Post by Phsycodelic on May 24, 2017 4:57:39 GMT
Common Gifts
Ananasi
Ananasi
A beginning character may choose one Level One Gift from each of her breed, auspice and tribe Gift lists, thus starting with three. In the process of character creation, the player may use leftover freebie points to buy other Level One Gifts.
As a character gains more experience, she may purchase more Gifts. However, the character must be of a rank equal to or higher than the level of the Gift desired, or she cannot possess it - the blessings of the spirits won't settle on the shoulders of the unworthy.
During play, a werebeast may learn the Gifts of other breeds, auspices or tribes, provided she can find a spirit (or other werebeasts) to teach her. However, these Gifts cost more than those normally associated with her own tribe, auspice, and breed.
Learning Gifts
Most often, a werebeast must either petition a particular spirit to teach her its powers or ask an elder to summon that spirit on her behalf. Traditionally, the werebeast first travels to a caern with a power level equal to or greater than that of the desired Gift to petition the spirit personally - to do otherwise is to defy tradition, which risks incurring the wrath of the spirit. But as more caerns fall to the talons of the Wyrm, many werebeasts are forced to make do with whatever places of power they can find, or even to summon spirits outside of caerns completely. Such slighted spirits often demand recompense or service before consenting to share their blessings.
Other werebeasts, lacking access to a ritemaster capable of summoning spirits at all, must track down potential mentors and petition them directly in the Umbra. The manifold dangers of such ventures include offending the spirit in its home or mistaking a hostile spirit for a friendly one.
Although werebeasts speak of "learning" and "teaching" Gifts, the process is more akin to a blessing than a period of instruction. The spirit infuses some of its nature into the werebeast, imbuing her with a portion of its mystical talents.
Because of the mystic nature of this communion, learning Gifts is normally fast and simple, taking an hour on average, and no more than a night in even the most complex cases.
Werebeasts are also capable of teaching Gifts to one another, but this process is neither fast nor easy. Learning a Gift from another werebeast is a long process of trial and error, of attempting to achieve communion with another werebeast and emulate the shape of his soul. At best, the process takes a full lunar month. Most elders strongly discourage this practice, viewing it as unacceptably risky on a number of levels.
Once learned, Gifts cannot be forgotten; they become as much a part of the werebeast as her ability to speak or walk.
Level Six Gifts are the blessings of the gods and the stuff of legend, even to creatures that walk among the spirits all their lives. Such Gifts are available only to the greatest heroes of a generation, werebeasts whose legends will be retold until the very end of days; and then only if the hero can make her way to an Incarna's court and fulfill a quest or deed for the godlike spirit - such incredible powers are never granted in response to a ritemaster's summons. Because they are so rare, only a few representative examples are provided here; most of these Gifts are known by only one living werebeast at a time, if that.
[ 1 ] Balance ( Changing Breeds 20th Anniversary Edition - Page 65 )
The Ananasi is able to walk across any ledge, rope, or other narrow causeway, no matter how thin or slippery. Wind-spirits teach this Gift.
System: Difficulties for climbing decrease by three, and attempts to maintain balance automatically succeed. This Gift's effects are permanent.
[ 1 ] Cling ( Changing Breeds 20th Anniversary Edition - Page 65 )
The Ananasi's hands and feet spout hundreds of tiny hooks, allowing her to climb across or cling to any surface ' even sheer horizontal surfaces and ceilings. A gecko-spirit teaches this Gift.
System: The player spends one Gnosis. For the rest of the scene, the character can move across any solid surface at her normal walking speed. Staying attached to a vertical surface or ceiling while taking any more strenuous movement (fighting, moving faster than walking speed, attempting to dislodge a steam grate) requires a reflexive Stamina + Athletics roll, difficulty 7).
[ 1 ] Many Eyes ( Changing Breeds 20th Anniversary Edition - Page 65 )
The Ananasi can see in 360 degrees around herself. Those looking directly at the werespider see nothing out of the ordinary, but if glimpsed from the corner of the eye, the Ananasi appears to have eyes all around her head.
System: The player spends one blood point. The Gift lasts for one scene.
[ 1 ] Resist Pain ( Changing Breeds 20th Anniversary Edition - Page 65 )
Fortifying herself with purpose and will, the Ananasi 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.
[ 1 ] Resist Toxin ( Changing Breeds 20th Anniversary Edition - Page 65 )
The Ananasi's body is hardened against toxins of all sorts. A rat-spirit teaches this Gift.
System: The Ananasi is permanently immunized to mundane poisons, from arsenic to alcohol, and adds three dice to resist the effects of Wyrm-enhanced toxins. This Gift may be turned off and on at will (such as for enjoying alcohol).
[ 1 ] Stolen Moments ( Changing Breeds 20th Anniversary Edition - Page 65 )
The Ananasi can rob a victim of the most recent few minutes of memories.
System: The werespider must touch the victim. The player spends one Gnosis point, and must succeed in a Gnosis roll (difficulty of the victim's Willpower). Success steals the last 15 minutes of the target's memories.
[ 2 ] Hand Fangs ( Changing Breeds 20th Anniversary Edition - Page 65 )
The Ananasi's "hands" develop sharp, fang-like points which may be used to inject one dose of venom per hand into a victim.
System: The player spends one blood point. The "fangs" last for one scene and do aggravated damage equal to the werespider's Strength, in addition to injecting venom.
[ 2 ] Man-Spider Form ( Changing Breeds 20th Anniversary Edition - Page 65 )
Through extensive refinement of her shapeshifting capabilities, the Ananasi learns to take on a "near-human" form. This Araneid form darkens the Ananasi's skin and spots it with coarse, bristly hair. Her eyes take on a reddish sheen, and her fingers terminate in small, sharp claws, while her reflexes are dramatically improved.
System: The character assumes Araneid form in the same manner a Garou assumes Glabro. Its Attribute adjustments are Strength +1, Dexterity + 3, Stamina +1, Appearance -1, and its claw attacks inflict lethal damage.
[ 2 ] Replenishment Of The Flesh ( Changing Breeds 20th Anniversary Edition - Page 66 )
The Ananasi may summon spiders and insects to join with her flesh, healing her. She devours the insects, and assimilates the spiders.
System: The player spends one Gnosis point per non-Aggravated health level healed. The Ananasi may take no other actions during a turn when she uses this Gift.
[ 2 ] Spines ( Changing Breeds 20th Anniversary Edition - Page 66 )
The Ananasi undergoes a startling transformation: Her fur elongates, becoming bristly and sharp like the quills of a porcupine. The Ananasi must be in Pithus, Lilian or Crawlerling form to use this Gift. Porcupine teaches this gift, and he has a strong fondness for metis.
System: The character spends a Gnosis point to sharpen her fur. Anyone whom the metis tackles, grapples or immobilizes takes (Strength + 1) aggravated damage from these newfound quills. Furthermore, those who strike her with bare flesh and score less than five successes on the attack roll take their own Strength in aggravated damage (this does not negate any damage done to the metis). This Gift lasts for one scene or until the werewolf wills her fur to return to normal.
[ 3 ] Blood Pump ( Changing Breeds 20th Anniversary Edition - Page 66 )
The Ananasi may use more blood than usual to power her actions.
System: The player spends one Gnosis point. For the rest of the scene, the Ananasi has no limits on how she may spend blood during a round beyond the amount of blood she has available.
[ 3 ] Jump ( Changing Breeds 20th Anniversary Edition - Page 66 )
The Ananasi can jump truly astounding distances. A jackrabbit-spirit teaches this Gift.
System: The player spends one Willpower point and rolls Strength + Athletics. The character may jump 100 feet per success.
[ 3 ] Spider's Grace ( Changing Breeds 20th Anniversary Edition - Page 66 )
The Ananasi gains the agility of a cat, making him immune to falls under 100 feet (~30 m). He also has perfect balance even on the most slippery surfaces, and the difficulties of all combat actions involving body slams and grappling decrease by two. Cat-spirits teach this gift.
System: This ability becomes innate to those who learn the Gift.
[ 4 ] Entropic Bite ( Changing Breeds 20th Anniversary Edition - Page 66 )
The Ananasi injects a powerful necrotic toxin with her bite, similar to that of a brown recluse.
System: After a successful bite, the player may spend two Gnosis points and roll Gnosis (difficulty 3 + victim's Stamina, maximum 9). The victim takes one level of unsoakable aggravated damage per turn for (successes) turns. Humans killed by this toxin are especially easy to "drink," and offer half again as many blood points as they would otherwise. Vampires must spend five blood points to expel the poison.
[ 4 ] Hydraulic Strength (General) ( Changing Breeds 20th Anniversary Edition - Page 66 )
The Ananasi can metabolize the blood she drinks to dramatically increase her strength.
System: For each blood point the werespider spends, her Strength increases by 1 for the rest of the scene. She may spend up to (her Rank) blood points in this fashion.
[ 5 ] Carapace ( Changing Breeds 20th Anniversary Edition - Page 66 )
The Ananasi acquires an armored carapace over her exoskeleton that provides additional protection and can regenerate damage.
System: The player spends one Gnosis point to gain +4 dice to soak rolls and regeneration like a Garou. This Gift lasts for one scene.
[ 5 ] Survivor ( Changing Breeds 20th Anniversary Edition - Page 66 )
The Ananasi becomes an ultimate survivor, with no need of food, water or sleep. She ignores temperature extremes, natural diseases, and poisons. Wyrm toxins have only half their normal effect on her. A tortoise-spirit teaches this Gift.
System: The player spends one Gnosis point and rolls Stamina + Survival. The effects last for one day per success. By spending a second Gnosis point, the character can gain three extra points of Stamina, and suffers no wound penalties, but the Gift will prematurely expire 10 rounds later. The Garou must sleep for at least eight hours when the Gift wears off, and he awakens ravenously hungry.