Nocturne V.2
A World of Darkness Sim
WEREWOLVES
The Warriors Of Gaia
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LUPUS
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Color Key:
RAGE GIFTS (Glory)
NON POWERED GIFTS (Honor)
GNOSIS GIFTS (Wisdom)
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RANK 1
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Leap of the Kangaroo
Rank 1 Fianna Gift / Homid / Lupus Gift
The old legends relate of Fianna warriors leaping over enemies and crossing rivers without getting their feet wet; this Gift is one way they did it. Taught by a salmon-spirit or ancestor-spirit, this Gift is functionally identical to the Lupus Gift: Hare’s Leap.
Hare’s Leap: By invoking this Gift, the werewolf may leap incredible distances. Hare-, frog- and cat-spirits usually teach this Gift. The lost Bunyip knew this Gift as Leap of the Kangaroo, however marsupial-spirits seem loath to aid werewolves these days. Today, many werewolves call this Gift “Leap of the Kangaroo” in their fallen cousins’ honor.
System:
Normal Action
Rolls Strength + Athletics, may be used as an attack.
If successful, move up to 20 meters and perform an action.
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Heightened Senses
Rank 1 Lupus / Black Furies / Galliard Gift
The werewolf with this Gift tunes in to the world around him, increasing his senses vastly, allowing him to hear sounds beyond his normal range, granting him superior night vision and making his sense of smell stronger than that of any dog. In wolf forms, his senses become preternaturally potent, allowing him to perform feats that border on precognition. This Gift has drawbacks as well. If a fire alarm were to go off around a Garou using this Gift, it might render him helpless. Cities can barrage the werewolf with a sensory overload. Wolf-spirits teach this gift.
System:
Normal Action
Costs 1 Gnosis
Duration: A Scene
The werewolf’s may get +2 to Perception rolls. In Crinos, Hispo and Lupus forms the werewolf also gains +1 to Primal-Urge rolls.
Sense Prey
Rank 1 Lupus Gift
Werewolves used this ancient Gift during hard winters to feed their packs. The Gift lets Garou locate enough prey to feed a pack. In the urban environment, this Gift guides the lupus to prey within the city, usually in parks, sewers, animal shelters and even zoos. The Gift will tell the werewolf the location of large numbers of prey within 50 miles in the wilds, and within the limits of a city and its suburbs. Humans do not register as prey animals, although some say that the Red Talons know a variant of this Gift that can find them. A wolf-spirit teaches this Gift.
System:
Normal Action
The hunter’s player rolls Perception + Primal-Urge. The difficulty is 14 in wilderness environments and 18 in urban environments.
Success indicates the location of enough prey to feed a large pack. In the case of multiple sources, the Gift guides the werewolf to the nearest source (although not necessarily the easiest or safest).
Sense Trinity
Rank 1 Lupus / Metis / Homid Gift
The Garou may sensewhat is the dominant spirit influence in the person, animal, spirit, and ther sentient beings alike. Any Gaian spirit can teach this Gift.
System:
Normal Action
Roll Perception + Intelligence, Difficulty 14
Allows to see if someone Wyld, Weaver, or Wyrm aligned or most heavily influenced at the time.
Predator’s Arsenal
Rank 1 Lupus Gift
One of the most unnerving aspects of the Homid shape is its lack of proper weapons. This Gift remedies that problem (while still retaining much of the Homid shape’s ability to blend in with the human world), granting the Garou battle-ready claws and teeth in Homid form. It is taught by a wolf-spirit.
System:
Free Action
Turns unarmed damage into lethal type in homid form as well as adding +1 to attack rolls. These fangs may be concealed by simple expediencies such as the werewolf keeping her mouth closed, wearing long sleeves, or keeping her hands in her pockets. She can even speak normally without giving herself away, as long as she’s careful not to open her mouth too wide or smile so that her teeth show, although her voice sounds rough and a bit distorted. This only works in homid form and does not stack with any weapons.
Prey Mind
Rank 1 Lupus Gift
The wolf is not always the predator, as lupus sorely realize. Humans’ capability for destruction grows ever greater, and more wolves die at their hands every day. When the predator becomes prey, it is this Gift that comes to the fore and assists the Garou in evasion, showing them places to hide, ways to run, and even chances to attack back. A lamb or deer-spirit teaches the Gift.
System:
Normal Action
The player rolls Intelligence + Primal-Urge, difficulty 14 in wilderness environments, 18 in urban environments.
Success guides the wolf in how to best evade her pursuers; she gains +3 to rolls made to escape, outdistance, hide from or evade pursuit.
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Scent of the True Form
Rank 1 Philodox / Lupus / Fiana Gift
This Gift allows the Garou to determine the true nature of a person. This information is conveyed as an olfactory sensation — it is actually a scent of the target’s natural form. Any spirit servant of Gaia can teach this Gift.
The Garou can tell automatically when someone is a werewolf; or plain human anything else requires a roll.
System:
Normal Action
Roll Perception + Primal Urge vs Composure + Performance
When recognizing other races, follow Occult rules.
If your roll fails, the target remains a mystery to you, You may NOT attempt to identify them again.
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RANK 2
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Scent of Sight
Rank 2 Lupus Gift
The werewolf can compensate for her vision completely by using her sense of smell. She can sense invisible creatures easier or navigate roughly in absolute darkness. Wolf-spirits teach this Gift.
System:
Normal Action
Rolls Perception + Primal Urge, Difficulty 14.
Allows to ignore blind penalties by using smell.
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Eye of the Eagle
Rank 2 Lupus Gift
This Gift allows the user to see long distances, over “two looks away.”
System:
Normal Action
The player rolls Perception + Alertness, Difficulty 16.
Allows to see as far as 100 meters ahead (sim size based). This Gift will not work well in the city, as buildings tend to get in the way.
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Go for the Jugular
Rank 2 Lupus Gift
Wolves have an uncanny ability to spot vulnerability. The lupus follows suit, sinking her teeth into the softest and most unprotected part of her foe that she can find. A wolf- or coyote-spirit teaches this Gift.
System:
Normal Action
Gain 1 Rage
+2 on next attack roll (bite).
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Howls in the Night
Rank 2 Lupus / Galliard / Red Talon / Shadow Lord Gift
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. A wolf-spirit teaches this Gift.
System:
Resisted Action
Costs 1 Gnosis
Roll Stamina + Primal Urge vs Resolve + Composure
Duration: A Scene
This call can be heard by anyone who is no more than 100 meters away on the sim. All Garou gain +1 to Strength and Athletics rolls while all their enemies get -1 to Strength rolls.
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RANK 3
Name the Spirit
Rank 3 Lupus / Theurge Gift
A werewolf with this Gift becomes familiar with the ways of the Umbra. He can sense the type and approximate Trait levels (Rage, Gnosis, Willpower) of spirits. A spirit servant of the Uktena totem teaches this Gift.
System:
Normal Action
Roll Perception + Occult, Difficulty 16
Additionally after learning the name of the Spirit, garou may roll the gift to find the said Spirit in Umbra.
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Catfeet
Rank 3 Lupus
This Gift gives the werewolf the agility of a cat, making him immune to falls under 100 feet (he lands on his feet just right). He also has perfect balance even on the most slippery surfaces. Cat-spirits teach this Gift. Possom-spirits teach the Bunyip version.
System:
Passive
Take no damage when falling from 1-3 story buildings heights.
Monkey Tail
Rank 3 Lupus Gift
Although the lupus’ tail retains the appearance of a regular wolf’s tail, it gains far more agility and flexibility. Although incapable of fine manipulation, the tail can grasp objects, wrap around branches or allow the Garou to hang upside down. The tail can also attack from an unexpected direction. A monkey-spirit must be persuaded to teach a Garou this Gift.
System:
Free Action
After learning the Gift, the Garou’s tail automatically becomes prehensile whenever she likes. When attempting to life objects with her tail, the Garou’s Strength rating is halved. If used as an attack it comes at -1 penalty.
Strength of Gaia
Rank 3 Lupus Gift
The Goddess blesses the lupus with the fullness of his might when he wears the most natural of his skins. While wearing lupus form, the Garou enjoys the full might of Crinos. A wolf-spirit teaches this Gift.
System:
Free Action
Gain 1 Rage
This only affects the Strength rating. Means in Lupus form Garou has Strength +4, that of a Crinos.
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RANK 4
Scream of Gaia
Rank 4 Get of Fenris / Lupus / Wendigo Gift
The Garou emits a horrible, ragged scream imbued with Rage and pain of Gaia. The force of the scream batters foes and knocks them off their feet. Storm-spirits, which the Get call Sturms, teach this Gift.
System:
Normal Action
Costs 1 Gnosis
Roll Rage + Primal Urge vs Dexterity + Athletics
Everyone within a 10 meter radius must roll the resist.
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If victim wins the roll then nothing happens to them.
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If garou wins the roll then victim loses balance and one action
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If garou wins their roll by 5+ successes or the victim botches then not only they lose their action this turn but also are knocked off their feet and must spend next turn getting up.
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Gnaw
Rank 4 Ahroun / Get of Fenris / Red Talon / Lupus / Metis Gift
The werewolf’s jaws strengthen to the point that she can chew through just about anything, given enough time. In addition, her jaws do more damage in combat, and only death will break her grip if she clamps her teeth into an opponent. Wolf-spirit teaches this Gift.
System:
Normal Action
Gain 1 Rage
Make a Bite Attack
Adds +1 damage on the attack if it lands. Upon dealing 4+ damage garou also disables limbs (-3 penalty to physical rolls). This gift also may be used to chew through objects, even steel bars.
Beast Life
Rank 4 Lupus / Children of Gaia Gift
The werewolf with this Gift can communicate with other wild animals and attract (or even command) them. Domesticated animals will speak with the werewolf, but they have given themselves to the ways of humans and must be persuaded to obey the Garou. Any animal spirit may teach this Gift, although Lion and Bear are most often sought as teachers.
System:
Normal Action
Costs 1 Gnosis
Roll Charisma + Animal Ken, Difficulty 14
The character gains the ability to communicate with all animals automatically. One success can attract specific types of animals within an area, and those that can reach the werewolf in a reasonable amount of time will do so. All wild animals become friendly to the character. They follow any reasonable request the character makes, and many unreasonable ones as well. A character who uses this Gift to force an animal to sacrifice itself had best pay homage to its spirit or risk angering Gaia.
Venom
Rank 4 Lupus Gift
A common trick of desert-dwelling Garou, this Gift allows the user to produce a noxious venom. The werewolf’s bile can incapacitate or even kill a victim. The Garou herself is immune to her own poison, but she can be incapacitated by another Garou’s Venom attack.
A rattlesnake-spirit teaches this Gift. Most Garou hesitate to make deals with snakes and serpents, but sometimes necessity outweighs prejudice.
System:
Normal Action
Costs 2 Gnosis
After making a successful bite attack, the Garou must roll Stamina + Primal-Urge vs Stamina + Athletics
Each success reduces victims Stamina by -1 (max -5). This effect is applied over time, so say 4 successes been scored, victim will then take 1 damage over 4 turns.
Terror of the Dire Wolf
Rank 4 Lupus Gift
Wolves haunt the ancestral nightmares of humanity, and of those monsters that were once human. The werewolf lets out a fierce snarl that triggers primordial terror in opponents and drowns them in the Delirium. A wolf-spirit teaches this Gift.
System:
Resisted Action
Gain 1 Rage
Roll Resolve + Composure vs Resolve + Composure
If successful, the werewolf invokes the full effect of the Delirium on any human, formerly-human, or partly-human creature who can see them — including those normally immune to the Delirium, such as mages and vampires. Only other werewolves and Fera are immune. It may be used in any form.
RANK 5
Boon of the Animal Fathers
Rank 5 Lupus Gift
By entreaty to a specific Animal Father, the Garou can gain that specific animal totem for one scene. If the Garou entreaties Father Moose, the Garou can gain Moose as his totem for that scene, gaining all the benefits as if she were allied to that totem. This does not give the special powers granted by the metis gift Totem Gift, only the regular benefits of a totem alliance. The Animal Fathers are believed to be different, more specific, aspects of the animal totems. This gift only works with totems that embody “real” animals; Unicorn or Pegasus cannot be entreated with this gift.
System:
Normal Action
Costs 2 Gnosis
Roll Intelligence + Primal Urge, Difficulty 16
This gift may only be used once per scene.
Elemental Gift
Rank 5 Lupus Gift
The werewolf calls upon the primal force of Gaia Herself, thereby commanding the spirits of the elements to rise up, undulate forward and even engulf foes. This Gift summons an elemental spirit, not merely the raw matter of the elements, but the primal spirits possessing power enough to challenge even something as powerful as a Nexus Crawler. The elementals grant this Gift.
System:
Normal Action
Costs 2 Gnosis
Roll Gnosis + Occult, Difficulty 14
If successful, he calls an elemental who grants him the ability to control a large volume of air, earth, water or fire (in any of their forms). The effect lasts for one scene or until the elemental leaves or is destroyed (15 HP, spirit does not defend themselves or does any actions, they are present as stationary avatar but also can't be seen without ability to see spirits).
Only 1 effect may be activated at the time.
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Air creates high winds that give -3 to all physical rolls.
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Earth adds +3 to defense rolls to self or chosen target.
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Water can be used to give +3 to defense rolls to self or others or to give -3 to physical rolls (however a large body of water is needed, like lake, river, or pond).
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Fire adds +3 to attack rolls.
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