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Wolf Sight (1 pt. Merit) In all your forms, you see colors and intensities of light as a wolf does.

Your color vision is slightly less distinct


than that of humans, though you embrace the full spectrum of colors. Your night vision, however, far surpasses human nocturnal vision.
You also notice movement more readily. You gain an extra die to all visually-based Perception rolls that involve movement or take
place at night. Pure breed: Pure Breed adds an extra die to formal challenges (such as Rank challenges) and to Social rolls involving
other Garou (even Ronin or Black Spiral Dancers).

Taint of Corruption (7 pt. Flaw) Somehow, the Wyrm has touched you and left its taint upon your spirit. When other Garou invoke the
Gift: Sense Wyrm, you register as strongly Wyrm-tainted. The taint is innate, and cannot be removed by a Rite of Cleansing (which
serves only to make you ill and sore). Minions of the Wyrm trouble your sleep, attempting to lure you fully into the service of the
Destroyer. You are at +2 difficulty on any rolls made to resist the powers of “fellow” Wyrmspawn — fomori powers, Black Spiral Dancer
Gifts, Bane Charms, vampiric Disciplines, or the like. Only your pack can keep you from succumbing to the Wyrm, provided they give
you their support and assistance. Ridding yourself of this Flaw requires a major quest and can provide the heart of a character-driven
chronicle.

Mentor: A mentor can teach you skills, advise you, or speak on your behalf at a council fire. He has a pack of his own, and his own
duties, so he won’t be present to save you whenever you bite off more than you can chew. Of course, your mentor will expect something
in return for his assistance, be it good company, an occasional gofer, a champion, or perhaps a supporter in sept politics. His demands
can make an excellent source of story hooks. In general, however, you will receive more than you give.

Guardian (Sept Standing •)Responsibilities: All of a sept’s Garou are ready to lay down their lives to defend it on a moment’s notice,
but the sept’s Guardians have made it their personal responsibility. Guardians act as a sept’s sentries, patrolling its borders
andresponding to threats. They do not take the offensive or investigate potential danger, at least not in their capacity as Guardians.
Most septs have between five and ten Guardians — the equivalent of one or two packs — and it isn’t at all unheard of for an entire pack
to collectively take on this duty. In times of war, the Guardians are on duty at all
times and cannot leave the sept. In times of relative peace, a Guardian might be able to work out an arrangement that lets her leave the
sept to pursue her own agenda. Most septs view it as an unforgiveable shame for their Kinfolk to take up arms. Even though almost every
sept has armed its Kinfolk at one point or another, only a sept on the edge of extinction would actually name its Kinfolk as
Guardians. Some progressive septs dodge this issue by giving their Kinfolk warriors some other title, like “commandos” or “support
squads.” Benefit: A Guardian’s constant training and familiarity with the terrain allow her to reduce all difficulties by 1 when fighting
within the sept grounds.

Heightened Senses (Level One) — This Gift sharpens the werewolf’s senses to an incredible degree.
She enjoys the olfactory and auditory acuity of a wolf whenever she is in Homid and Glabro forms, along with superior night vision. In
Crinos, Hispo and Lupus, her senses become preternaturally potent, allowing sensory feats that border on precognition. Sudden loud
noises, bright lights or overwhelming scents can be disorienting, however. Wolf-spirits teach this Gift. System: The player spends a
Gnosis point to activate this Gift for a scene. In Homid and Glabro, the werewolf’s Perception difficulties decrease by two and she may
roll Perception + Primal-Urge to perform uncanny sensory feats such as tracking by scent. In Crinos, Hispo, and Lupus, Perception
difficulties decrease by three (this is not cumulative with the ordinary Lupus-form Perception bonuses) and the werewolf gains an extra
die to Primal-Urge dice pools.

Razor Claws (Level One) — By raking his claws over stone, steel, or some other hard surface, the werewolf hones them to razor
sharpness. A cat- or bear-spirit teaches this Gift. System: The player spends one Rage point and the Ahroun takes a full turn sharpening
her claws. All claw attacks do two additional dice of damage and are made at –1 difficulty for the rest of the scene.

Wolf at the Door (Level One) — This Gift induces a terrible dread of and respect for the wilderness, and it makes a human target afraid
to tamper with it in any way. Any predator spirit can teach this Gift. System: The werewolf must make eye contact with the target, but
can be in any form when she does so. The player then rolls Charisma + Primal-Urge (difficulty equals the target’s Willpower). The
effects last for one day per success. During this time, the human must roll Willpower to leave his home, and he may not go near
anything resembling a forest, tundra, swamp, or other untamed wilderness area without spending a Willpower point. If the human does
leave his home, he is shaky and fearful until he returns, and his player loses three dice from all Mental and Social dice pools.
Alternately, this Gift can affect a number of humans equal to his Rage at once (difficulty equals the highest Willpower in the group). In
this case, rather than making eye contact, the humans must hear the werewolf howl in Lupus form. This Gift can be used on Kinfolk,
mages, ghouls, and other “supernatural” humans, but the difficulty increases by two.

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