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Lupus

You were raised in the wilds as a wolf. Until you were nearly grown, you did not know you were a werewolf. (Nickname: feral)

Initial Gnosis: 5
Beginning Gifts: Heightened Senses, Leap of the Kangaroo
Breed Ability Restrictions: (These Abilities may not be purchased until the Freebies phase, and afterwards may be gained normally through experience)
Skills: Drive, Etiquette, Firearms
Knowledges: Computer, Law, Linguistics, Medicine, Politics, Science


Lupus

Rank
One

Heightened Senses - The Garou may vastly increase her sensory input for a short time. When in Homid or Glabro form, her senses become as sharp as those of a wolf, while in her wolf forms, her senses become preternaturally potent. This Gift is taught by Wolf spirits.
System: The Garou spends a Gnosis point. The effects last for one scene. Homid and Glabro forms: Perception difficulties are reduced by two; roll Perception + Primal-Urge (difficulty 6) to perform sensory feats impossible to humans. Crinos, Hispo and Lupus forms: Perception difficulties are reduced by three; +1 to Primal-Urge Dice Pools.

Leap of the Kangaroo - This Gift was originally developed by the lost Bunyip tribe. By invoking this Gift, Garou may leap incredible distances. Despite its name, this Gift is taught by Hare- or Cat spirits (marsupial spirits seem loath to aid the Garou these days...).
System: The Garou rolls Stamina + Athletics (difficulty 7). If successful, she may double her normal jumping distance.


Rank Two

Scent of Sigh - The Garou can use his sense of smell to compensate completely for his eyes; thus, he could attack invisible creatures normally, or roughly navigate in absolute darkness. This gift is taught by a Wolf spirit.
System: The Garou rolls Perception + Primal-Urge against a Storyteller determined difficulty (depends on how powerful local smells are). The Storyteller should not require rolls every turn, but only when something could cause the Garou to lose his opponent's scent (he ran through water, they are fighting in a smelly alley, etc.)

Sense the Unnatural - The Garou can sense any unnatural presence and determine its approximate strength and type. Supernatural presence's can include: magic, spirits, the Wyrm, wraiths, etc. This will detect vampires, but only those with Humanity scores below 7. This Gift is taught by any spirit servant of Gaia.
System: The Garou rolls Perception + Enigmas (difficulty 6). The more successes rolled, the more information is gained. However, understanding the information might require an Intelligence + Occult roll (Storyteller's option).


Rank Three

Catfeet - This Gift gives the Garou the agility of a cat, making him immune to falls under 100 feet (he lands on his feet just right). He also has perfect balance even on the most slippery surfaces, and the difficulties of all combat actions involving body slams and grappling are reduced by two. This Gift is taught by a Cat spirit.
System: The Garou does not need to expend points or roll for this ability; it becomes innate to those who learn the Gift.

Name the Spirit - The Garou is able to detect the type and approximate Trait levels (Rage, Power, etc.) of a spirit. This Gift is taught by a spirit servant of the Uktena totem.
System: The Garou spends one Willpower point and rolls Perception + Occult (difficulty 8).


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 l0-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.

Gnaw - The Garou may strengthen her jaws to the point that, given time, she can chew through just about anything. In addition, her jaws do more damage in combat. This Gift is taught by a Wolf spirit.
System: The Garou spends one Willpower point and rolls Stamina + 4 against a variable difficulty (3 for wood, 6 for steel cables, 9 for a titanium door). The length of time it takes to gnaw through something is up to the Storyteller. When employing this power in combat, the Garou's bite does an extra die of damage.


Rank Five

Elemental Gift -The Garou may call upon the primal force of Gaia Herself, thereby commanding the spirits of the elements. The Garou can cause the elements to, rise up, undulate forward, and even engulf foes. This Gift summons an elemental spirit, not merely the raw matter of the elements. This Gift is taught by an elemental.
System: The Garou spends one Gnosis point and rolls Charisma + Occult (difficulty 8). If successful, he may control a large volume of air, earth, water or fire -- approximately 20' by 20' per success. The effect lasts for one scene.

Song of the Great Beast - The Garou must be in the deep wilderness to employ this Gift. If so, he can, by howling at the sky, call one of the Great Beasts -- the ancient creatures that used to walk the Earth in ages past -- to his aid. Examples of Beasts are the Sasquatch ( Big foot), the Willawau (giant owl), the Yeti, the great megalodon sharks that swam the seas eons ago, and other legendary creatures. Who knows -- there are rumors of surviving dinosaurs in the deep Congo... This Gift is taught by a Nature spirit.
System: The Garou spends one Gnosis point and rolls Charisma + Primal-Urge (difficulty 9). More successes improve the Beast's disposition.

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