Werewolf the Apocalypse information source

Rank 4 Black Spiral Dancer Gifts

A list of all Rank 4 Black Spiral Dancer Gifts for Werewolf: the Apocalypse, compiled from all source books, using the revised edition of books when available. For Black Spiral Dancer Gifts of all ranks, see All Black Spiral Dancer Gifts.

Open Wounds

Rank 4 Black Spiral Dancer Gift

As the Shadow Lord Gift.

Shadow Lord Gift: The Garou may cause the next wound he inflicts to bleed profusely, weakening the target further. A pain-sprit teaches this Gift.

System: The player spends one Gnosis point and rolls Strength + Medicine (difficulty 7). If the Shadow Lord’s next attack does any damage, the target will bleed continuously, losing one health level per turn for a number of turns equal to the number of successes rolled. This hemorrhaging is considered lethal damage.

Source: Book of the Wyrm


Call Elemental

Rank 4 Black Spiral Dancer Gift

As the Uktena Gift; however, the Dancer’s call is always answered by a Wyrm elemental, such as a furmling or Hogling.

Uktena Gift: The Garou is able to call one of the four classic elementals to his aid (earth, air, fire or water). An elemental teaches this Gift.

System: The player spends one Gnosis point and rolls Gnosis (difficulty of the area’s Gauntlet). She must then roll Manipulation + Occult (difficulty 7) to make the elemental look favorably upon the Garou. The elemental vanishes at the end of the scene.

Source: Book of the Wyrm


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.


Beautiful Lie

Rank 4 Black Spiral Dancer Gift

When the Veil is endangered, Gaia protects the minds of the innocent with the Delirium, granting false memories and delusions. Since Black Spirals commit particularly grisly crimes, they can use this Gift to channel the Delirium, producing further misdirection or even summoning false evidence to cover up their activities.

Spirits serving Kirijama and Hakaken are both proficient in this sort of activity. They typically employ subterfuge to deceive those they wish to suborn. If a werewolf recruits enough servants for their scheme, this Gift may be taught in exchange. A Black Spiral with a particularly ingenious Dance of Cunning may also learn this Gift in the Shattered Labyrinth, especially if he exposes (or perpetuates) a particularly brilliant lie.

System: A Black Spiral observing a particularly unsubtle crime may attempt to cover it up with a “beautiful lie.” He begins to chant a story of what humans nearby are actually seeing. The Dancer spends one point of Gnosis and rolls Wits + Subterfuge; the difficulty is 6 (as long as the story is vaguely plausible). Mass delusions follow, and ephemeral evidence (e.g. animal footprints, a bloody chainsaw, saliva from a rabid dog) remains for an entire hour to obfuscate the truth.

Source: Book of the Wyrm


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