Ahroun: Full Moon: The Warrior: protector of the ways
Initial Rage: 5
Beginning Gifts: Razor Claws, Inspiration, The Falling Touch
Beginning Renown: 2 glory, 1 Honor
Ahroun
Rank One
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. This Gift is taught by a Lion- or Wolf spirit.
System: The Garou spends one Gnosis point. Comrades automatically receive one success on
any Willpower rolls made during the scene. Note that this Gift does not affect its
possessor.
Razor Claws The Garou may hone his claws to razor sharpness. This Gift is taught by
a Cat- or Wolf spirit.
System: The Garou spends one Rage point and takes a turn to scratch his talons over a hard
surface, such as a stone. Claw attacks then do an additional die of damage for the
remainder of the scene.
The Falling Touch This Gift allows the Garou to send her foe sprawling with but a
touch. This Gift is taught by any aerial spirit.
System: The Garou rolls Dexterity + Medicine (difficulty of the opponent's Stamina +
Athletics). Even one success sends the victim to the ground.
Rank Two
Sense Silver Ahroun are the Garou least concerned by humans, but even the greatest
can be brought low by silver weapons. Thus, the Ahroun have learned to sense when they
need to be worried. This Gift is taught by a Lune
System: The Garou rolls Perceptions + Primal-Urge (difficulty 7). If successful, she can
detect the presence of silver. Three successes allow her to pinpoint the silver's
location.
Spirit of the Fray The Garou may opt to attack first in any given turn, no matter
what his initiative roll may be. This Gift is taught by a Cat spirit.
System: There is no mandatory point cot or roll for this Gift, but Gnosis may be spent to
ensure extra speed. If more than one Garou combatant has this Gift, the one who spends the
most Gnosis goes first. If both (all?) spend the same amount, they take their first
actions simultaneously.
True Fear The Ahroun can display the true extent of her power, scaring one chosen
foe into quiescence for a number of turns. This Gift is taught by a spirit associated with
fear.
System: The Garou rolls Strength + Intimidation (difficulty of the target's Willpower).
Each success she achieves cows the enemy for one turn; the victim cannot attack. He may
defend himself and otherwise act normally (though he will be scared).
Rank Three
Heart of Fury The Garou can steel himself against anger, suppressing his rage and
creating a mental damn against the explosive frenzies of his race. This anger will
eventually catch up with him, so e must vent it before it breaks free in frenzy. This Gift
is taught by a Lion- or Wolf spirit.
System: The Garou rolls Willpower (difficulty of his own Rage (permanent, not temporary)).
Every two successes add one to the Garou's frenzy difficulties for the scene, making it
harder to frenzy. After that scene, however, past slights and injuries are remembered,
refilling the Garou's heart and soul; he must spend on Willpower point or immediately make
a frenzy check at regular difficulty.
Silver Claws The Garou can turn her claws into silver, making her a terror against
other Garou on the battlefield. This Gift is taught by a Lune.
System: The Garou rolls Gnosis (difficulty 7). All claw wounds inflict aggravated damage,
which cannot be soaked by Garou. While the Garou manifests the claws, she suffers searing
agonies. Each turn, she gains an automatic Rage point; furthermore, all non combat
difficulties are increased by one because of the distraction. When her Rage points exceed
her Willpower, she must check for frenzy.
Rank Four
Clenched Jaw The Garou's jaw can become a grip of steel, clamping down on a foe and
not releasing it until the Garou chooses. This Gift is taught by a Wolf spirit.
System: After making a successful bite attack, the Garou, be spending a point of Rage,
makes her grip unbreakable. For each successive turn she opts to maintain her grip, she
makes a bite attack roll (difficulty 3). While foes can make a typical resisted strength
roll to break the grip, the Garou may add half her Willpower to her Dice Pool.
Stoking Fury's Furnace The Garou is especially connected to his inner anger. He
does not have more control than others, but is simply more familiar with using his Rage.
This Gift is taught by a Wolverine spirit.
System: The Garou regains one Rage point if he takes a Health Level of damage that turn,
and does not have to check for frenzy. In addition, the Garou can spend one Rage point per
turn without losing that point. However, if more than one point is spent that turn, the
point is lost normally.
Rank Five
Kiss of Helios The Garou becomes immune to the damaging effects of fire, though
artificial forms like napalm and gas fires can still harm him. Additionally, the Garou is
able to ignite small parts of his body and keep them burning for extended periods. Most
commonly the Garou light his mane during rituals, but he even also light claws, fangs,
arms or whatever. These flames are approximately as intense as those of a torch. This Gift
is taught by a fire elemental or Sun spirit.
System: The Garou spends one Gnosis point. Artificial fire (napalm, gas fires, etc.) does
half damage. The effects last for one scene.
Strength of Will (Level Five) Garou would follow an Ahroun with Strength of Will to
the gates of Hell itself if that were what it took. Werewolves with this Gift inspire
their comrades with their own forces of will. This Gift is taught by a Wolf spirit or an
Incarna avatar.
System: The Garou spends a point of Willpower and rolls Charisma + Leadership (difficulty
8). Each success imbues a point of Willpower upon all the Garou's allies within 100 feet;
this extra Willpower lasts for the rest of the scene. These points are used like any
other. They can raise the ally's Willpower above its maximum or even above 10. This Gift
may be used once only per scene. |