Gurahl Homid Gifts

Rank One

Master of Fire (Level One)
Fire-spirits were among the very first to make pacts with humanity, allowing men to warm themselves, drive off wild beasts, and clear the land. The cornerstones of civilization were laid in these simple acts, granting the spirits of flame much prestige. Homid Gurahl remember and continue to call upon these ancients pacts to protect themselves as the final fires of the Apocalypse loom. An ancestor-spirit or fire elemental teaches this Gift.

System: The player spends one Gnosis point. For the rest of the scene, fire inflicts bashing rather than aggravated damage to the Gurahl

Persuasion (Level One)
This Gift imbues a homid’s words with intrinsic credibility and conviction, causing them to ring true to the ear and lay heavy on the heart. An ancestor-spirit teaches this Gift.

System: The player rolls Charisma + Subterfuge (difficulty 7). Success lowers the difficulty of all social rolls by one for the rest of the scene, and allows uccessful rolls to have uncommonly strong impact (such as changing long-held political views, or causing an addict to seriously reconsider the course of his life).

Ursa’s Light (Level One)
The Gurahl may draw down the light of the stars for illumination or a directional beacon. An ancestor-spirit teaches this Gift.

System: The Gurahl reaches toward the sky while the player makes a Charisma + Occult roll (difficulty 6). Success produces a soft light that illuminates a 100’ square area, or sends a directional beacon 100 yards. If he can see either of the constellations Ursa Major or Ursa Minor, the double the affected area.

Rank Two

Climate Control (Level Two)
The Gurahl can raise or lower the temperature around her. A migratory bird-spirit teaches this Gift.

System: The player rolls Manipulation + PrimalUrge, difficulty 6. Each success allows the player to raise
or lower the temperature in the area by 5 degrees.

Dolorous Countenance (Level Two)
Rage burns in a werebear’s eyes, striking fear into the hearts of mortals and animals, causing them to flee for their lives. Used against another shapeshifter, the target will freeze in place rather than run. A ram- or snake-spirit teaches this Gift.

System: This Gift affects only one target at a time. The player rolls Charisma + Intimidation (difficulty 5 + the target’s Rank, if applicable). The victim flees for one turn per success, though he may spend a point of Willpower to resist the effects of the Gift for one turn. Should the player roll five or more successes, the victim flees for the rest of the scene. Garou and other shapeshifters with Rage do not flee, but may not attack while the Gift is in use.

Rank Three

Shape Matter (Level Three)
The Gurahl can shape once-living (though not undead) material into something else instantly. Trees may become shelter, buck antlers spears, animal hides armor, and flowers sweet perfumes. The item will resemble the object from which it was created (e.g., the aforementioned spear will be made of antler, not wood). A Pattern Spider teaches this Gift.

System: The player rolls Manipulation + Crafts against a difficulty defined by the scope and complexity of the transformation (a broken tree limb into a spear would be difficulty 5, while a fallen tree into a canoe would be 8) and spends a Gnosis point. The transformation persists for one scene per success, or permanently with five or more successes. Expending an additional Gnosis point allows a created weapon to inflict aggravated damage for the remainder of the scene in which it is created.

Sense Need (Level Three)
The Gurahl can open her senses to discover someone in need or rescue or succor. An ancestor-spirit teaches this Gift.

System: The player rolls Perception + Empathy. The number of successes rolled determines how the clarity of the pull she feels toward an individual in need within (Succor) miles, if one exists.

Rank Four

Spirit Shield (Level Four)
This Gift allows a werebear to protect herself from spirits by performing a quick warding rite. The werebear traces an invisible pictogram in the air that frightens and unnerves any nearby spirits, and which travels with the Gurahl for as long as it persists. An ancestor-spirit teaches this Gift.

System: The player spends one Gnosis point and rolls Manipulation + Rituals (difficulty 7). Spirits within 100 feet (30 m) of the character must subtract one from their dice pools for each success. Any spirit that comes within 50 feet (15 m) of the character (except a caern spirit or the character’s pack totem) loses one point from its Essence per turn for each success the player rolled. This Gift lasts for one scene.

Ursa’s Coat (Level Four)
The werebear wraps himself in a thick, opaque, chitinous sarcophagus, immobilizing himself but also becoming nearly impervious to harm. The cocoon provides immunity to fire, starvation, gas, high pressure, cold, and similar environmental hazards. An insect- or Weaver-spirit teaches this Gift.

System: The Gurahl spends one Gnosis point. While the werebear remains in the cocoon, any attack that strikes him must do damage at least equal to his Stamina + Rituals; the cocoon keeps him safe from any lesser amount of damage, but is destroyed if it’s pierced. The cocoon lasts for one day, but its duration may be extended by spending more Gnosis to renew it. The Gurahl may emerge from it at any time he chooses.

Rank Five

Fearless Unveiling (Level Five)
This potent Gift immunizes a human from the Delirium for a scene. However, the human will forget much of what he knows if exposed to the Delirium at a later date. An ancestor-spirit teaches this Gift.

System: The player spends a Gnosis point and rolls Charisma + Empathy. Only one success is needed.

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