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Bonegnawers: Living as vagrants on the streets of the city, the Gnawers are always well informed and universally despised.
Initial Willpower: 4
Backgrounds: No Past Life, Pure Breed, or Resources.
Beginning Gifts: Cooking, Scent of Sweet Honey
Totem: Rat

The street dwellers, the scavengers, the despised, filthy disgusting... well then hold on a moment... while the other tribes have been slain and depleted, the Bone Gnawers numbers have flourished... the most numerous of the tribes. The secret keepers, trail finders, survivors. They have an intimate bond with the cities... more so than the Glasswalkers - they run the cities, whereas the Bone Gnawers ARE the cities. They revel in their freedom and care little for physical possessions, quick witted and street smart, the Bone Gnawer should never be underestimated.

GIFTS

Rank One

Cooking — The Bone Gnawer must have a small pot and ladle for this Gift. The Garou may take any small, easily destroyed item he can find – bark, beer cans, plastic wrap, whatever — and stir it into the pot, turning it into a foul tasting but edible mush. This Gift is taught by a Raccoon or Rat spirit.
System: The Garou rolls Wits + Survival. The difficulty depends on the objects used – 6 for inedible but otherwise harmless materials, up to 10 for cyanide and the like.

Scent of Sweet Honey — The Garou attracts minor Air spirits to a chosen target, causing the target to exude a wonderfully sweet aroma and become slightly sticky to the touch. Naturally, all manner of vermin will shortly make their appearance, and the target will swiftly become coasted with and surrounded by swarms of gnats, flies, bees, etc. The swarm will cause impaired vision for the target, annoying stings an bit, maddening buzzing noises, total inability to function socially, and other inconveniences. The exact game effect of the swarm is up to the Storyteller. This Gift is taught by certain Plant spirits, but Insect spirits can also teach it.
System: This Garou spends one Gnosis point and rolls Wits + Subterfuge (difficulty 6). The effects last for one hour per success, and the smell will not wash off during this time.


Rank Two

Blissful Ignorance — The Garou can become completely invisible to all senses, spirits or monitoring devices by remaining still. This Gift is taught by a Chameleon spirit.
System: The Garou rolls Dexterity + Stealth (difficulty 7); each success subtracts one success from the Perception + Alertness rolls of those actively looking for the character. If no one is so doing, then one success indicates complete concealment.

Odious Aroma — The use of musk has long been a defense in the wild. With this Gift, the Garou can greatly amplify her own natural body odor, creating a debilitating stench. This Gift is taught by a Stinkbug spirit.
System: The Garou spends one Gnosis point. For the duration of the scene, all beings within 20 feet of the Garou (provided they possess olfactory organs) subtract two from all Dice Pools as they choke and retch. However, the Garou subtracts two from all his Social Dice Pools and may be ostracized for the duration (not a big worry for most Bone Gnawers).


Rank Three

Reshape Object — The Garou can instantly shape once living material (but not undead!) into a variety of objects – thus trees may become shelter, buck antlers become spears, animal hides become armor, and flowers become perfumes. The item will in some way resemble the object from which it was created (the spear is made of antler, not wood). This Gift is taught by a Weaver spirit.
System: The Garou rolls Manipulation + Repair against a variable difficulty of (5 to turn a broken tree limb into a spear, 8 to turn a plan into a float able raft, etc.). The created object is not necessarily permanent; it will last a length of time according to the chart below. Expending a Gnosis point allows a created weapon to inflict aggravated damage (this effect is not permanent unless a permanent Gnosis point is spent).

Successes Duration
One 5 minutes
Two 10 minutes
Three One Scene
Four One Story
Five Permanent

Gift of the Skunk — With this Gift, the Garou can swell his musk glands, allowing him to spray musk like a skunk. This Gift is, of course, taught by a Skunk spirit.
System: On any turn, the Garou may spray his musk at any target. Dexterity + Primal-Urge (difficulty 7; modified by range) is required to hit. A target hit by the musk doubles over retching and must spend a Willpower point to do anything at all for the remainder of the scene. Even then, however, he subtracts one from his Dice Pool for each success the Garou scored on his roll. The effects last for the duration of the scene or until the target rigorously bathes.


Rank Four

Attainment— By standing in a particular area, the character can commune with the spirits of the area, thus getting an overview of what exists or has happened in the area – rough population, secret tunnels, places of note and so on. This Gift is taught by a Rat spirit.
System: The Garou spends one Gnosis point and rolls Perception + Streetwise (difficulty 6). The Amount of information gained depends on the number of successes; on a botch, the spirits lie. This Gift may only be sued in urban areas, as the Gnawers have become desensitized to the wilderness.

Infest — The Gnawer may call up a horde of vermin (rats, insects, slugs, birds, snakes, etc.) to invade an area (no greater than a large building) of his choice. The creatures will act according to their nature and will not mindlessly attack humans; indeed, many of them may try to flee. This Gift is taught by a Rat spirit.
System: The Garou spends one Gnosis point and rolls Manipulation + Animal Ken (difficulty 7). The size of the horde is determined by the number of successes; one success will cause a notable problem and several calls to the exterminator, while five will create a scene from a horror film as the building is swamped in creatures.


Rank Five

Survivor — This Gift allows the Garou temporary immunity to many environmental effects, such as pressure or temperature variations. She is also immune to disease, poison and even radiation, as ell as any corruption effects from the touch of Wyrm entities. She does not need to each, drink or rest, and she gains three extra points of Stamina, even if this takes the Attribute over 20. She also ignores wound penalties. In addition, whenever she is about to die or be defeated, she automatically regains one Willpower point. This Gift is taught by a Bear spirit.
System: The Garou spends one Gnosis point and rolls Stamina + Survival (difficulty 7); the effects last one day per success.

Riot — The Garou summons a horde of malevolent spirits to provoke the hatreds and fears of the down and out — the homeless, the gangs, the urban animals such as alley casts and stray dogs, etc. This Gift is taught by a Rat spirit.
System: The Garou spends on Gnosis point and one Rage point. He then rolls Wits + Subterfuge (difficulty 8). If successful, these spirits direct their material hosts against a target of the Garou's choosing, though the separate elements of the rot will by no means work together (they may not even be aware that others are trying to accomplish the same thing). The number of success determines the extend of the riot.

Successes Extent
One Building
Two Block
Three Neighborhood
Four District (the South Side, etc.)
Five Entire City


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