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Posted: Wed Jun 15, 2005 8:04 pm
Gifts: [Note] Due to the addition of difficulty and the dice system all gifts are going to need to be updated. [update] Changing the gifts to match the dice system is going to take alot longer that anticipated and chances are that the gifts that are up now won't be updated for another few months. During this time I will ask that we keep using the old gift system of just activating the gifts without a roll or anything.
Breed Gifts (not finished)
Homid (1) Persuasion: Makes the Garou more persuasive when dealing with others. (1) Smell of Man: Allows the Garou to enhance his/her human scent. (2) Jam Technology: The Garou can cause technological devices to cease functioning, albeit temporarily. (2)Staredown: By staring into they eyes of a human or animal, the Garou can cause the target to flee in terror. This Gift can be used against Garou, but the Garou will freeze in place rather than flee.
Metis (1) Create Element: Allows the Garou to create small amounts of the four basic elements- fire, air, water, or earth. (1) Sense Wyrm: The Garou is able to "sense" manifestations of the Wyrm in the surrounding area. (This does not mean that the Garou would be able to pick a corrupt human out of a crowd but they would know that they were there.) (2)Burrow: The Garou can burrow a tunnel into the earth. This tunnel is relatively permanent (it will collapse over time) and others may follow the Garou through it though it is only as big as the form it was dug by. This gift can only be used while in Crinos, Hispo, or Lupis form. (2)Curse of Hatred: The Garou may verbalize the hated in their heart, disheartening opponents with the intensity of their emotion.
Lupis (1) Heightened Senses: Allows the Garou to heighten his/her senses for a short time. (1) Leap of the Kangaroo: Allows the Garou to double their jumping distance. (2)Scent of Sight: Allows the Garou to see by using the sense of smell. (2)Sense the Unnatural: The Garou can sense any unnatural presence and determine its approximate strength and type.
Auspice Gifts (not finished)
Ragabash (1) Blur of the Milky Eye: the Garou becmes a shimmering blur allowing them to pass by unnoticed. The gift ends when the Garou is seen. (1) Open Seal: The Garou can open any sort of locked or closed device. (1) Scent of Running Water: The Garou can mask their scent making them untraceable.
Theurge (1) Mother's Tough: The Garou can heal wounds of others simply by touching the wound. (1) Sense Wyrm: Same as the metis gift (1) Spirit Speech: Allows the Garou to speak with spirits easier.
Philodox (1) Resist Pain: Allows the Garou to ignore the pain form wounds for a short time. (1) Scent of the True Form: The Garou can smell what breed another Garou is. (1)Truth of Gaia: The Garou can tell when someone is telling the truth.
Galliard (1) Beast Speech: The Garou can speak to animals (1) Call of the Wyld: The Garou can howl so others even outside of hearing can "feel" the call. (1) Mind Speak: Can create telepathy between characters
Ahroun (1) Razor Claws: The Garou can make their claws as sharp as razors (1) Inspiration: Can create a new resolve and righteous anger in their brethren. (1) The Falling Touch: Allows the Garou to send a foe sprawling with only a slight touch.
Tribe Gifts (not finished)
Black Furies (1) Heightened Senses: Same as the Lupis gift (1) Sense Wyrm: Same as the Metis gift
Bone Gnawers (1) Cooking: The Garou must have a pot and ladle for this to work. The Garou can turn any easily destroyed item into a foul-tasting, but edible mush by placing it in the pot and stirring. (1) Scent of Sweet Honey: The Garou can make a chosen target smell sweet and become slightly sticky. This attracts insects and small vermin.
Children of Gaia (1) Mother's Touch: Same as the Theurge gift (1) Resist Pain: Same as the Philodox gift
Fianna (1) Persuasion: Same as the Homid gift (1) Resist Toxin: Allows the Garou to avoid getting poisoned or heal him/herself of a toxin.
Get of Fenris (1) Razor Claws: Same as the Ahroun gift (1) Resist Pain: Same as the Philodox gift
Glass Walkers (1) Control Simple Machine: Allows the Garou to operate simple machines (no electronics) as they see fit. (1) Persuasion: Same as the Homid gift
Red Talons (1) Beast Speech: Same as the Galliard gift (1) Scent of Running Water: Same as the Ragabash gift
Shadow Lords (1) Aura of Confidence: Gives the Garou an aura of strength and command. Making them seem as if they have no weakness. (1) Fatal Flaw: Allows the Garou to determine a targets weakness.
Silent Striders (1) Sense Wyrm: Same as the Metis gift (1) Speed of Thought: Allows the Garou to double their land speed.
Silver Fangs (1) Lambent Flame: The Garou causes a silvery light to ignite around their body (1) Sense Wyrm: Same as the Metis gift
Stargazers (1) Balance: Allows the Garou to walk across anything solid no matter how thin or slippery. (1)Sense Wyrm: Same as the Metis gift
Uktena (1) Sense Magic: works like Sense Wyrm except with magic. Allows the Garou to determine what type of magic the source is (fetish, a Mage�s Sphere, etc.) (1) Shroud: The Garou can create a patch of inky black darkness.
Wendigo (1) Call the Breeze: The Garou may summon a chill wind (20mph) from any direction and can direct it just by whistling. (1) Camouflage: While in wilderness the Garou is extremely hard to see.
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Posted: Thu Jun 16, 2005 10:23 am
[ Message temporarily off-line ]
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Posted: Thu Jun 16, 2005 10:39 am
The Ranks In general, your method of gaining Rank is based on your auspice, but Rank is also a measure of the respect and loyalty that the Garou feel for you. Rank has its privileges, as well as its duties.
Depending on who your charecter is, you can start at either rank one or two. If your charecter has had their first change a while ago, and they are trusted as a full adult garou, they can start at rank two. If your charecter has only recently undergone their first change, or is very young and not considered an adult yet, they are rank one.
Cliath (Rank 1)
This is the lowest Rank; it is not the normal starting-point for playing The Apocalypse. However, it can be fun to play someone who's just gone through her First Change. You have to role-play learning all about the Garou and discover the secret lore of your auspice or tribe. There are benefits to being a cub: first of all, no one is allowed to challenge you. Everyone will likely come to your aid if you get into danger. However, cubs are only allowed to learn their breed and tribe Gifts. Cubs learn their auspice Gift after their Rite of Passage. At many septs, there is a Garou with the title "Den Mother" or "Den Father." A Den Mother watches over the cubs and makes sure that they respect their elders and don't get into trouble.
Gifts Available: Level One
Renown Requirements: Ragabash: Any 3 Renown Traits in any combination Theurge: 3 Wisdom Philodox: 3 Honor Galliard: 2 Glory and 1 Wisdom Ahroun: 2 Glory, 1 Honor
Duties: You are required to learn as much as you can.
Fostern (Rank 2)
This is typically the most common Rank at a sept. A fostern has undergone the Rite of Passage and now stands as an adult Garou amongst the Garou. Fostern are expected to attend moots, fulfill their duties as described by their auspice and learn the ways of their breed and tribe.
Gifts Available: Basic (Level One and Level Two)
Renown Requirements: Ragabash: Any 7 Renown Traits in any combination Theurge: 1 Glory, 5 Wisdom Philodox: 1 Glory, 4 Honor, 1 Wisdom Galliard: 4 Glory, 2 Wisdom Ahroun: 4 Glory, 1 Honor
Other Requirements: You must know your three initial Gifts and swear an oath of loyalty to your sept or tribe, usually at a ceremony that takes place after the completion of your Rite of Passage.
Duties: You are required to give service to the sept on a regular basis. This service can entail minor jobs, such as aiding the Keeper of the Land with his duties or patrols, accepting guard duty, or helping an adren or elder with an upcoming Rite. Essentially, your Garou "job description" is "other duties as required," and since you are lesser in Rank than most Garou, you have usually have little choice but to obey.
Privileges: You are allowed to perform Level 1 and Level 2 Rites, can petition for justice, can challenge for a higher Rank (when you have enough Renown Traits) and are usually allowed access to the caern. You can also request that a Moon Bridge be opened to the destination of your choice, but the request will not always be heeded- Moon Bridges are sacred things and are not to be used frivolously.
Note: While you are of this Rank, the Garou expect you to be out making a name for yourself. Fostern are always getting into trouble, but that's just part of being a fostern. The elders watch the fostern specifically to make sure they don't screw up so much that they'll be denied adrenship. Also note that the word "fostern" is used to refer to your pack brothers and sisters, your family by choice. In the sense that all members of a pack are "family," the members of a Garou's pack can be referred to as his "fostern," regardless of their Rank. Sometimes unity is more important than social standing.
Adren (Rank 3)
You have gained prestige and renown, and now you are expected to take a larger part in the affairs of the sept.
Gifts Available: Level 1, Level 2, Level 3
Renown Requirements: Ragabash: Any 13 Renown Traits Theurge: 2 Glory, 1 Honor, 7 Wisdom Philodox: 2 Glory, 6 Honor, 2 Wisdom Galliard: 4 Glory, 2 Honor, 4 Wisdom Ahroun: 6 Glory, 3 Honor, 1 Wisdom
Other Requirements: You must be in training to fill one of the positions at a sept. You must challenge and defeat another adren. Note that defeating this adren does not have any effect on this arden's glory, though being defeated may affect yours. This challenge may take whatever form the adren desires, and may be made appropriately easy or difficult depending upon how worthy the adren feels you are.
Duties: You must give service to the elder who is training you. This takes most of your time. Adren are considered eligible to become minor sept leaders for positions like Keeper of the Land, Gatekeeper, Guardian and Den Mother, positions that do not require a lot of authority. They are required to train fostern and often must spend more time at the caern than they would like. This is one of the toughest Ranks to obtain, because adren often have the responsibilities of an elder, but don't always have the authority to carry them out.
Privileges: Fostern must address you with a term of respect. If you know the Rite of Binding, you are allowed to create talens for yourself and others. Your name will be known outside your sept soon, probably among members of your tribe. You are able to do Level 1, 2, and 3 Rites on your own. You can demand that the sept must provide a place for you to live, even if it is just communal living quarters. (This is for people with very low Finances.)
Note: You are seen to be in line for one or more sept positions. Everyone watches what you do, and the Ragabash in particular will try to catch you doing something scandalous. An adren is expected to set a good example. This can be quite a stressful time for a Garou.
Athro (Rank 4)
You are nearing your peak in your achievement as a Garou. Others look up to you as a respected adult and warrior for Gaia. The Adren and lower Ranks respect you greatly.
Gifts Available: Level 1, Level 2, Level 3, Level 4
Renown Requirements: Ragabash: Any 19 Renown Traits Theurge: 4 Glory, 2 Honor, 9 Wisdom Philodox: 3 Glory, 8 Honor, 4 Wisdom Galliard: 7 Glory, 2 Honor, 6 Wisdom Ahroun: 9 Glory, 5 Honor, 2 Wisdom
Other Requirements: You may fill one of the offices at a sept, if there are insufficient elders. The duties can overlap, if the sept is small enough you need to take more that one position. You cannot advance into it if one of these positions is not available to you. Either you must challenge the elder for his position and defeat him or wait until he vacates the position. In the latter case, you may have to contend for the position.
Duties: You are now beginning to watch out for the interests of your auspice, tribe or breed among the sept. As an athro of an auspice, you have the power to vote on whether or not to veto Renown nominations. As an athro of a tribe, you have the ability to have a say in accepting new members into the tribe and to ban certain Garou from the tribe. As an athro of a breed, you are partially responsible for all external liaisons with others of your breed- the metis athro is a position rarely filled, but if it is filled, the metis athro must help watch over and give aid to all metis characters in the sept. Other positions are described in section on "The Sept."
Privileges: Athro can only be judged by a council of other athro and elders. They are free to pretty much do what they will, within reason, as long as they fulfill their duties. Athro can "push the envelope" somewhat and still receive respect and obedience from all lower in station around them.
Elder (Rank 5)
You are at a peak in your achievement as a Garou. Others look up to you as a paragon. You command respect and obedience from those around you. Gifts Available: Level 1, Level 2, Level 3, Level 4, Level 5
Renown Requirements: Ragabash: Any 25 Renown Traits Theurge: 4 Glory, 9 Honor, 10 Wisdom Philodox: 4 Glory, 10 Honor, 9 Wisdom Galliard: 9 Glory, 5 Honor, 9 Wisdom Ahroun: 10 Glory, 9 Honor, 4 Wisdom
Other Requirements: You must fill one of the elder positions at a sept. These are: elder of an auspice, elder of a tribe, elder of a breed, Sept Leader, Warder, Master of the Rite or Master of the Challenge. One can be both the Sept Leader or Master of the Rite and the elder of a tribe, auspice or breed- the duties can overlap. You cannot advance if one of these positions is not available to you. Either you must challenge the elder for his position and defeat him or wait until he vacates the position. In the latter case, you may have to contend for the position.
Duties: As an elder of an auspice, tribe or breed, you are simply required to watch out for the interests of your auspice, tribe or breed among the sept. As an elder of an auspice, you have the power to veto Renown nominations. As an elder of a tribe, you have the ability to accept new members into the tribe and to ban certain Garou from the tribe. As an elder of a breed, you are responsible for all external liaisons with others of your breed- the metis elder is a position rarely filled, but if it is filled, the metis elder must watch over and give aid to all metis characters in the sept. Other positions are described in section on "The Sept."
Privileges: Elders can only be judged by a council of other elders. They are free to pretty much do what they will as long as they fulfill their duties. Elders can "get away" with quite a bit and still command respect and obedience from everyone around them.
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Posted: Wed Oct 18, 2006 3:05 pm
http://www.arsimagica.net/~eccles/roleplaying/werewolf/gifts/
This site is absolutely wonderful for finding gifts. =)
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