作者 主题: 【W:tA】【汇总】6级灵赋  (阅读 775 次)

副标题: 所有6级灵赋

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【W:tA】【汇总】6级灵赋
« 于: 2020-08-20, 周四 16:18:57 »
此帖为官方6级灵赋的汇总。
以20周年版核心规则书的排列顺序为准整理。

如有遗漏请指出。
« 上次编辑: 2020-08-29, 周六 13:38:41 由 Guard89 »

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Re: 【W:tA】【汇总】6级灵赋
« 回帖 #1 于: 2020-08-20, 周四 16:19:11 »
狼人
月兆灵赋
新月
普罗米修斯
版本1:
 这一惊人的灵赋能让一位新月——狼人社会中的诡术使——从另一个造物上偷走一个能力或技能并将其转化成一个狼人灵赋,并且可以传授给其他人。
 系统:新月首先必须成为他希望偷走的能力的受害者(比如,被吸血鬼的操控术操控,被法师定式影响,等等)。如果他幸存了,他就能把这个能力带走并将其传授给其他人。然而,他自己却不能使用这一能力!除外,在此之后的任何使用对他使用原版能力,其难度都-1——他对此是脆弱的。
 就连妖蛆能力都能被偷走(堕妖能力,黑旋舞者灵赋,等等);新月的自我牺牲足以净化它们的污秽。通过这一方式,妖蛆的作品能被直接反转来对抗它。
 新灵赋的具体特性和细节完全由说书人决定。新月教授灵赋只用花1小时左右(就好像他是精魂一样)。说书人可以任意将其它游戏线的任何能力作为新灵赋的基础——只要人物愿意牺牲一切去偷窃其知识。愿意为狼人社会无私做出这般事的新月非常少;一个做出了这种事迹的狼人会因为他的功绩得到许多知名点。

出处:《第1版说书人手册(WW3205)》 第122页


版本2:
 这一强大的灵赋能让一位新月施展究极诡术——偷窃一个超自然能力并将其转化成一个灵赋。而且新月能像精魂老师一般将此灵赋传授给其他人。但难点在于,新月自己首先必须在被施展了此能力后幸存下来,在那之后她就能教授这一灵赋,但自己不能用。一个强大的精魂——像和诡术相关的神灵的化身,可以教授此灵赋。
 系统:幸存,智慧和自我牺牲是获得此异能的关键,但并不需要任何具体的投掷。首先新月必须承受住能力的效果(比如血族异能,法师定式等),确保它被成功施展到自己身上。 随后她能利用自己的经历,和合适的精魂合作并把此能力转化成能教授给他人的灵赋。但新月本人无法使用这一新灵赋,而且她对原始能力是脆弱的。当她下一次遇见另一只超自然生物并对她使用了相同的能力时,使用能力的难度-1(换句话说,此能力更易影响新月)。任何超自然能力,包括被妖蛆所腐化的能力,都能被其转化。通过这一方式,狼人能将妖蛆之力扭转来对付它自己。由于其中所包含的自我牺牲,新月通常会因为她不仅“偷走”了超自然能力,而且还将其教给他人而得到可观的知名点。说书人应随时发挥创造力和主动性,将其它游戏线(比如吸血鬼和法师)的力量带进狼人游戏线中。说书人要适当决定新灵赋的等级。

出处:《月兆之书(WW3812)》 第34页


版本3:
  新月会施展究极诡术——偷窃一个超自然能力并将其转化成一个灵赋。新月能像精魂老师一般将此灵赋反过来传授给其他人。但新月自己首先必须在被施展了此能力后幸存下来。郊狼或其它诡术相关的神灵传授这一灵赋。
 系统:在被施展了该能力后,新月可以花费1点永久灵知点来将其转化成灵赋。但新月自己不能使用它,而且实际上,如果他将来被施展了原始能力,那么他将无法防护;不过它将被作为馈赠给狼人王国的宝藏而存在。任何能力都能通过这种方式成为灵赋——即使是妖蛆的恶毒魔法都能被偷走并转化成盖亚的力量。说书人决定新灵赋的等级和狼人该从哪类精魂学习它。但就法师来说,此灵赋偷走的是具体的定式而非整个领域。

出处:《狼人:末日怒嚎20周年纪念版》 第164页




弦月
重置
 弦月能短暂撕裂织网的杰作。此灵赋能彻底摧毁险棘,像传说年代般让血肉和精神世界融合在一起。此外,这个被修改过的地区对盖亚精魂来说就像是无比耀眼的灯塔,召唤洪水般的自然精魂和其它盟友来支援弦月。盖亚本尊的化身教授此灵赋。
 系统:玩家花费3点灵知点,投掷1次机智+神秘学(难度为当地的险棘等级)。当地的险棘会被彻底撕裂开来。险棘越稀薄,裂口越大:在林立的摩天大楼中只有几个房间那么大,而在亚马逊丛林的深处可以有整整1英里那么广阔——好似一幅风景画般。说书人所选择的友善精魂会如潮水般涌现来援助弦月——成功数越多,数量或力量越多或强。被施加此灵赋的地区的险棘会永久降低1级;但该效果无法通过多次使用来叠加。

出处:《狼人:末日怒嚎20周年纪念版》 第166页



召来
 弦月能通过使用此灵赋来直接联系一位神灵或天神,将其的注意力投射到他周遭的地区。这并非召唤了化身;这种投射是一种被联系的精魂所代表的原则的神秘渗透。弦月在使用此灵赋后必须偿还他欠给此被召来的精魂的债务,只有偿还后才能再次使用此灵赋;偿还通常意味着严重的被束缚,繁重的精魂任务或宝贵灵具的牺牲。任何天神的化身都能教授此灵赋。
 系统:弦月花费5点灵知点,天神或神灵的渗透会在以她为中心,半径为180码的这一球体范围内持续几个小时。实际上此灵赋像是时间更长,范围更广的强化版图腾灵赋,具体效果很大程度上由狼人所选择的精魂决定。以下3种效果是立刻生效:
 ● 任何直接支持被召来的精魂所代表的原则的动作都能获得等同于弦月灵知点的加成,而且是直接加到骰池里。在战斗这块上,只有一种战斗动作(攻击,伤害,闪躲,先手等)的骰池能有如此加成。
 ●任何直接违背了被召来的精魂所代表的原则的动作都需要先在1次意志点投掷上获得3个成功数,难度8。而且即使达成, 动作本身的难度+2。
 ● 精魂会立刻送去同族支援弦月和他的盟友,同族的力量等同于一支全由1级狼人所组成的完整狼群。
 除此之外,灵赋具体效果还取决于弦月召来的精魂;独角兽会让该地区的任何暴力行为无法发生;收获神灵会让该地区的所有植物在几分钟内生长旺盛,健康成熟。织网会让该地区的险棘坚不可摧。

出处:《月兆之书(WW3812)》 第58页



重生
版本1:
 这一最神圣和稀有的盖亚灵赋能让狼人死后迅速转生在一头在他死去之地2000英里内的新生幼狼的身体里。幼狼和生前狼人的血种往往都是一样的,但也可以不同——幼狼甚至能是忌子——如果范围内的新生幼狼没有一只和生前狼人的血种是一样的。但如果从死去那一刻开始算起,月球都转了一圈,而在范围内都还是没有新生幼狼的话,狼人就不会转生,而是和其他狼人一样就这么死去了。
 系统:幼狼直到原始觉醒后才会随着成长拥有生前狼人的记忆和力量。当这种幼狼被发现时,所有狼人都会极力保护他,直到其完全恢复生前的所有力量。他必须以和其他幼狼一样的方式(一级级地)恢复生前的等级,而且在每一级时,都只会记得生前在这个等级时的力量。当他升到那级后,他就会记得所有那个等级的力量。然而他不会恢复这些灵赋的知识,必须重新学起(而且很少有精魂愿意第二次教他)。

出处:《第1版说书人手册(WW3205)》 第122页


版本2:
 此灵赋由盖亚本尊直接传授给银牙狼子弦月坚牙。他死后将以一只幼狼的形态重生,幼狼离他死去之地的距离不会超过2000英里。这不是前世背景在起作用,而是真正的转生。幼狼在成年后会拥有坚牙的真正力量。

出处:《圣地:力量之地(WW3201)》第111页和《魂怒:末日之战的诸将士(WW3403)》 第60页



半月
打破束缚(或解除束缚,见下)
版本1:
 此灵赋能让一只狼人破坏所有施加于她的束缚——无论是物理的还是心灵的。这包括了任何心灵操控——由法师领域或血族血缚所造成的都算。即使操控者拒绝,狼人也能用此灵赋摧毁束缚。但她必须是在被命令的状态下才能寻找精魂来学习此灵赋。因此,该灵赋常常被当作奖赏,用以奖励狼人对神灵或同等强大的精魂所提供的服务,精魂对狼人非自然的被奴役状态非常了解。(译注:早期该游戏线的黑暗味道的确更浓,这个灵赋可以说是非常讽刺了,挣脱束缚的能力却需要被束缚才能习得。后来的两个版本就删掉了这段。
 系统:狼人对超自然的操控免疫,并能轻易打破任何物理束缚(她有15级的力量来做这件事)。当解除其他人的束缚时,狼人必须花费1点灵知点并投掷1次操控+领导力,难度6。只需要1个成功数就能生效。狼人也能破坏被施加于其他人身上的物理束缚——他同样有15级的力量能使用。

出处:《第1版说书人手册(WW3205)》 第122页



版本2:
 此灵赋能破坏所有束缚——无论是物理的还是心灵的,从坚固的铁链到血族污秽的血缚都包括在内。拥有这一灵赋的人能对任何生物使用它——包括他们自己。可以按照自己的意愿自由行动的神灵教授这一灵赋。
 系统:狼人自动免疫所有超自然的操控,并可以破坏束缚——好似他有15级的力量一样。她可以以同样的力量值破坏其他人的束缚,或通过投掷1次操控+领导力(难度是:11-目标的意志点)来打破他人的心灵束缚。

出处:《狼人:末日怒嚎20周年纪念版》 第168-169页



解除束缚
 有许多神秘方式能影响精神束缚。此灵赋会破坏所有类似的束缚——从吸血鬼的血缚到法师的心灵操控到半月的控制。拥有这一灵赋的人能对任何生物使用它——包括他们自己。此灵赋只能由神灵或同等强大的精魂教授,通常是作为对一些丰功伟绩的回报。
 系统:狼人自动免疫所有超自然的操控——除非它来自比神灵还强大的造物。拥有灵赋的人能通过触碰来解除另一个人的束缚,这需要花费1点灵知点并投掷1次操控+领导力(难度是:11-目标的意志点)。

出处:《月兆之书(WW3812)》 第79页




隆月
打破束缚(见上)
 在出处书中,此灵赋和半月的打破束缚是一样的,故不赘述。

出处:《第1版说书人手册(WW3205)》 第122页和《狼人:末日怒嚎20周年纪念版》 第170页



讲故事者
 隆月能改变她周围正在进行的事件,而不是单纯地讲述和复述旧的故事,甚至等待事件成为新的故事。她可以添加新的“人物”,改变事件链,甚至改变主要参与者的动机。然而,因为此灵赋拥有字面意义上的改变世界的效果,历史上知晓它的一小撮狼人并不想真的使用它。据说击败风暴吞噬者要部分归功于此灵赋的使用——但谣言同样指出,近一个世纪以来发生在俄罗斯的恐怖事件也要归因于一位盖亚子民隆月——她以为自己知道结束故事的方法。 没人知道哪种精魂可以教授这个灵赋;也许盖亚本尊的化身可以。但由于就连知晓此灵赋存在的狼人都非常稀少,也就没人能真的确定了。
 系统:玩家花费1点永久灵知点并叙述她想给故事做出的改变——细节要尽可能丰富。当然说书人有最终话语权。一旦“故事的改变”落实,狼人就再也不能进行更进一步的控制。她编造的事件也可能会失控,所以使用此灵赋必须格外小心。

出处:《月兆之书(WW3812)》 第102页




满月
单挑
 黑暗世界是个错综复杂的地方,充满了诡计,误导和各种超自然阴谋。但满月是简单粗暴的生物,而这一灵赋能让他们简单粗暴的方式延展到他们自己所不能到达之地。狼人在狼族神庙中向露娜和无数鲜血,恐怖和复仇精魂述说一段简短的经文。随后她就会被立刻传送到她所选中的敌人的所在之地,她会在露娜的保护下和敌人单挑,直至死去。敌人无法逃跑(但为了继续战斗而实行的战术性撤退是可以接受的),她也不能接受外援。使用者当然也有和敌人一样的限制。
 只有露娜本尊能教授这一灵赋,化身都不行——学习者必须旅行至露娜在极空界域的王廷,并使反复无常的女神坚信她需要这一力量的缘由是绝对公正的。
 系统:灵赋会切断所有超自然形式的保护,隐身和机缘性法术(译注:最后一个应该是指类似于法师熵领域所造成的运气类效果),类似的预设措施也是——而这无需任何投掷。在这幕的余下时间内,受影响的双方都无法获得其它资源的支持,只能使用本质上是直接物理性的力量。吸血鬼的超凡力量和速度,或妖精用神圣精魂攻击敌人的能力都依旧强大,但这两个种族的成员无法使用欺骗心智和威慑的超自然能力。一个破名者(译注:变形种对法师的称呼。)也同样能像往常一样制造闪电或提升自己的肉体,但不能传送离开或虚体化来完全避开狼人的攻击。
 此灵赋需要让天神露娜直接涉及世俗事务,说书人也应记住,是一个有思考的生物而非被明确定义的超自然法术在决定它的具体效果。说书人应该公正判断灵赋效果,使其提供一场公平的物理战斗。例如,一个要求自己被传送到一只正休眠的吸血鬼的狼人可能会在真正使用灵赋后发现他已经苏醒并准备战斗...
 狼人必须花费1点永久灵知点来激活此灵赋。当战斗终止时,世界的平常规则会再度生效——也就是说,如果狼人被传送到了秽恶界域或其它邪恶之地时,情况可能不妙。

出处:《月兆之书(WW3812)》 第123-124页



战争机器
版本1:
 使用这一强力灵赋的狼人能治疗恶性伤害。它对除来自银制武器外的所有攻击都奏效。每1回合都投掷1次耐力+原欲,难度8;如果成功,对每1个被治疗的健康等级花费1点魂怒点(非常像吸血鬼的血池)。

出处:《魂怒亚马逊(WW3104)》 第39页和《魂怒:末日之战的诸将士(WW3403)》 第35页


版本2:
 使用这一强力灵赋的狼人能治疗恶性伤害。它对除来自银制武器外的所有攻击都奏效。
 系统:每一回合都投掷1次耐力+原欲,难度8;如果成功,对每1个被治疗的健康等级花费1点魂怒点(非常像吸血鬼的血池)。除非狼人有3级的满月灵赋:战斗治疗(见《第1版玩家导读》 第38页),否则他无法在同一回合进行攻击。

出处:《第1版说书人手册(WW3205)》 第122页


版本3:
  拥有这一强力灵赋的狼人甚至可以无视火焰和他同族的利爪。一个战争相关的神灵教授这一灵赋。
 系统:狼人可以永远把恶性伤害当成致命伤害来吸收——除了由银所造成的那些。

出处:《狼人:末日怒嚎20周年纪念版》 第172页





部族灵赋
黑旋舞者
末日前奏
弦月灵赋
 和盖亚灵赋重置一样,不过这一版本能被一个黑旋舞者的弦月学习,并可以以此召唤任何种类的妖蛆精魂。但还没有黑旋舞者的弦月学会这个灵赋。

出处:《妖蛆之书20周年纪念版》 第120页




费奥纳
亚瑟王的沉睡
 这一强大的灵赋已经在费奥纳的历史上被使用过多次。当一个强大的英雄(5+级)战死沙场后,费奥纳将他的遗体带回并把其献给地土。这一灵赋能在费奥纳,地土以及英雄的精魂间形成纽带。英雄会复活,但他会保持深深的沉睡,直到末日之战才会醒来。目标必须被放置在地土上的某个位置,比如一个山洞,或者由土堆堆起的坟墓。在睡眠中,英雄不会被任何事物影响而且无需呼吸。这一灵赋由费奥纳的先祖精魂教授。
 系统:狼人花费2点灵知点并投掷1次智力+仪式,难度9。如果她成功了,英雄就会复活并进入沉睡,但在此之前一般都会有机会说上最后几个字。如果这一灵赋的持有者投掷出了5+个成功数,那么英雄就会在面临巨大危机时醒来并回到圣地——这个由说书人决定。

出处:《第1版部族书:费奥纳(WW3054)》 第49页

剧透 -   :
在第2版的部族书中,此灵赋变成了一个5级的死亡仪式。

亚瑟王的沉睡仪式(死亡)
 这一稀有而又强大的仪式已被数次使用在费奥纳族中最伟大的英雄上。当一位有着最显赫名声的费奥纳战死沙场,他就会被放置在地土中(比如一个山洞,或者由土堆堆起的坟墓),仪式大师会把他的遗体献给地土,将灵魂和其绑定在一起。英雄的伤口会愈合,随后陷入深深的沉睡。英雄的狼群或战友在极少数情况下会被允许和其一同埋葬。英雄和他的同伴们会陷入无尽又无需食物或呼吸的长眠,直到他末日之战的前夕醒来,拿起武器,准备再次战斗。
 系统:仪式大师在施展此仪式时需要花费3点永久灵知点。如果施展成功,英雄的伤口会瞬间愈合,他会随即复活。而在睡意袭向英雄前,他往往还有时间说上最后几个字。如果仪式大师投掷出了5+个成功数,那么英雄就会醒来小半会儿,并在圣地面临巨大危机时醒来——这个由说书人决定。

出处:《第2版部族书:费奥纳(WW3854)》 第74页




芬里斯之子
召唤大芬里斯
版本1:
 芬里斯之子能召唤芬里斯之狼的精魂化身。化身参加战斗,杀害所有不是芬里斯之子或不处于其保护下的人。但化身通常需要一些牺牲——传统上是召唤者的右手。一旦芬里斯吞噬了手,它就不会再生了。如果化身被以不好的缘由召唤,那么他就会完全吞噬召唤者。此灵赋由狼之精魂教授。
 系统狼人花费1点灵知点并投掷1次耐力+神秘学(难度6)。由于其右手被芬里斯当成召唤的代价而被吞噬,狼人会永久失去1个健康等级。芬里斯化身的属性见边栏。

剧透 -   :
芬里斯之狼的精魂化身
 大芬里斯的化身表现为肩高10尺的巨狼。他的双眼燃烧着愤怒,他的下巴滴着无数敌人的鲜血。他的皮毛是棕色的,参杂着红和黑色的印记。化身最快能跑100英里/时,并且似乎永远不知疲倦。
 意志点 10,魂怒点 10,灵知点 8,魂质点 75
 灵能:方向感知,实体化(花费40点灵能;力量 10,敏捷 7,耐力 10,格斗 5,闪躲 3,爪:力量+3,牙:力量+4,15个健康等级),重构,追踪

出处:第1版部族书:芬里斯之子(WW3055) 第48页


版本2:
  作为部族和图腾之间契约的究极体现,最强大的芬里斯英雄能在他需要的时候召唤他们部族图腾的战斗化身来支援他。化身参加战斗,杀害所有不是芬里斯之子或不处于其保护下的人。然而,大芬里斯的介入需要牺牲一些东西——通常是召唤者的左手。据说,如果战斗化身被以不好的缘由召唤,那么他就会在消失前吞噬召唤者——但还没有确切的传说表明,有如此睿智和力量以得到此灵赋的芬里斯会愚蠢到玷污它。一个狼之精魂教授这一灵赋。
 系统:玩家花费1点灵知点并投掷1次耐力+神秘学(难度6)。如果成功就会召唤大芬里斯的化身,他会为芬里斯一方战斗,持续1幕。战斗结束后,召唤者自动得到战斗伤痕:残肢(《第3版规则书》 第190页)以作为召唤的代价;即使狼人已经有这一战斗伤痕,他也会因为芬里斯吞噬了另一条肢干而第二次得到它。

剧透 -   :
大芬里斯的战斗化身
 很少有除了神灵本身的精魂能像大芬里斯的战斗化身那样可怕和危险。芬里斯之狼的化身表现为肩高10尺的巨狼。他的双眼燃烧着愤怒,他的下巴滴着无数敌人的鲜血。他的外衣是深灰色的,随着光线变化,会从黑色变为红色甚至白色。这一战斗化身并不如本尊强大,但依旧能无视精魂的通常限制,而且有着甚至比节点爬虫都要更高的属性(译注:节点爬虫是一种非常强大的妖蛆精魂)。
 意志点 15,魂怒点 20,灵知点 10,魂质点 80
 灵能:方向感知,护甲,爆炸(闪电),畏惧凝视*,实体化,重构,狂暴*,急速奔跑(和急速飞翔一样),追踪
 • 畏惧凝视:这一灵能只有神灵化身才能使用,并且见效很快。所有敌视神灵化身的精魂的骰池都会减少2个骰子——只要他们在化身附近。
 • 狂暴:精魂能通过花费1点魂质点来给所有伤害骰池加上2个骰子,此效果持续到此幕终结。

出处:《第2版部族书:芬里斯之子(WW3855)》 第78页


版本3:
  作为部族和图腾之间契约的究极体现,最强大的芬里斯英雄能在他需要的时候召唤他们部族图腾的战斗化身来支援他。化身参加战斗,杀害所有不是芬里斯之子或不处于其保护下的人。然而,大芬里斯的介入需要牺牲一些东西——通常是召唤者的左手。据说,如果战斗化身被以不好的缘由召唤,那么他就会在消失前吞噬召唤者。这一灵赋由大芬里斯本尊教授。 
 系统:玩家花费1点灵知点并投掷1次耐力+神秘学(难度6)。如果成功就会召唤大芬里斯的化身,他会为芬里斯一方战斗,持续1幕。战斗结束后,作为召唤的代价,召唤者自动得到战斗伤痕:残肢(第280页);即使狼人已经有这一战斗伤痕,他也会因为芬里斯吞噬了另一条肢干而第二次得到它。

剧透 -   :
大芬里斯的战斗化身
 很少有精魂——除了神灵本身——能像大芬里斯的战斗化身那样可怕和危险。芬里斯之狼的化身表现为肩高10尺的巨狼。他的双眼燃烧着愤怒,他的下巴滴着无数敌人的鲜血。他的外衣是深灰色的,随着光线变化,会从黑色变为红色甚至白色。这一战斗化身并不如本尊强大,但依旧能无视精魂的通常限制,而且有着甚至比节点爬虫都要更高的属性。
 意志点 15,魂怒点 20,灵知点 10,魂质点 45-80
 灵能:方向感知,护甲,爆炸(闪电),畏惧凝视*,实体化,重构,狂暴*,急速奔跑(和急速飞翔一样),追踪
 • 畏惧凝视:这一灵能只有神灵化身才能使用,并且见效很快。所有敌视神灵化身的精魂的骰池都会减少2个骰子——只要他们在化身附近。
 • 狂暴:精魂能通过花费1点魂质点来给所有伤害骰池加上2个骰子,此效果持续到此幕终结。

出处:《狼人:末日怒嚎20周年纪念版》 第182页




红爪
四海一家
通用灵赋
 红爪的传说讲到,和狼之先祖有着最深联系的狼们不再被距离所束缚,他们能出现在任何有狼的地方。这很长时间内都被认为只是个传说,但实际上,一个有着极浓血统的红爪长老就可以学会从一个位置消失,而后又在界域或影界的其它任何地方出现——如果狼之先祖早已在他之前就到过那儿的话。只有狼之先祖本尊能教授这个灵赋。
 系统:玩家必须在她的人物进入灵界时投掷1次灵知点。如果成功,人物就能出现在地球的任何地方——只要那儿能自然发现狼(不论现在是否还存在),或任何有狼人的地方。她也能选择出现在任何曾经去过的影界界域。红爪要学习此灵赋必须有5级的血纯背景。

出处:《第2版部族书:红爪(WW3857)》 第67页



盖亚护盾
版本1:
 狼人和盖亚的律法和韵律是如此地交融,以至于秩者的条框根本无法束缚她。学会了此灵赋的狼人只能用它1次;其效果是永久的。狼人会对1种科技的效果免疫,如子弹,摄像(也就是说他无法被拍到),电力,化学毒物,等等。这一灵赋由狮鹫的化身教授。
 系统:狼人花费1点永久灵知点并选择她会免疫的1种科技。由说书人具体决定哪些该和不该被此灵赋免疫。比如,选择对喷火器免疫的狼人不会被它们烧到,但其它类型的火焰依旧会有效。
 此灵赋对被妖蛆腐化的科技同样有效——即使它们不含有妖蛆物质。比如,选择对化学毒物免疫的狼人也不会被彭特克斯(译注:狼人世界观中的一个跨国的妖蛆企业)的毒物伤害,但毒物中的忌灵同样可以尝试附身她。
 这一灵赋很可能会被滥用,但玩家和说书人应当意识到它的意图:这是盖亚为使她的子民免受秩者和现代世界的破坏而提供的一种保护。该如何理解和把握分寸应取决于游戏的主题和氛围。但不应该允许玩家宣称她可以对核武器免疫。

出处:《第1版部族书:红爪(WW3057)》 第48页


版本2:
  狼人和盖亚的律法和韵律是如此地交融,以至于秩者的条框根本无法束缚她。狼人会对1种科技的效果免疫,如子弹,摄像(也就是说他无法被拍到),电力,化学毒物,等等。这一灵赋由狮鹫教授。
 系统:玩家必须在购买时就决定灵赋会提供何种免疫。此效果是永久的。

出处:《狼人:末日怒嚎20周年纪念版》 第188页




银牙
重启轮回
版本1:
  这是狼人所能持有的最强大的力量之一。因为只有6级的银牙能得到它,所以它是一个非常稀有的灵赋。它能给予狼人纠正盖亚自然轮回中所存在的严重错误的能力:一个不死生物能通过狼人的一瞥而被返回地土。投掷对抗1次狼人的灵知点和吸血鬼的意志点,难度都是8,并花费3点永久灵知点。如果成功了,吸血鬼死亡,他的身体会衰败到自然状态下该有的形态:一个雏儿会变成只有几个月大的死尸,而长老会衰败成会随风飘拂的灰烬。此灵赋也能被用来对抗木乃伊。但它不会“杀死”他,只会强迫他进入死一般的休眠。

出处:《第1版玩家导读(WW3202)》 第43页


版本2:
 这是狼人所能持有的最强大的力量之一,能够让他纠正盖亚自然轮回中所存在的严重错误。不死者,其非常存在严重冒犯了万物的自然秩序的不死者,在被此灵赋攻击后会衰败破碎成尘埃。不论他是个只有几个月大的新鲜活死尸,还是古老的长老,银牙都能通过仅仅一瞥来摧毁他。
 只有赫利俄斯或盖亚本尊的化身能教授这一灵赋。
 系统:狼人和受害者进入灵知点和意志点的对抗战(难度都是8)。狼人必须花费3点永久灵知点来激活盖亚的怒火。如果狼人获胜,吸血鬼(或其它不死者)就会被衰败到自然状态:吸血鬼长老会变成灰烬,而刚出土的被驱动的僵尸则会单纯地失去动力。此灵赋能让木乃伊进入死一般的休眠而不是摧毁他们。

出处:《第2版玩家导读(WW3108)》 第43页


版本3:
   这是狼人所能持有的最强大的力量之一,能够让他纠正盖亚自然轮回中所存在的严重错误。不死者,其非常存在严重冒犯了万物的自然秩序的不死者,在被此灵赋攻击后会衰败破碎成尘埃。不论他是个只有几个月大的新鲜活死尸,还是古老的长老,银牙都能通过仅仅一瞥来摧毁他。只有盖亚本尊的化身能教授这一灵赋。
 系统:狼人和目标进入灵知点和意志点的对抗战(难度都是8)。如果狼人获胜,不死者就会被衰败到自然状态——新鲜的活死尸会丧失可动性,而吸血鬼长老会变成灰烬。木乃伊则只会进入死一般的休眠。狼人必须为不死者处于非自然状态下的每百年(或其分数)花费1点灵知点;如果目标的年龄大到狼人花费所有灵知点都无法消除,那么就要花费永久灵知点,每1点能抵消500年。

出处:《狼人:末日怒嚎20周年纪念版》 第195页




星占
十二大臣的思想形态
曼怛罗灵赋
 施展此灵赋的咒语是唵-伽-嚂-林-萨-伽-嚂-林-赫-伽-嚂-林。该灵赋能让一位星占获得一刹那的精魂平衡。在那一刻,所有极端的欲望和不纯的情感都会被自我的坚定打击所摧毁。惊人而又噼啪作响的能量会如闪电般流向星占的每个脉轮点。这只会持续几秒钟,随后就消失了。但随后星占会充满力量并燃烧着淡绿色的光晕。迄今为止,只有一小撮的星占能有价值到可以学习此灵赋。该灵赋只能由奇美拉的化身教授。
 系统:玩家分别花费1点灵知点,魂怒点和意志点。在此幕余下的时间内,狼人能有以下的属性加成:感知+2,解谜+3,格斗+2。除外还有另外两项加成:第一,任何离使用此灵赋的星占10英尺范围内的狼人都会发现他们的暂时灵知点池被立刻回满了。第二,此灵赋能烧掉任何在狼人掌握此力量后所出现的腐化。因此人物所拥有的任何妖蛆的腐化印记都会消失。

出处:《第2版部族书:星占(WW3861)》 第70-71页




乌克提纳
成为乌克提纳
 切诺基的传说讲述到一个男人曾被变成大乌克提纳并试图杀死太阳。大乌克提纳早在切诺基之前就已经存在许久,但狼人曾有那么两到三次变成过他子民的形态。大乌克提纳只对他最有价值的乌克提那追随者教授这一灵赋;通过它,英雄可以变成一只甚至连闪电妖蛆都会恐惧的生物(译注:闪电妖蛆是一种蠕虫状的巨大妖蛆生物)。当危机被解决后(假设他还活着),新生的乌克提纳会滑进最近的水体并进入影界,永远和他的狼人兄弟分开来加入他在凹地的父亲。在早已是传奇的一生上还有如此光辉的结局,这值得世代相传。
 系统:一旦学会了这一灵赋,乌克提纳就能在任意时候通过激活大乌克提纳来召唤他。变形的初始阶段需要花费3个满回合,狼人的身体会成长并变形到有20英尺长的长角水蛇。新生的乌克提纳在这一阶段依旧保持着狼人的人格。在过了一段时间后(通常长于1幕的时间),变形的最后1个阶段就会随着狼人的心智消退、乌克提纳的心智替代而开始。精魂生物会精准地朝着最近而又能容纳其直径的水源地进发(不一定要复盖其全部体积)。当它滑进水体,穿过险棘,变形就完成了;英雄前帮派的成员最好把这乌克提纳当成同类对待。

剧透 -   :
乌克提纳形态
 这是处于成为乌克提纳中间阶段的狼人的数值。
 属性:力量 9,敏捷 4,耐力 8
    魅力 0,操控 3,外貌 0
    感知 4,智力 4,机智 3
 魂怒点 8,灵知点 8,意志点 6
 技能:运动 3,格斗 3,闪躲 2,胁迫 3,托辞 2,潜入 3,知识技能同人物,并伴随以下变化:解谜+1,神秘学+2,凹地轶闻+1
 健康等级:良好,良好,-1,-1,1,-1,-2,-2,-2,-5,-5,无法行动
 攻击:鹿角冲(力量+1),咬(力量+2)
 灵能:护甲(吸收骰池+5),水中呼吸,挖洞(和忌子灵赋一样),爆炸(和灵能一样)
 注意:这一乌克提纳大约有20英尺长,尽管强大却有同样的弱点——向心脏射击会立刻杀死它(请看如下的小乌克提纳精魂)。

出处:《第2版部族书:乌克提纳(WW3862)》 第70页






化兽族裔
猫人
部族灵赋
布巴斯提
逃亡的圣甲虫
 这是布巴斯提最隐秘的部族秘密之一,此灵赋能让一位猫人转移她的魂魄,使它形体化,并在她肉体死亡后将其送出体外。通常会是飞行的圣甲虫的形态的灵魂会寻找适合的新宿主,在其睡觉时爬进它的嘴中,并把旧魂魄“放”进新宿主体内。知晓这一禁忌知识的布巴斯提(而且像这样的猫人只有不到8只)在理论上是永生的——尽管这种长寿是用其它生物的命换来的。
 系统:收集传输用的灵魂需要花费3点灵知点和1次成功的操控+神秘学投掷(难度8)。失败会使灵魂在肉体死去时被困于其中(但如果猫人有足够时间,那他能有最多3次尝试该灵赋的机会)。一旦逃脱,魂魄就会飞走,寻找宿主。在魂魄核心破碎前,它有24小时来找寻。一旦找到了宿主,甲虫就会爬进他的嘴,并试图侵占身体。这一“附身”需要花费1点额外的灵知点并投掷布巴斯提死去时的意志点。难度取决于宿主现有的意志点+3(最高为10)。如果投掷成功,猫人就会占据身体,恢复她旧时和宿主的记忆。如果没有成功,她能在永远魂飞魄散前再尝试最后1次。
 为了保持对宿主的控制,猫人每周都要投掷对抗宿主原有的意志点,骰池是她现有的意志点。因此布巴斯提很少会控制超自然生物或固执的人——至少不会持续很长时间。在一具身体中度过了1个阴历月后,宿主就会成为一只具有5级前世背景的猫人。尽管她原有的灵赋都会在这个过程中失去,但她的记忆依旧清晰。因此她知道该在哪儿学习这些灵赋。在使用此灵赋的任意环节中所投掷出的大失败都会直接使魂魄湮灭——就像死灵所说的那样,因此这一魔法不会被轻易使用。

出处:《猫人(WW3075)》 第109-110页




美洲狮人
山崩地裂
 这是一个只有一把美洲狮人知道的古老必杀技,这一灵赋能让一个美洲狮人摇动地土本身,破坏道路和摧毁建筑。尽管震中相当小,但轻微晃动却在几英里外也能感觉到。
 系统:与灵赋:饥渴地土一样——除了发动1次山崩地裂需要花费2点灵知点和2点魂怒点,影响1英里,造成的伤害和猫人的成功数成正比(1个成功数能破坏玻璃;2个成功数能破坏石膏;3个成功数能破坏沥青;4个成功数能摧毁混凝土,5个成功数能压垮金属)。

出处:《猫人(WW3075)》 第114页




狮人
至高特权
 这一被极度鄙视的诡术能让一个古老而强大的狮子偷走另一个猫人的灵赋——即使是那些在传统上仅属于他那个部族或变形亚种的也可以。黑牙的许多力量都是通过这一致命的秘术搜集的(译注:黑牙是一只曾统治了整个非洲大陆的狮人,但现已死亡)。 那些看到过他的人宣称他通过杀死其他猫人来激活他的这一“特权”,然后在他们死去时,从他们的精魂上取走其秘密。尽管可能也有其它猫人知道这一灵赋,但他们不会有多少朋友。
 系统:这一灵赋来自虚无者,并在说书人的限定下可以仅限1或2位被腐化的狮人获得。使用它的规则很简单,但难度很大:为了学会1个新灵赋,知道它的猫人必须被杀死。当受害者死去时,狮人就要激活这一力量,从刚死之人的血肉上掳走他的秘密。这需要花费2点灵知点和投掷1次操控+神秘学,难度是死去的猫人的等级+5。每1个成功数都能让狮人学会1个他之前不知道而被杀的猫人知道的灵赋。为了“保有”这些灵赋。狮人必须为其花费经验点;不是“保有”而是“自由”的灵赋只能用1次,随后就会被忘掉。只有狮人知道这个秘术——一些布巴斯提试图得到它,但都在途中死去了。

出处:《猫人(WW3075)》 第117页





熊人
曾祖父的召唤
熊人灵赋
 在紧急情况下,这一强大和极少被使用的灵赋能让曾祖父(或远古之人)召唤所有熊人,让他们来到他身边从而使他能对其讲清召唤的原因。召唤是如此强大以至于能唤醒完全处于冬眠的熊人。但熊人可以不用响应召唤,而且一些熊人实际上还拒绝或无视远古之人的召唤。然而绝大多数熊人都会聚集在一起,带来治疗道具,武器和食物,然后旅行到曾祖父等待他们的地方。此灵赋会在风暴吞噬者挣脱束缚时导致熊人的大量苏醒。
 系统:玩家牺牲3点灵知点和1点魂怒点。无需投掷。

出处:《熊人(WW3079)》 第104页





蛇人
湿婆之舞
蛇人灵赋
 毁灭者湿婆也经常被称作舞王湿婆。当世界末日到来时,湿婆就会起舞,而火焰会吞噬一切,为世界的下一轮回做准备。这一灵赋能让世界稍稍品尝下世界毁灭的滋味。
 系统:此灵赋只能在人类形态下使用。当蛇人开始毁灭之舞时,玩家要投掷1次敏捷+表演;成功数个数决定了舞蹈召唤的火焰的威力和持续时间。在第1回合,火焰会自玩家向所有方向(除了上和下)扩散10码并对其接触到的所有事物造成4个骰子的恶性伤害。如果蛇人获得了足够成功数来继续跳舞,连续维持了多个回合,那么每个回合中,火焰的半径都会翻倍,伤害都会多1个骰子。比如,玩家获得了6个成功数,而蛇人也能不被打断地连续跳6个回合,那么在第6个回合中,火焰会对半径320码以内的一切造成11个骰子的恶性伤害。如果蛇人停止了舞蹈,火焰会立即熄灭。
 由湿婆之舞所引发的火焰非常奇特,它无法伤害任何”真正有着纯洁之心“的人或事物。然而,黑暗世界中符合这一描述的超自然生物比母鸡的牙齿都还要少;即使是最温和的熊人也不太可能是真正纯洁的,最有道德的吸血鬼就更不可能了。

出处:《蛇人(WW3084)》 第75-76页





郊狼人
郊狼之嚎
 就像郊狼是创造者一样,它也是个毁灭者。随着时间流逝,它会抹消所有的存在——因为那就是它的使命。郊狼之嚎允许一个郊狼人召唤郊狼毁灭力量的一部分并将其释放到一个人或一片区域。使用时,郊狼的嚎叫会撼动万物并使其成为湮灭事物的引擎。力量会具象化成龙卷风或巨浪,也可以是地震或闪电风暴。无论是什么情况,几乎没有事物能对抗此力量。这是郊狼人所知道的最强大的力量之一,由郊狼本尊教授给那些它认为有价值的人。
 系统:玩家投掷1次智力+神秘学,难度5,并花费2点灵知点。随之释放的能量会摧毁道路上的一切——可能会有例外,看说书人。这一灵赋只有最强大的郊狼人才能使用,而且,如果面对的敌人不是那种对郊狼人所坚持的一切都构成真正威胁的话,那它也是不会奏效的。

出处:《郊狼人(WW3076)》 第52-53页
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Re: 【W:tA】【汇总】6级灵赋
« 回帖 #2 于: 2020-08-20, 周四 16:20:11 »
原文:
剧透 -   :
Garou
Auspice Gifts
Ragabash
Firebringer
Version I:
 This amazing Gift alows a Ragabash - the tickster of Garou society - to steal a power or ability from another being and turn it into a Garou Gift, teachable to others.
 System: The Ragabash must first be the victim of the power he wishes to steal (i.e., come under vampiric Domination, be affected by a mage rote, etc.). If he survives, he can take what he has learned and teach it to others. However, he cannot use the new power himself! In addition, anytime thereafter the original power is used against him, it is at one difficulty less - he is considered vulnerable to it.
 Even Wyrm-tainted powers can be stolen (fomori powers, Black Spiral Gifts, etc.); the Ragabash's sacrfice is enough to cleanse them of their taint. In this way, the work of the Wyrm can be directly turned against It.
 The exact nature and stem of the new Gift is entirely up to the Storyteller. It takes only about an hour for the Ragabash to teach the Gift (as if he were a spirit). The Storyteller is free to use powers given in any other Storytelling games as the bases for new Gifts, as long as the character is willing to risk all to steal that knowledge. Ragabash willing to do something so selflessly for the community are very rare; one that does should gain much Renown for her feat.

Source: Storyteller’s Handbook 1st Edition (WW3205), Page 122


Version II:
 This powerful Gift allows a Ragabash to pull the ultimate stunt, stealing a supernatural power and turning it into a Gift. Moreover, the Gift can be taught to others, as if the New Moon was a spirit teacher. The difficult part is that the Ragabash has to endure having the power used on her first, but after that, she makes it her own to teach, but alas, not to use herself. A powerful spirit, such as the avatar of a trickster Incarna, teaches this Gift.
 System: Survival, smarts and sacrifice are key to acquiring this Gift, though no specific dice rolls are needed. First, the Ragabash must suffer through the effects of the power (such as vampiric Discipline, or a mage’s rote) being successfully used on her. Then, she can take her experiences, work with the appropriate spirit and turn the power into a Gift she can teach to others. The Ragabash cannot herself use the Gift, and moreover, she now has a vulnerability to its effects. The next time she encounters another supernatural using the power, the enemy is at one difficulty less to use it on the New Moon (the power more easily affects the Ragabash). Any supernatural power can be co-opted in this way, including Wyrm-tainted powers. In this way, the werewolves can turn the might of the Wyrm back on itself. Because of the sacrifice involved, the New Moon usually gains considerable Renown for not only “stealing” the knowledge of the supernatural power, but also teaching it to others. Storytellers should feel free to be creative and innovative in bringing powers from other games (Such as Vampire and Mage) into the Werewolf universe. The Storyteller determines the level of any Gift gained in this manner, as appropriate.

Source: Book of Auspices (WW3812), Page 34


Version III:
  The Ragabash performs the ultimate trick, stealing a supernatural power and turning it into a Gift, which may in turn be bestowed upon to others as though the New Moon were a spirit teacher. Alas, the Ragabash must first survive having the power used upon him. Coyote or another trickster Incarna teaches this Gift.
 System: After having a power used on him, the Ragabash may spend one point of permanent Gnosis to internalize it into a Gift. The Ragabash cannot use this Gift himself, and in fact forfeits all defenses against that power if ever used on him in the future; it exists instead as a treasure to bequeath upon the Garou Nation. Any power may become a Gift in this fashion - even the vile magic of the Wyrm may be stolen and turned to the defense of Gaia. The Storyteller determines the new Gift’s appropriate level and what sort of spirit Garou should be able to learn it from. In the case of mages, this power steals particular rotes rather than entire Spheres.

Source: 20th Anniversary Edition, Page 164




Theurge
As In the Beginning
 The Theurge can tear away aeons of the Weaver’s works for a short while. This Gift rips down the Gauntlet entirely, merging the worlds of flesh and spirit as they were in the days of legend. Moreover, this mended region acts as a shining beacon to Gaian spirits, calling a flood of nature-spirits and other allies to assist the Theurge. An avatar of Gaia Herself teaches this Gift.
 System: The player spends three points of Gnosis and rolls Wits + Occult (difficulty of the local Gauntlet). The Gauntlet is torn open within the local area. The thinner the Gauntlet, the wider the rip: from a few rooms in the midst of a skyscraper to an entire mile of landscape in the depths of the Amazon. Friendly spirits of the Storyteller’s choosing come flooding out to aid the Theurge - the more successes, the greater the number or power. The Gauntlet is permanently lowered by 1 in an area where this Gift has been used; this benefit doesn’t stack with repeated use.

Source: 20th Anniversary Edition, Page 166



Invoked Presence
 By using this awesome Gift, the Theurge can call upon an Incarna or Celestine directly, bringing their focus to bear on the area around him. This does not summon an Avatar; rather, the presence is a mystical permeation of the principle the invoked spirit represents. The Theurge will later need to repay the debt owed to the spirit he invoked before he can use this Gift again; this typically entails a strong geas, an extended spirit quest or the sacrifice of a valuable fetish. Any Celestine’s avatar can teach this Gift.
 System: The Theurge spends five points of Gnosis and the presence of a Celestine or Incarna is made manifest within a 180 yard radius globe around her for several hours. Essentially, this Gift is like a sustained, area-effect form of Totem Gift, and the effects are thus highly variable dependent upon which greater power the Garou chooses to invoke. The following three effects are constant:
 ● Any actions that directly support the principle of the invoked spirit have a number of dice equal to the Theurge’s Gnosis added to their dice pool. In the case of combat, only one type of combat roll (attack, damage, dodge, initiative, etc.) will be so enhanced.
 ● Attempting to take any action directly antithetical to the invoked spirit requires three successes on a Willpower roll (difficulty 8), and even then, the action will be rolled at +2 difficulty.
 ● The spirit will send members of its Brood equivalent in power to a full pack of Rank One Garou to the site to aid the Theurge and his allies immediately.
 Beyond this, the effects are dependent on the power the Theurge chose to invoke; Unicorn may simply make any act of violence impossible in the area; a Harvest Incarna may cause all the plants in the area to grow to rich and healthy maturity in minutes, while invoking the Weaver might make the Gauntlet utterly impenetrable.

Source: Book of Auspices (WW3812), Page 58



Rebirthing
Version I:
 This most holy and rare of Gaia's Gifts enables the Garou upon his death to be instantly reincarnated in the body of a newborn cub living within 2,000 miles of where the Garou died. The reincarnation is most often of the same breed as the Garou had in his former life, but it can be into another breed - even metis - if the only newborn within range is not of the original breed. If there are no newborn cubs in range within one turning of the moon from the moment of death, then the Garou is not reborn and goes where all Garou go upon death.
 System: The cub will not have any of the memories and powers of the original Garou until after the First Change, whereupon he will grow into them. Such a cub, when discovered, will be guarded and protected fiercely by all Garou until he fully comes into his former powers (in addition to any new powers gained). He must regain his old rank in the same manner as all cubs (step by step), and will only remember his old powers up through his current rank. When he gains another Rank level, he will then remember all the powers of that level. However, he will not retain knowledge of this Gift, and must learn it again (and few spirits will be willing to teach it a second time).

Source: Storyteller’s Handbook 1st Edition (WW3205), Page 122


Version II:
 This gift was bestowed upon the Silver Fang Lupus Theurge Grimfang by Gaia herself. Upon his death, he will be reborn in the form of a cub somewhere within 2,000 miles of his demise. This is not a Past Life, but an actual reincarnation. At maturity, the cub will come into Grimfang’s true powers.

Source: Caerns: Places of Power (WW3201), Page 111 and Rage: Warriors of the Apocalypse (WW3403), Page 60



Philodox
Break the Bonds (Or Release from Bondage, see below)
Version I:
 This Gift allows a Garou to break any bonds holding her, whether mental or physical. This includes all manner of mind control, whether by a mage Sphere or vampiric Blood Bond. The Garou can use this Gift to break the bond even though her master may demand her not to. However, she may not seek out a spirit to teach this Gift if she is commanded otherwise. Thus, this Gift is most often awarded to a Garou as a return for service to an Incarna or equally powerful spirit who is well aware of the Garou's unnatural servitude.
 System: The Garou is effectively immune to supernatural coercion and can easily break any physical bonds holding her (she has the equivalent of Strength 15 for doing so). When used to stop such coercion on others, the Garou must spend a Gnosis point and roll Manipulation + Leadership against a difficulty 6. Only one success is required. Also, the Garou can break another's physical bindings as if she possessed Strength 15.

Source: Storyteller’s Handbook 1st Edition (WW3205), Page 122



Version II:
 This Gift shatters all bonds, whether physical or mental, from sturdy iron chains to the slavery of a vampire’s bewitched blood. The Garou may use it to benefit any being, including herself. It is taught by any Incarna with the freedom to come and go as they please.
 System: The Garou is automatically immune to any supernatural coercion, and may break bonds as though she had Strength 15. She may also break another’s physical bonds with that same Strength, or banish mental bonds from another with a Manipulation + Leadership roll (difficulty 11 – target’s Willpower).

Source: 20th Anniversary Edition, Page 168-169



Release from Bondage
 There are many ways to mystically blend the will of another. This Gift shatters all such bonds, from the blood domination of a vampire to a mage’s mind control or a Half Moon’s geas. Those who know this Gift may use it on any being, including themselves. This Gift is only granted by an Incarna or equally powerful spirit, usually as a reward for some great service.
 System: The Garou is automatically immune to any supernatural coercion save from any being more powerful than an Incarna. The Gifted one may break another’s mystic compulsion by touching her, spending a Gnosis point and rolling Manipulation + Leadership (difficulty 11 – the target’s Willpower).

Source: Book of Auspices (WW3812), Page 79




Galliard
Break the Bonds (See below)
 In Storyteller’s Handbook 1st Edition (WW3205) and 20th Anniversary Edition, it is the same as Break the Bonds of Philodox

Source: Storyteller’s Handbook 1st Edition (WW3205), Page 122 and 20th Anniversary Edition, Page 170



Storyteller
 Rather than simply telling and retelling the stories of old, or even waiting until the events of the day become the new stories, the Galliard can change the events of the ongoing drama unfolding around her. She may add new “characters,” altering chains of events, and even change the motivations of the major participants. However, as this Gift can literally have world-altering ramifications, the handful of Garou in history that have known it have been loath to actually use it. Rumor has it that the defeat of the Storm-Eater was due partially to use of this Gift - but likewise, rumor also states that the horrific events in Russia during the past century stem from a Child of Gaia Galliard who thought that she knew the way the story would end. No one knows what sort of spirit teaches this Gift; presumably an avatar of Gaia, but since so few Garou even know of the Gift’s existence, no one can say for certain.
 System: The player spends one permanent Gnosis point and explains, in as much detail as possible, the change she wants to make to the story. The Storyteller, of course, has final say, and once the “dramatic alteration” is done, the Garou has no further control. Events that she concocts can and do spiral out of control, so utmost care must be taken with the Storyteller Gift.

Source: Book of Auspices (WW3812), Page 102




Ahroun
One on One
 The World of Darkness is a complex place, filled with intrigue, misdirection and all manner of supernatural evasion. Ahroun, however, are simpler beings, and this Gift allows them to extend their direct methods where they might not otherwise reach. The Garou says a brief prayer to Luna and the other innumerable spirits of blood, terror and vengeance in the Garou pantheon. She is then transported instantly to a single foe of her choice, whom she may engage in one-to-one combat to the death under Luna’s own aegis. The foe cannot flee (though tactical withdrawal with the specific intent of continuing the fight this scene is acceptable), nor can she receive aid from outsiders. The invoker is bound by the same restrictions, of course.
 Luna herself teaches this Gift, and not through an avatar - the petitioner must journey to Luna’s court in the Aetherial Realm and convince the capricious goddess that her reasons for needing this power are just.
 System: This Gift cuts through all supernatural forms of warding, concealment, contingency spells and similar precautions without any roll. For the remainder of the scene, both affected parties can receive no aid from other sources, and can only use powers that are directly physical in nature. A vampire’s unearthly strength and speed or a faerie’s ability to strike at enemies with the spirit of holly would remain potent, but a member of either race would be stripped of his supernatural mind-clouding and unearthly presence. Likewise, a Namebreaker might throw lightning or increase his own strength, but not teleport away or turn incorporeal to avoid the Garou’s strikes utterly.
 This Gift involves the direct interference of the Celestine Luna in mortal affairs, and the Storyteller should remember that a thinking being is determining the Gift’s exact effects, not a defined supernatural spell. The Storyteller should make judgement calls on the Gift’s effects keeping it within its intended spirit of providing a fair, open a physical fight. A Garou asking to be transported to a vampire in torpor, for example, might find the Leech awake and ready to fight…
 The Garou must expend a point of permanent Gnosis to activate this Gift. Once the fight is done, normal rules of reality reassert themselves - which might be bad if the Garou has been sent to Malfeas or some other hellish domain.

Source: Book of Auspices (WW3812), Page 123-124



Unstoppable Warrior
Version I:
 A Garou who uses this potent Gift can regenerate aggravated damage. This works against all attacks except those from silver weapons. Each turn, roll Stamina + Primal-Urge against a difficulty 8; if successful, then spend one point of Rage per Health Level healed (much like a vampiric Blood Pool).

Source: Rage Across the Amazon (WW3104), Page 40 and Rage: Warriors of the Apocalypse (WW3403), Page 35


Version II:
 A Garou who uses this potent Gift can regenerate aggravated damage. This works against all attacks except those from silver weapons.
 System: Each turn, roll Stamina + Primal-Urge against a difficulty 8; if successful, then spend one point of Rage per Heath Level healed (much like a vampiric Blood Pool). The Garou cannot attack in the same turn, unless he has the Level Three Ahroun Gift: Combat Healing (see Werewolf Player Guide, pg. 38)

Source: Storyteller’s Handbook 1st Edition (WW3205), Page 122


Version III:
  The werewolf with this potent Gift may shrug off even flames and the claws of his own kind. A warrior Incarna teaches this Gift.
 System: The Garou becomes permanently capable of healing all aggravated damage as though it were lethal damage, save for wounds inflicted by silver.

Source: 20th Anniversary Edition, Page 172





Tribal Gifts
Black Spiral Dancer
Prelude to Apocalypse
Theurge Gift
 As the Gaian Gift As In the Beginning, this version might be learned by a Black Spiral Theurge and summons Wyrm-spirits of all kinds. No Black Spiral Theurge has yet learned this Gift.

Source: Book of Wyrm (W20), Page 120




Fianna
Sleep of the Hero
 This powerful Gift has been invoked many times in Fianna history. When a great hero (Rank 5 or higher) dies in battle, the Fianna take the body and dedicate it to the land. This Gift forms a bond between the Fianna and the land and the spirit of the hero. The champion’s life returns, but he remains in a deep sleep, not to awaken until the Apocalypse. The target must be placed somewhere in the earth, such as a cave, or within a burial mound. During this sleep, the hero is unaffected by the elements and does not need to breathe. This Gift is taught by Fianna ancestor spirits.
 System: The Garou spends two points of Gnosis and rolls Intelligence + Rituals against a difficulty of 9. If she succeeds, the life comes back into the hero and he falls into a deep sleep, usually after having a chance to say a few last words. If the wielder of this Gift receives five or more successes, then the hero may awaken and return to the caern at any time of great crisis, at the Storyteller’s option.

Source: Tribebook: Fianna (WW3054), Page 49

剧透 -   :
In 2nd Edtion Tribebook, Sleep of the Hero becomes a Level 5 Rite of Death called Rite of the Hero’s Sleep.

Rite of the Hero’s Sleep (Death)
 This rare and powerful rite has been used on some of the greatest heroes of the Fianna. When a Fianna of greatest renown falls in battle, he is placed in the earth (such as a cave, or a chamber of a burial mound), where the ritemaster dedicates the body to the land, tying soul and earth together. The body heals, then falls into a deep sleep. On rare occasions, the hero's pack or shieldmate is allowed to join the warrior in sleep. The champion and his pack then lie in state, ageless, without need for food or breath, until he awakens to take up arms once again - at the dawn of the Apocalypse.
 System: The ritemaster spends three permanent points of Gnosis when performing the ritual. If she succeeds, the champion's wounds heal in a moment and the flush returns to the hero's cheeks. There is usually time enough for a few final words before sleep overcomes the hero. If the ritemaster gains five or more successes, then the champion may awaken for a short while and return to the caern at any time of great crisis (at the Storyteller's option).

Source: Tribebook: Fianna (Revised) (WW3854), Page 74




Get of Fenris
Call Great Fenris
Version I:
 The Get may summon a spirit avatar of Fenris Wolf. The avatar will assist in combat, slaying all who are not Get of Fenris or under their protection. There is always a sacrifice demanded in return, traditionally the right hand of the summoner. Once Fenris has claimed the hand, it does not regenerate. If there is not a good reason for calling the avatar, or the summoner will be devoured whole. This Gift is taught by a wolf spirit.
 System: The Garou spends one Gnosis point and rolls Stamina + Occult (difficulty 6). The summoner permanently loses one Health Level as his right hand is bitten off by Fenris in return for daring to summon him. See the sidebar for the Fenris avatar's Traits.

剧透 -   :
The Spirit Avatar of Fenris Wolf
 The avatar of Great Fenris appears as an enormous wolf, 10 feet tall at the shoulder. His eyes burn with rage and his jaws drip with the blood of countless enemies. His fur is brown with red and black markings. The avatar of Fenris can run at up 100 miles per hour, and never seems to tire.
 Willpower 10, Rage 10, Gnosis 8, Essence 75
 Charms: Airt Sense, Materialize (Power cost 40; Strength 10, Dexterity 7, Stamina 10, Brawl 5, Dodge 3, Claws: Str+3, Fangs: Str+4, Health 15), Reform, Tracking

Source: Tribebook: Get of Fenris (WW3055), Page 48


Version II:
 As the ultimate expression of the pact between tribe and totem, the greatest Get heroes my summon the war-avatar of their tribal totem to aid them in their hour of need. The avatar joins in combat, slaying all that are not Get of Fenris or under their protection. However, Great Fenris demands a sacrifice for his intervention - usually the left hand of the summoner. It’s said that if the war-avatar is called for no good reason, it will devour the summoner entirely before departing – but there are no concrete tales of any Get of Fenris wise and mighty enough to attain this Gift yet foolish enough to abuse it. This Gift is taught by a wolf-spirit.
 System: The player spends one Gnosis point and rolls Stamina + Occult (difficulty 6). Success summons the war-avatar of Great Fenris, who will fight at the Fenrir’s side for the duration of the scene. At the combat’s end, the summoner automatically gains the Battle Scar: Maimed Limb (Werewolf, pg. 190) as the war-avatar claims Fenris’ due; even if the Garou already possessed that Battle Scar, he gains it a second time as Fenris devours another limb.

剧透 -   :
Fenris’ War-Avatar
 Few spirits short of Incarnae themselves are as frightening and dangerous as the war-avatar of Great Fenris. The avatar of Fenris Wolf appears as an enormous wolf, 10 feet tall at the shoulder. His eyes burn with rage and his jaws drip with the blood of countless enemies. His coat is a deep gray that seems to shimmer from black to red and even to white as the light shifts across it. The war-avatar of Fenris is not as powerful as the Incarna himself would be, but it still defies the usual limitations of spirits, and has Traits even more powerful than Nexus Crawlers.
 Willpower 15, Rage 20, Gnosis 10, Essence 80
 Charms: Airt Sense, Armor, Blast (thunderbolt), Dreadful Presence*, Materialize, Re-form, Savage*, Swift Running (as Swift Flight), Tracking
 • Dreadful Presence: This Charm is available only to Incarna avatars, and is constantly in effect. All spirits hostile to the Incarna avatar lose two dice from all their dice pools while they remain in the avatar’s vicinity.
 • Savage: By spending one Essence, the spirit adds two dice to all damage rolls for the remainder of the scene.

Source: Tribebook: Get of Fenris (Revised) (WW3855), Page 78


Version III:
   As the ultimate expression of the pact between tribe and totem, the greatest Get heroes may summon the war-avatar of their tribal totem to aid them in their hour of need. The avatar joins in combat, slaying all that are not Get of Fenris or under their protection. However, Great Fenris demands a sacrifice for his intervention - usually the left hand of the summoner. It’s said that if the war-avatar is called for no good reason, it will devour the summoner entirely before departing. This Gift is taught by Great Fenris himself. 
 System: The player spends one Gnosis point and rolls Stamina + Occult (difficulty 6). Success summons the war-avatar of Great Fenris, who will fight at the Fenrir’s side for the duration of the scene. At the combat’s end, the summoner automatically gains the Battle Scar: Maimed Limb (see p. 260) as the war-avatar claims Fenris’ due; even if the Garou already possessed that Battle Scar, he gains it a second time as Fenris devours another limb.

剧透 -   :
Fenris’ War-Avatar
 Few spirits - short of Incarnae themselves - are as frightening and dangerous as the war-avatar of Great Fenris. The avatar of Fenris Wolf appears as an enormous wolf, 10 feet tall at the shoulder. His eyes burn with rage and his jaws drip with the blood of countless enemies. His coat is a deep gray that seems to shimmer from black to red and even to white as the light shifts across it. The war-avatar of Fenris is not as powerful as the Incarna himself would be, but it still defies the usual limitations of spirits, and has Traits even more powerful than Nexus Crawlers.
 Willpower 15, Rage 20, Gnosis 10, Essence 45–80
 Charms: Airt Sense, Armor, Blast (thunderbolt), Dreadful Presence*, Materialize, Re-form, Savage*, Swift Running (as Swift Flight), Tracking
 • Dreadful Presence: This Charm is available only to Incarna avatars, and is constantly in effect. All spirits hostile to the Incarna avatar lose two dice from all their dice pools while they remain in the avatar’s vicinity.
 • Savage: By spending one Essence, the spirit adds two dice to all damage rolls for the remainder of the scene.

Source: 20th Anniversary Edition, Page 182




Red Talon
Home in All Lands
General Gift
 Legends among the Red Talons state that the wolves with the greatest connection to the Progenitor Wolf were not bound by distance, but indeed could appear anywhere where wolves were found. This was long thought to be simply lore, but in fact an elder Red Talon with strong enough lineage might well learn to fade from one location and appear anywhere else in the Realm or the Umbra, provided that the Progenitor has been there before him. Only the Progenitor Wolf himself teaches this Gift.
 System: The player must roll Gnosis as though her character were stepping sideways. If successful, the character may appear at any location on Earth where wolves might be found naturally (whether or not any may still exist) or any location that boasts Garou. She may instead choose to appear in any Umbral Realm that she has previously visited. A Red Talon must have Pure Breed 5 to learn this Gift.

Source: Tribebook: Red Talons (Revised) (WW3857), Page 67



Shield of Gaia
Version I:
 The Garou can become so attuned to the laws and rhythms of Gaia that the Weaver’s laws cease to have any affect on her. This Gift can only be used once by any Garou who learns it; its effects are permanent. The Garou 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 an avatar of Griffin.
 System: The Garou spends a permanent point of Gnosis and chooses the one form of technology to which she will be immune. It is up to the Storyteller to determine exactly what is and is not included in the protection afforded by this Gift. For example, Garou who choose immunity to flame-throwers would not be burned by them, but other flames will act normally upon her.
 This Gift does apply against Wyrm-tainted technology, although not Wyrm substances. For instance, a Garou who is immune to chemical toxins may not be harmed by the Pentex acid, but the Bane in the acid can still try to posses her.
 This Gift is open to a lot of abuse, but the player and the Storyteller should recognize the spirit of the Gift: it is Gaia’s protection to Her children from the ravages of the Weaver and the modern world. Just how this is interpreted and how much is permitted depends on the mood and atmosphere of a game. However, no player should be allowed to claim immunity from nuclear weapons.

Source: Tribebook: Red Talons (WW3057), Page 48


Version II:
  The Garou becomes so attuned to the laws and rhythms of Gaia that the Weaver’s laws cease to have any hold on her. The werewolf 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.

Source: 20th Anniversary Edition, Page 188




Silver Fang
Renew the Cycle
Version I:
  This is one of the most potent powers of the Garou. It is a very rare Gift, as only Silver Fang of Rank Six can obtain it. It grants the Garou the power to right a grievous wrong to Gaia’s natural cycle: an undead creature can be returned to the earth with a single glance. Roll the Garou’s Gnosis resisted by the opposing vampire’s Willpower, both difficulty eight, and spend three permanent Gnosis points. If successful, the vampire dies and his body is reduced to its true stage of putrefaction: a neonate may turn into a months-old corpse, while an elder will be reduced to wind-blown ash. This can also be used against a mummy. It will not “kill” the mummy, but only force him into a dead season of sleep.

Source: Player’s Guide 1st Edition (WW3202), Page 43


Version II:
 One of the most potent powers available to the Garou, this Gift allows the correction of a grievous wrong to the natural cycle of Gaia. The undead, whose very existence is an affront to the natural order of things, wither and crumble to dust when struck by the power of this Gift. Whether the undead is a shambling, month-old animated corpse or an ancient vampire, the Fang can destroy it with but a glance.
 Only an avatar of Helios or Gaia Herself can teach this Gift.
 System: The Garou and the victim enter into a resisted contest of Gnosis versus Willpower (both difficulty 8). The Garou must then spend three permanent Gnosis points to activate the wrath of Gaia. If the Garou wins the contest, the vampire (or other undead) is reduced to its natural state: Elder vampires turn to dust, whereas freshly exhumed corpses simply lose their animation. This Gift forces mummies into a dead season of sleep but does not destroy them.

Source: Player’s Guide 2nd Edition (WW3108), Page 43


Version III:
   One of the most potent powers available to the Garou, this Gift allows the correction of a grievous wrong done to the natural cycle of Gaia. The undead, whose very existence is an affront to the natural order of things, wither and crumble to dust when struck by the power of this Gift. Whether the undead is a shambling, month-old animated corpse or an ancient vampire, the Fang can destroy it with but a glance. Only an avatar of Gaia Herself can teach this Gift. 
 System: The player and the target enter into a resisted contest of Gnosis versus Willpower (both difficulty 8). If the Garou wins the contest, the undead is reduced to its natural state - fresh corpses simply lose their animation, whereas an elder vampire would crumble to dust. Mummies are simply banished to a season of sleep. The Garou must spend one Gnosis for every hundred years (or fraction thereof) the undead has existed in its unnatural state; should the target’s age exceed the Garou’s capacity to spend Gnosis points, permanent Gnosis may be sacrificed to account for 500 years of age per dot spent.

Source: 20th Anniversary Edition, Page 195




Stargazers
Thought-Form of the Twelve Ministers
Mantra Gift
 The spoken mantra for this Gift is Aum-ka-la-rim-sa-ka-la-rim-ha-ka-la-rim. This Gift allows a Stargazer to attain true spiritual balance for a single moment. In that moment, all extreme desires and impure emotions are blasted away by an unmitigated blast of the Self. A startling crackle of energy travels like lightning to each of the Stargazer’s chakra points. It only lasts for a second, and then it is gone. But in its wake, the Stargazer is left empowered and burning with a halo of pale green light. There is only a handful of Stargazers who have ever been worthy enough to learn this Gift, and it can only be taught by an avatar of Chimera.
 System: The player spends a single temporary point of Gnosis, Rage, and Willpower. For the remainder of the scene, the Garou gains a series of Trait bonuses: +2 to Perception, +3 to Enigmas, +3 to Empathy, and +2 to Brawl. There are two other benefits as well. First, any Garou standing within ten feet of the Stargazer using this Gift find that their temporary Gnosis pools are suddenly refreshed. Also, this Gift burns out any corruption that was contained in the werewolf grasping the power. Hence, any Wyrm-taint that the character had thus disappears.

Source: Tribebook: Stargazers (Revised) (WW3861), Page 70-71




Uktena
Becoming Uktena
 The legends of the Cherokee say that a man was transformed into the Great Uktena to try to kill the sun. Great Uktena was around long before the Cherokee, but Garou have taken the form of his children on two or three occasions. Great Uktena teaches this Gift only to the most worthy of his Uktena followers; with it, the hero may transform into a creature even a Thunderwyrm would fear. After the crisis is resolved (assuming he lives), the new uktena slips into the nearest body of water and into the umbra, forever parting with his Garou brethren to join his father in Galunlati. Such a glorious end to an already legendary career is worthy of fireside retellings for generations.
 System: Once taught the Gift, the Uktena may call upon it at any time by invoking Great Uktena. The initial stage of the transformation takes three full turns, during which the werewolf’s body grows and changes to a 20 foot horned serpent. The new uktena still retains the personality of the Garou at this point. After a period of time (usually no more than a scene), the final stage of the transformation begins as the mind of the Garou recedes and the uktena mindset takes over. The spirit creature heads unerringly towards the nearest source of water wide enough to encompass its diameter (not necessarily its whole bulk). As it slides into the water and crosses the Gauntlet, the transformation is complete; the hero’s former pack had best treat this uktena like any other of its kind.

剧透 -   :
Transforming Uktena
 Here are sample stats for a Garou in the intermediate phase of Becoming Uktena.
 Attributes: Strength 9, Dexterity 4, Stamina 8, Charisma 0, Manipulation 3, Appearance 0, Perception 4, Intelligence 4, Wits 3
 Rage 8, Gnosis 8, Willpower 6
 Abilities: Athletics 3, Brawl 3, Dodge 2, Intimidation 3, Subterfuge 2, Stealth 3, Knowledges as per Character with the following changes: Enigmas +1, Occult +2, Galunlati Lore +1
 Health Levels: OK, OK, -1, -1, 1, -1, -2, -2, -2, -5, -5, Inc
 Attacks: Antler rush (Str +1), Bite (Str +2)
 Powers: Armor (+5 dice to soak), Breathe Water, Burrow (as per Metis Gift), Blast (as per the charm)
 Note: This uktena is roughly 20 feet long, and while powerful, harbors same weak spot - a heart shot can kill instantly (see Lesser Uktena spirit, below).

Source: Tribebook: Uktena (Revised) (WW3862), Page 70






Fera
Bastet
Tribal Gifts
Bubasti
The Fleeing Scarab
 One of the Bubasti's most obscure tribal secrets, this Gift allows a cat to remove her soul, incarnate it, and send it out of harm's way while her body dies. The soul, which often takes the form of a flying scarab beetle, searches out an appropriate new host body, climbs into its mouth while it sleeps, and "lays" the old soul into the new host. The Bubasti who knows this forbidden secret (and less than eight such cats exist) is theoretically immortal, though such longevity is purchased in other beings' lives.
 System: Collecting the soul for transport requires three Gnosis points and a successful Manipulation + Occult roll (difficulty 8). Failure traps the soul in the body as it dies (although the Gift may be tried up to three times if the cat has enough time to do so). Once freed, the soul wings forth, searching for a host. It has 24 hours to find one before the soul-essence scatters. Once a host is found, the beetle climbs into his mouth and tries to take the body over. This “possession" demands an additional Gnosis point and a roll of the Bubasti's current Willpower at the time of her death. This roll's difficulty is the host's current Willpower + 3 (maximum 10). If successful, the Bastet takes over the body, retaining her old memories and the host's as well. If not, she can make one final try before her soul fades away forever.
 To retain command of the host, the cat makes weekly Willpower rolls against the host's original Willpower. Hence, the Bubasti rarely commandeer supernatural creatures or stubborn individuals, at least for long. After a lunar month has passed in one body, the host becomes a Bubasti with five points in the Past Life Background. Although all her previous Gifs are lost in the process, her memories remain intact. Thus, she knows where to learn them again later. A botch at any point in the use of the Gift sends the soul straight into the Oblivion spoken of by the Dead, so this magic is not lightly undertaken.

Source: Bastet (WW3075), Page 109-110




Pumonca
Earthquake
 An old and desperate secret known only to a handful of living cats, this pact allows a Pumonca to shake the earth Herself, wrecking roads and crumbling buildings. Although the epicenter of the quake is fairly small, the tremors can be felt for miles.
 System: As the Gift: The Hungry Earth, except that an Earthquake requires two Gnosis points and two Rage points, affects one mile, and causes damage proportionate to the cat's successes (one success can break windows; two would crack plaster; three crumble asphalt, four shatter concrete, and five buckle metal).

Source: Bastet (WW3075), Page 114




Simba
Royal Privilege
 This deeply despised trickery allows an ancient and powerful lion to steal another werecat's Gifts, even those which traditionally belong only to that tribe or breed. Black Tooth has gathered a lot of his power through this deadly secret. Those who've met him claim he invokes his "privilege" by killing other Bastet, then taking their secrets from their spirits as they die. While there may be other Bastet who know the Gift, they don't have many friends.
 System: This Gift comes from the Unmaker, and may be restricted to one or two corrupt old lions in the Storyteller's domain. Using it is simple, yet difficult: To learn a new Gift, the werecat who knows it must be killed. As the victim dies, the Simba invokes this terrible power, ripping the secrets from the dying flesh. This requires two Gnosis and a Manipulation + Occult roll. The difficulty is the dying cat's Rank +5. For each success, the lion may learn one Gift he didn't know before, providing the slain Bastet knew it instead. To "keep" these Gifts, the Simba must pay experience points for them; a stolen Gift that remains "free" can be used once, then forgotten. Only Simba know this trick - some Bubasti have tried to acquire it, but have died in the process.

Source: Bastet (WW3075), Page 117





Gurahl
Great Grandfather's Summons
Gurahl Gift
 In a time of great need or dire emergency, this powerful and rarely used Gift enables the Great Grandfather (or Ancient One) to send out a summons to all Gurahl, calling them to his side so that he can inform them of the reason for the call. The summons is so powerful that it can even awake Gurahl who are locked in the sleep of hibernation. Gurahl need not respond to the summons, and some, in fact, refuse or ignore the call of the Ancient One. Most Gurahl, however, gather together healing items, weapons and food, then travel to where the Great Grandfather waits for them. This is the Gift which resulted in the mass awakening of many Gurahl when the Storm Eater was loosed.
 System: The player sacrifices three points of Gnosis and one point of Rage. No roll is necessary.

Source: Gurahl (WW3079), Page 104





Nagah
Dance of Shiva
Nagah Gift
 Lord Shiva, the Destroyer, is frequently called Shiva Nataraja: Shiva, Lord of the Dance. When the time comes for the world to end, Shiva will dance and flame will consume everything, preparing the world for the next cycle. This Gift grants the world a small taste of that destruction.
 System: This Gift is usable only in Balaram form. As the Nagah begins the dance of destruction, the player rolls Dexterity + Performance; the number of successes determines the destructive power and duration of the flames called forth by the dance. On the first turn, the flames spread out ten yards from the character in all directions (save up or down) and inflict four dice of aggravated damage on anything they touch. For each successive turn that the Nagah continues to dance (provided that he earned enough successes), the radius of the circle of flame doubles and the fire damage increases by a die. For example, if a player obtains six successes and his Nagah character is able to dance uninterrupted for six consecutive turns, on the sixth and final turn the flames would inflict 11 dice of fire damage on anything within 320 yards. If the Nagah stops the dance for any reason, the fires are immediately doused.
 The flames called forth by the Dance of Shiva are, oddly enough, unable to harm anyone or anything that is "truly pure of heart." However, supernatural denizens of the World of Darkness who fit that description are rarer than hen's teeth; not even the gentlest Gurahl is likely to count as truly pure, much less the most virtuous of vampires.

Source: Nagah (WW3084), Page 75-76





Nuwisha
Coyote's Howl
 Just as Coyote is the Creator, he is also the Destroyer. In time, he will erase all that exists, for that is his duty. Coyote's Howl allows the Nuwisha to summon a small portion of Coyote's destructive power and unleash that energy on a person or area. When used, Coyote's Howl shakes all of nature and bends it into an engine of annihilation. This power might come as a tornado or as a tidal wave. It might be an earthquake or lightning storm. Whatever the case, there is little that can stand against the power of Coyote's Howl. This Gift is one of the most powerful known to the Nuwisha, and is taught by Coyote to those he finds worthy.
 System: The player rolls Intelligence + Occult, difficulty 5, and spends five Gnosis points. The resulting energies released will destroy anything in their path, with rare exceptions at the Storyteller's discretion. This Gift is only usable by the most powerful Nuwisha, and will not work if the enemy faced is not a true threat to all that the Nuwisha stand for.

Source: Nuwisha (WW3076), Page 52-53
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