Nocturne V.2
A World of Darkness Sim
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CHILDREN OF GAIA
Color Key:
RAGE GIFTS (Glory)
NON POWERED GIFTS (Honor)
GNOSIS GIFTS (Wisdom)
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RANK 1
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Mercy
Rank 1 Children of Gaia Gift
Children of Gaia see no use for lethal force when they are not fighting minions of the Wyrm, but even they succumb to frenzy. This Gift, used chiefly by Children of Gaia with high Rage or in duels, allows the Garou to use her natural weaponry and Rage without fear of killing her opponent. A dove-spirit teaches this Gift.
System:
Free Action
Costs 1 Gnosis
Lasts a scene
All damage that the Garou inflicts with her own body (claws and teeth, but no weapons of any kind) is considered bashing. A creature “killed” by such damage merely falls unconscious, and he may heal the wounds at the usual rate for bashing damage.
Brother’s Scent
Rank 1 Children of Gaia Gift
Drawing upon the universal brotherhood of all creatures of Gaia, the werewolf seems to fit in wherever he goes. Those given no reason to suspect the Child’s presence simply overlook her. A servant of Unicorn teaches this Gift.
System:
Resisted Action
Costs 1 Gnosis
Roll Charisma + Empathy vs Wits + Perception
All individuals not specifically on guard against intruders overlook any incongruity in the Garou’s appearance — for example, a naked man covered in blood and carrying a grand klaive walking through a high-society ball would draw no particular notice, nor would a wolf wandering through a residential neighborhood. The Garou isn’t invisible, he simply doesn’t stand out when he otherwise should, and his appearance is considered unremarkable even when he’s interacted with. If the werewolf’s actions alone would draw attention to himself (shouting, starting a fight, attempting to kick down a locked door) the Gift’s illusion is immediately broken. Those specifically on the lookout for individuals who don’t belong (security guards at a private facility, for example) don’t succumb to this Gift.
Swallow Rage
Rank 1 Children of Gaia Gift
This Gift allows the Child of Gaia to overcome her innate savagery, although at a dangerous cost. By use of this Gift, the Child may stop a frenzy and reduce her Rage by directing it inward. The inward battle is visible for several minutes and can take the form of a shuddering concentration or even a masochistic heating. An ancestor-spirit teaches this Gift.
System:
Normal Action
Roll Rage, Difficulty 10
When the Garou falls into frenzy, the player may make a Rage roll on next turn. Beating the difficulty brings garou out of frenzy but each success also deals 1 aggravated damage to garou.
Resist Pain
Rank 1 Philodox / Children of Gaia / Get of Fenris / Wendigo Gift
Through force of will, the Philodox is able to ignore the pain of his wounds and continue acting normally. A bear-spirit teaches this Gift.
System:
Free Action
Costs 1 Gnosis
Duration: A Scene
The player may choose to heal their wounds via gnosis spend rather than rage gain for the remainder of the scene. Note: They may use both methods but not in the same turn.
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Mother’s Touch
Rank 1 Theurge / Children of Gaia / Black Furies / Glass Walker Gift
The Garou is able to heal the wounds of any living creature, aggravated or otherwise, simply by laying hands over the afflicted area. The Garou may not heal herself, spirits or the undead with this Gift. A bear- or unicorn-spirit teaches this Gift.
System:
Normal Action
Costs 1 Gnosis
Roll Intelligence + Medicine Difficulty 16
Not Usable on Self
Each success heals 1 HP (max 5 HP). The Theurge may heal even Battle Scars in this manner if the Theurge uses the Gift in the same scene in which the scar was obtained and she spends a second Gnosis point.
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Persuasion
Rank 1 Homid / Fianna / Glass Walkers / Children of Gaia Gift
This Gift allows a homid to become more persuasive when dealing with others, in such a way that his statements and arguments are imbued with added meaning or credibility. An ancestor-spirit teaches this Gift.
System:
Resisted Action
Roll Manipulation + Persuasion vs Wits + Empathy
Targets that failed must see garou's point, although this affect will only last for one scene. The target can't be persuaded to do something that is dangerous, too out of character, or would break their code morale o belief. Can't be used in combat.
A werewolf could win arguments with hard line opponents, or cause a cold-hearted psychopath to relent (at least for a little while).
((more useful against NPC characters than player characters)
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RANK 2
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Jam Technology
Rank 2 Homid / Glass Walker / Children of Gaia / Ragabash Gift
The werewolf can cause technological devices to cease functioning, albeit temporarily. Even the simplest of shaped objects will refuse to perform its function. A Gremlin — a type of Wyld-spirit that enjoys breaking things — teaches this Gift
System:
Normal Action
Costs 1 Gnosis point
Roll Manipulation + Crafts.
The difficulty of the roll is based on the following chart:
Device Difficulty
Computer 10
Phone 14
Automobile 16
Gun 18
Blade 20
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DURATION: 1 turn per success
Range: 20 meters.
The werewolf may choose the level of complexity she inteds to “jam.” All technological devices (i.e., any devices shaped from fabricated materials like metal or plastic). The devices remain unchanged but inert. Knives won’t cut, gunpowder won’t ignite, gears won’t turn and so on. Magically enhanced weapons have some degree of immunity to this gift.
Stinging Blows
Rank 2 Children of Gaia Gift
The Children hate to admit it, but sometimes you can’t negotiate your way to a position of peace. Occasionally, you have to have faith in your own righteousness, and enforce you will upon those who are genuinely acting like children. But it you’re going to do it, at least you can make your claim as strongly as possible and prevent unnecessary damage. This Gift is taught by a wasp spirit.
System:
Free Action
Gain 1 Rage
Duration: A Scene
Garou attacks are so painful that anyone struck by her immediately ignores any other foes he may be facing and attack the Garou (Resolve + Composure roll, difficulty 20 to resist).
Unicorn’s Arsenal
Rank 2 Children of Gaia Gift
The werewolf’s claws and fangs become dazzling and pearlescent, shining with an inner multihued glory. Those wounded by these natural weapons lose the will to fight. An avatar of Unicorn teaches this Gift.
System:
Free Action
Costs 1 Gnosis
Any opponent bearing a wound delivered by the Unicorn’s Arsenal gets a penalty of -2 to all attack rolls until said penalty healed out. This does not stack with it self so hitting someone the second time wont apply more penalty. The victim may either heal portion of the penalty away or heal fully, each point of HP healed removed a point of penalty.
Spiritual Wrath
Rank 2 Ahroun / Children of Gaia Gift
Garou are by nature beings half of corporeal flesh and half of spirit ephemera, living in two worlds simultaneously. By calling upon this Gift, an Ahroun manifests her spiritual nature more strongly than physical for a brief period, allowing her claws to cut through defenses they could never normally pierce. This Gift has no effect on creatures that are half spirit already like other Garou, fomori and changelings. But any being entirely of one world, such as Banes, vampires, ghosts or animals, is vulnerable to its sting. Any spirit of war can teach this Gift.
System:
Normal Action
Costs 1 Gnosis
Adds +1 damage on the attack if it lands.
Grandmother’s Touch
Rank 2 Children of Gaia Gift
This Gift heals as does Mother’s Touch, but can heal the user of the Gift. This Gift cannot heal spirits or the undead. A unicorn-spirit teaches this Gift.
System:
Normal Action
Costs 1 Gnosis
Roll Intelligence + Medicine Difficulty 16
Each success heals 1 HP (Max 5), and the Child may heal Battle Scars as well with the expenditure of an additional Gnosis point, as long as the Battle Scar was received in the same scene. Alternately, by not healing wounds, the Garou may suppress a Derangement for one day per success.
Calm
Rank 2 Children of Gaia Gift
This Gift imparts the secret of quelling the anger in others. A unicorn-spirit teaches this Gift.
System:
Resisted Action
Costs 1 Gnosis
Roll Resolve + Composure vs Resolve + Composure
Ends someone's frenzy.
Domestic Seeming
Rank 2 Children of Gaia Gift
Unicorn does not want humans to fear her children, even the lupus. Many lupus Children of Gaia learn this Gift in the interest of walking comfortably among humans. By using this Gift, a werewolf in Lupus form convinces observers that they see a dog, not a wolf. Ordinary humans look at the wolf and think “husky,” “malamute” or some other similar breed of dog. Even other supernatural beings (save spirits) can be fooled by the Gift, seeing what they expect to see rather than the truth. This Gift is taught by any spirit of peace.
System:
Free Action
Spirits of the Middle Umbra are not affected by the Gift at all; they recognize the werewolf as one of Gaia’s warriors as usual. The Gift’s effects last for a scene, or until the werewolf changes form.
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RANK 3
Pain Chain
Rank 3 Children of Gaia Gift
A doctor who treats only the symptoms of a disease doesn’t cure it, but merely prolongs the patient’s suffering. The Children of Gaia likewise know that only attacking the pawns of the Wyrm merely prolongs the Apocalypse War, rather than ending it. This Gift helps them go after the Wyrm itself by sensing who’s pulling whose strings, and even understanding who’s pulling theirs in turn. It is taught by a dog-spirit.
System:
Resisted Action
Costs 1 Gnosis
Roll Resolve + Composure vs Resolve + Composure
Each success lets you move “up the chain” one step, revealing the name and face of the next person delivering orders to your target. A single success would reveal that the corporate oil baron is being ridden by a particularly manipulative Bane, two would let you know which Black Spiral summoned the Bane, and three might tell you who that Black Spiral’s alpha is. None of this informs the Child of Gaia where these people are, but it gives them firm names and visual impressions to go after.
Luna’s Armor
Rank 3 Children of Gaia / Shadow Lord / Ahroun / Silver Fang Gift
Many Galliards relate stories describing the werewolves’ weakness to silver as a kind of chiminage — the price Luna extracts from her children for the gift of Rage. Using this Gift, the werewolf can, at great cost, briefly shield himself against silver’s damaging power with his own spiritual energies. A Lune teaches this Gift.
System:
Free Action
Costs 1 Gnosis per turn
Duration: 1 turn per Gnosis spent
By using this gift garou turn damage done by silver into lethal type.
Guilt Trip
Rank 3 Children of Gaia Gift
By unearthing buried guilt and remorse, the Child of Gaia can force another to perform an action against her own will. Even if little relation exists between the guilty conscience and the task at hand, the Gift can be effective. Better results occur when there is a direct link, however. The Gift works best when the target wants to perform the action, but pride or fear prevents her from doing so.
Many urban spirits that have witnessed the cruelty of humanity toward itself know this Gift and teach it to the Garou.
System:
Resisted Action
Roll Resolve + Composure vs Resolve + Composure
One success barely gets a Bone Gnawer to lift his pinkie, whereas five successes can force a proud Silver Fang to beg for forgiveness.
Dazzle
Rank 3 Children of Gaia Gift
The Garou can flood a target’s mind with the glory and love of Gaia, rendering him harmless for a short while. A unicorn-spirit teaches this Gift.
System:
Resisted Action
Roll Resolve + Composure vs Resolve + Composure
Duration: 1 turn per success
Dazzle rarely works to pacify spirits that don’t feel emotion or that have specific emotional focus (like hate-spirits). Success indicates that the target sits down and stays there, contemplating Gaia’s love quietly. Attacking the target will disrupt the effects of this Gift.
Chant of Morpheus
Rank 3 Children of Gaia Gift
The user of this Gift can induce a long, restful slumber in the target. Although the Gift will not stop a frenzied werewolf, it can ward off a frenzy before one takes place. The Gift disinclines any hostile activity after the peaceful rest. Also, the waking victim is able to think much more clearly. An opossum-spirit teaches this Gift to individuals with patience and a lot of time.
System:
Resisted Action
Roll Resolve + Composure vs Resolve + Composure
Any attacks directed at the sleeper awaken her immediately and end the effects of the Gift. This will also not put victim to sleep if they are aware of the impending or ongoing conflict.
Parting the Velvet Curtain
Rank 3 Theurge / Children of Gaia Gift
The Garou with this Gift may open the Gauntlet, physically transporting creatures other than shapeshifters into the Umbra. This Gift is taught by a turtle-spirit.
System:
Resisted Action
Costs 1 Gnosis
Roll Resolve + Composure vs Resolve + Composure
The Garou must touch the creature to be affected. If the roll is successful, the Gift user automatically steps sideways along with his passengers.
While in the Umbra, the affected creatures are bound to the Garou with silk threads. They will always remain by the Garou’s side and must leave the Umbra when the Garou does. However, the Garou may sever a thread and send a creature back to its starting point.
If the affected creature wants to resist either the initial transition or the return to the physical world, she may make a resisted Resolve + Composure roll against the Gift-wielder.
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RANK 4
Unicorn’s Grace
Rank 4 Children of Gaia Gift
A Garou with this Gift never loses her poise and rarely loses her temper. Even in the nastiest arguments or the bloodiest combats, Children of Gaia can maintain their cool with this blessing. An avatar of Unicorn teaches her followers this Gift.
System:
Free Action
Costs 1 Gnosis
Garou represses her Rage for an entire scene. No matter how many Rage points the Garou has, humans and animals are unable to detect her supernatural essence, therefore unable to undetify them as supernatural. The Garou also cannot frenzy and can gain only 1 Rage per turn.
Serenity
Rank 4 Children of Gaia Gift
The Garou can fill a hot heart with the peace of Gaia, even in the midst of battle. An avatar of Unicorn teaches this Gift.
System:
Resist Action
Costs 1 Gnosis
Roll Resolve + Composure vs Resolve + Composure
Duration: 1 Turn per success
The target automatically fails all Rage rolls, cannot frenzy, and cannot gain Rage.
Uncaught Since the Primal Morn
Rank 4 Children of Gaia Gift
This Gift grants Unicorn’s perfect speed to the Garou, allowing her to outrun virtually any pursuer. An avatar of Unicorn reaches this Gift.
System:
Free Action
Costs 1 Gnosis
Adds +10 meters per turn to movement speed.
Beast Life
Rank 4 Lupus / Rank 4 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.
Children of Gaia: Children of Gaia who use this Gift never do so if the animals attracted would come to harm, unless the very heart of a caern is threatened.
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.
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RANK 5
The Living Wood
Rank 5 Children of Gaia Gift
The Garou calls upon the spirits of the forest to come to her aid. The trees around the Child of Gaia animate, and they can restrain or right foes. A Glade Child teaches this Gift.
System:
Normal Action
Costs 1 Gnosis
Roll Roll Resolve + Composure, Difficulty 16
Each success animates one tree. Smaller trees have stats of Regular Level Summons, while big trees have stats of High Level Summons. (See Bestiary)
Halo of the Sun
Rank 5 Children of Gaia Gift
The Garou is surrounded by a nimbus of blazing sunlight. Some Wyrm-creatures may flee before this terrifying sight, but any who stay and fight discover that the Garou strikes with added power. Helios, the Celestine of the sun, teaches this Gift.
System:
Free Action
Costs 1 Gnosis
The effects of the Gift last for one scene. The Garou is surrounded in blinding sunlight, and anyone looking directly at the werewolf is blinded (add -3 penalty to attacking the Garou). The Garou have +2 to all attack rolls and deals aggravated damage in all forms, and hand damage is considered aggravated in all forms. Any vampires within 20 meters take 1 aggravated damage upon activation as though exposed to true, direct sunlight and roll for frenzy, difficulty 16.
Trust of Gaia
Rank 5 Children of Gaia Gift
With this Gift, the Garou instantly earns the trust of all who meet him or hear him, even over a telephone or television. They feel instinctively that he is a good and trustworthy person. This feeling wells up from such a deep level that it cannot be changed by even the most invasive mind control. People affected by this Gift can still be mind-controlled to attack the Garou, but hate doing so. Those who are Wyrm-corrupted feel intense dislike instead of trust.
This trust is strong, but it does not supersede the person’s common sense. If the Child of Gaia is firing a machine gun into the crowd, the people will still scatter, rather than trust that he’ll miss them. However, they will all be convinced that he had a very good reason for firing.
The Children of Gaia warn that this Gift has great potential for abuse, and punish those who use it for petty gain. This Gift is taught by an avatar of Unicorn.
System:
Resist Action
Roll Resolve + Composure vs Resolve + Composure
Wyrm beasts are immune. If successful, everyone who sees, hears, or experiences the Garou in any way must make a resistance Resolve + Composure roll or feel a high degree of trust for the Garou. They will confide in him as they would a trusted friend. The effect will last for one scene, or as long as the person remains in contact with the Garou.
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