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Children of Gaia: The most moderate of all the tribes, the Children have become the mediators of the Garou and the defenders of humanity. Their young, however, often become radicals and join various subcultures.
Initial Willpower: 4
Backgrounds: No Restrictions.
Beginning Gifts: Mother's Touch, Resist Pain
Totem: Unicorn

Life loving and Life Serving... these are the Peacemakers, they are the ones who lifted the Impergium. Even the war loving tribes give these children the respect they deserve (if a little grudgingly). They see death and destruction and all forms of violence as wyrm serving... although when they do rage you don't want to be in their way.....

GIFTS


Rank
One

Mother's Touch — The Garou is able to heal the wounds of others, aggravated or otherwise, simply by laying hands over the afflicted area. The Garou may not heal herself with this Gift. This Gift is taught by a Unicorn spirit.
System: The Garou spends one Gnosis point and rolls Intelligence + Medicine (difficulty of the wounded individual's Rage, or 6 for non-Garou). Each success heals one Health Level. Even battle scars may be cured in this manner, but thus must be done in the same scene the scar was obtained and requires the expenditure of a Gnosis point. There is no limit to how many times this may be used on a person, but each use requires a Gnosis point.

Resist Pain — Through force of will, the Garou is able to ignore the pain of his wounds and continue acting normally. This Gift is taught by a Bear spirit.
System: The Garou, by spending one Willpower point, may ignore all wound penalties for the duration of the scene.


Rank Two


Calm — The Garou can quell the anger in others. This Gift is taught by a Unicorn spirit.
System: The Garou spends one Gnosis point and rolls Charisma + Empathy (difficulty of the target's Willpower). Each success removers one of the target's Rage points, though lost Rage can be regained normally.

Luna's Armor — The Garou calls upon the blessing of Luna to deter any damaging attacks aimed at her. This Gift is taught by a Lune.
System: The Garou concentrates for one turn, spends one Gnosis point, and rolls Stamina + Survival (difficulty 6). Each success allows the Garou to add one to her Stamina for the purpose of soaking damage (including silver). The effect lasts for one scene.


Rank Three

Dazzle — The Garou can overwhelm a target with the glory and beauty of Gaia. This Gift is taught by a Unicorn spirit.
System: The Garou rolls Charisma + Empathy (difficulty of the target's Willpower). So log as the target is not attacked, it will stand mutely in awe for the remainder of the scene. This Gift may only be attempted once per target per scene.

Spirit Friend — The Children walk among spirits and interact with them more easily than most, for their aura exudes friendship. This Gift is taught by Unicorn spirits.
System: The Garou rolls Charisma + Expression (Difficulty 7). Each success adds one die to all the Garou's Dice Pools for interacting with any spirits in the vicinity (except those of the Wyrm).


Rank Four

Beast Life — The Garou may not only communicate with animals, but can attract and command them. If there are no animals of the sort desired in the vicinity, none can be called. This Gift is taught by any Animal-spirit.
System: The Garou spends one Gnosis point and rolls Charisma + Animal Ken (difficulty 7). One success causes animals within a 10 mile radius to be affected. Each additional success add 10 miles (two successes indicate a 20 mile radius). The effect lasts for one scene, but the time may be extended by spending one Gnosis point per extra scene.

Serenity — The Garou can quell others’ rage, even bringing Garou out of frenzies. This Gift is taught by Unicorn spirits.
System: The Garou spends one Gnosis point and rolls Charisma + Expression (difficulty of the target's Willpower). The target is incapable of using Rage at all for one turn per success. He may not spend Rage points, but nether may he frenzy.


Rank Five

Halo of the Sun — The Garou becomes surrounded by a sphere of blazing sunlight. Certain Wyrm creatures — denizens of the dark — may flee before the brightly shining Garou. This Gift is taught by a spirit allied to Helios, the Sun Celestine.
System: The Garou spends one Gnosis point; the effect lasts for one scene. The damage of any hand to hand attack made by the Garou is increased by two dice; alternatively, the Garou can cause aggravated damage when in Homid or Glabro form. Anyone directly facing the Garou adds three to all attack difficulties because of the glare, and any vampires within 20 yards suffer damage as if exposed to true sunlight.

The Living Wood — The Garou may call the powers of the forest to arise and aid her: nearby trees will begin to move and attempt to protect the Garou. The trees will restrain, block or even fight foes. This Gift is taught by a Glade Child.
System: The Garou spends one Gnosis point and rolls Charisma + Survival (difficulty 8). The Garou animates one tree for each success rolled.


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