White Howlers
These Gifts are available only to members of the White Howlers.
If his highest level of Fame is in Glory than add that many dots to Intimidation as well, if the highest level of Fame is in Wisdom add that many dots to Subterfuge and if his highest level of Fame is in Renown add that many dots to Leadership
If several Fame types are tied the player decides in which one, he gains the bonus in. These bonuses only effect other Garou. As an extra benefit the sigils emit a low light.
Those set aflame will be Stunned unless they pass a Stamina + Survival test (5) and suffer 1 point of Aggravated (Lethal if Wyrm tainted) Damage at the start of its Turn.
A character can only be set aflame once but if the Gift is used multiple times than simply apply the result which would keep the target aflame for as long as possible.
Level 1
Primal Anger
The White Howler learns to focus the anger within his heart and use it to increase his Rage. The anger takes a physical toll on the werewolf, and it is up to him to unleash it on his enemies. A character with this Gift may sacrifice a single health level, once per Scene, and gain two extra points of Rage in exchange. The health level is treated as Aggravated damage for purposes of recovery.- Type: Power
- Tag: Spiritual & Physical
- Range & Targets: Targets only the Garou himself.
- Cost: The Garou takes 1 point of Aggravated damage.
- Conditions: Must not be reduced to 0 health. Can only use it once per Scene.
- Risk: If he reaches 10 Rage points the Garou will Frenzy.
- Test: None
- Resistance Roll: None
- Duration: Permanent
- Spirits: Ancient Metis spirit.
- Cost / Upkeep: 1 Glory / None.
Sense Wyrm
The werewolf can sense manifestations of the Wyrm in the nearby area. This Gift involves a mystical sense, not a visual or olfactory image, although werewolves using the Gift sometimes say things like, “This place stinks of the Wyrm” (with a few more colorful adjectives). Garou should remember that the Wyrm’s taint can cling to relatively blameless souls. Werewolves may sense an innocent person who happens to work in a Wyrm-controlled factory or who has eaten tainted food. If successful the Garou can identify Wyrm taint. If he manages to beat the minimum requirement, he can also establish the age, strength and nature of the Wyrm taint (depending on the amount of successes). Note that immediately after succeeding in this test the Garou must pass the appropriate Willpower test or gain an extra Rage point.- Type: Power
- Tag: Spiritual
- Range & Targets: Targets all objects and individuals within Scent range.
- Cost: 1 Gnosis Point + 1 Action
- Conditions: Must be able to focus for 1 Turn.
- Risk: If he reaches 10 Rage points the Garou will Frenzy.
- Test: Wits + Occult (3 – the difficulty can be higher or lower depending on the nature of the taint)
- Resistance Roll: None
- Duration: The Garou can actively tell the location of the taint for 3 Turns.
- Spirits: Any Gaian spirit.
- Cost / Upkeep: 1 Honour / None.
Visions of Dust
The werewolf’s eyes become cloudy and pale as he attunes his vision to the ashen landscape of the Underworld. The Garou can see Ghosts, Wraiths and Geist.- Type: Power
- Tag: Spiritual
- Range & Targets: Targets only the Garou himself.
- Cost: 1 Gnosis Point + 1 Action
- Conditions: None
- Risk: None
- Test: None
- Resistance Roll: None
- Duration: 1 Scene or until the Garou uses an Action to end it.
- Spirits: Owl spirit.
- Cost / Upkeep: 1 Wisdom / None.
Shining Sigils
When this Gift is active, glowing sigils representing the Garou’s tales of Renown appear upon his skin or pelt. The marks shine a luminescent woad-blue, although Honor, Glory, and Wisdom all gleam with their own subtle inflections of color. The Garou adds 1 dot to his Persuasion roll equal to the highest Fame type he possesses.If his highest level of Fame is in Glory than add that many dots to Intimidation as well, if the highest level of Fame is in Wisdom add that many dots to Subterfuge and if his highest level of Fame is in Renown add that many dots to Leadership
If several Fame types are tied the player decides in which one, he gains the bonus in. These bonuses only effect other Garou. As an extra benefit the sigils emit a low light.
- Type: Power
- Tag: Physical
- Range & Targets: Targets only the Garou himself.
- Cost: 1 Gnosis Point + 1 Action
- Conditions: None
- Risk: The glowing Sigils are very noticeable.
- Test: None
- Resistance Roll: None
- Duration: 1 Scene
- Spirits: Luna spirit.
- Cost / Upkeep: 1 Honour / None.
Haunting Howl
One of the howl-Gifts peculiars to the tribe, this eerie cry often echoed across the desolate moors prior to a White Howler raid. In the years since the White Howlers’ fall, this cry has become more alien and forlorn. All enemies within earshot perform a Resistance Roll. Any who failed suffer a -2 penalty on all Willpower tests for the Scene.- Type: Power
- Tag: Physical
- Range & Targets: Targets all enemies within Vocal Range.
- Cost: 1 Rage Point + 1 Action
- Conditions: Must be in Crinos, Hispo or Lupus form.
- Risk: Significant as the Gift makes anyone within earshot nervous.
- Test: Charisma + Intimidation (4)
- Resistance Roll: Composure + Resolve
- Duration: 1 Scene
- Spirits: Banshee spirit.
- Cost / Upkeep: 1 Glory / None.
Level 2
Pain-Strength
The White Howlers were hardy enough to shrug off the effects of pain, but some learned the trick of letting their pain fuel them. The wounds of a White Howler give him Strength, allowing him to achieve great feats of might at the cost of his own blood. Whenever you lose a Soak Token due to damage you may activate this Gift. Increase your Strength by 1 dot for the rest of the Scene.- Type: Reflexive
- Tag: Physical and Mental
- Range & Targets: Targets only the Garou himself.
- Cost: 1 Rage Point
- Conditions: Must lose a Soak Token due to damage.
- Risk: Minor as you already in a combat situation.
- Test: None
- Resistance Roll: None
- Duration: 1 Scene.
- Spirits: Spirits of Pain.
- Cost / Upkeep: 2 Glory + 1 Honour / 1 Glory
Howls of the Vengeful
The werewolf sends a full-throated howl shivering into the night sky, evoking primal terror in Gaia’s enemies. Creatures of the Wyrm who hear the howl find themselves troubled and unable to rest easily while their enemies are on the prowl. This Gift upgrades Haunting Howl. You may choose for the howl to affect only servants of the Wyrm instead of all targets withing earshot.- Type: Upgrade
- Tag: Physical
- Range & Targets: Targets only the Garou himself.
- Cost: None
- Conditions: Augments Haunting Howl.
- Risk: None.
- Test: None
- Resistance Roll: None
- Duration: Permanent
- Spirits: Banshee spirit.
- Cost / Upkeep: 2 Honour + 1 Wisdom / 1 Honour
Howls of the Banshee
The werewolf emits a fearful howl that causes those who hear it to run in terror. This Gift upgrades Haunting Howl. You may choose for unaugmented Mortals to have no Resistance roll to Haunting Howl.- Type: Upgrade
- Tag: Physical
- Range & Targets: Targets only the Garou himself.
- Cost: None
- Conditions: Augments Haunting Howl.
- Risk: None.
- Test: None
- Resistance Roll: None
- Duration: Permanent
- Spirits: Banshee spirit.
- Cost / Upkeep: 2 Wisdom + 1 Honour / 1 Wisdom
Lions Bite
Lion’s children learned many things from their patron, including some hunting tactics more familiar to big cats than to wolves. The Garou with this Gift gains an unerring ability to bite down on the throat of his prey, choking it unconscious or to death, or even crushing its windpipe as lions do. If successful, the Garou has latched onto the targets throat with his maw. For each subsequent Action make another test against the targets Resistance Roll. The target subtracts 1 dice from his Resistance roll for each subsequent Action. While the Gift is in effect (the target had not made a successful Resistance Roll or the Garou had not voluntarily ended the Gift) neither the target nor Garou can perform any other Action than perform opposing rolls. A successful Resistance roll will immediately end the Gift. For each Action that the user beats the targets Resistance Roll (including the initial test) the target suffers 1 point of Lethal Damage.- Type: Power
- Tag: Physical
- Range & Targets: Targets a single individual
- Cost: 1 Rage Point + 1 Action
- Conditions: Garou must be in Crinos, Hispo or Lupus form. Target must have a throat for the Garou to target.
- Risk: This Gift would only be performed in combat and is very noticeable but it is very quiet as the target is in effect suffocated.
- Test: Strength + Brawl (3)
- Resistance Roll: Strength + Brawl
- Duration: Until the target is dead, the Garou is incapacitated, the Gift is voluntarily ended or the target makes a successful Resistance Roll.
- Spirits: Lion spirit.
- Cost / Upkeep: 2 Glory + 2 Wisdom / 1 Glory + 1 Wisdom
Level 3
Waking the Dead
This gift creates a shadowy representation of a fallen individual (human, Kin, or Garou) and gives the werewolf the ability to ask it a few questions. The shade created is not a ghost and possesses no knowledge that was not known to the individual before their death. The shade is considered a spirit but it is not the individual itself, merely a weak echo. It is visible to all onlookers. It will answer anything it can but will not react negatively to the knowledge of its own death and cannot be intimidated as it realizes its existence is temporary at best.- Type: Ritual
- Tag: Spiritual and Physical
- Range & Targets: Targets a single corpse.
- Cost: 1 Gnosis Point + 1 Hour
- Conditions: Must focus for 1 Hour.
- Risk: The shade is considered a Spirit and is a faded representation of its former self and is noticeable to onlookers even if they do not have the ability to normally see Spirits.
- Test: Primal Urge + Occult (3)
- Resistance Roll: None
- Duration: 1 Scene
- Spirits: Crow spirit.
- Cost / Upkeep: 3 Wisdom + 2 Honour / 1 Wisdom + 1 Honour
Sense of the Deep
Up until the Fall, Lion’s tribe was convinced it was their duty to Gaia to hunt down Her enemies even beneath the surface of the earth. This Gift aided them in their endeavours to fight Wyrm-things in their own burrows. A werewolf with this Gift is at home in a subterranean environment, almost more so than above ground. While underground, the werewolf automatically knows which direction is north, and can instinctively retrace his path to the exit. You do not receive penalties to any of your Skills due to fighting underground in caves, catacombs, sewers, dungeons, bomb shelters and similar (unless the environments are extreme in terms of size, tectonics, waterways and similar). You also do not suffer penalties due to Scent or Willpower due to claustrophobic conditions.- Type: Upgrade
- Tag: Physical and Mental
- Range & Targets: Targets only the Garou himself.
- Cost: None
- Conditions: None.
- Risk: None.
- Test: None
- Resistance Roll: None
- Duration: Permanent
- Spirits: Earth elemental.
- Cost / Upkeep: 3 Honour + 1 Wisdom + 1 Glory / 2 Honour
Blooding Fury
By wounding himself, the Garou is able to tap into a fresh reservoir of Rage, for good or for ill. The Garou suffers 1 point of Aggravated Damage and receive 1 dot of Rage per 2 successes.- Type: Power
- Tag: Physical
- Range & Targets: Targets only the Garou himself.
- Cost: Receive 1 point of Aggravated damage + 1 Action.
- Conditions: Must be able to injure himself. Can only be used once per Scene. You cannot user Willpower to re-roll this test.
- Risk: People will wonder why your self-harming.
- Test: Primal Urge + Willpower (2)
- Resistance Roll: None
- Duration: Permanent.
- Spirits: Fire elemental.
- Cost / Upkeep: 4 Glory + 1 Honour / 2 Glory
Level 4
Visions of Slaughter
This frightening curse is derived from the White Howlers’ unusual practices of bonding with the ghosts of slain animals. By marking a person with his spit, blood or other bodily fluids, the werewolf can curse his victim to be haunted with visions of any animal or individual killed by the target’s actions (or inaction). Even animals can be driven to distraction by visions of prey animals that are always within view but cannot be touched. This Gift is of course of little use against the innocent, but against the soldiers, shapeshifters and vampires that werewolves most commonly face, it has terrible power. The effects of the Gift vary and depend on the storyteller but will generally lower the targets Willpower, attention and may induce a Disorder or Derangement.- Type: Ritual
- Tag: Physical, Spiritual and Mental
- Range & Targets: Targets a single individual within Touch and Vocal Range.
- Cost: 2 Gnosis Point + 1 Action
- Conditions: Must mark the target with spit or blood and recite a curse (extra dice are added if the curse contains the name of someone the target wronged). The power only affects those who have killed or who had caused death due to their actions/inaction.
- Risk: Depends on the method of marking.
- Test: Intelligence + Occult (5)
- Resistance Roll: None
- Duration: 1 week.
- Spirits: Banshee spirit.
- Cost / Upkeep: 4 Honour + 3 Wisdom / 2 Honour + 1 Wisdom
Maddening Howl
This howl-Gift represents one of the White Howlers’ worst weapons, a terrible ululating wail that bends the minds of those who hear it to the breaking point. Only White Howlers are immune to the howl — even in modern-day settings. All those within earshot (allies or enemies) who failed their Resistance roll develop a random Derangement or Disorder until the end of the Scene. Only White Howlers (not Black Spirals) and animals are unaffected.- Type: Power
- Tag: Physical and Mental
- Range & Targets: Targets everyone in Vocal Range.
- Cost: 1 Gnosis Point + 1 Rage Point + 1 Action
- Conditions: Must be in Crinos, Hispo or Lupus form.
- Risk: This Gift can be catastrophic due to its effect.
- Test: Charisma + Expression (3)
- Resistance Roll: Willpower Test
- Duration: 1 Scene.
- Spirits: Spirits of Fear.
- Cost / Upkeep: 4 Glory + 3 Wisdom / 2 Glory + 1 Wisdom
Level 5
White Fire
This forgotten Gift is the last link to the sacred bone-fires that the White Howlers kept before their Fall and conversion to Balefire. The werewolf can hurl a stream of blinding white fire from his hand, searing the flesh from the bones of his foes. The Garou hurls a white flamed ball of fire. The projectile homes in on the target and is extremely hard to dodge. Any target hit will suffer 1 point of Aggravated Damage and will be set aflame for the next D5 Turns. If used to target a Wyrm tainted foe the damage is instead upgraded to Lethal.Those set aflame will be Stunned unless they pass a Stamina + Survival test (5) and suffer 1 point of Aggravated (Lethal if Wyrm tainted) Damage at the start of its Turn.
A character can only be set aflame once but if the Gift is used multiple times than simply apply the result which would keep the target aflame for as long as possible.
- Type: Power
- Tag: Physical and Spiritual
- Range & Targets: Targets a single individual within 100 meters.
- Cost: 1 Gnosis Point + 1 Rage Point + 1 Action
- Conditions: None.
- Risk: Significant as you are tossing a ball of white fire.
- Test: Primal Urge + Occult (5)
- Resistance Roll: Dexterity + Athletics (must beat double the value of the Test)
- Duration: 1 Action + D5 Turn.
- Spirits: Lion spirit.
- Cost / Upkeep: 3 Wisdom + 3 Glory + 3 Honour / 2 Wisdom + 1 Glory + 1 Honour
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