Irono Gifts

Rank One

Blood of the Deeps (Level One) Most sharks aren’t built to operate in environments of extreme cold or pressure, but Darkwaters must go where Sea’s greatest secrets are hidden. This Gift allows them to do so. Any deep-sea spirit can teach it.

System: The wereshark becomes permanently capable of surviving deep-ocean environments.

Chill (Level One)
The Darkwater may summon up the essence of the abyssal depths and saturate the area with it. This chills both the water (or air) around him and the souls of those not of his slew. A servant of Sea teaches this Gift.

System: The player spends one Rage point. The temperature in her immediate area drops significantly for the rest of the scene. All characters not of the wereshark’s slew suffer a +1 difficulty to all non-physical actions.

Qyrl’s Blood (Level One)
The Irono can create a field of inky blackness through which only she can see. A night-spirit teaches this Gift.

System: The player spends one Gnosis point and rolls Gnosis (difficulty varies: 3 for twilight, 6 indoors, 9 for bright sunlight). Each success blacks out a 10’ by 10’ by 10’ area within the Same-Bito’s line of sight. Powers which permit sight in total darkness are capable of defeating this Gift.

Sudden Surge (Level One)
The Irono can effortlessly switching from offense to defense as the needs of battle demand. A mongoose-spirit teaches this Gift.

System: The player reflexively spends one Willpower point. For the next day, the character need neither make a Willpower roll nor spend a Willpower point to abort to a defensive action.

Rank Two

Enter Sea’s Soul (Level Two)
The Rokea may swim sideways to cross the Gauntlet in the same fashion as werewolves do. Any servant of Sea may teach this Gift.

System: This Gift’s effects are permanent.

Piercing Shriek (Level Two)
The Darkwater emits a terrible wail that paralyzes any who hear it. This Gift is taught by a dolphin-spirit.

System: The player spends one Rage point and rolls Wits + Primal-Urge (difficulty 6). Anyone within 30 feet (in the water) or 15 feet (on land) must oppose the Rokea’s roll with a Willpower roll (difficulty 8). Those who do not match or beat the Rokea’s successes collapse in agony for a number of turns equal to the difference in successes — including the Rokea’s slewmates. Characters with superhuman hearing cannot roll to resist.

Sight From Beyond (Level Two)
This is a Gift of prophecy. The wereshark becomes an oracle, prone to dreams and visions which hint at future opportunities, challenges and threats to come. These visions are always veiled in symbolism — an impending war against the local vampires might be presaged by visions of skyscrapers weeping blood from their upper stories, while a death in the sept might be heralded by dreams of a chorus of mournful howls rising to a ghost-pale moon. Owl-spirits teach this Gift.

System: Visions are entirely under the Storyteller’s control and are best handled through roleplaying, though a truly stumped player might ask for a Wits + Occult (difficulty 7) roll to help interpret a particularly puzzling vision

Rank Three

Scent of Blood (Level Three)
The Irono can direct the primal instincts of a frenzied wereshark, friend or foe, causing him to attack targets of the Irono’s choice. A Stormcrow teaches this Gift.

System: The player spends a point of Gnosis and rolls Willpower (difficulty of the target’s Rage). Success indicates that the Irono controls the target’s frenzy and can set him on anyone she chooses for two turns per success. Using this Gift on a Same-Bito in the Thrall of the Wyrm is possible, but doing so requires the player to roll Rage (difficulty 7) to check for frenzy for her own character.

Swim Through the School (Level Three)
The Darkwater moves through crowds with ease, whether schools of fish or crowds of humans. This Gift even mitigates the Curse. An eel-spirit teaches it.

System: The player spends a Gnosis point. For the rest of the scene, crowds part before the Rokea, allowing her to move unimpeded at her top speed. Additionally, her Rage rating is cut in half (round down) for the purpose of the Curse.

Rank Four

Sea’s Breath (Level Four)
The Rokea may ’swim’ through the air as though it were the open ocean, even breathing normally in her water-bound forms. A flying fish-spirit teaches this Gift.

System: The player spends one Gnosis point. The wereshark may ’swim’ through the air for the rest of the scene. However, she cannot get much altitude — 10 to 15 feet off the ground (or ocean’s surface) is as high as she can rise.

Shock Wave (Level Four)
The Darkwater emits a powerful shockwave, like a depth charge. This Gift can be used in or out of water, although water conducts force much better than air. This Gift is taught by a wave-spirit.

System: The player spends one Willpower point and rolls Rage (difficulty 6 in water, 7 on land). Success creates a concussion wave that travels out from the Rokea in a cone reaching Stamina yards on land and twice that in the water. Anything caught in the blast suffers a number of levels of lethal damage equal to the successes on the Rage roll. On land, targets must make a Dexterity + Athletics roll (difficulty 8) or be knocked prone.

Rank Five

C’et’s Shell (Level Five)
The Same-Bito becomes so attuned to the laws and rhythms of Gaia that the Weaver’s laws cease to have any hold on her. The wereshark becomes immune to the effects of one form of technology, such as bullets, photography (i.e. cannot be photographed), electricity, chemical toxins, etc. This Gift is taught by Griffin.

System: The player must determine what this Gift grants immunity to at the time of purchase. Its effects are permanent.

Madness (Level Five)
Irono is able to inflicting insanity and madness. The nature of the derangement inflicted varies from individual to individual, but is always severe, making it impossible for the victim to function normally. Lunes and spirits of trickery and madness teach this Gift.

System: The player spends a Gnosis point and rolls Manipulation + Intimidation (difficulty equal to the victim’s Willpower). The target immediately begins to suffer from a Derangement (see p. 485). The insanity lasts a number of days equal to the successes rolled. During this time, the Irono can increase or decrease the severity of the madness, granting the victim lucidity and then driving him into psychosis. Even after the Gift has ended, the repercussions may haunt the victim for the rest of his life.

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