Gifts Spell in Nights of Destiny | World Anvil
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Gifts

Werewolf Gifts These gifts are adapted to the BNS system from MET sources. In the event BNS releases a book with an equivalent gift, that gift will replace the adaptations below.
  Level One Gifts
  Control Simple Machine As the Glass Walker Gift Flyapart, BNS WtA p224..
  Affinities: Iron Rider, Tetrasomnian
  Gift of Salt Before the invention of modern refridgeration and canning techniques, the ability to preserve food, usually by salting, was highly prized. Food so preserved could save the lives of the werewolfs Kinfolk and septmates in the harshest of winters. As a result, Warders commonly use this gift to ensure the health of their Kinfolk, pack and sept mates. While the preserved food is not offensive to the senses of the werewolf or fera consuming it, it does have a slight after taste of salt or brine.
  Affinities: Warder of Men
  System: The player spends a Gnosis point, and up to 20 pounds of food is preserved fresh and insect-free for a number of months equal to the werewolfs Medicine skill.
  Focus [Intelligence] Up to 40 pounds of food may be so preserved.
  Level Two Gifts
  Artisan's Command By speaking to the Weaver spirits within mechanical devices, the werewolf may cause a single device to operate in accordance with its nature. A spring can tighten, a clock stop running, or to a lock to unlock.
  Affinities: Warder of Men
  System: The player spends a Gnosis to activate this gift. No device that has been enchanted in any way, such as being made into a Fetish, may be commanded with this power.
  Focus [Manipulation] The werewolf may control mechanical devices for the remainder of the scene.
  Trick Shot As the General Gift Trick Shot, BNS WtA p286.
  Affinities: Iron Rider
  Focus [Dexterity] The werewolf may benefit from the Dexterity-focus benefit of the Disarm Combat Maneuver.
  Tune of Orpheus The werewolf is able to distract others through the use of song, music, or poetry.
  Affinities: Tetrasomnian
  System: The player expends a point of Gnosis, and the werewolf has the Gaze and Focus of all within 10 steps of her. This effect lasts for as many rounds as the werewolfs highest Performance rating.
  Focus [Charisma] If the werewolf has more than one Performance skill, the total of the Perfomance skills rating is used to determine how long the effect lasts.
  Level 3 Gifts
  Fury of Zeus As the Glass Walker gift of the same name, BNS WtA p225.
  Affinities: Tetrasomnian
  Merchants Tongue The ability to communicate with the throngs of people of all sorts is highly prized in cities such as Venice, Florence, and even Londinium.
  Affinities: Warder of Men
  System: Once purchased, this gift is always active. Merchants Tongue confers upon the werewolf complete fluency in any spoken language encountered by the werewolf.
  Focus [Intelligence] Literacy in any language encountered is also conveyed.
  Lightning Rage As the Glass Walker gift of the same name, BNS WtA p225.
  Affinities: Iron Rider
  Level Four Gifts
  Doppleganger Being able to move among the people of the city, seen, yet unseen, serves a Warder of Men well. In this fashion, many secrets can be discovered, further protecting the Tribes from the depredations of Men.
  Affinities: Warder of Men
  System: This power is activated by expending a point of Gnosis. While this power is active, a Warder of Men flawlessly impersonates the appearance, and speech of any human they have Familiarity with. This change in appearance and voice may only last for a day. Only one such disguise may be employed at a time.
  Focus [Charisma] This guise remains for a number of days equal to the werewolfs Subterfuge rating.
  Double Walker As Doppleganger, herein.
  Affinities: Iron Rider
  Judgement of Hades The werewolf gains a measure of control over his Rage.
  Affinities: Tetrasomnian
  System: This gift is always active, but only has an affect when at Rage 8 - 10. The Anger Frenzy drawback imposed at Rage 8-10, is treated as if it was one level lower. At Rage 8, there is no drawback. At Rage 9, the drawback is Anger Frenzy Stage 1, and at Rage 10, the drawback is Anger Frenzy Stage 2.
  Focus [Manipulation] The Anger Frenzy is treated as if it was two steps lower. The werewolf has Anger Frenzy Stage 1 at Rage 10.
  Level Five Gifts
  Calm the Flock When using this power, the werewolf does not invoke Delirium upon those viewing it in any form.
  Affinities: Iron Rider
  System: The player expends a point of Gnosis, and gains the above effect for a number of rounds as they have traits of Subterfuge.
  Focus [Manipulation] When this power is in use, animals also do not react negatively to the werewolfs presence in any form.
  Command of Fire As a the burning of a forest helps to keep it healthy, so to does the burning of a city. Dirt, grime, disease, all cleansed by the voracious touch of flame. A Warden of Men may direct fire where he wills, to control its impact upon the populace of the city.
  Affinities: Warder of Men
  System: The player expends a point of Willpower to activate this power, which will last for an hour.
  While this power is active, the Warden of Men may control a single, contiguous, blaze, directing it to where he needs it to go. The size of the blaze affected is determined by the Wardens Intimidation skill, and it may only travel up to 20 feet from the original seat of the fire.
  Intimidation Size of the Fire 0 May only extinguish the fire. 1 Any within arms reach. 2 Engulfing one room. 3 A small building, such as a house or shop. 4 A city block, or a small church or keep. 5 Three city blocks, or a large cathedral, or castle. 6 An entire city. 7 Any of the above, plus the fire may travel up to 100' from the original seat of the fire.
  At will, the Warden may extinguish a fire he is controlling at any time.
  Focus [Manipulation] The power lasts for a night.
  Perfect Balance of Soul As the Glass Walker Gift Chaos Mechanics, BNS WtA p226
  Affinities: Tetrasomnian

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