HistoireThough the Hakken consider Japan to be their homeland, a substantial minority now make their homes in other nations around the Pacific—primarily in China, South Korea, and the West Coast cities of the United States and Canada. Some werewolves believe the Hakken to be nothing more than an Asian branch of the Shadow Lords. Any similarities pale in comparison to the vast differences between the two. Most Hakken consider the Garou Nation to be little more than murderousbarbarians who have spurned their place in the Emerald Mother's great plan by refusing to work with the other Changing Breeds.
The Hakken are the hengeyokai's foremost warriors and protectors, often acting as the first line of defense against the dreaded Bakemono. They get along well with Kitsune and Tengu, but find the Khan to be troublesome rivals and regard the Nezumi as dishonorable and unclean, if also occasionally quite useful.
In the midst of the long ago wars between both different hengeyokai courts and between mortals and the Changing Breeds, werewolves in Japan sought to end both types of wars by strengthening their ties with mortal society. To accomplish this, they infiltrated Japan's class of elite warriors, the samurai. Within a few generations, their descendants felt more of a connection to the culture and customs of Japan than to Garou traditions. This connection to Japanese culture increased as the local wolf population declined, as the tribe found it harder and harder to locate wolf Kin to breed with. Humans believe that wolves died out in Japan in 1905, but the Hakken keep a small number of wolf kinfolk in remote and protected wild areas, hiding them from human sight.
OrganizationThe secret packs of Japanese wolves help keep Hakken populations from declining, but the vast majority of Hakken are homids who lead extremely human lives. They still follow a warrior code clearly derived from the Samurai code of Bushido, adapted for a werewolf’s thoughts and deeds. The Hakken organize themselves in clans based on family lineages and in battle they adorn themselves with their clan's crest. The few lupus Hakken are the only members of this breed who retain a traditional pack structure. Without the pressure of a family expecting them to hold to ancient (and, to a Kinfolk, nonsensical) traditions, they’re free to be more spontaneous. Lupus Hakken are also more likely to join the sentai of the Beast Courts than their homid cousins. Within their own clans and packs, Hakken settle disputes in single combat, usually with swords or in some other form of one-on-one competition, like poetry or storytelling contests. Despite all of their differences from other werewolves, in a few ways the Hakken clearly show their connection to the Garou. Their clans and packs regularly hold moots at their caerns that closely resemble the moots of Garou elsewhere in the world.
The Way of the warrior
Some Western werewolves think the Hakken — Garou who follow Grandfather Thunder and dwell in the Japanese isles — are just Shadow Lords in samurai guise. But the Hakken and their world view go far beyond Shadow Lord stereotypes. Their goals are a blend of Gaian philosophy and bushido (the way of the warrior). They are, for all intents and purposes, a unique group unto themselves with only tenuous ties to the Shadow Lords. The Way of the warrior has several key tenets, followed closely by Hakken:
• Benevolence and unselfishness — The Hakken’s two swords, katana and wakazashi (collectively called the dai-sho), are the symbol of his authority and rank. To the Hakken, using a sword is a sign of mercy among his fellow werewolves; the dai-sho are far less lethal (to other shapeshifters) than tooth and claw. Wearing the dai-sho reminds the Hakken to check his power and show mercy as appropriate; as a result, the Hakken never bind spirits into their blades. Power is a serious responsibility; to use it judiciously is a wise thing. A true warrior wouldn’t turn away those hungry or those in need of his help, nor would he strike without provocation.
• Straightforwardness — The idea behind this notion is appearing to be straightforward, unruffled or forthright; however, this façade may or may not penetrate into the layers of a warrior’s soul. In truth, most Hakken are deft politicos; a typical outsider would never realize she’d been brutally insulted, thanks to a Hakken’s straightforward conversational style. After all, the Hakken are still Shadow Lords to some degree.
• Wisdom — A Hakken must know her own strengths and limitations before she can hope to truly know anything or anyone else.
• Loyalty — Allegiance and constancy to one’s sworn daimyo (alpha or leader) are extremely important to the Hakken. Faced with a choice of either death or betrayal of the daimyo, most Hakken will gladly accept death. To foreswear loyalty is to lose face and honor almost irredeemably. However, unlike human samurai, Hakken are far less likely to commit ritual suicide over minor infractions; a dying race cannot be quite as strict if there are to be any future generations
• The maintenance of quality in all things — From personal appearance to politeness at social gatherings, the Hakken strives for perfection. Vengeance, art, war, or love — no matter what the task, a Hakken seeks to practice it to the highest level of distinction.
• Eternal obedience — To the Hakken, the daimyo is chosen — imbued by Gaia with the wisdom necessary to uphold his responsibility. Therefore, the warrior will follow the daimyo’s dictates to the utmost of his abilities. If a Hakken feels that she cannot meet his daimyo’s orders, she may choose to become Ronin (p. 509). Usually, this is not done, not because the Hakken fears a loss of personal honor, but because he doesn’t wish to contribute to the clan’s loss of honor, or because the daimyo has lost her ability to be a just and strong leader. In spite of romanticized notions of ronin in film, this isn’t a path to choose lightly; being outside the status quo carries serious social repercussions. The Hakken are still werewolves; being part of a pack is still in their nature.
• Acceptance of punishment for failure — The Hakken don’t offer excuses for mistakes; they take responsibility for their deeds. Often, this means they’ll likewise have to accept punishments for their actions. On the other hand, a daimyo who metes out discipline must be just and wise in his chastisement.
• Acceptance of a just fate for injustices done to others — This is karma; if a Hakken makes someone else suffer unfairly, one day he’ll get his just reward. On the other hand, some acts of injustice may be necessary due to a command by the daimyo. The Hakken must weigh his loyalty and obedience against his karma in such cases. Again, if the matter involves mere personal suffering or loss of honor, the Hakken will fall to the will of the clan and daimyo every time.
Dedicated to protecting both the lands and peoples of Japan, the Hakken became isolated from the rest of the Garou Nation during the Edo period. Eventually, they drifted away from their ancestors’ tribal structure, instead imitating feudal Japanese mortal culture. Unfortunately, in this process, their wolf kin were neglected, becoming fewer and fewer with every passing year. Eventually, the lupus Hakken dwindled so much in number that they (and their extremely rare wolf kin) dwell only in the extreme northern Islands. A few homid Hakken realize that the loss of their wolves will cause dire consequences, but — due in no small part to their intolerance both of change and of outsiders — their options are difficult and limited. Unlike in the Western World, the Hakken do not alienate themselves from Eastern Fera. Where the Garou have their Nation formed entirely of Garou Tribes, the Hakken belong to the courts of the hengeyokai, which include other Fera as equals and peers.Téléchargez la fiche ici.*Attention, vous ne pouvez pas sauvegarder votre fiche après modification. Vous ne pouvez que l'imprimer. Vous pouvez aussi bien écrire sur la fiche avec un crayon.
Comment la remplir?
- Vous remarquerez qu'il y a plusieurs "type here". Nous procéderons par colonne verticale.
- La première colonne, celle du milieu, vous inscrivez votre race. Dans votre cas c'est "Hakken".
- Ensuite, en dessous, vous inscrivez votre breed. C'est à dire la forme que vous avez à votre naîssance. Homid, Métis ou Lupus. Plus d'informations sur les breeds sont décritent plus bas. (À noter, la race Lupus est extrêmement rare chez les Hakken. Nous avons donc mis au point un petit jet de chance en % pour determiner si vous êtes un heureux qui pourra jouer un Lupus. Sur le jet de dé il vous faudra avoir entre 1 et 10% pour réussir.)
- La derniere ligne, choisissez votre auspice. Ragabash, Théurge, Phylodox, Gailard ou Ahround. Plus de détails sur les auspices plus bas.
- La seconde colonne, celle de droite, est réservé à votre nature et demeanor. Mais dans la partie Hengeyokai Alma nous ne jouons pas avec ses traits. Cependant, vous utiliserez la première ligne pour indiquer votre Auspice au sein de la Beast Court. Pour infos sur ces auspices, cliquez
ici.
- En bas, Renown, n'inscrivez rien pour l'instant. Les informations sont privées et seul les MJs auront accès à ces infos. Pour plus d'informations cliquez
ici.
- Au milieu, juste au dessus de "Gnose", inscrivez "Rage".
- Sur la deuxième page, vous avez 5 colonnes. Chaqu'une d'elle représente une de vos formes de bête. De l'humain, proche-humain, crinos, proche-animal et animal.
- Les X ont X transformations.
Form Statistics
(Information sur les formes plus bas.)
Human | Glabro | Crinos | Hyspo | Lupus |
| Str: +2 | Str: +4 | Str: +3 | Str: +1 |
| | Dex +1 | Dex: +2 | Dex: +2 |
| Sta: +2 | Sta: +3 | Sta: +3 | Sta: +2 |
| Man: -2 | Man: -3 | Man: -3 | Man: -3 |
| App: -1 | App: 0 | | |
| | | | Per: -2 Diff |
Diff: 6 | Diff: 7 | Diff: 6 | Diff: 7 | Diff: 6 |
.
Maintenant vous pouvez répartir vos points.
Attribut = 7/5/3
Abilities = 13/9/5 (Les points ne peuvent monter plus haut que 3 à cet étapes)
Backgrounds = 5
Gifts = 3 (Choisissez 1 Gifts de chaque liste plus bas: un de Hakken, un de Bredd et un d’Auspice)
Rage = (Dépend de votre auspice. Voir plus bas.)
Gnose = (Dépend de votre breed. Voir plus bas)
Willpower = 3
Renown = 3
15 freebies à placer.
Point / Coût en FB
Attribut / 5
Abilities / 2 (À ce niveau un 4ieme et 5ieme points peut être acheté.)
Une spécialisation / 2 (droit à une seul spécialisation)
Background / 1
Gifts / 7
Rage / 1
Gnose / 2
Willpower / 1
Mérite / 1
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TraitsAs the movies show, the one weakness of any werewolf is silver. A werewolf has no defense against Luna’s metal. Next to silver, the most dangerous threats to Garou are fire, radiation, and the attacks of other supernatural creatures. All of these forces deal powerful and lasting damage, called aggravated damage.
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BreedsHomidYour mother was human, Kin or not, or a homid Garou. You grew up among humans and learned how to live in their society. Yet something always set you apart. Other kids reacted unconsciously to the predator within you, and to the vicious temper that you couldn’t always keep under control. Strange dreams marked your childhood, and as you grew you remembered more and more of them — dreams of the moon, of the taste of blood, of the smell of war. Maybe they found you before your Change, maybe after, but now there’s no going back. You are what you are — you’re as much wolf as human now.
Homid characters have no limits on what Abilities they may purchase during character creation. They have plenty of experience with the abstract thought that’s newer to their lupus cousins, and they usually grow up surrounded by human technology. No werewolf is better able to deal with the many peculiarities of human society. In their breed form, homids can also handle silver with no Gnosis penalty. The human-born advantages at navigating human society are balanced against weaker connections with the wolf and spirit portions of their nature. Homids are generally less intuitive and perceptive than lupus or metis. They’re likely to rely on what they see and hear, rather than what they feel. Moreover, their innate spiritual connections are weaker, as represented by their low starting Gnosis. Humanity has simply grown apart from the spirit world.
Initial Gnosis: 1
Beginning Gifts: Apecraft’s Blessings, City Running, Master of Fire, Persuasion, Smell of Man
MetisBorn to two werewolves who broke the Litany for love or lust, you were a child that shouldn’t have been — but one raised among the Garou anyway. You endured a hard, thankless life, stemming both from the deformity that is your birthright and your place at the bottom of the social ladder. Many other Garou pointed to your deformity as a sign that you, like all other metis, are a living affront to Gaia — others said it’s a likely side effect of the over-concentration of already powerful werewolf blood.Whatever the case, you’ve survived from a hard birth, through years of living only in your Crinos body (the natural form of a metis), to finally undergo your First Change. Whether your parents raised you — as an outcast among the sept — or long-suffering but devoted Kinfolk did, you’re now ready to take your place in the sept. Unlike homids, you have a lot of knowledge about werewolf society already — the nobility, the brutality, the wisdom, the spite.
Metis characters have no restrictions on Abilities. Like homids, they have early experience with abstract thought, and are often introduced to technology, education, and other human creations early on as part of being raised at the sept. But like their wolf relatives, the metis also have a strong connection to their animal nature. They have the strengths of both sides to some degree. On the other hand, all metis bear the mark of deformity. To attempt to hide this shame is considered dishonorable; to wear it openly is to attract the contempt of many other werewolves. Another flaw of this breed is that all metis are sterile; none can sire or bear children. It’s faintly ironic that Garou/Garou pairings are the only matings that invariably produce werewolf offspring — and yet they are no way to ensure the future of the People.
Initial Gnosis: 3
Beginning Gifts: Create Element, Primal Anger, Rat Head, Sense Wyrm, Shed
LupusNone are closer to nature and the hidden face of Gaia than you are. You were born a precocious pup, already showing remarkable intelligence above that of your siblings. When the Change overcame you, and you discovered your true nature, the world itself became something you had never expected.
Lupus are quite capable of abstract thought, but much of their experience with the concepts governed by such thought comes after the First Change. They pick up the basics of Garou speech very quickly, and the basics of human languages with surprising speed, but the small nuances and connotations frequently elude them. They are accustomed to the socialization of a pack, not of a greater society — which can be particularly problematic if they were raised in a traditional wolf pack, which is more of a nuclear family than anything else.
The advantages of the lupus are several — many of them spiritual. The wolf-born lack the spiritual disconnection that the homids have gradually developed, and they are also free of the spiritual “static” that comes with the blood of the metis. They have a knack for mastering the animistic rituals of the Garou, as they are closer to “spirit logic” than the more educated reasoning of humankind. Some of this is reflected in their high starting Gnosis. However, lupus characters have little opportunity to learn many useful skills before their First Change, and are therefore limited during character creation regarding the Abilities they can purchase.
Initial Gnosis: 5
Beginning Gifts: Hare’s Leap, Heightened Senses, Predator’s Arsenal, Prey Mind, Sense Prey
Restricted Abilities: Beginning lupus characters cannot take the following Skills and Knowledges with their initial dots. You may, however, use freebie points to purchase them, perhaps as a result of your character’s prelude. Similarly, you can use experience points to add these Abilities as a result of training or “life experience” in the course of the chronicle.
Skills: Crafts, Drive, Etiquette, Firearms, Larceny
Knowledges: Academics, Computer, Law, Science, Technology
(À noter, la race Lupus est extrêmement rare chez les Hakken. Nous avons donc mis au point un petit jet de chance en % pour determiner si vous êtes un heureux qui pourra jouer un Lupus. Sur le jet de dé il vous faudra avoir entre 1 et 10% pour réussir.)
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FormsHomid: The HumanEssentially a human being, the Homid form allows Garou to move through man’s world more or less unseen. Metis and lupus Garou still possess their regenerative abilities and their vulnerability to silver in this form, while homid Garou do not; for them, silver feels uncomfortable, and wounds heal with surprising quickness, but the obviously uncanny effects remain absent. Aside from possible scars or body art, a Homidform werewolf appears to be a typical person. Even so, this thin disguise still betrays the predatory Beast underneath if you dare to look close enough (see The Curse, p. 262).
Glabro: The Near-HumanIn this bestial throwback form, the werewolf looks like an unusually tall, feral, muscular person. A Garou shifting into Glabro essentially doubles (or perhaps triples) his body weight and adds between six inches to a foot onto his normal height. Clothes strain and tear, but do not shred… yet. His teeth and nails thicken and sharpen, and while they’re not especially powerful, they add to the werewolf’s intimidating presence. Hair grows; brows slope; the werewolf’s posture hunches with predatory intent. A Glabro werewolf can speak, but not well. Even soft words sound guttural and harsh.
Crinos: The War-WolfThis living embodiment of Rage combines the most terrible elements of man and wolf. Towering roughly nine feet tall, the slavering Crinos monster features a wolf-like head gigantic fangs and horrific claws; long, powerful arms; thick skin and bones; heavy fur; and a large wolf-tail for balance and body language. Its awful mouth can barely speak human words, though it can bay and howl with deafening eloquence. Though a Crinos werewolf can speak the Garou tongue, its surging Rage reduces most sentiments to kill, Kill, and KILL!
Werewolf fur usually favors the striped or mottled markings of normal wolves, combined with the hair color (and sometimes even style) of a Garou’s Homid form. Tribal identity is most obvious in Crinos form, where the features, fur color and body language often reveal the differences between a Bone Gnawer, a Silver Fang, a Black Fury, and a Wendigo. Many Garou decorate themselves with dedicated jewelry and other markings that symbolize their tribal pride. The dice-pool penalties to Manipulation and Appearance do not affect spirits or other Garou, just humans and similar entities (vampires, mages, changelings, etc.). Crinos is not a form for casual contact. Even the metis, who are born in this shape, bristle with murderous fury when this war-wolf manifests.
Hispo: The Dire WolfThe primal nightmare of ancient man, a Hispo werewolf recalls the titanic dire wolves that ran wild in the Impergium. Only slightly smaller than Crinosform Garou, the Hispo shape boasts extra-large teeth for additional biting damage. While it can stand briefly on two legs, this form is essentially a four-legged beast. Although it has no hands and cannot speak (save a few words in the Garou tongue), the primal wolf has keen senses and amazing speed. In game terms, a Hispo Garou reduces all Perception-based difficulties by one, adds another die to the usual bite damage, and requires the character to spend a Willpower point to speak a word or two of vaguely-comprehendible human speech. Tribal identity may still be obvious in this form, if only from facial features, stance, and the color-patterns of the werewolf’s fur.
Lupus: The WolfTo all appearances a large normal wolf, the Lupus form enjoys sharp senses, great speed and endurance, and the ability to slip through the wilderness more or less unseen. Some Garou (especially among the Bone Gnawer tribe) appear more dog-like than wolf-like in this form — a trait other werewolves despise, although it comes in handy when blending in with man’s world.
In game terms, a Lupus-form Garou can bite for aggravated damage, but inflicts only lethal damage with his claws. Lupus-breed werewolves inflict only lethal damage with either attack in this shape, and cannot employ their mystic healing powers in Lupus form. Perception-based difficulties, though, are reduced by two, and the wolf-form can run at twice the character’s normal human speed. Although it can speak a garbled form of the Garou tongue, this form communicates almost totally through body language and typical wolf vocalizations. The werewolf’s tribal identity might seem obvious in the wolf’s facial features, posture and fur; all other decorations, however, disappear unless they’ve been strapped, pierced, or tattooed on the wolf itself.
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AuspicesRagabash: The New Moon, The TricksterThe Ragabash is the mythic trickster, the fool who is alternately foolish and wise. He plays the role of the contrary, questioning tradition in order to find the wisest path. Although the New Moon may seem disrespectful, his wry humor and incisive insights are meant to serve the greater good of the Garou. The clever Ragabash doesn’t question every decision — only those that need it. In the field, the New Moon is a cunning scout and unconventional tactician, leading the enemy into ambushes and striking at their soft underbellies when they least expect it. While other auspices have fairly set roles within their sept and tribe, the Ragabash is usually left to his own devises. He has the gift of flexibility: the opportunity to explore options usually off-limits to other Garou. His insights are sometimes unwelcome, but frequently worthy. When there’s tension in the air, the Ragabash is usually the one to lift it, even if it means putting himself at risk of violence at the hands of a humorless Ahroun. But the New Moon frequently risks it anyway — what sort of trickster would he be if he was afraid to do something unpopular?
Initial Rage: 1
Beginning Gifts: Blur of the Milky Eye, Infectious Laughter, Liar’s Face, Open Seal, Scent of Running Water
Theurge: The Crescent Moon, The SeerThe sickle-shaped crescent moon grants the gift of insight. The Theurges are the mystics of the Garou, closer than any to the Umbra and its denizens. They peer deep into the shadowed recesses of the spirit world, and are tasked with dealing with the secrets they find there — one way or another.
Some call these seers the daydreamers of the werewolves, and many do seem to be a bit detached from their brethren. They can see and hear things that others cannot, as if they live half in the world of the physical and half in the world of the spirit. For all her alien solitude, though, the Theurge holds an important place in any pack. Without her, the werewolves would forget the spiritual side of their nature. They might wander lost and blind if they did not have her visions and dreams to guide them.
Initial Rage: 2
Beginning Gifts: Mother’s Touch, Sense Wyrm, Spirit Snare, Spirit Speech, Umbral Tether
Philodox: The Half Moon, The MediatorThe half moon is balance and duality, standing between two worlds. The Garou is both wolf and human, flesh and spirit, fury and wisdom, savage and savant. The Philodox embraces this duality, attempting to harness it with balance. The Half Moon acts as counselor, mediator and law-keeper to his pack. Where the Ragabash must question the laws, the Philodox must interpret them, finding the wisest answer out of many.
Half Moons are called to judge, for better or for worse. Theirs is the task to set punishment when the Garou stray from the path, and to determine when a werewolf’s actions are particularly meritorious. They are frequently leaders in times of peace, but often cede command to Ahroun or Galliards when war breaks out.
Initial Rage: 3
Beginning Gifts: Fangs of Judgment, Persuasion, Resist Pain, Scent of the True Form, Truth of Gaia
Galliard: The Gibbous Moon, The Moon DancerThe Galliard sings the soul of the Garou to the near-full moon, howling of their joys and sorrows, their triumphs and losses. She is the voice of the People, calling them to battle and inspiring them to greatness in life and in death. She is also a keeper of traditions, carrying the lore of tribes all the way back to the beginning.
A Galliard can rouse the pack from self-pity and suffering when their claws are needed for battle. She can speak caution to a Ragabash, draw a Theurge from his reverie, soften the heart of a Philodox, and soothe the anger of an Ahroun. The Galliard’s art and performance may take many forms — she might be a dancer, a storyteller, a musician or a bit of everything rolled into one. She may even be a leader in times of war. When the battle is done, hers is the voice first raised to praise the sacrifices made by the fallen, and the triumphs of those who still live to fight again.
Initial Rage: 4
Beginning Gifts: Beast Speech, Call of the Wyld, Heightened Senses, Mindspeak, Perfect Recall
Ahroun: The Full Moon, The WarriorThe Garou’s connection to the moon is much more extensive than human legends state. Every phase has its secret, but human myth comes close to understanding the truth in one aspect: the full moon floods the Warrior with Rage. The Ahroun is the living weapon of Gaia, the lord of bloodshed. He is the warrior among a race of warriors, the champion of a martial people. He is ever ready to kill, and to die if need be.
The Ahroun are respected, but also treated with some level of dread. Their killing instinct is inborn; even a Full Moon just past his First Change is more lethal than many veterans of other auspices. Their elders are few — it’s a rare Ahroun that survives the countless battles that are his birthright — but all the more terrifying for their experience. Like the Galliard, the Ahroun is an inspiring leader in time of war, but he leads with deeds and action. He is first into battle and last to retreat — if he ever retreats at all. In times of peace, he relinquishes command to others, but remains ever vigilant, knowing his talent for war will be needed again all too soon.
Initial Rage: 5
Beginning Gifts: Falling Touch, Inspiration, Pack Tactics, Razor Claws, Spur Claws
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GiftsVous pouvez remplacer un de vos gifts de dépars par un gift commun de la Beast Court. Voyez la liste en cliquant
ici.
General Hakken Gifts•
Dream of a Thousand Cranes (Level One) — By folding an origami crane, the Hakken enjoys good luck for a short period of time. An ancestor-spirit teaches this Gift.
System: The origami takes a full turn to complete; the player spends a Gnosis point and rolls Charisma + Occult. For the rest of the scene, the Hakken gains one die per success to add to other dice pools; each die can be used only once.
•
Fair Path (Level One) — The Hakken appears at formal ceremonies clean and dressed in proper attire, even if
he has just returned from battle. A water-spirit teaches this Gift.
System: The Hakken places her hand in clean water; the player rolls Charisma + Etiquette. The Hakken gains one die to all Appearance-related rolls for the rest of the scene.
Breed GiftsHomid Gifts•
Apecraft’s Blessings (Level One) — Though many of Gaia’s children use tools, none have mastered them so thoroughly as humanity. The homid focuses this mastery into the tools she uses, causing their spirits to awaken and lend her aid. An ancestor-spirit or spirit of a man-made object teaches this Gift.
System: The werewolf spends a turn concentrating, and then the player rolls Wits + Crafts (difficulty 7). Each success reduces the difficulty by one on the next roll she makes for her character to employ a tool made by human hands. The purpose is irrelevant—this Gift is equally efficacious for attempts to repair an engine, drive a car or fire a gun.
•
City Running (Level One) — Humans are creatures of the city, raising their steel and glass nests high into the sky. This Gift allows a homid to easily scale the concrete canyons and navigate the tangled back alleys and rooftops of the urban landscape. Some lupus derisively refer to this Gift as “Climb Like an Ape.” It is taught by an ancestor-spirit or an urban city-spirit.
System: The player spends a point of Rage. For the rest of the scene, the character may climb urban features at her full movement speed, and the difficulty of all Athletics rolls to navigate through cities (running down cluttered alleys, climbing the side of buildings, leaping from rooftop to rooftop) is reduced by two.
•
Master of Fire (Level One) — Fire-spirits were among the very first to make pacts with humanity, allow-ing 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 Garou 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 Garou.
•
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 successful 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).
•
Smell of Man (Level One) — To creatures of the wild, man’s scent is death. To creatures of the city, it is authority, comfort, easy meals. This Gift, taught by an ancestor-spirit, enhances a werewolf’s human scent, infusing it with spiritual power.
System: Non-supernatural wild animals lose two dice from their dice pools when interacting with the Garou, save when defending themselves or running away, and will be inclined to flee rather than attack if possible. Domesticated animals recognize the werewolf as a friend, and even trained attack dogs will do no more than wag their tails at the character unless attacked first. This Gift’s effects are permanently active.
Metis Gifts•
Create Element (Level One) — The metis may create a small amount of one of the four Western classical elements — fire, air, earth, or water. She could make a rock to throw, fill a bathtub with no faucet, light fires without matches, or provide air in an airtight room. She cannot create specialized forms of any element. Precious metals (especially silver), lethal gases, and acid are beyond her reach. Elementals teach this Gift.
System: The player spends one Gnosis point and rolls Gnosis. Each success allows the character to create roughly one cubic foot (.3 cubic meter) of the desired element, to a maximum weight of 100 lbs (45 kg), anywhere she can see within 60 feet (18 m). The element remains in existence until used up (breathed, in the case of air, or burned up, in the case of fire without any fuel to keep it going). The flames created by this Gift inflict one health level of damage per success, to a maximum of three levels of damage.
•
Primal Anger (Level One) — The metis gives of herself to feed the Rage in her heart, burning away her very blood and muscle in the process. The spirits of ancient metis teach this Gift; few members of other breeds have endured enough shame and suffering to learn it.
System: The character may inflict a single level of aggravated damage on herself once per scene, and gain three points of Rage in exchange (even if doing so takes her beyond her permanent Rage rating).
•
Rat Head (Level One) — Metis are born into a world where they metaphorically don’t belong; it seemed only natural to rat-spirits to teach them to get into such places in the literal sense as well. This Gift renders the metis’s bone structure collapsible, allowing her to squeeze through any gap she can fit her head into.
System: The player spends one Gnosis and rolls Dexterity + Athletics (difficulty 7). For the rest of the scene, the metis may squirm through any gap she can fit her face into, moving at her walking speed to do so.
•
Sense Wyrm (Level One) — The werewolf can sense nearby manifestations of the Wyrm. This Gift involves a mystical sense, not a visual or olfactory image, although Garou often describe the Wyrm’s spiritual emanations as a stench. This Gift doesn’t necessarily sense dedication to the Wyrm, merely contact with its spiritual essence, which can cling to even blameless souls. Sense Wyrm requires active concentration; the spiritual sense it provides doesn’t function passively. The Gift may be taught by any Gaian spirit.
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 7. Vampires register as Wyrm-tainted, save those with Humanity ratings of 7 or higher.
•
Shed (Level One) — The metis can shed a layer of fur and skin, slipping from an opponent’s grasp or escaping from bonds with ease. A lizard-spirit or snake-spirit teaches this Gift.
System: The player rolls Dexterity + Primal-Urge (difficulty 7). If the roll succeeds, the character loses a tuft of fur or skin (revealing healthy new hide), allowing her to slip free of grapples or bonds such as ropes or chains.
Lupus Gifts•
Hare’s Leap (Level One) — The werewolf can leap impossible distances. Hare-spirits teach this Gift, naturally, though cat-, frog-, kangaroo-, and even fleaspirits occasionally do so as well.
System: The player makes a reflexive Strength + Athletics roll (difficulty 7) to activate this Gift. If successful, the character’s leaping distances are doubled for the scene — or tripled for a single turn with the expenditure of a Willpower point (see Jumping, p. 271).
•
Heightened Senses (Level One) — This Gift sharpens the werewolf’s senses to an incredible degree. She enjoys the olfactory and auditory acuity of a wolf whenever she is in Homid and Glabro forms, along with superior night vision. In Crinos, Hispo and Lupus, her senses become preternaturally potent, allowing sensoryfeats that border on precognition. Sudden loud noises, bright lights or overwhelming scents can be disorienting, however. Wolf-spirits teach this Gift.
System: The player spends a Gnosis point to activate this Gift for a scene. In Homid and Glabro, the werewolf’s Perception difficulties decrease by two and she may roll Perception + Primal-Urge to perform uncanny sensory feats such as tracking by scent. In Crinos, Hispo, and Lupus, Perception difficulties decrease by three (this is not cumulative with the ordinary Lupus-form Perception bonuses) and the werewolf gains an extra die to Primal-Urge dice pools.
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Sense Prey (Level One) — This Gift lets a werewolf locate enough prey to feed her pack. In the urban environment, this tends to guide lupus to prey in parks, sewers, animal shelters or even zoos, drawing her unfailingly to the presence of prey animals. Humans and carnivores too large or dangerous for a lone wolf to regard as prey do not register as prey animals. A wolf-spirit teaches this Gift.
System: The player rolls Perception + Primal-Urge. The difficulty is 5 in wilderness environments and 7 in urban environments. Success indicates the location of enough prey to feed a large pack for a day.
•
Predator’s Arsenal (Level One) — One of the most unnerving aspects of the Homid shape is its lack of proper weapons. This Gift remedies that problem (while still retaining much of the Homid shape’s ability to blend in with the human world), granting the Garou battle-ready claws and teeth in Homid form. It is taught by a wolf-spirit.
System: The werewolf concentrates for a turn to gain access to bite and claw attacks in Homid form for the rest of the scene, or until she dismisses the transformation. These attacks inflict lethal rather than aggravated damage, and may be concealed by simple expediencies such as the werewolf keeping her mouth closed, wearing long sleeves, or keeping her hands in her pockets. She can even speak normally without giving herself away, as long as she’s careful not to open her mouth too wide or smile so that her teeth show, although her voice sounds rough and a bit distorted (attempting to discern that there’s something amiss with a Garou taking such precautions requires a Perception + Alertness roll, difficulty 9).
•
Prey Mind (Level One) — As Gaia dies and her natural order is perverted, predators become prey with increasing frequency — this is a sorrowful truth that lupus know all too well. This Gift assists the Garou in evading their enemies that they might fight another day, showing them places to hide, ways to run, and even chances to strike back. A hare- or deer-spirit teaches this Gift.
System: The player rolls Wits + Primal-Urge; difficulty 7 in the wilderness, 9 in urban environments. Each success adds one die to all pools made to escape, outdistance, hide from or evade pursuit for the remainder of the scene.
Auspices GiftsVous pouvez remplacer votre gift d’auspice par un gift d’auspice de la Beast Court en cliquant
ici.
Ragabash Gifts•
Blur of the Milky Eye (Level One) — The werewolf’s form becomes a shimmering, indistinct blur, as though seen through heavy cataracts — even in the midday sun. The Ragabash is not truly invisible, however, and if spotted, this Gift’s protection fails until the observer is distracted. A chameleon- or ermine-spirit teaches this Gift.
System: The player rolls Manipulation + Stealth (difficulty
. Each success increases the difficulty of all Perception rolls made to detect him by one for the rest of the scene.
•
Infectious Laughter (Level One) — Laughter is the tool with which Gaia’s tricksters promote enlightenment and the knife that slashes through the veil of Rage. When the Ragabash laughs, those around her are compelled to follow along, forgetting their grievances. A coyote- or hyena-spirit teaches this Gift.
System: The Ragabash must make some comment mocking the present situation in which she finds herself, then laugh at it. The player then rolls Manipulation + Expression(difficulty of the highest Rage rating of anyone listening). Success causes those who hear the Ragabash’s comment and laughter lose hold of their ire, and forget what it was that had them upset in the first place — although their temper will return if they are reminded of what the New Moon has made them forget.
•
Liar’s Face (Level One) — The Ragabash wraps herself in such a deceitful attitude that nothing she says can be trusted — not even the clear and unvarnished truth. The werewolf may make a single truthful statement, and no human who hears it will believe her. A platypus-spirit teaches this Gift.
System: After the character makes a truthful statement, the player spends one Willpower point and rolls Charisma + Subterfuge (difficulty 7). This Gift is automatically effective on humans, causing them to believe the Ragabash is lying. Supernatural listeners whose Willpower rating is lower than the Ragabash’s successes also refuse to believe the Ragabash’s words.
•
Open Seal (Level One) — The werewolf can open nearly any sort of closed or locked physical device. A raccoon-spirit teaches this Gift.
System: The player rolls Gnosis (difficulty of the local Gauntlet rating). If the object is sealed with magic, the player must spend a Gnosis point before making the attempt.
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Scent of Running Water (Level One) — The werewolf can mask her scent completely, making herself virtually impossible to track. A fox-spirit teaches this Gift.
System: The difficulties of all rolls to track the Garou increase by two. This Gift’s effects are permanent, though the Ragabash may temporarily suppress them at will (which may be necessary to blend in with wolf packs).
Theurge Gifts•
Mother’s Touch (Level One) — The Theurge channels spiritual power through her hands, mending the wounds of any other living creature. This Gift may not heal the werewolf herself, spirits, or the undead. A bear- or unicorn-spirit teaches it.
System: The player spends one Gnosis point and rolls Intelligence + Empathy (difficulty is the target’s current Rage, or 5 for those with no Rage). Each success heals one level of lethal, bashing, or aggravated damage. The healer may even heal fresh Battle Scars (see p. 259) in this manner, if the Gift is applied during the same scene in which the scar is received and an extra Gnosis point is spent.
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Sense Wyrm (Level One) — As the metis Gift.
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Spirit Snare (Level One) — The Theurge casts out an invisible, mystic net which entangles hostile spirits, confounding them with a mixture of magical force and long-broken but still potent Gaian law. An owl-spirit teaches this Gift.
System: The player spends one Gnosis point and rolls Intelligence + Occult (difficulty
as an attack directed at a spirit within 30 feet, which can be defended against normally. Rather than inflicting damage, this attack reduces the spirit’s effective Willpower by two for the purpose of all combat actions for the rest of the scene. Multiple applications of this Gift don’t stack.
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Spirit Speech (Level One) — This Gift bestows understanding of the language of the spirit world, permitting the Garou to clearly understand and speak with any spirit he encounters. The Gift doesn’t influence spirits’ attitudes toward the werewolf in any way, nor ensure that they have any desire to communicate with him. Any spirit can teach it.
System: This Gift’s effects are permanent.
•
Umbral Tether (Level One) — The Umbra is a shifting world where logic doesn’t always apply and losing one’s way is easy. Theurges ensure they can always find their way back to the point where they entered the Umbra with this Gift, which creates a silvery “umbilical cord” connecting the Garou to the point where they last crossed the Gauntlet. Only the werewolf who creates the tether can see it. This Gift is taught by a spider-spirit.
System: No roll is needed to create the thread. However, after each full day the character spends in the Umbra, a point of Gnosis must be spent to maintain the cord; otherwise, it slowly corrodes from the point of entry and toward the Garou.
Philodox Gifts•
Fangs of Judgment (Level One) — It falls upon the Philodox to levy not only judgment but also punishment against those who have fallen from their proper stations. This Gift, taught by an ancestor-spirit, causes the werewolf’s claws and fangs to burn with the righteous power of law.
System: The player spends one Willpower point. For the next full day, all of the Garou’s natural weaponry attacks do two extra dice of damage to all beings who have fallen from their original purpose to the service of the Wyrm (such as Black Spiral Dancers, fomori, and corrupted nature spirits; Banes which came into existence as agents of the Wyrm are, regrettably, exempt from this Gift’s sanction).
•
Persuasion (Level One) — As the homid Gift.
•
Resist Pain (Level One) — Fortifying herself with purpose and will, the werewolf shuts out the pain of her wounds. A bear- or badger-spirit teaches this Gift.
System: The player spends one Willpower point; the character ignores all wound penalties for the rest of the scene.
•
Scent of the True Form (Level One) — The Philodox is able to scent the truth of those she meets, literally sniffing out an individual’s true form. A vulturespirit teaches this Gift.
System: The Garou can smell Kinfolk or a fellow werewolf automatically. In all other cases, the player must roll Perception + Primal-Urge (difficulty 6). One success will identify a normal human or animal; two successes will detect a vampire, changeling, demon, mummy, or Fera; four successes are needed to sniff out a mage, ghoul, or fomor. The Imbued register as normal humans to this Gift. Unfamiliar scents aren’t automatically recognized: A Philodox that has never encountered any Rokea might not immediately recognize the scent she detects as “wereshark.”
• Truth of Gaia (Level One) — As judges of the Litany, Philodox may easily separate truth from falsehood. A Gaffling of Falcon teaches this Gift.
System: The player rolls Intelligence + Empathy (difficulty equals the subject’s Manipulation + Subterfuge). This Gift reveals only which of the words that have been spoken are true and which are false. It doesn’t reveal the truth behind a lie unless the speaker utters it. If the speaker is uncertain whether his words are true or false, the Gift identifies them as neither.
Galliard Gifts•
Beast Speech (Level One) — The werewolf may instinctively understand and communicate with any natural animals, from fish to mammals. She need only speak normally to be understood by animals, along with a touch of appropriate body language — there is no need to bark like a dog. This Gift doesn’t change animals’ basic reactions or dispositions; most are still afraid of predators such as werewolves. Any animal spirit can teach this Gift.
System: This Gift’s effects are permanent.
•
Call of the Wyld (Level One) — The werewolf may send her howl far beyond the normal range of hearing and imbue it with great emotion, stirring the heartsof fellow Garou and chilling the bones of all others. A wolf-spirit teaches this Gift.
System: The player rolls Stamina + Empathy; the number of successes determines how far away the Call can be heard (double the normal range for each success) and how stirring it is to those who hear it. This Gift should be used in conjunction with one of the Garou howls (see p. 58). The Storyteller determines the effects as appropriate to the purpose to which it is put, perhaps awarding a bonus die to revel participants for each two successes, or granting a point of Rage to all listeners for an exceptional battlefield howl.
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Heightened Senses (Level One) — As the lupus Gift.
•
Mindspeak (Level One) — Invoking the power of a waking dream, the Garou can place any chosen characters into silent communication. A Chimerling teaches this Gift.
System: The player spends one Willpower point per
chosen sentient being and makes a Manipulation + Expression roll (difficulty of the victim’s Willpower) if any participants are unwilling. All those included in the waking dream may interact normally through the Mindspeak, although they can inflict no damage through it. Their real bodies can still act, although all dice pools decrease by two. The Mindspeak ends when all the participants want it to, or on the turn the Galliard fails the roll against an unwilling member. All beings affected must be within line of sight. The Garou may include her entire pack in the waking dream for only one Willpower point, if she desires.
•
Perfect Recall (Level One) — The werewolf is able to remember and relive any memory with perfect clarity. An elephant-spirit teaches this Gift.
System: The player may spend one Gnosis point to perfectly remember any one detail, no matter how small, from any point in her character’s entire life.
Ahroun Gifts•
Falling Touch (Level One) — This Gift allows the Garou to send her foe sprawling with but a touch. Any aerial spirit can teach this Gift.
System: The player rolls Willpower (difficulty of the opponent’s Stamina + Athletics). Even one success sends the victim to the ground. This Gift may be employed through even the lightest, brushing contact at no cost, or may be delivered through an attack by paying one point of Willpower or Rage. Such attacks inflict full damage in addition to knocking the target prone.
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Inspiration (Level One) — Other werewolves look to the Ahroun for leadership in battle, and this Gift helps them to live up to that trust. The werewolf employs this Gift to lend her resolve and righteous anger to those who share her cause. A lion- or wolf-spirit teaches it.
System: The player spends one Gnosis point. All comrades (but not the Gift’s user) receive one Willpower point, which disappears if it is not used before the end of the scene.
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Pack Tactics (Level One) — While the Ahroun’s role as the overall leader of Garou is questionable, there’s no doubt at all who should take control of the pack in battle. By taking the lead and coordinating pack actions, the Ahroun gifts all her packmates with great competence in the heat of battle. A wolf-spirit teaches this Gift.
System: The player spends a Willpower point before initiating a Pack Tactics maneuver (see p. 300) and divides a pool of extra dice equal to her Leadership score among everyone performing the maneuver. The dice should be divided as evenly as possible, although the player may choose where to distribute extra dice (or in case of the Ahroun’s Leadership score granting fewer dice than the number of packmates involved).
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Razor Claws (Level One) — By raking his claws over stone, steel, or some other hard surface, the werewolf hones them to razor sharpness. A cat- or bear-spirit teaches this Gift.
System: The player spends one Rage point and the Ahroun takes a full turn sharpening her claws. All claw attacks do two additional dice of damage and are made at –1 difficulty for the rest of the scene.
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Spur Claws (Level One) — In ancient times, Ahroun warriors made common cause with the spirit-Queen of Bees. As her own hive-children rallied to protect her, so too did the Garou fight in defense of Gaia, and the Queen decreed that they should be properly equipped for the fight. This Gift, taught by a bee-spirit in recognition of that alliance, allows the Ahroun to transform her claws into hooked and barbed spurs.
System: The player spends one Rage. The next successful claw attack the character makes buries her claws into the victim, where they stick after breaking free from the werewolf’s fingertips. Until the victim takes the time to pull them out (which takes a full turn), they suffer +2 difficulty to all actions. The Garou’s claws take a full turn to regenerate.
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