Galliard: Gibbous Moon - The Moon Dancer: lover of the ways
Initial Rage: 4
Beginning Gifts: Beast Speech, call of the Wyld, Mindspeak
Beginning Renown: 2 Glory, 1 Wisdom
Galliard
Rank One
Beast Speech The Garou may speak to animals, from pigeons in the park to beavers at
their dam or fish in the sea. This does not change their basic reactions a hungry
tiger is still hungry and may well attack. This Gift is taught by a Nature spirit.
System: The Garou rolls Charisma + Animal Ken (difficulty 6). This roll must be made for
each type of animal and for each encounter.
Call of the Wyld The Garou can summon others by howling; Garou far beyond the range
of hearing will sense the Call and may come to aid. This Gift can enhance the effect of
any of the normal Garou howls. This howl can also be sounded to summon specific Garou for
a moot. Finally, Call of the Wyld is often used at the beginning of revels and other
events, to invigorate the Garou. This Gift is taught by a Wolf-spirit.
System: The Garou rolls Stamina + Empathy (Difficulty 6). The number of successes
determines how far away the Call can be heard and how stirring it is to those who hear it.
The actual effects are determined by the Storyteller, but they should be linked to the
type of howl made and the intent of the Garou. Some examples are: every two successes
gives those at a revel extra dice to their Pools; Wyrm agents are distracted by the call
and their difficulties are temporarily raised; all Garou in the area do not hesitate to
respond to the Garou's Call to Succor.
Mindspeak Through the creation of waking dreams, the Garou can place any chosen
characters into silent communion.
System: The Garou spends one Willpower point per sentient being chosen, and, if the being
is unwilling, makes a Manipulation + Expression roll (difficulty of the victim's
Willpower). All those included in the dream may interact normally through the Mindspeak,
though they can inflect no damage through it. Their real bodies can still act, through all
Dice Pools are reduced by two. The Mindspeak ends when all the participants want it to, or
on the turn the Galliard fails the roll against an unwilling member. The beings affected
must be within line of sight.
Rank Two
Call of the Wyrm This dangerous Gift actually attracts creatures of the Wyrm. This
Gift is usually used to create an ambush or to flush prey from hiding. This gift is taught
by any spirit servant of Gaia.
System: The Garou makes a resisted roll of Manipulation + Performance vs the Wyrm
creature's Willpower (both rolls are difficulty 7). If the Wyrm creature loses the
contest, it must come to the caller.
Distractions The Garou can make annoying yips, yelps and howls to divert the
attention of his target. This Gift is taught by a Coyote spirit.
System: The Garou rolls Wits + Performance (difficulty of the victim's Willpower). Each
success subtracts one from the target's Dice Pool next turn.
Dreamspeak The Garou enters another's dream and can thereby affect the course of
that dream. The Garou does not have to be anywhere near the target, but must know or have
seen the dreamer. This Gift is taught by a Chimerling.
System: The Garou rolls Wits + Empathy (difficulty 8). If the dreamer awakens while the
Garou is still within the dream, the Garou is thrown out of the dream world and loses a
Gnosis point.
Rank Three
Eye of the Cobra With but a look, the Garou can attract anyone to his side. This
Gift is taught by a Snake spirit.
System: The Garou rolls Appearance + Enigmas (difficulty of the target's Willpower). The
Garou needs three successes to bring the target to his side; fewer at least start the
victim moving in the right direction.
Song of Rage This Gift unleashes the Beast in others, forcing Garou to transform
into Crinos form, sending vampires into frenzy and turning humans into berserks. This Gift
is taught by a Wolverine- or Wolf-spirit.
System: The Garou rolls Manipulation + Leadership (difficulty of the target's Willpower).
Each success drivers the victim into a violent rage for one turn.
Rank Four
Bridge Walker The Galliard has the ability to create minor Moon Bridges through
which she alone can travel. The Garou travels between the ends of this moon Bridge in one
percent of the time it would to travel that distance normally, allowing her to disappear
from in front of a foe and reappear instantly behind it. Note that these Moon Bridges are
not protected by Lunes and occasionally attract the interest of spirit creatures; these
beings have been known to follow the Garou into the physical world This Gift is taught by
a Lune.
System: The Garou spends one Gnosis point to create the Bridge. The moon Bridge lasts for
only one passage unless the Garou spend a permanent Gnosis point during its creation, in
which case it lasts until the next full moon. The maximum distance that can be traversed
by the bride is the Garou's Gnosis in miles.
Shadows by the Fire Light The Garou creates interactive stories I which others take
part, willingly or not. Usually this power is used at a moot when telling old stories,
allowing those who take part in the story to enact the tales. However, this Gift can also
be sued on the unwilling, forcing them to participate in a story of the Garou's choosing.
This Gift is taught by an Ancestor spirit.
System: When using this Gift on the unwilling, the Garou must spend a gnosis point and
score three successes on a Manipulation + Performance roll (difficulty of the target's
Willpower). If successful, the player may tell a story and force the victim to perform
exactly as the story's character does. This effect lasts one turn per Gnosis point spent.
Rank Five
Fabric of the Mind Garou with this Gift can bring their imaginations to life,
creating a Dream Being from the fabric of their thought. This Gift is taught by a
Chimerling.
System: The Garou makes an extended roll of Intelligence + Performance (difficulty 8). She
can create any form of life she can imagine, assign it one point of Traits for each
success gained on the roll. The Garou can take as long as she wanted to form the creature,
accumulating successes from turn to turn, but once she stops, the Dream Being takes form
and requires the Garou to spend Gnosis to keep it manifested. The cost is on point per
scene if the Dream Being remains relatively inactive (such as cleaning the Garou's home or
sitting as a gargoyle on the roof, or one point per turn if the Being engages in combat.
Botched rolls manifest an uncontrolled (and often hostile) Dream Being; these cost no
Gnosis but will stay as long as they desire.
Head Games Other werewolves always accuse Galliards of being manipulative and
playing with their emotions, but those Garou with the Gift of Head Games do it like nobody
else. The Galliard can chance and control the emotions of those to whom she speaks. She
could cause someone to fall in love with her (this won't last, and the victim's love may
turn into justified resentment) or cause another to befriend her (again, this won't last,
but a genuine friendship could still develop). This Gift is taught by a Coyote spirit.
System: The Garou rolls Manipulation + Empathy (difficulty of the target's Willpower).
Success allows the Garou to steer the emotions of any one individual. The more successes,
the more quickly the emotions manifest and the more strongly they are felt. The
Storyteller should give the Galliard extra dice for roleplaying this Gift especially well.
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