shots from either a handgun or rifle that would be considered “called shots”. These attacks cannot do direct damage, though indirect damage is possible. Difficulty of test is dependent on level of wonky the shot it, though expect most of these to be fairly difficult.
Cyber Senses:
By studying both his natural senses and the sensory capabilities of machines, the Garou may exchange the former for the latter. He may choose to exchange normal hearing for radar, or ordinary sight for infrared or UV sight. Any technological spirit can teach this Gift.
(No changes) Spend a Gnosis and choose a sense. Make a mental challenge, retesting with science. For the rest of the scene, you can use electronic forms of perception, such as infrared or thermal vision, “hear” in radar or sonar, or sniff like chemical analyzer. This gift is fucking awesome. You will be restricted by the spectrum and changes you are familiar with. This will be a reflection of the abilities you have on your character and the purview of an available staff member if it seems a little out of your range. You no longer require the need to touch an object that has the ability to create such an effect.
Power Surge:
By speaking with electricity spirits, the Garou causes a blackout over a widespread area. An electricity elemental teaches this Gift.
(Changes) Spend a gnosis and make challenges equal to the number of science ability you possess, winning on ties. Every success increases the radius of the blackout, with one success shutting down a house and 5 shutting down an entire neighborhood.
The Garou may command the spirits of the simplest machines, causing levers to flip, doors to unbolt, pulleys to roll and so on. Any technological spirit can teach this Gift
(Clarification) Spend one Willpower and make a Social Challenge (retest with Science). You gain control of one device until the end of the scene. A “simple machine” is a level, pulley, or an inclined plane.
Diagnosis:
At a glance, the Glass Walker can tell what is wrong with a machine. He can then enlist the aid of the machine's spirit in repairing the faulty device. Any technological spirit can teach this Gift.
(Changes) Make a mental challenge, retesting with Crafts. If successful, spend a gnosis to convince the spirit in the machine to help you fix it. Shockingly, most spirits don’t want to be broken, so this will usually be easy. Halve time to fix the machine and add crafts rating (even if it’s not the right kind of craft!) to your trait pool to fix the machine.
Trick Shot:
This Gift, once an acquired taste, has undergone a recent surge in popularity. It allows the Garou to execute brilliant feats of sharpshooting, such as shooting a weapon from an opponent's hand or firing down the barrel of an enemy's gun. The Garou cannot use this Gift to harm an opponent directly, however, and he can use Trick Shot only with rifles or pistols. Air-spirits teach this Gift.
(No change) Add permanent Glory to shots from either a handgun or rifle that would be considered “called shots”. These attacks cannot do direct damage, though indirect damage is possible. Difficulty of test is dependent on level of wonky the shot it, though expect most of these to be fairly difficult.
Cyber Senses:
By studying both his natural senses and the sensory capabilities of machines, the Garou may exchange the former for the latter. He may choose to exchange normal hearing for radar, or ordinary sight for infrared or UV sight. Any technological spirit can teach this Gift.
(No changes) Spend a Gnosis and choose a sense. Make a mental challenge, retesting with science. For the rest of the scene, you can use electronic forms of perception, such as infrared or thermal vision, “hear” in radar or sonar, or sniff like chemical analyzer. This gift is fucking awesome. You will be restricted by the spectrum and changes you are familiar with. This will be a reflection of the abilities you have on your character and the purview of an available staff member if it seems a little out of your range. You no longer require the need to touch an object that has the ability to create such an effect.
Power Surge:
By speaking with electricity spirits, the Garou causes a blackout over a widespread area. An electricity elemental teaches this Gift.
(Changes) Spend a gnosis and make challenges equal to the number of science ability you possess, winning on ties. Every success increases the radius of the blackout, with one success shutting down a house and 5 shutting down an entire neighborhood.