Werewolf the Apocalypse information source

Posts tagged “gifttheurge

Sense Wyrm

Rank 1 Metis Gift / Rank 1 Theurge / Rank 1 Black Furies / Rank 1 Silent Strider / Rank 1 Silver Fang / Rank 1 Stargazer

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.


Mother’s Touch

Rank 1 Theurge Gift / Rank 1 Children of Gaia 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 unicor-spirit teaches this Gift.

System: The player spends on Gnosis point and rolls Intelligence + Medicine (difficulty of the wounded individual’s Rage, or 6 for non-Garou). Each success heals one health level. 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. There is no limit to how many times this Gift may be used on a person, but each use requires the expenditure of one Gnosis.

Source: Core book revised.


Spirit Speech

Rank 1 Theurge Gift / Rank 1 Uktena Gift

This Gift allows the Garou to communicate with encountered spirits. The Garou is thus able to address them whether they wish to be adddressed or not. Of course, nothing (usually) prevents the spirit from ignoring the Theurge or leaving. Any spirit can teach this Gift.

System: Once learned, this Gift allows the Garou to understand the communication of spirits intuitively. Particularly alien spirits may be difficult — or, in the case of many Banes, outright painful — to understand.

Source: Core book revised.


Command Spirit

Rank 2 Theurge Gift

The Theurge can give simple commands to encountered spirits and expect a measure of compliance. This Gift does not grant the ability to summon spirits. It enables the user only to coerce them to obey. Any Incarna avatar can teach this Gift.

System: The player must spend a Willpower point and roll Charisma + Leadership (difficulty of the spirit’s Gnosis). Each successive command requires the expenditure of another Willpower point. Note that the Garous cannot command spirits to leave areas to which they have been bound. Doing so requires the Level Three Theurge Gift Exorcism.

Source: Core book revised.


Sight from Beyond

Rank 2 Theurge Gift

When danger stalks the Garou or momentous events are in the offing, visions begin striking the Garou without warning. The nature of the danger is veiled in metaphor — a powerful vampire may appear in the Theurge’s dream as a bloody skeleton, while an impending battle might be heralded by dreams of carrion crows. Cros-spirits teach this Gift.

System: Interpreting these signs is best handled through roleplaying, but the Storyteller can require the Garou’s player to roll Wits + Occult (difficulty 7) if he deems appropriate.

Source: Core book revised.


Name the Spirit

Rank 3 Lupus Gift / Rank 2 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: The player spends one Willpower point and rolls Perception + Occult (difficulty 8).

Source: Core book revised.


Pulse of the Invisible

Rank 3 Theurge Gift

Spirits fill the world around the Garou, and none knows this fact better than the Theurge. This Gift grants constant awareness of the spirit world. Even in the physical world, the Theurge with this Gift can interact with spirits in the Penumbra at will. While most spirit activity is barely worth watching, the Theurge will be aware of any dramatic changes. Any spirit can teach this Gift.

System: If the Garou’s permanent Gnosis equals or exceeds the Gauntlet, he can see into the Umbra automatically. Otherwise, the player must roll Gnosis to pierce the Gauntlet (difficult of the Gauntlet rating). Only one success is required. The effect lasts for an entire scene or until the character enters an area with a higher Gauntlet.

Source: Core book revised.


Exorcism

Rank 3 Theurge Gift

This is the Gift of ejecting spirits from places or objects, whether they are there voluntarily or are bound there. Any Incarna avatar can teach this Gift.

System: The Garou must concentrate uninterrupted for three turns. If a spirit does not wish to leave, the player must make a Manipulation + Intimidation roll (difficulty of the spirit’s Willpower). If the spirit has been bound to its lodging place (or into a fetish), then the exorcist must make a Wits + Subterfuge roll (difficulty 8) and gain more successes than the binder did when tying the spirit to its location. This Gift can be used to “cure” fomori, although the host will surely die as the Bane is ejected unless a powerful healer manages to preserve her live during the exorcism.

Source: Core book revised.


Spirit Drain

Rank 4 Theurge Gift

The Garou may drain power from a spirit to feed his own resolve. A spirit servant of the Uktena totem teaches this Gift.

System: The player makes a resisted Gnosis roll against the spirit. If the player succeeds, the spirit loses one Essence point per success for the rest of the scene. For every two points drained, the Garou gains a temporary Willpower point, but she loses any points exceeding her maximum at the end of the scene.

Source: Core book revised.


Grasp the Beyond

Rank 4 Theurge Gift

The Garou may take things to and from the Umbra without having to dedicate them to herself (see the Rite of Talisman Dedication). This Gift affects humans and animals, both willing and unwilling. Garou often use this power to take loyal Kinfolk with them on Umbral quests or to heal injured Kinfolk — both body and soul — in mystic Glens.

System: The Garou must grasp the object or person he wishes to take to the spirit world. He must then spend a number of Willpower points: one for small items (a pocket-watch or knife), two for larger items (a backpack or bow) and three for huge items (including people). The player makes the usual Gnosis roll to pierce the Gauntlet and step sideways; if successful, both he and the desired object or person pass into the Umbra. An unwilling target may resist with a Willpower roll; each success subtracts one from the Garou’s successes. A Garou attempting to abduct an unwilling victim must achieve at least three successes on his Gnosis roll.

Unless she has the ability to step sideways, any person taken to the Umbra must rely on the Garou to escape, or she must find an area with a very thin Gauntlet, such as a caern. The Gauntlet rating must be 3 or lower for a victim to exit of his own accord. If he does exit, he may not reenter the Umbra, regardless of the Gauntlet rating. If left in the Umbra too long, a living creature eventually turns to spirit matter entirely.

Source: Core book revised.


Shadowplay

Rank 4 Theurge Gift

The Theurge breathes life into her shadow, which can then perform tasks for her. The shadow moves about independently with the same abilities as its creator. The Theurge’s emissary can cause lifesaving distractions, pick up remote objects and even fight battles.

System: To activate teh shadow, the player must roll Dexterity + Enigmas (difficulty 8) and spend one Gnosis point. The Theurge must act out the doings of her shadow by making “shadow puppets” with her hands. No light need be present for the shadow to be active. In all respects besides appearance, the shadow maintains the same Traits and Abilities as the Garou. The werewolf cannot create multiple shadows. The shadow can operate out of sight of the Garou; its range is ten yards per success.

Source: Player’s Guide Second Edition.


Grasp the Beyond

Rank 4 Theurge Gift

This Gift allows the user to take objects out of the Umbra (or put them into it) without stepping sideways. After using the Gift: Umbral Sight, the Garou can reach through, pick up anything — such as a pocketwatch or an unconscious Garou — and bring it into the physical world. The clever raccoon-spirit teaches this Gift.

System: Once the Garou knows that she wants to recover from the spirit world, she need only spend an appropriate amount of Willpower points and be able to life the object. The player must spend one Willpower point for any small, handheld object and up to three for a larger item, such as a motorcycle. She can also place objects into the Penumbra in the same manner, although she cannot place sideways anything living (or undead) without its consent.

Source: Player’s Guide Second Edition.


Malleable Spirit

Rank 5 Theurge Gift

The Garou can change a spirit’s form or purpose. A Chimerling teaches this Gift.

System: The Garou’s player must best the spirit in a resisted Gnosis roll. The difficulty is based on what the Garou tries to accomplish, while the spirit’s difficulty is the Garou’s Cnosis.

Change
Characteristics (Willpower, Rage, Gnosis; one point changed per success)
Disposition (Friendly, Neutral, Hostile)
Type (Naturae, Elemental, Bane, etc.)
Difficulty
6
8
10

Source: Core book revised.


Feral Lobotomy

Rank 5 Theurge Gift

With but a thought, the Garou can devolve an opponent’s mind to that of an animal, effectively destroying his intelligence. A spirit servant of the Griffin totem teaches this Gift.

System: The player rolls Wits + Empathy (difficulty of the target’s Willpower + 3, maximum 10), and spends a variable number of Gnosis. If successful, the Garou can destroy a target’s Intelligence Attribute permanently. Two Gnosis points must be spent for each point of Intelligence destroyed, and the Garou cannot destroy more points than he rolls successes. Additionally, the target begins acting more animalistic with each point removed.

Source: Core book revised.