Theurge: Crescent
Moon - The Seer: Searcher of the ways
Initial Rage: 2
Beginning Gifts: Mothers Touch, Sense Wyrm, Spirit Speech
Beginning Renown: 3 Wisdom
Theurge
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.
Sense Wyrm The Garou can sense manifestations of the Wyrm in the nearby area. This
Gift involves a mystical sense, not a visual or olfactory image, although Garou using this
Gift are likely to say, "This place reeks of the Wyrm." This power requires
active concentration. This Gift is taught by any spirit servant of Gaia.
System: The Garou rolls Perception + Occult. The difficulty for this Gift is based on the
concentration and strength of the Wyrm's influence) sensing a single fomor in a room would
have a difficulty of 6). Vampires can be sensed using this Gift, but only those with
Humanity scores lower than 7.
Spirit Speech This Gift allows the Garou to communicate with encountered spirits.
The Garou is thus able to address them whether they wish to be addressed or not. Of
course, nothing (usually) prevents the spirit from leaving. This Gift can be taught by any
spirit.
System: Once learned, this Gift allows the Garou to understand the communication of
spirits intuitively. Some spirits, such as Banes, may not always be understood.
Rank Two
Command Spirit The character can manipulate encountered spirits, giving simply
commands and expecting their compliance. While she cannot summon spirits by name with this
Gift, she can interact with those she meets. This Gift is taught by any Incarna avatar.
System: The Garou must spend a Willpower point and roll Charisma + Leadership (difficulty
of the spirit's Gnosis). Each successive command requires the expenditure of another
Willpower point. Note that the Garou cannot command spirits to leave the area to which
they have been bound; that requires the Exorcism 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).
Sight from Beyond When danger stalks the Garou, or momentous events are in the
offing, visions begin striking the Garou without warning. Her dreams are haunted by images
of the Cainite elder stalking her; she begins seeing symbols of the Wyrm wherever she
looks; the sky itself opens to show her images of the glorious battle to come. This Gift
is taught by a Crow spirit.
System: Interpreting these signs is best handled through roleplaying, but the Storyteller
can require the Garou to roll Wits + Occult (difficulty 7) if appropriate.
Rank Three
Exorcism This is the Gift of ejecting spirits from places or objects, whether they
are there voluntarily or are bound there. This Gift is taught by any Incarna avatar.
System: If a spirit does not wish to leave, the character must make a Manipulation +
Intimidation roll (difficulty to the spirit's Willpower). If the spirit has been bound to
its lodging place (or into a fetish), then the Exorcist must make a Wits + Subterfuge roll
(difficulty 8) and gain more successes than the binder did when tying the spirit to its
location.
Pulse of the Invisible Spirits fill the world around the Garou, and non knows this
better than the Theurge. Those Garou with Pulse of the Invisible remain constantly aware
of all that spirits do around them and can interact with them at will. While most of what
occurs is barely worth watching, the Garou will be aware of any dramatic changes. This
Gift is taught by any spirit.
System: If the Garou's Gnosis Dice Pool equals or exceeds the Gauntlet, he can
automatically see into the Umbra. Otherwise, he must roll to pierce the Gauntlet, using
Perception + Occult (difficulty to the Gauntlet). Only one success is required. The
effects lasts for an entire scene or until the character enters an area with a higher
Gauntlet.
Rank Four
Grasp the Beyond The Garou may take things to and from the Umbra without having to
Dedicate them to herself. This includes humans and animals, both willing and unwilling.
Garou often use this power to take loyal Kinfolk with them on Umbral quests or to heal
injured Kinfolk both body and soul in mystic Glens.
System: The Garou must grasp the object or person he wishes to take to the spirit world.
He must then spend a number of Willpower points: one for small items, two for larger items
(swords, etc.) and three for huge items (including people). He makes the usual Gnosis roll
to pierce the Gauntlet and step sideways; if successful, both he and the desired object or
person pass into the Umbra. An unwilling target may resist with a Willpower roll; each
success subtract one from the Garou's successes. A Garou attempting to abduct an unwilling
victim must achieve at least successes on his Gnosis roll. Any person taken to the Umbra,
unless she has the ability to step sideways, must rely on the Garou to escape, or else
find an area with a very thin Gauntlet, such as a caern. The Gauntlet rating must be 3 or
lower for a victim to exit of his own accord. If he does exit, he may not reenter the
Umbra, no matter what the Gauntlet rating.
Spirit Drain The Garou may drain power from a spirit to feed his own resolve. This
Gift is taught by a spirit servant of the Uktena totem.
System: If the Garou succeeds in a resisted Gnosis vs. Gnosis roll while combating a
spirit, the spirit loses one Power point per success for the rest of the scene. For every
two points drained, the Garou gains a temporary Willpower point, but loses any points
exceeding her maximum at the end of the scene.
Ultimate Argument of Logic Those who speak with the Garou leave convinced of some
fact they might otherwise have disbelieved. If successful, the Garou can cause the target
to believe implicitly in one aspect of existence (true of false) from the
"fact" that the sun revolves around the Earth to the "truism" that the
wolf's inherent natures is that of the pawn. This Gift is taught by a Coyote spirit.
System: The Garou needs three successes on a Manipulation + Performance roll (difficulty
of the target's Wits + Enigmas).
Rank Five
Feral Lobotomy With but a thought, the Garou can devolve an opponent's mind to that
of an animal, effectively destroying his intelligence. This Gift is taught by a spirit
servant of the Griffin totem.
System: The Garou spends Gnosis and rolls Wits + Empathy (difficulty of the target's
Willpower +3 (maximum 10)). If successful, the Garou can permanently destroy a target's
Intelligence Attribute. Two Gnosis points must be spent for each point of Intelligence
destroyed, and the Garou cannot destroy more points than he rolls successes. Additionally,
the target begins acting more animalistic with point removed.
The Malleable Spirit The Garou can change a spirit's form or purpose. This Gift is
taught by a Chimerling.
System: The Garou must best the spirit in a resisted Gnosis vs. Gnosis roll. The
difficulty is based on what the Garou tries to accomplish (see below), while the spirit's
difficulty is the Garou's Gnosis.
Change -Difficulty
Characteristics (Willpower, Rage, Gnosis, etc.) 6
Disposition (Friendly, Neutral, Hostile) 8
Type (Naturae, Elemental, Bane, etc.) 10
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