Abilities in Shadowfall | World Anvil
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Abilities

Garou have several special abilities. They heal damage incredibly fast, and can be killed by little but silver or the claws and fangs of other supernaturals. They can change shapes at will and step into the Umbra, the spirit world. They are granted Gifts by the spirits; these are special magical abilities or spells. They are generally instantaneous effects. This can be anything from being untrackable to conjuring a fireball to the ability to speak with animals. Each Breed, Auspice, and Tribe has its own set of Gifts. Common to all Garou are Rites, magic that requires specific things to be done to invoke them and have oft-bizarre effects. A common Rite is that which allows you to change form without shredding your clothing, while a rare and potent rite allows a group of Garou to build a caern, a gate between the physical and spirit world. Rites take time to learn and to enact.  

Rage

It is a gift of madness from Luna (the Moon) that allows the Garou to do truly spectacular things. Too much Rage is extremely dangerous and will result in frenzy, a maddened state where the Garou can lose all control. There are two forms of Frenzy that commonly occur: Berserk and Fox. In a Berserk frenzy, the Garou will attack everything in sight regardless of allegiance, if their spiritual side, Gnosis, is weak. In a Fox Frenzy, the Garou will flee in terror and will do anything to get away. Truly horrible frenzies are known as going into the Thrall of the Wyrm. The details surrounding as to what will happen when a Garou enters the Thrall of the Wyrm frenzy is dictated by a Garou's Breed. Thralled Homids will cannibalize fallen enemies (or packmates), Metis will do perverse and twisted sexual things to enemies and packmates (regardless of whether they are alive or dead), and Lupus will attack and destroy anything and anyone who can't defend themselves, particularly packmates. The Thrall of the Wyrm is one of the most dangerous, destructive, and twisted forms of frenzy known amongst the Garou, which may be the reason why some Garou vent their Rage regularly, lest they endanger their allies.  

Gnosis

Gnosis is similar to the Polynesian concept of mana, or the Eastern concept of chi. While all creatures have some spiritual component, Garou can consciously control and use it. Garou are quite literally half-spirit already and Gnosis reflects how connected they are to their other half. Gnosis can't be precisely measured, but if you think of it like water, it makes comprehending the difference between a Garou and a human easier. A human has a cupful to last a lifetime, a Garou has access to an endlessly replenishing river.   Gnosis can be used to bribe spirits, activate fetishes (magical artifacts) and Gifts, and to enter the Umbra. Creatures without enough Gnosis generally cannot perceive or enter the Umbra.   Gnosis is a renewable, but dwindling, resource. Garou can regain it at sacred sites, by meditating, or bargaining with spirits. Sacred sites provide Gnosis, but if they become defiled, it can corrupt the Garou, or there simply may be no more available. The water analogy works well here. They need water, but they need to protect their sources because drinking tainted water may make them sick, and if they aren't careful, their well may go dry.

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