Breed Gifts

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Table Top Conversions for Garou

BoA Book of Auspices


BoC Book of the City
GoC Guardians of the Caerns
PGG Player’s Guide to Garou
RAH Rage Across the Heavens
U Umbra, Velvet Shadows

Breed Gifts

Homid
Climb Like an Ape Basic (BoC)
This gift allows the Garou to move vertically just as quickly as horizontally; whether walking on a
sidewalk, climbing stairs, or scaling the side of a building. Their pace will not slow in the slightest, nor
will they tire out more rapidly. Spend a Rage trait. For the rest of the scene, the Garou’s movement rate is
unchanged whether he is walking or climbing. (This does not make climbing any less difficult; it merely
ensures movement rate is unchanged.)
A monkey spirit teaches this gift.

Divide: basic (PGG)


Humans are experts at turning small differences into major conflicts. This gift exploits that weakness,
raising suspicion and hatred in a group. The gift can only make existing tensions worse, not create new
ones.
Spend 1 Gnosis and make a social challenge against a difficulty of 7 (retest with brawl). For mortals
moods will worsen, and arguments increase, making cooperation all but impossible. For supernatural
creatures that can frenzy the difficulty to resist frenzy increases by 1. This gift lasts for 1 scene.
A dog spirit teaches this gift.

Rooftop Sprint basic (BoC)


The Garou who uses this gift finds rooftop chases more survivable, if not winnable. They may leap up or
down stories and jump alleys with ease.
Spend a Rage trait and make a physical challenge with a difficulty of 6 (retest with Athletics). If
successful, the Garou may jump up or down one story (3 meters) or 3 meters horizontally – plus an
additional 3 meters per physical trait spent, up to 3 – without danger or difficulty. An Athletics challenge
can improve jumping distance, just as always; the effects of the Athletics challenge just add to the result
given by this gift. The gift’s effects last for one scene, or until the Garou sets foot upon ground at street
level – pavement, grass, or anything else commonly referred to as “ground” qualifies. (Rooftop to rooftop
across cars is not considered “ground.”)
An alley-cat spirit teaches this gift.

Stench and the City basic (BoC)


This gift is designed to overwhelm any creature with a heightened sense of smell, overwhelming them with
the stench of the city, sweat, exhaust, waste and rot. The Garou must pick a target with a better sense of
smell than a human and engage them in a physical challenge (retest with primal urge). If successful the
target is down 1 trait on all tests for each physical trait the user spends. A victim of this gift can avoid the
effect by holding his breath (using the rules on page 190 of Laws of the Wild.) This gift lasts for I scene.
A skunk spirit teaches this gift.
Gaia’s Toolbox intermediate (BoC)
This gift allows the Garou to see how any tool fits into the greater “toolmaker puzzle”: the question of how
humans can survive their own cleverness.
The Garou holds an item and thinks about said item, or what to do with said item. He then makes a
mental challenge with a difficulty set by the ST based on the item (retest with Primal-Urge). Success
grants him some insight into how the tool fits into the greater scheme of things. (I.e., if the Garou picks up
an unknown tool, this gift would point them in the right direction for its use. It is mainly used as a ST
‘hint’ device.)
A monkey spirit teaches this gift.

Tongues: intermediate (PGG)


See Laws of the Wild 1st edition.

Ubermensch advanced (PGG)


This gift turns the fear that all Garou inspire into an aura of respect and admiration. Instead of being
instinctively shunned by normal humans the Garou, she is treated as a figure of stature and strength, one to
be adored and followed.
Once learned this gift is always active. In addition to the effect described above, you may spend either rage
or gnosis to boost your social traits by 1 per trait spent, which may take you over your normal limits. These
extra traits last for 1 scene or until used.

Metis
Shed basic (PGG)
By rapidly shedding and replacing his fur a Metis can make himself harder to hold down and make it easier
to squirm through tight spaces.
The Metis gains 2 additional traits when trying to squeeze through tight spots, slip out of handcuffs or other
similar feats. In addition the Metis wins on ties in any attempt to escape being grappled in combat.
A lizard or snake spirit teaches this gift.

Wriggle basic (GoC)


This gift enables a Metis to squeeze into a space no less than half the size of his body. The gift works
irregardless of the user’s form. Spend one gnosis to activate the gift for a scene.
A cockroach spirit teaches this gift.

Badger’s Heart intermediate (GoC)


This gift draws on the connection Metis have with their rage and inner anger. Spend 1 gnosis trait and make
a willpower challenge against the intended target. If successful, the target must expend twice as many rage
traits, with no extra benefits, as they normally would. For example it would cost 2 traits for a single extra
action, or gift costs would double. This gift lasts for 1 day.
A badger spirit teaches this gift.

Frozen Form intermediate (GoC)


This gift enables a Metis to trap another Garou in crinos, giving them a taste of what it was like to grow up
as a Metis. Spend 1 willpower trait and make a physical challenge against the target. If successful the
target cannot shift from Crinos for 1 day for each physical trait spent by the caster. This stays in effect
even if the target loses the wolf or is knocked unconscious.
An aerial spirit teaches this gift.

Shell Intermediate (PGG)


This gift creates spiritual and emotional barrier around a Metis, protecting himself and others from his
anger. She becomes distant and withdrawn from the outside world.
While active the Metis cannot use rage, nor suffer the ill effects of rage. She is protected from emotion
altering gifts or magic. She may not use primal urge or empathy. Finally she is down 1 trait when
determining order of challenges. This gift lasts until dropped.
A turtle spirit teaches this gift.
Twist of Fate advanced (CoG)
This gift enables a Metis to throw one last blow as they fall in combat. The user must spend 1 rage trait to
activate the gift after they have taken a wound that takes them to the dead health level. They suffer no
wound penalties on the strike and if they hit they inflict an extra 5 levels of damage.
A cobra spirit teaches this gift

Umbral Body advanced (PGG)


A Metis is strange thing, born to a body that was not in Gaia’s original plan. This strangeness may be what
allows them to use this gift. The Metis shifts portions of body in and out of the umbra, while not leaving the
physical world. Such shifts makes it very hard to land a blow o him.
Spend one gnosis and make a gnosis challenge against the local gauntlet. For the rest of the scene the user
gains a free retest on all attempts to dodge or avoid being hit.
A pattern spider teaches this gift.

Lupus
Prey Mind basic (PGG)
Sometimes the wolf can find himself the subject of hunt. This gift allows the user to evade hunters, avoid
capture and escape threats. Make a mental challenge with a difficulty of 7 traits in the wilderness, 9 in
urban areas (retest with primal urge) to activate this gift. While activated the target is up three traits on
any test to run, evade or hide. This gift lasts 1 turn per mental trait spent at the time of activation.

Sense Wyld Basic (U)


As Sense Wyrm, but relevant to the Wyld. Retest with Enigmas.

Death’s Whisper intermediate (PGG)


Many cultures associated death with wolves, and this gift echoes that belief. The lupus must be physically
next to the corpse in question. A mental challenge with a difficulty of 7 must be made to activate the gift
(retest with occult). 1 mental trait must be spent for every hour the body has been dead. Success grants the
lupus the last words the deceased utter or the thought most prominent in his mind at the moment of death.

Venom, Intermediate (PGG)


A rattlesnake spirit originally taught this gift to a Silent Strider, but it has since passed on to other lupus.
After biting an opponent make a physical challenge against the target (retest with primal urge). If
successful the target takes an additional aggravated wound and loses an additional physical trait. The
missing traits return at the start of the next scene, but the damage must be healed as normal.

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