Innate Abilities & Rituals in Shadowfall | World Anvil
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Innate Abilities & Rituals

Garou Possess a few innate abilities and rituals which are unique to them. These abilities and rituals are common enough that they can be done, or are at least known about, by most Garou.  

Sidestepping

  Garou are part spirit and can easily access the Umbra when needed. However not all areas are as easily tied to the spiritual world as others. Due to that this gift has several different test difficulties, depending on the location, and modifiers. Unlike other powers the Garou's aim is to exceed the required test. If he just meets the necessary success he can chose to push through regardless but might end up in a different place of the Umbra than first expected. Garou can normally only enter the lower and upper Umbra, to begin with. 
  • Type: Racial Ability
  • Tag: Physical & Spiritual
  • Range & Targets: Targets only the Garou himself initially.
  • Cost: 1 Action + 1 Superficial Willpower Damage
  • Conditions: Must be able to focus for 1 turn.
  • Risk: To an onlooker the power can be very obvious if they are paying attention.
  • Test: Primal Instinct + Willpower (remaining unmarked Willpower only)
  • Resistance Roll: None.
  • Duration: 1 Action.
  Difficulty & modifiers:
  • For each person the Garou is bringing with him (+1 to the difficulty)
  • Suburban area (5)
  • Park or small local forest (3)
  • Deep woods or incredibly remote areas (1)
  • Lay lines, cairns or places of high positive spiritual significance (No test needed)
  • Cities (7)
  • Industrial areas (10)
  • Human holy sites (10)
  • Area is tainted by the Wyrm (+1 to the difficulty, which can be higher depending on the extent of the taint)
  • Crowded area (+1 to difficulty)
  • Using a small reflective surface as the entry point (-1 to the difficulty)
  • Using a large reflective surface as the entry point (-2 to the difficulty)
  • Garou is tainted by a Wyrm infection or Bane (+2 to the difficulty)
  • Each person the Garou wishes to bring with him (+1 difficulty per person)
  • Garou carries a klaive (-1 to the difficulty)
  • Auspice modifier - Theurge (-3 to the difficulty)

Howl

  Garou language is a primal bestial tongue which is completely undecipherable by non-garou. Howls are specifically key to their communication. In a single howl, depending on its pitch and tone, a Garou can send out an impressive amount of information to those in earshot. The howls cannot be deciphered by non-Garou as it is not a written language. The Howl is also spiritually charged with intent and any recordings of it will lose its potency, allowing Garou to be able to easily tell the difference between a poor imitation and the real thing. There are several types of Howls a Garou can make, a list of which is provided at the end of this power. The Garou must announce which Howl he is using ahead of time.
  • Type: Racial Ability
  • Tag: Physical
  • Range & Targets: All other Garou within Vocal Range.
  • Cost: 1 Turn
  • Conditions: Must be in Crinos, Hispo or Lupus form.
  • Risk: To mortals this sounds like a normal howl. Although some questions might be raised on its origin if done to frequently in areas with no wolf, coyote or dog populations. Additionally those individuals who have dealt with Garou in the past will know to be wary of howls. Also note other Garou (friend or foe) will be able to easily understand the Howl.
  • Test: Primal Instinct + Charisma (1, the more successes the stronger, further and more clearly the howl will carry).
  • Resistance Roll: None
  • Duration: 1 Action

Types of howls:

  • Anthem of War: Used to muster Garou for battle it is used to signal an attack, convey an enemies location and/or strength.
  • Call for Succor: Used to signal a need for help.
  • Call to Hunt: Used to advise packmates of the position of their prey, its strengths, weaknesses and heading.
  • Cry of Elation: Used in the thick of battle to make allies pay attention to the Garou in whatever act he is about to perform.
  • Curse of Ignominy: Used when a sept member is banished. It tells others of the packmates name and cause for banishment.
  • Howl of Introduction: Used to introduce one's self to other Garou in their domain in a non-threating fashion.
  • Snarl of Precedence: Used to mark a particular target or item as belonging to the Garou specifically.
  • Song of Mockery: Used to send a string of mockery (equating roughly to one or two sentences) to a particular Garou or pack.
  • Wail of Foreboding: Used as a call of warning against oncoming natural disasters or other forces which cannot be stopped by the Garou. The call advises what path the destructive force is taking and how best to avoid it.
  • Warning of the Wyrm Aproach: Specifically advises on a servant of the Wyrm approaching. This howl is not done lightly as it will signal to all Garou in the area where their sacred enemy is.
NOTE: While a target can be impacted by several different howls at the same time. Multiples of the same type of howl have no effect on a target.  

Ancestral Guidance

  Garou are tied to the natural law of death and rebirth. Unlike most other creatures they manage to maintain some sort of link to their past lives. As a result the Garou are able to, through meditation, commune with the spirits of their ancestors for wisdom and guidance. In game terms this allows the storyteller to provide helpful hints and advise to the player depending on the number of successes made.
  • Type: Ritual
  • Tag: Spiritual
  • Range & Targets: Targets either the Garou himself or another Garou he is assisting on a vision quest.
  • Cost: 1 Gnosis Point + 1 hour
  • Conditions: Must be able to focus for 1 hour.
  • Risk: None.
  • Test: Primal Instinct + Resolve (3, the more successes the more helpful information can be provided).
  • Resistance Roll: None
  • Duration: 1 Hour

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