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Posts tagged “giftbsd

Toxic Claws

Rank 1 Black Spiral Dancer Gift

The Dancer can cause toxic waste to ooze from her claws, coating them with an unhealthy greenish-gray slime. Wounds left by these claws tend to leave unhealthy-looking scars.

System: This Gift requires the expenditure of one Rage point and a turn of full concentration. For the remainder of the scene, the Dancer’s claws inflict an additional die of damage and leave residual Wyrm-taint on anything she slashes.

Source: Core book revised.


Rathead

Rank 1 Black Spiral Dancer Gift

The Dancer can squeeze her body through any opening no smaller than a quarter in diameter. This Gift looks very disturbing to the unsuspecting onlookers. Corrupted rat-spirits teach this Gift.

System: The Dancer’s player rolls Gnosis. If Successful she can squirm through any opening no smaller than a quarter. Doing so typically takes a single turn, depending on the opening’s length. The Gift remains active until the Garou has passed entirely out of the constricted space.

Source: Core book revised.


Sense Wyrm

Rank 1 Black Spiral Dancer Gift

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 eated tainted food. This power requires active concentration. Any spirit of Gaia may teach this Gift.

System: The player rolls Perception + Occult. The difficulty depends on the concentration and strength of the Wyrm’s influence. Sensing a single fomor in the next room would be difficulty 6, while detecting the stench of a Bane that was in the room an hour ago would be difficulty 8. Vampires register as Wyrm-tainted, save those with Humanity Traits of 7 or higher.

Source: Core book revised.


Wyrm Hide

Rank 2 Black Spiral Dancer Gift

A Dancer may use this Gift to transform her skin into a  lumpy, leather, odious sickly hide that grants her additional protection from harm. Once the Wyrm Hide wears off, it slides oozing and bubbling off the Black Spiral Dancer, leaving a congealing, smelly mess where she stood.

System: The Dancer must spend one pint of Rage to activate Wyrm Hide, and the player must roll Stamina + Survival. Each success grants the Dancer one additional soak die. This Gift lasts until the end of the scene. Until then, other Garou pay pick up her scent at two lower difficulty, due to the stench the power generates.

Source: Core book revised.


Patagia

Rank 2 Black Spiral Dancer Gift

The Dancer can extrude large flaps of skin under her arms, resembling a flying squirrel’s membranes. When not in use, the flaps usually shrink into the Dancer’s arms and sides, where they are not detectable.

System: The Dancer stretches her arms and leaps from a height. She may glide at 25 mpg, but the player must make Dexterity + Athletics rolls (at the Storyteller’s discretion) to avoid losing altitude.

Source: Core book revised.


Terrify

Rank 2 Black Spiral Dancer Gift

The Dancer with this Gift is more intimidating and terrifying than normal. A sneer from her is as effective as a full-throated grown from another.

System: Roll Charisma + Intimidation (difficulty is the target’s Willpower). If successful, the difficulties for Social rolls made against that target decrease by one — but only if intimidation could conceivably alter the outcome in the Dancer’s favor. The target’s difficulty to strike the Dancer in combat is one higher as well.

Source: Core book revised.


Ears of the Bat

Rank 2 Black Spiral Dancer Gift

This Gift allows the Black Spiral Dancer to use sonar like a bat. He may act in complete darkness without impairment. Black Spiral Dancers with this Gift have large, bat-like ears. Even in Homid form, they have abnormally large ears. Corrupted bat-spirits teach this Gift.

System: This Gift can be counteracted with some means of generating confusing ultrasonic sounds. Garou who make a Perception + Alertness (or Primal-Urge in Lupus) roll can hear the sonar. With three or more successes, she can determine the Dancer’s exact location.

Source: Core book revised.


Burning Scars

Rank 3 Black Spiral Dancer Gift

Black Spiral Dancers often carve stylized scars representing their devotion to the Wyrm into their bodies. With this Gift, a Dancer can draw upon that devotion to inflict horrible injuries on her foes. When invoked, this Gift causes the Dancer’s scars to glow with an unwholesome brilliance that almost seems to crawl into the victim’s body through his eyes, nose, mouth and ears, burning him from the inside out and leaving horrible burns that mimic the Dancer’s own scars.

System: The Dancer must grab the target, and the player must spend two Rage and roll Wits + Primal-Urge (difficulty is victim’s Stamina + 2). Each success inflicts one level of unsoakable aggravated damage that appears upon the victim’s body as a mirror of the Dacner’s glowing scars. These marks of the Wyrm may prove a powerful social handicap, and it may take some effort to remove them.

Source: Core book revised.


Foaming Fury

Rank 3 Black Spiral Dancer Gift

The Dancer’s mouth bubbles and foams with a noxious, greenish fluid. His eyes widen and roll in their sockets, showing the whites. The Dancer yips, barks and howls madly (and uncontrollably) as if in the grip of a rabid madness — a contagious one.

System: The player of anyone bitten by a Dancer using this Gift must succeed in a Stamina roll (difficulty 8, 6 if the Garou has Resist Toxin), lest the character fly into a rabid frenzy. (In effect, the character enters the Thrall of the Wyrm).

Source: Core book revised.


Doppelganger

Rank 4 Black Spiral Dancer Gift

The Garou may take the exact likeness of any other human, wolf or Garou. A chameleon-spirit teaches this Gift.

System: The player spends one Gnosis point and rolls Charisma + Performance (difficulty 8). Traits aren’t duplicated, but everything else, including voice, posture and scent, is identical. The effects last for one day per success.

Source: Core book revised.


Crawling Poison

Rank 4 Black Spiral Dancer Gift

When the Dancer calls upon this Gift, his fangs turn black with venom, and his breath grows more foul than is normal. The venom kills humans and animals slowly, and, the victim suffers terrible agony as the venom spreads through his body. A Garou’s regeneration will protect her from the pain and eventual death, but only at the cost of her normal rapid healing.

System: After making a successful bite attack that inflicts damage after soak, roll the Dancer’s Gnosis (difficulty is the victim’s Stamina, or Stamina +2 if the victim has Resist Toxin). Each success inhibits the victim’s regeneration for one hour. When used on humans or animals, the poison subtracts one from all Physical Attributes each hour. If Strength or Dexterity reach zero, the victim may not move without assistance. If Stamina reaches zero, the victim dies a painful and messy death. The toxin may be stopped only by supernatural means. Mother’s Touch (difficulty as normal) can negate it on a one-for-one success ratio, but the Garou using it must spend one Gnosis point per success.

Source: Core book revised.


Mask Taint

Rank 5 Black Spiral Dancer Gift

A Dancer with this Gift can hide his Wyrm-taint from all senses or Gifts that may detect it.

System: Spend two Gnosis points and roll the Dancer’s Appearance + Subterfuge (difficulty 8). The effect lasts for one scene. Shadow Lords may still detect Wyrm-taint — with Sense Wyrm (difficulty 8) — from a Dancer thus veiled.

Source: Core book revised.


Avatar of the Wyrm

Rank 5 Black Spiral Dancer Gift

The Dancer assumes an awful and horrific visage, perhaps even a facet of the Wyrm itself (albeit a small one). The Dancer increases in size, it skin becomes scaly and greenish-gray, and his claws increase in length to jagged, vicious knives dripping with venom. His howl becomes a terrifying roar. Only a Maeljin Incarna, one of the Wyrm’s most powerful avatars, can teach this Gift.

System: Spend one Gnosis point and one Rage point. The Dancer must concentrate for a full turn, at the end of which the transformation occurs. The Dancer shifts to Crinos automatically (if he wasn’t already in that form) and adds an additional dot to all Physical Attributes, and one Bruised health level. Additionally, his claws inflict an additional die of damage and are unsoakable. Finally, treat Delirium as three levels worse to onlookers.

Source: Core book revised.


Balefire

Rank 5 Black Spiral Dancer Gift

The Dancer can hurl balls of sickly green flame at her enemies. Balefire, as the very lifeblood of the Wyrm, is very dangerous to werewolves. It often inflicts hideous and life-threatening mutations, as well as tainting the victim heavily. It’s impossible to dodge Balefire — it moves with a malicious intelligence. It can only be resisted.

System: Roll Dexterity + Athletics, taking the standard ranged-combat modifier into account. The victim resists with Stamina (difficulty 8), and his roll must equal or exceed the Dancer’s successes. If the victim fails to resist, the Balefire’s influence mutates her. Treat each success over resistance as one level of aggravated damage for the purposes of healing/rejecting the mutation. This damage is not soakable (the resistance roll is the soak roll). Afflicted werewolves may grow extra (useless) eyes, lose all of her fur and hair, go blind, deaf or anosmic (no sense of taste or smell) temporarily. Until she rejects the mutations and undergoes a Rite of Cleansing, she registers a strong taint to the Gift: Sense Wyrm.

Source: Core book revised.