Auspices and Gifts
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Auspices and Gifts
The Auspice of your Werewolf is entirely determined by the phase of the moon in which they experienced their first change. There are no restrictions on what is picked, but, do understand there will be a good amount of Spirit-dealings, so, I'd prefer if not everyone picked Rahu or Irraka.
And again, gotta thank the wonderful Wiki for it's wonderful help.
Rahu: Full Moon, Warrior
The Rahu auspice is technically a blessing, but few Uratha look upon it as wholly benign, for the gift of the full moon is mad fury. Despite the power of their fury, a Rahu should never be dismissed as "mindless". Many are insightful leaders on the field of battle, the linchpins of their packs' combat abilities. All immerse themselves in their role, attempting to master their violent impulses.
Primary Renown: Purity (+1 at Character Creation)
Specialty Skills: Brawl, Intimidation, Survival (+1 at character creation to any ONE)
Gift Lists: Dominance, Full Moon, Strength
Cahalith: Gibbous Moon, Visionary
Equal parts priest and historian, oracle and war-howler, the Cahalith is the voice of Luna. To be a Cahalith is to be ridden by one's dreams, to sense things in sharp context, to have one's soul constantly churning with thoughts and emotion that demand expression.
Primary Renown: Glory (+1 at Character Creation)
Specialty Skills: Crafts, Expression, Persuasion (+1 at character creation to any ONE)
Gift Lists: Gibbous Moon, Inspiration, Knowledge
Elodoth: Half Moon, Walker Between
The half moon hangs in balance, and balance is Luna's gift to the Elodoth. Those who Change under the half moon are touched with duality, drawing strength from that dichotomy. The Elodoth are judges and executioners, able to weigh both sides of any argument and ideally suited to act as a voice of law.
Primary Renown: Honor (+1 at Character Creation)
Specialty Skills: Empathy, Investigation, Politics (+1 at character creation to any ONE)
Gift Lists: Half Moon, Insight, Warding
Ithaeur: Crescent Moon, Spirit Master
The crescent moon is the auspice of the shaman, the speaker with spirits or the spirit hunter. When Luna is barely visible, she is the oracle moon, the patron goddess of mysticism. The crescent moon marks those Forsaken who change under it with mystical insight and a connection to the spirit world. Yet, as the crescent moon is just enough light to count as moonlight, the Ithaeur is possessed of just enough knowledge to get into trouble.
Primary Renown: Wisdom (+1 at Character Creation)
Specialty Skills: Animal Ken, Medicine, Occult (+1 at character creation to any ONE)
Gift Lists: Crescent Moon, Elemental, Shaping
Irraka: New Moon, Stalker
Those who change under the new moon are strange and unpredictable - moonless Forsaken with no guiding star. Luna's blessing to the Irraka is the ability to walk unseen, the gift of deception. Within the pack, the Irraka is the scout, the first to follow a trail and the first to catch sight of their prey. They are the werewolves who hunt without howling, who kill with a silent bite to the throat.
Primary Renown: Cunning (+1 at Character Creation)
Specialty Skills: Larceny, Stealth, Subterfuge (+1 at character creation to any ONE)
Gift Lists: Evasion, New Moon, Stealth
And again, gotta thank the wonderful Wiki for it's wonderful help.
Rahu: Full Moon, Warrior
The Rahu auspice is technically a blessing, but few Uratha look upon it as wholly benign, for the gift of the full moon is mad fury. Despite the power of their fury, a Rahu should never be dismissed as "mindless". Many are insightful leaders on the field of battle, the linchpins of their packs' combat abilities. All immerse themselves in their role, attempting to master their violent impulses.
Primary Renown: Purity (+1 at Character Creation)
Specialty Skills: Brawl, Intimidation, Survival (+1 at character creation to any ONE)
Gift Lists: Dominance, Full Moon, Strength
Cahalith: Gibbous Moon, Visionary
Equal parts priest and historian, oracle and war-howler, the Cahalith is the voice of Luna. To be a Cahalith is to be ridden by one's dreams, to sense things in sharp context, to have one's soul constantly churning with thoughts and emotion that demand expression.
Primary Renown: Glory (+1 at Character Creation)
Specialty Skills: Crafts, Expression, Persuasion (+1 at character creation to any ONE)
Gift Lists: Gibbous Moon, Inspiration, Knowledge
Elodoth: Half Moon, Walker Between
The half moon hangs in balance, and balance is Luna's gift to the Elodoth. Those who Change under the half moon are touched with duality, drawing strength from that dichotomy. The Elodoth are judges and executioners, able to weigh both sides of any argument and ideally suited to act as a voice of law.
Primary Renown: Honor (+1 at Character Creation)
Specialty Skills: Empathy, Investigation, Politics (+1 at character creation to any ONE)
Gift Lists: Half Moon, Insight, Warding
Ithaeur: Crescent Moon, Spirit Master
The crescent moon is the auspice of the shaman, the speaker with spirits or the spirit hunter. When Luna is barely visible, she is the oracle moon, the patron goddess of mysticism. The crescent moon marks those Forsaken who change under it with mystical insight and a connection to the spirit world. Yet, as the crescent moon is just enough light to count as moonlight, the Ithaeur is possessed of just enough knowledge to get into trouble.
Primary Renown: Wisdom (+1 at Character Creation)
Specialty Skills: Animal Ken, Medicine, Occult (+1 at character creation to any ONE)
Gift Lists: Crescent Moon, Elemental, Shaping
Irraka: New Moon, Stalker
Those who change under the new moon are strange and unpredictable - moonless Forsaken with no guiding star. Luna's blessing to the Irraka is the ability to walk unseen, the gift of deception. Within the pack, the Irraka is the scout, the first to follow a trail and the first to catch sight of their prey. They are the werewolves who hunt without howling, who kill with a silent bite to the throat.
Primary Renown: Cunning (+1 at Character Creation)
Specialty Skills: Larceny, Stealth, Subterfuge (+1 at character creation to any ONE)
Gift Lists: Evasion, New Moon, Stealth
Re: Auspices and Gifts
Gifts
Most Gifts are determined by a set of skills, attributes, and renown. The higher combined number of any of these statistics, the more powerful the effect. If you happen to be missing any one of those three, your ability with the Gift is significantly reduced.
Gifts are abilities bestowed upon an Uratha by their spiritual side. They allow them to interact and change both themselves and the world in special ways. Some may give you the ability to leap over large distances, while others may allow you to control water from a nearby source. There are a good number of gifts, some of which are restricted by your Auspice, though a good deal are not. Each Auspice allows you a certain list of gifts to choose from, as well as all common gift lists.
All characters begin with 3 points (dots) to spend on Gifts (You need not buy the first dot in a list to obtain the second dot, however that second dot does cost 2 points). In order to buy gifts of 3 dots and above, you must have the Primal Urge of at least one dot below. For example: In order to buy a 3 dot Gift, you must have 2 Primal Urge.
As no character can currently buy anything above 2 Dots in a Gift, I will not be putting anything above that for now. I will add more when is necessary.
In order to contest against another Character's Gift, you will take the necessary statistics and add them together. Compare them to their statistics. If yours are higher, then their effect fails. If you believe that - even under circumstances you would fail - you might have a chance to resist, get a hold of a Storyteller who will decide the final result.
Characters are allowed to pick from any list their Auspice allows them, as well as the common gift lists. For the sake of diversity, however, they will not be allowed to gifts from a list specific to other Auspices
If you use a gift at any point during play, you MUST make it known OOC at the end of your post, and you MUST spend the necessary Essence/Willpower to go about doing so.
Rahu
Dominance Gifts
Warning Growl (1 Dot)- Determined by your Presence, Intimidation, and Glory. By choosing a series of targets, the Uratha lets out a low growl, making them much more difficult to hit as the target becomes worried and wary of the attack. Contested by Composure and Primal Urge if used against other PCs.
Cost: 1 Willpower
Luna's Dictum (2 Dots)- Determined by Presence, Intimidation, and Glory. By calling out an order of less than 7 words, the Uratha compels the target to fulfill his command. The command can cause immediate harm to the target. Contested by Composure and Primal Urge if used against other PCs.
Cost: 1 Willpower
Full Moon Gifts
Clarity (1 Dot)- Nothing used to determine. Result is immediate. Upon use, the Uratha's senses clear, giving them a much better view of the battlefield. As such, they are more able to dominate and strike first.
Cost: 1 Essence
Attunement (2 Dots)- Determined by Wits, Brawl, and Wisdom. During battle, the Rahu may take a moment to examine the enemy and, if successful, find a weak point in their attack. As such, they are able to strike much more efficiently in the next moment.
Cost: 1 Willpower
Strength Gifts
Crushing Blow (1 Dot)- No statistics are used to determine the ability. Effect is immediate. Sometimes a Werewolf chooses to fight without claw or tooth. As such, by activating this gift, they are able to deal bone-crushing damage with their fists.
Cost: 1 Willpower
Mighty Bound (2 Dots)- No statistics are used to determine this ability. Effect is immediate. By obtaining this Gift, the Uratha is capable of jumping large distances. Effect is permanent once learned.
Cost: None
Cahalith
Gibbous Moon Gifts
Pack Awareness (1 Dot)- Determined by Wits, Empathy, and Wisdom. Upon activation, the Cahalith immediately knows the location of all of their Pack within the nearby area. This information is subconscious, and come s immediately.
Cost: None
Resist Pain (2 Dots)- Determined by Stamina, Survival, and Honor. Regardless of how badly damaged or near death the Uratha is, they are still able to function as if perfectly normal upon activation.
Cost: 1 Willpower
Inspiration Gifts
The Right Words (1 Dot)- No statistics are used to determine this ability. Effect is immediate. Upon use, all of the Social skills used by the Cahalith to inspire or persuade their allies are much more efficient.
Cost: None
Camaraderie (1 Dots)- Determined by Manipulation, Persuasion, and Wisdom. By speaking calmly and firmly, the Cahalith is capable of persuading his allies to set aside any immediate differences and work towards the immediate, more pressing goal.
Cost: None
Knowledge Gifts
Know Name (1 Dot)- Determined by Intelligence, Investigation, and Cunning. By choosing a target who is immediately visible, the Cahalith is capable of learning their name without the need for speech. Instead, it is simply known. Contested by Resolve and Primal Urge if used against another PC.
Cost: None
Travelers Blessing (2 Dots)- Determined by Wits, Streetwise, and Wisdom. Entering a new local may be terrifying, and even dangerous if one does not know anything about where they're heading. As such, the Uratha who activates this Gift in a different place immediately knows the local language (for a time period equal to twelve hours, at which point the gift must be reactivated), as well as one important thing about the area.
Cost: 1 Willpower
Elodoth
Half Moon Gifts
Scent Beneath the Surface (1 Dot)- Determined by Wits, Empathy, and Purity. If the Elodoth believes they are being lied to, they can activate the gift to learn exactly whether or not that idea is true. Upon activation, they immediately sense the actuality or lack of deception in another's words.
Cost: 1 Willpower
Snarl of Commands (2 Dot)- Determined by Presence, Intimidation, and Cunning. By uttering out a snarl, the Elodoth commands another to tell the truth about a particular topic. While the information won't be particularly life changing, it generally will be useful.
Cost: 1 Willpower
Insight Gifts
Sense Malice (1 Dot)- Determined by Intelligence, Empathy, and Wisdom. By activating the Gift, the Elodoth can determine where there is particular hatred or anger in the area, and who is expressing it.
Cost: None
Scent of Taint (2 Dot)- Determined by Wits, Occult, and Purity. By activating the Gift, the Elodoth is able to sense the presence of some strong and strange being. Though it's direct area is not immediately recognizable.
Warding Gifts
Ward Versus Predators (1 Dot)- Determined by Presence, Intimidation, and Honor. By urinating upon the boundaries, an Uratha is capable of marking their territory equal to one square mile by point of Primal Urge. All other predators who enter the boundaries will immediately know of it's claim, and most are dissuaded from entering.
Cost: None
Ward Versus Humans (2 Dots)- Determined by Presence, Intimidation, and Wisdom. By urinating upon objects along the way, an Uratha is capable of marking their territory equal to one square mile by point of Primal Urge. Most humans casually walking by will be dissuaded upon nearing the markings.
Cost: 1 Willpower.
Ithaeur
Crescent Moon Gifts
Two World Eyes (1 Dot)- Determined by Wits, Occult, and Wisdom. Upon activation, the character is capable of seeing both the material plane, as well seeing what's happening on the other side of the Gauntlet in the Shadow.
Cost: None
Read Spirit (2 Dots)- Determined by Intelligence, Occult, and Cunning. Upon meeting a spirit, very little is generally known. That isn't a problem for the Ithaeur. By activating the gift, they are capable of knowing a spirit's name (if it has one), it's type, and how powerful it is.
Cost: 1 Essence
Elemental Gifts
Call Water (1 Dot)- Determined by Stamina, Survival, and Purity. Death by dehydration is never a possibility for the Ithaeur. By placing his hands a short distance apart, they are capable of conjuring water between them, seemingly from thin air.
Cost: 1 Essence
Manipulate Earth (2 Dots)- Determined by Dexterity, Crafts, and Cunning. By activating the contract, an Uratha is capable of sculpting and shaping large quantities of earth (100 square feet, or so) into any shape they desire. Effects are immediate, and permanent. Stone, Concrete, and Metal can not be shaped by this Gift.
Shaping Gifts
Straighten (1 Dot)- No statistics are used to determine the outcome of this ability. The Uratha capable of using this gift are able to straighten even the most bent pieces of metal. They are not, however, able to repair any damage done.
Cost: 1 Essence
Ruin (2 Dots)- Determined by Wits, Crafts, and Cunning. Doing what is simply the opposite of Straighten, the Uratha can choose an area up to one yard squared. Everything in that area begins to crumple and ruin uncontrollably, rendering it entirely useless.
Cost: 1 Essence.
Irraka
Evasion Gifts
Loose Tongue (One Dot)- Determined by Manipulation, Socialize, and Wisdom. By choosing a target, the Werewolf is capable of making them loose secrets they might not've spoken otherwise. So useful, is the gift, that they don't even realize what they've said until a time after.
Cost: None
Sand in the Eyes (2 Dots)- Determined by Manipulation, Subterfuge, and Honor. The Irraka in question is so evasive in his abilities that people have a hard time remembering aspects of his character. The gift still must be activated, however.
Cost: None
New Moon Gifts
Sense Weakness (1 Dot)- Determined by Intelligence, Empathy, and Wisdom. By activating the gift, the Uratha may learn either a targets Vice or any physical flaws they may have.
Cost: None
Slip Away (2 Dots)- No statistics are used to determine the outcome of this ability. It is found that Irraka are incredibly difficult to pin down physically. That is because of this Gift. By spending the necessary Willpower, people may find that the Uratha is almost entirely impossible to hold down physically.
Cost: 1 Willpower
Stealth Gifts
Feet of Mist (1 Dot)- No statistics are used to determine the outcome of this ability. It is found that Irraka are incredibly difficult to track via scent. Upon activation, nearly all attempts to follow the Uratha via a creature's nose fails.
Cost: 1 Essence
Blending (2 Dots)- Determined by Wits, Stealth, and Cunning. As long as the Irraka remains motionless, by activating this gift, they are able to blend into the scenery in plain sight.
Cost: None.
Last edited by ThePage on Sun Apr 22, 2012 3:45 pm; edited 2 times in total
Re: Auspices and Gifts
Common Gifts
While the gifts above were only able to be chosen by those in their own Auspices, the following gifts are available to any and all Werewolves interested.
Father Wolf Gifts
Wolf-Blood's Lure (1 Dot)- No statistics are used to determine the outcome of this gift. Upon activation, the Uratha finds themselves capable of interacting with normal wolves and dogs.
Cost: None.
Father Wolf's Speed (2 Dots)- No statistics are used to determine the outcome of this gift. Upon activation, the Uratha finds themselves significantly faster than others.
Cost: 1 Essence.
Mother Luna's Gifts
Partial Change (1 Dot)- Determined by Stamina, Survival, and Primal Urge. At a whim, an Uratha can change a partial piece of their body into that of another form. Changing back that partial part requires another use of the gift.
Cost: None/ 1 Essence (If changing Teeth or Claws)
Anybeast (2 Dots)- No statistics are used to determine the outcome of this gift. Sometimes the Wolf is a little to conspicuous to the area. In any case, the Werewolf is capable of changing himself into any other carnivorous beast local to the area.
Cost: 1 Essence.
Nature Gifts
Speak with Beasts (1 Dot)- Determined by Manipulation, Animal Ken, and Purity. Upon activation, the Uratha is capable of speaking with and understanding any animal.
Cost: None.
Plant Growth (2 Dots)- Determined by Wits, Survival, and Honor. The Uratha is capable of growing any natural plant at an incredibly rate.
Cost: 1 Willpower.
Rage Gifts
Mask of Rage (1 Dot)- No statistics are used to determine the outcome of this gift. By activating the gift, the Werewolf induces Lunacy upon a human. The effect however, is much worse than is normal. Any human effected will immediately run.
Cost: 1 Essence.
Hone Rage (2 Dots)- Determined by Stamina, Survival, and Purity. Gauru form is difficult to keep going for longer periods of time. Those who practice the Gifts or Rage know how to harness that. By shortening their period of time in their War Form, they are able to greatly increase their speed and strength.
Cost: 1 Essence.
Weather Gifts
Call the Breeze (1 Dot)- No statistics are used to determine the outcome of this gift. The Uratha is capable of summoning a breeze in any direction around him. Indoors or out.
Cost: None
Silent Fog (2 dots)- Determined by Manipulation, Survival, and Cunning. By focusing on the area around them, the Uratha is capable of summoning a heavy fog to conceal the immediate surroundings.
Cost: 1 Essence.
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