GIFT CHANGES AND RECOMMENDED APPLICABLE ABILITIES:
Note: Occult is the appropriate ability if no other is presented.
Homid
Jam Technology- *NOTE* This gift has no effect upon fetishes. Offensive: Crafts OR Repair
Staredown-
Offensive: Intimidation Defensive: Intimidation
Disquiet- Offensive: Empathy Defensive: Primal Urge
Assimilation- Offensive: Etiquette
Metis
Burrow-
Offensive: Athletics
Create Element- This only applies if being used offensively Offensive: Physical challenge, retest with Occult Defensive: Dodge
Curse of Hatred- Offensive: Primal Urge
Defensive: Primal Urge
Sense Wyrm- Offensive: Primal Urge Defensive: Subterfuge
Mental Speech- Offensive: Occult Defensive: Awareness
Wither Limb- Physical challenge
Offensive: Medicine Defensive: Athletics
Madness- Offensive: Empathy Defensive: Empathy
Lupus
Hareâ€s Leap- Offensive: Athletics
Gnaw- Offensive: Brawl
Ragabash
Blissful Ignorance- Offensive: Stealth Defensive: Investigation
Blur of the Milky Eye- If the defender wins, they DO see a hazy shape, and may act accordingly. Offensive: Stealth
Defensive: Investigation
Open Seal- no applicable ability; Gnosis challenge vs. Gauntlet rating
Sense of the Prey- Offensive: Enigmas Defensive: Stealth
Gremlins- Does not work upon fetishes.
Whelp Body- Gnosis vs. defenderâ€s physical traits Offensive: Occult Defensive: Athletics
Talons of the Thieving Magpie- Offensive: Occult
Defensive: Awareness
Theurge
Feral Lobotomy- these effects last for the remainder of the session Offensive: Empathy Defensive: Academics or Awareness
Philodox
Scent of
the True Form- opposed Mental challenge; the appropriate Lore ability entitles you to exact specifications on creature type (vampire, fae, etc.) Otherwise, you get vague hints (the walking dead, wyld spirits given
flesh, etc.) You still automatically recognize other werewolves. Offensive: Primal Urge Defensive: Awareness
Strength of Purpose- This is not an extended chop; you may ultimately regain one Willpower trait per scene.
Truth of Gaia- Offensive: Empathy Defensive: Subterfuge
Weak Arm- the bonuses conferred by this gift last for the remainder of the scene. Offensive: Brawl Defensive: Brawl
Geas- Social challenge Offensive: Leadership Defensive: Leadership
Galliard
Call of the Wyld- If performed as a howl, the range of this power is two miles. This power may cause problems in urban areas. Otherwise, the range is whoever can hear you in character.
Offensive: Primal Urge
Call of the Wyrm- contested social challenge Offensive: Performance Defensive: Awareness
Distractions- Offensive: Performance Defensive: Awareness
Dreamspeak- the dreamer will remember the dream vividly upon waking up. Offensive: Empathy Defensive: Awareness
Mindspeak- should the target be unwilling, these are the abilities. Offensive: Occult
Defensive: Awareness
Eyes of the Cobra- if the victim is attacked en route, they will regain control Offensive: Enigmas Defensive: Intimidation
Shadows by the Firelight- this power has no
effect on antagonists during a combat. You may still use it to coordinate allies who might not cooperate well. As well, narrators may deny certain uses. You may not, for instance, “guide” a pack of unsuspecting
Black Spiral Dancers to commit suicide as part of a story youâ€re telling. Offensive: Performance Defensive: Awareness
Song of Rage- Offensive: Leadership Defensive: Primal Urge OR Empathy
Head Games- Offensive: Empathy Defensive: Empathy
Ahroun
Falling Touch- The target falls to the ground, and must spend their three steps to stand up. Victims may fall from
precarious surfaces, and massive creatures may suffer damage from falling. So long as the victim is lying on the ground, they suffer a 2 trait penalty to all defensive physical actions, except for soaking.
Offensive: Medicine Defensive: Athletics
Sense Silver- static challenge
Spirit of the Fray- this gift may only be invoked in combat situations, and for physical challenges only. You may not use SotF
to, say, make one bad-ass shrimp scampi.
True Fear- Physical vs. Mental; supernatural creatures may spend a Willpower to operate normally for one turn Offensive: Intimidation Defensive: Empathy
Clenched Jaw- if you die while using this gift, continue to make challenges until your victim frees himself/herself. Offensive: Brawl Defensive: Brawl
Heart of Fury- make a static willpower challenge
for each point of permanent willpower you have, difficulty of your permanent rage. For each success gained, you get a one-trait bonus on resisting frenzy checks.
Black Furies
Coup de Grace-
Offensive: Brawl Defensive: Dodge
Fianna
Glib Tongue- Offensive: Expression Defensive: Empathy
Howl of the Banshee- those who fail the challenge flee for one turn per social trait you expend. Offensive: Expression Defensive: Leadership
Balorâ€s Gaze- contested Social challenge rather than a Willpower challenge Offensive: Intimidation Defensive: Leadership
Phantasm- Just make a mental challenge against onlookers to persuade them of the illusionâ€s existence. Offensive: Expression Defensive: Awareness
Get of Fenris
Halt the Cowardâ€s Flight- Offensive: Intimidation Defensive: Athletics
Snarl of the Predator- Offensive: Intimidation Defensive: Leadership
Visage of Fenris- this gift is exclusive of the rule that states you may only expend traits equal to your rank Offensive: Intimidation Defensive: Leadership
Scream of Gaia- Spend a Rage instead of a
Gnosis, and perform a Social vs. Physical mass challenge with everyone within 50 feet, including allies. Offensive: Expression Defensive: Athletics
Venom Blood- “Coming in contact with the blood” is
automatic on any Brawl attack that does lethal or aggravated damage. With melee weapons, the weapon suffers acid damage. Small weapons (knives, klaives) are DESTROYED after one agg. Medium weapons (swords, grand
klaives) can sustain two agg, and two-handed weapons require three agg to be destroyed.
Glass Walkers
Control Complex Machine- this gift can never affect fetishes.
Doppelganger- the
static difficulty for this challenge is your likeness†social traits + Expression. Since you donâ€t pick up their mannerisms and personal quirks, close associates may call for a Mental vs. Social,
retest Investigation/Performance, to determine that something is amiss. They must have a good reason to call for this challenge (Bob would never eat a cheeseburger!).
Red Talons
Beastmind-
Offensive: Empathy Defensive: Leadership
Curse of Lycaon- should a Garou be affected by this power, they will still change to Crinos or Hispo form when frenzying.
Shadow Lords
Fatal Flaw- Offensive: Empathy Defensive: Athletics
Open Wounds- make the physical challenge with your intended victim, rather than a static test Offensive: Medicine Defensive: Athletics
Strength of the Dominator- make the social challenge against your opponent Offensive: Intimidation Defensive: Primal Urge
Obedience- Anyone subjected to this power may spend a Willpower to engage the
Shadow Lord in a social challenge to break the power. Offensive: Leadership Defensive: Leadership
Silent Striders
Great Leap- This gift does not protect you from the falling damage you might sustain from use of this power.
Silver Fangs
Empathy- Offensive: Empathy Defensive: Subterfuge
Mastery-
Offensive: Leadership Defensive: Leadership
Wrath of Gaia- Victims may still defend themselves normally, and if cornered will fight. The difficulty for their Willpower challenges is equal to your
permanent Willpower.
Uktena
Shroud- the shroud can not move with you, nor can you direct it. Obtenebroken it is not.
Wendigo
Cutting Wind- For the purposes of bowling foes over, the wind has seven traits. Victims automatically suffer the trait penalties.
Heart of Ice- Make a contested Mental vs. Physical challenge; each success
deals one agg. Each round, continue to make these challenges until the defender wins. Offensive: Occult Defensive: Survival
Invoke the Spirits of the Storm- Storms will generally last for a scene or an
hour. During thunderstorms, you may spend one gnosis to make one lightning bolt attack. Physical challenge, 3 aggravated damage. Taking cover prevents the victim from being struck (entering a building, etc.)
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