72 min read
CHILDREN OF GAIA

There is no peace in a World of Darkness, but the Children of Gaia would change that. From the tribe's origins in Mesopotamia to their hidden efforts in the war-torn modern world, the Children have always tried to promote healing and unity. As werewolves, they know it's their duty to fight the last battles of the Apocalypse, but their love of life is their strength. Gaia willing, it won't prove a weakness as well.  - Tribebook: Children of Gaia (Revised)


OVERVIEW

The Children of Gaia seem to be a study in contradiction. They are Gaia’s warriors, yet they want nothing more than peace. No Garou work harder and plead more humbly for cooperation between the tribes than they do. None grieve more when forced to shed the blood of a fellow werewolf. More than any other tribe, they value compassion for all Gaia’s children, even those that hold them in contempt. Many Garou mistake this compassion for weakness, — only to discover that the Children’s hatred of war doesn’t preclude the ability and will to fight — and fight well.


CHILDREN OF GAIA SOCIETY

The tribe has its origins in the days of the Impergium, when they protested the practice of culling humans and fighting over territory. When the Garou Nation came to an accord and agreed to end the Impergium, the peacemakers who had led the effort formalized a pact with Unicorn and became the Children of Gaia. They are the only tribe born from an act of peace, and they take great pride in of this origin.

The Children of Gaia’s primary purpose is that of all Garou — fight the Wyrm, wherever it breeds and wherever it dwells. But their chosen secondary purpose is to mediate disputes and alliances among septs and packs, strengthening the Nation as a whole. It’s a difficult job, made more difficult by the contempt they face from many more martial tribes. But as they argue, it’s critical. 

The Children of Gaia are a comparatively numerous tribe. Rivals claim it’s because they shrink from combat — but that’s not true. They do well by adopting other Garou, any who ask. They are especially respectful of metis, treating them as equals. They have less of an advantage with lupus numbers, though several wolf-born that grew up not understanding the concept of “war” find the Children’s ideal most natural. Unicorn’s children are less concerned with strict rank and hierarchy. Though still powered by wolf instinct, they favor fairly loose pack and sept organization. Each sept has two elders who must excel at mediation: the Voice of the Goddess (always female) and the Arm of the Goddess (always male). 

The Children constantly involve themselves in the arena of human politics, more so than many other tribes. They face the same limitations that all werewolves do where subtlety is concerned, but still they use what influence they can, particularly through their Kin, to promote agendas of compassion, peace and tolerance. The tribal creed states that the war for Gaia can’t be won without loyal human hearts. It’s an up hill battle, though, and boundlessly frustrating. When the time comes for war, more than one Child of Gaia lets out a pent-up Rage that’s horrifying in its strength.


APPEARANCE

Strong Children of Gaia Pure Breed usually manifests as a white dappling on a gray or brown coat. The most renowned Children have a calm and serene bearing that can be intimidating in its own right.


KINFOLK & TERRITORY

The Children of Gaia are particularly inclusive when it comes to choosing mates. Their Kin usually display great passion for progressive causes that match the tribe’s goals. Apex Kinfolk are especially prized for how closely they align with the core beliefs of healing and compassion. The Children look upon them as representing the best in both human and Garou. The fact that their Apex Kinfolk have a better than normal chance, as slight as it may be, of producing Garou offspring only makes them more valued as mates.

The Children haven’t had a dominant presence in their ancestral homelands — the Fertile Crescent, particularly the areas of former Canaan — for a long, long time. They claim territories across the world, particularly in North America.



CHILDREN OF GAIA GIFTS

◎◎◎◎◎: RANK 1 CHILDREN OF GAIA - Mercy (Physical Attack)

  • Base Roll: 0
  • Energy/Gnosis Cost: 0
  • Damage: 0
  • Mods: Passive
  • Duration: n/a
  • Resist: n/a
  • Permanent Affects: 
    • +1 Physical Attack
    • +1 Physical Skill

Description:
Children of Gaia see no use for lethal force when they are not fighting minions of the Wyrm, but even they succumb to frenzy. This Gift, used chiefly by Children of Gaia with high Rage or in duels, allows the Garou to use his/her/their natural weaponry and Rage without fear of killing the opponent. A Dove-spirit teaches this Gift.

System: 
This is a passive Gift, requiring no use of Gnosis or a successful roll to implement. However, it must be stated in Chat that the Player's Garou Character is employing Mercy that prevents the Garou from inflicting a killing blow. 

For the duration of the scene, all damage that the Garou inflicts with her own body (claws and teeth, but no weapons of any kind) only does damage up to and including incapacitating or rendering a target unconscious. A creature that suffers damage from the Garou who reaches 0 HP merely falls unconscious, and the Target may heal the wounds at the usual rate.


◎◎◎◎◎: RANK 1 CHILDREN OF GAIA - Brother's Scent (Physical Attack)

  • Base Roll: 60
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult, Subterfuge
  • Duration: n/a
  • Resist: Subterfuge
  • Permanent Affects: 
    • +5 Mental Attack

Description:
Drawing upon the universal brotherhood of all creatures of Gaia, the werewolf seems to fit in wherever he goes. Those given no reason to suspect the Child’s presence simply overlook her. A servant of Unicorn teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. All individuals not specifically on guard against intruders overlook any incongruity in the Garou’s appearance — for example, a naked man covered in blood and carrying a grand Klaive walking through a high-society ball would draw no particular notice, nor would a wolf wandering through a residential neighborhood. The Garou isn’t invisible, he simply doesn’t stand out when he otherwise should, and his appearance is considered unremarkable even when he’s interacted with. If the werewolf’s actions alone would draw attention to himself (shouting, starting a fight, attempting to kick down a locked door) the Gift’s illusion is immediately broken.

NOTE: Those specifically on the lookout for individuals who don’t belong (security guards at a private facility, for example) may make a roll vs their Willpower. If they beat the Garou's roll to use this gift, they don’t succumb and see the Garou as he really is. 


◎◎◎◎◎: RANK 1 CHILDREN OF GAIA - Water-Conning (Physical Skill)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Alertness, Primal Urge
  • Duration: n/a
  • Resist: Subterfuge
  • Permanent Affects: 
    • +1 Mental Skill

Description:
The Garou may purify water by dipping his/her/hand hand into foul or contaminated water or bowing a forehead to the surface. An avatar of Unicorn teaches this Gift as a sign of his favor.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. 
The Garou touches the water's surface and makes a successful roll. The higher the number rolled, the more purified the water becomes. This Gift purifies enough water for two people for one day (or four for half a day).

Roll Chart

  • 1-10: Botch! Water is twice as disgusting and undrinkable as before you touched it.
  • 11-69: No effect.
  • 70-80: Water that is poisoned by animal dung or parasites is drinkable and safe, but tastes a little off.
  • 81-90: Additionally, water that is contaminated with chemical waste is now also drinkable.
  • 91-99: Additionally, water that is fouled by Wyrm taint is cleansed.
  • 100+: Any water containing any contaminates is fully restored and tastes as though it was drawn from the cleanest sand-filtered well. Best water you've ever tasted. 

◎◎◎◎◎: RANK 1 CHILDREN OF GAIA - Swallow Rage (Mental Defense)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult, Primal Urge
  • Duration: n/a
  • Resist: Subterfuge
  • Permanent Affects: 
    • +1 Mental Defense

Description:
This Gift allows the Child of Gaia to overcome her innate savagery, although at a dangerous cost. By use of this Gift, the Child may stop her frenzy and reduce her Rage by directing it inward. The inward battle is visible for several minutes and can take the form of a shuddering concentration or even a masochistic suffering. An ancestor-spirit teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll to use this gift and swallow his/her/their rage. Depending on how high of a roll is made determines the effects experienced with this Gift. If the roll is successful (70+) your Temp and Permanent Rage Meter is reduced to 0.

Roll Chart:

  • 1-69: You fail to stop the frenzy and it happens naturally.
  • 70-80: You manage to swallow your rage and stop your frenzy, but at the cost of 10 HP.
  • 81-90: You manage to swallow your rage and stop your frenzy, but at the cost of 5 HP.
  • 91-99: You manage to swallow your rage and stop your frenzy, but at the cost of 1 HP.
  • 99+: You are completely successful in stopping your rage and suffer no ill effects. 

NOTE: This Gift must be used on the same turn that the Garou reaches 10 Frenzy Rage Points. After the first turn of Frenzy, the Garou is too consumed by his/her/their rage to focus enough to use this Gift.


◎◎◎◎◎: RANK 1 CHILDREN OF GAIA - Resist Pain (Buff)

  • Base Roll: 11
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: None
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects: 
    • +5 Physical Skill
    • +2 Mental Defense

Description:
Through force of will, the Garou is able to ignore the pain of his wounds and continue acting normally. A bear-spirit teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Character may ignore all wound penalties for the rest of the scene.

NOTE: A botched roll (rolling a natural 1-10) has the Garou incapacitated and prone on the ground writhing in pain for three turns.


◎◎◎◎◎: RANK 1 CHILDREN OF GAIA - Jam Weapon (Buff)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Awareness, Occult
  • Duration: Two Combat Rounds
  • Resist: See System
  • Permanent Affects: 
    • +1 Mental Skill

Description:
The Garou may stop any Weaver-born weapons from working within the range of his/her/their voice. A dove-spirit teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Garou shouts a single word or howls. The foe with the highest Willpower Level rolls for the group to beat the Garou's roll. (If two or more Players have an equal number of Willpower Points, then the Player with the Highest level is of those Players will make the roll.)

If the roll to resist fails, all manufactured weapons will not function for two combat rounds. This includes guns, crossbows, bows, flame-throwers, and even tasers or cattle prods (anything with moving parts). It does not include natural weapons (retractable claws don’t count as moving parts).


◎◎◎◎◎: RANK 1 CHILDREN OF GAIA - Luna's Armor (Buff)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Primal Urge
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects: 
    • +1 Physical Defense
  • Temporary Affects:
    • +10 Physical Defense

Description:
The Child of Gaia may call for Luna’s protection in battle. This Gift even allows limited resistance to silver. A Lune teaches this Gift.

System: 
The Garou spends a point of Gnosis, then concentrates for one full turn. At the end of the turn, the Garou making a successful roll will gain +10 Physical Defense for the duration of the scene. A natural, unmodified roll of 80+ allows for Silver to do only half damage. 


◎◎◎◎◎: RANK 1 CHILDREN OF GAIA - Stinging Blows (Mental Attack)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Primal Urge, Physical Skill
  • Duration: Scene
  • Resist: Willpower
  • Permanent Affects: None

Description:
The Children hate to admit it, but the fact is you simply can’t negotiate your way to a position of peace with an unreasonable opponent. Occasionally, you have to have faith in your own righteousness, and enforce your will upon those who are genuinely acting like children. But it you’re going to do it, at least you can make your claim as strongly as possible and prevent unnecessary damage. This Gift is taught by a wasp spirit.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. For the rest of the scene, her attacks are so painful that anyone struck by her immediately ignores any other foes he/she/they may be facing and attacks the Child of Gaia. Usually this Gift is employed to break apart two foes who otherwise couldn’t be separated. It’s a risky gambit, but sometimes effective.



◎◎◎◎: RANK 2 CHILDREN OF GAIA - Mother's Touch (Buff)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Medical, Occult
  • Duration: n/a
  • Resist: n/a
  • Permanent Affects: 
    • +3 Mental Skill

Description:
The Garou is able to heal the wounds of any living creature, aggravated or otherwise, simply by laying hands over the afflicted area. The Garou may not heal herself, spirits or the undead with this Gift. A bear- or unicorn-spirit teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. As long as you are able to make a successful roll (70+), there is no limit to how many times this Gift may successfully be used on a person, but each use requires the expenditure of 2 Points of Energy/Gnosis and another successful roll. 

The amount of healing you are able to do is determined by how high of a roll the Player makes. (See Roll Chart)This skill cannot be used during battle, but you can pull or drag a person well away from the combat (one full turn of pulling them from the combat) and use this Gift.

Roll Chart:

  • 1-10: Botch! You actually do 5 HP of additional damage.
  • 11-59: The Mother does not hear you and you cannot heal the person. Further, you cannot try again for one OOC day.
  • 60-79: The Mother hears you and gives you the ability to heal 5 HP of Damage.
  • 80-89: Your hands grow very warm and you heal the person for 10 HP of Damage.
  • 90-99: There's a slight white glow about your hands and you heal the person for 15 HP of damage.
  • 100+: It's a miracle! The Mother's blessing is upon you as your hands glow a bright white, become extremely warm and you fully heal the person for all their HP, and no scarring occurs.

◎◎◎◎: RANK 2 CHILDREN OF GAIA - Spellbinding Oration (Buff)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Persuasion, Mental Skill
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects: 
    • +1 Mental Skill
  • Temporary Affects:
    • +15 to all Social and Persuasion Rolls

Description:
This Gift allows a Child of Gaia to be persuasive when dealing with others. The Garou’s statements will take on an air of extra meaning and credibility. Those hearing him are likely to agree with him. This Gift is taught by a Unicorn spirit.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. For the duration of the scene, the Garou receives a +15 for the remainder of the scene. If the Garou is actively trying to exhort his audience to anything other than combat (in any form), the difficulties of Social rolls are reduced to +5. The Garou must orate for at least five minutes. The effects lasts for one scene.


◎◎◎◎: RANK 2 CHILDREN OF GAIA - Unicorn's Arsenal (Debuff)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: Target suffers -10 Physical Attack
  • Mods: Medical, Occult
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects: 
    • +1 Physical Attack

Description:
The werewolf’s claws and fangs become dazzling and pearlescent, shining with an inner multihued glory. Those wounded by these natural weapons lose the will to fight. An avatar of Unicorn teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll to initiate the transformation. This must be done before attacking a Target.

The first Target who fails to defend against the Garou and bears a wound delivered by claws or fangs enhanced with the Unicorn’s Arsenal loses Mod -10 Physical Attack off their attack modifiers. If this brings them to 0 modifiers, they lose their will to fight and can no longer attack. They may still defend and they may still look to assist their comrades, but all will to engage in the combat is lost

NOTE: This Gift has a two turn cooldown, meaning that you can only use it every third turn.


◎◎◎◎: RANK 2 CHILDREN OF GAIA - Grandmother's Touch (Heal)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: Target suffers -10 Physical Attack
  • Mods: Medical, Occult
  • Duration: n/a
  • Resist: n/a
  • Permanent Affects: 
    • +1 Physical Attack

Description:
This Gift heals as does Mother’s Touch, but can also heal the user of the Gift. This Gift cannot heal spirits or the undead. As an added bonus, a Botch is not possible on any of your rolls. A unicorn-spirit teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. There is no limit to how many times this Gift may be used on a person, but each use requires the expenditure of 2 Points of Energy/Gnosis and a successful roll. This skill cannot be used during battle, but you can pull or drag a person well away from the combat (one full turn of pulling them from the combat) and use this Gift.

Unlike the Gift Mother's Touch, this Gift can be used to heal the Garou using this Gift.

Roll Chart:

  • 1-59: The Mother does not hear you and you cannot heal you or anyone else. Further, you can not try again for one OOC day.
  • 60-79: The Mother hears you and gives you the ability to heal 1HP of Damage.
  • 80-89: Your hands grow very warm and you heal the person for 3HP of Damage.
  • 90-99: There's a slight white glow about your hands and you heal the person for 5HP of damage.
  • 100+: It's a miracle! The Mother's blessing is upon you as your hands glow a bright white, become extremely warm and you heal the person for 25HP of damage.

◎◎◎◎: RANK 2 CHILDREN OF GAIA - Calm (Debuff)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: Target suffers -10 Physical Attack
  • Mods: Alertness, Mental Skill
  • Duration: Scene
  • Resist: Willpower
  • Permanent Affects: 
    • +1 Mental Defense

Description:
This Gift imparts the secret of quelling the anger in others. A unicorn-spirit teaches this Gift.

System: 
The player spends one Gnosis point and makes a successful roll to activate this Gift. Depending on high the Garou's roll is will determine how many Rage Points will be subtracted from the Garou Target's Rage Meter. This effects both Temp and Frenzy Rage Points simultaneously. The Targe will regain these Rage Points naturally and do not lose them permanently.

The Player can can use this gift up to three times per scene. If used on a creature that has the capacity to frenzy but does not possess Rage (vampires, some Fomori), the Gift cancels the frenzy if the player fails their roll vs Willpower.

Roll Chart

  • 1-10: BOTCH! (Rolling a natural 1-10) Your efforts have the opposite effect and the Target spontaneously Frenzies.
  • 11-69: No effect.
  • 70-79: The Target loses 1 Point of both Temporary and Frenzy Rage.
  • 80-89: The Target loses 2 Points of both Temporary and Frenzy Rage.
  • 90-99: The Target loses 3 Points of both Temporary and Frenzy Rage.
  • 100+: The Target loses all Temp and Frenzy Rage Points, bringing his/her/their Rage Meter to zero.

◎◎◎◎: RANK 2 CHILDREN OF GAIA - Mule's Bane by Proxy (Debuff)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: n/a
  • Mods: Occult, Primal Urge
  • Duration: Scene
  • Resist: Willpower, Mental Skill
  • Permanent Affects: None

Description:
This Gift is similar to the Metis-specific Gift Mule's Bane, but allows a a Child of Gaia to inflict a physical disability or deformity onto another Target. Usually this is done to teach the offender a lesson about bullying those less fortunate than themselves and hopefully instill a modicum of empathy. It can also be used on foes in battle, such as giving a foe a withered arm to inhibit their attacking ability, or make them blind in one eye, for example. Mule-spirits teach this Gift.

System: 
The Player must identify the Target and which Deformity he/she/they wish to inflict on that Target. Players must use one of the Deformities listed on the Metis Page (CLICK HERE).  The Player then spends 2 Points of Energy/Gnosis and makes a successful roll. 

If the Target fails to resist, then for the duration of the scene the target is afflicted with the selected deformity. Plus, the Target suffers:

  • -5 Physical Attack
  • -5 Physical Defense
  • -5 Initiative

NOTES: 

  • If the Player botches his/her/their roll (rolling a natural 1-10), the deformity afflicts the Player's Character for the remainder of the scene.
  • The Storyteller can also assign additional Mod Mentalities if he/she/they feel the Metis Deformity warrants special negative modifiers.

◎◎◎◎: RANK 2 CHILDREN OF GAIA - Domestic Seeming (Buff)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: n/a
  • Mods: Occult, Subterfuge
  • Duration: Scene
  • Resist: Only Supernatural beings can resist, (Vampires and Garou, etc.) Mod Alertness
  • Permanent Affects: 
    • +1 Mental Skill

Description:
Unicorn does not want humans to fear her children, even the lupus. Many lupus Children of Gaia learn this Gift in the interest of walking comfortably among humans. By using this Gift, a werewolf in Lupus form convinces observers that they see a large dog, not a wolf. Ordinary humans look at the wolf and think “husky,” “malamute” or some other similar breed of dog. Even other supernatural beings (save spirits) can be fooled by the Gift, seeing what they expect to see rather than the truth. This Gift is taught by any spirit of peace.

System: 
The Player spends 2 Points of Energy/Gnosis and make a successful roll. All human observers cannot penetrate the disguise. Supernatural creatures may make an Alertness roll, opposed by the Player’s roll, to penetrate the illusion. Spirits and Ghosts are not affected by the Gift at all; they recognize the werewolf as one of Gaia’s warriors as usual. 

If the player fails the roll, any observer can tell they’re looking at a wolf. ,The Gift’s effects last for a scene, or until the werewolf ends the ruse.


◎◎◎◎: RANK 2 CHILDREN OF GAIA - Para Bellum (Buff)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: n/a
  • Mods: Occult, Primal Urge
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects: None
  • Temporary Affects:
    • +5 Physical Attack
    • +5 Physical Defense

Description:
Though the Children love life, spring, and all that is good of Gaia, they aren’t pacifists. They always stand ready to protect their Mother. The werewolf’s Rage bursts forth in a torrent when another breaks the peace she so cherishes. A bear-spirit teaches this Gift.

System: 
This is a Passive Gift that does not require using Energy/Gnosis or a successful roll. This Gift may only be used on the first turn beginning of a battle that was NOT initiated by the Garou, his/her/their pack, or allies. 

for the rest of the scene, the character receives a +5 to their Attack and Defense Modifiers. The enemy must have fired the first shot of the battle, or any character that has inflicted an injury on a member of the Child’s pack during the scene.



◎◎◎: RANK 3 CHILDREN OF GAIA - Spirit Friend (Mental Skill)

  • Base Roll: 0
  • Energy/Gnosis Cost: 0
  • Damage: n/a
  • Mods: Passive
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects: 
    • +10 Persuasion Mods to any roll involving interactions with Spirits

Description:
A Child of Gaia’s presence is generally more beatific than that of most werewolves, and although humans can’t sense this aura of peace, but spirits can. The Garou who possesses this Gift can aid in interactions with spirits where . A unicorn-spirit teaches this Gift.

System: 
This is a Passive Gift and is always active, requires no roll or expenditure of Energy/Gnosis. The Child of Gaia adds +10 Mods to any roll involving interactions with spirits where Persuasion is used.


◎◎◎: RANK 3 CHILDREN OF GAIA - Pain Chain (Mental Skill)

  • Base Roll: 80
  • Energy/Gnosis Cost: 0
  • Damage: n/a
  • Mods: Occult, Investigation
  • Duration: n/a
  • Resist: n/a
  • Permanent Affects: 
    • +1 Mental Skill

Description:
A doctor who treats only the symptoms of a disease doesn’t cure it, but merely prolongs the patient’s suffering. The Children of Gaia likewise know that only attacking the pawns of the Wyrm merely prolongs the Apocalypse War, rather than ending it. This Gift helps them go after the Wyrm itself by sensing who’s pulling whose strings, and even understanding who’s pulling theirs in turn. It is taught by a dog-spirit.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. How high the Player rolls determines exactly how far up the food chain the Character can get in identifying the Wyrm in charge.

Roll Chart

  • 1-10: Botch! The Wyrm agent you're targeting seems to know who you are now. 
  • 11-79: You sense nothing and the Spirits have nothing to offer. 
  • 80-89: You learn the name and face of the next person delivering orders to your target. 
    (For Example: You learn your target, a corrupt corporate oil baron, is being controlled by a particularly manipulative Bane called Silic.)
  • 90-99: You also learn who has sent that person to start pulling your target's strings. 
    (For example: The Bane Silic is being compelled to the task by a Black Spiral Dancer that goes by the name Belare.) 
  • 100+: BINGO! You know everything from the lower rolls, PLUS, you also find out if the top guy is pulling all the strings, or if there's even a higher up person exerting force at the top of this pyramid of evil. You get all their names, who they work for, what they look like, and you know exactly where to find the guy who's pulling your target's string. 

◎◎◎: RANK 3 CHILDREN OF GAIA - Sooth the Savage Beast (Area of Effect)

  • Base Roll: 70
  • Energy/Gnosis Cost: 5
  • Damage: 0
  • Mods: Occult, Mental Skill
  • Duration: Scene
  • Resist: Intuition, Primal Urge
  • Permanent Affects: 
    • +5 Mental Skill

Description:
By being the catalyst for any sort of soothing music (singing, playing an instrument, turning on a radio, playing a CD, etc.) the Garou makes it more difficult to Rage. When Garou must fight one another, the Children of Gaia sometimes use this to their advantage, as many are more experienced at holding back their Rage. A nightingale-spirit teaches this Gift.

System: 
The Player spends 5 points of Energy/Gnosis and makes a successful roll. The effect depends on the number (plus mods) that was rolled. The effect applies to all those within earshot (Chat range).

Roll Chart:

  • 1-10: Botch! (Rolling a natural 1-10) Every applicable person in earshot instantly gains 2 points of Rage. Well that didn't go as planned. Plus, you are unable to use this Gift again for the duration of the scene.
  • 11-69: Whatever it is, that song isn't working. Sometimes Barry Manilow just doesn't resonate with the Garou. Maybe you should change the channel and try again.
  • 70-79: -1 Rage Points 
  • 80-89: -2 Rage Points
  • 90-99: -3 Rage Points
  • 100+:  -4 Rage Points

◎◎◎: RANK 3 CHILDREN OF GAIA - Guilt Trip (Debuff)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult, Persuasion
  • Duration: Scene
  • Resist: Willpower (See Roll Chart)
  • Permanent Affects: 
    • +5 Mental Skill

Description:
By unearthing buried guilt and remorse, the Child of Gaia can force another to perform an action against his/her/their own will. Even if little relation exists between the guilty conscience and the task at hand, the Gift can be effective. Better results occur when there is a direct link, however. The Gift works best when the target wants to perform the action, but pride or fear prevents the Target from doing so. Many urban spirits that have witnessed the cruelty of humanity toward itself know this Gift and teach it to the Garou.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. How high the roll is will determine how persuasive the Garou will be, and how difficult it will be for the Target to resist (See Roll Chart). 

NOTE: This requires the Player's Garou to roleplay a convincing guilt trip on the Target. A Storyteller may award a bonus or penalty to the Garou's roll if he/she/they feel the attempt was strong or week, but this can be no more that a +/- 5 Mod.

Roll Chart:

  • 1-10: BOTCH! The Target not only has no interest in anything you have to say, he/she/they gain a +15 Willpower Mod for any additional attempts to use this Gift on them for the next RL 24 hours, even if your next attempt is a 96+.
  • 11-69: No effect. The Target is not swayed one way or the other by your words.
  • 70-79: While successful, you might be able to get a Bone Gnawer to give you directions to a bus stop or similar level of help. 
    • Target: -5 Willpower
  • 80-89: You've got their attention and their will has weakened in relation to your attempt to guilt them into an action. 
    • Target: Mod -10 Willpower 
  • 90-95: You seem to have gotten closer to hitting a nerve and the Target appears more pliable to your manipulations. 
    • Target: Mod -15 Willpower
  • 96+: You hit the nail on the head with your attempts to use Guilt to convince the Target to the action of your choice, and could even convince a proud Silver Fang to beg for forgiveness. 
    • Target: No Resist (unless the Player Botched a previous attempt: Target -5 Mod Willpower)

◎◎◎: RANK 3 CHILDREN OF GAIA - Speech of All Things (Mental Skill)

  • Base Roll: 0
  • Energy/Gnosis Cost: 0
  • Damage: 0
  • Mods: Passive
  • Duration: n/a
  • Resist: n/a
  • Permanent Affects: 
    • +1 Mental Skill

Description:
The Children of Gaia must communicate if they wish to accomplish their goals of unity and understanding. This Gift is a greater version of the Homid Gift: Tongues. The Garou can understand, read, write and speak any language as fluently as he/she/they physically can. This includes dead languages, spirit languages, or any previously unknown language. 

The Garou can emulate the roars of the Simba, but any member of that Breed would know the difference since she does not have the vocal capacity to make the correct sounds. Within those limits, she can speak the languages of various Changing Breeds, she knows the secret Elder Rune Language but can only comprehend the words (not their meanings), and if she were so inclined, she could even understand the dread tongues of the Wyrm. 

This Gift does not protect the Garou mind from what he/she/they hears or might read. A servant of Unicorn teaches this Gift.

System: 
This is a Passive skill requiring no roll or use of Energy/Gnosis points and is always active. The Garou can read/write/speak any language. This includes the language of other Changing Breeds, Spirit Languages, Dead Languages or any other spoken language the Garou comes across. While reading, writing and speaking any language, this does not provide any insight into meaning, culture or concepts.


◎◎◎: RANK 3 CHILDREN OF GAIA - Good Faith (Mental Skill)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult, Primal Urge
  • Duration: n/a
  • Resist: Willpower
  • Permanent Affects: 
    • +1 Mental Attack

Description:
With this Gift, the Garou can cause all those in his presence to become filled with a sense of higher purpose. They all feel the work they must do together is more important than their differences. All other distractions are gone, and they feel inspired to take reasonable positions, rather than inflexible postures or exaggerated stands intended to be bargained away. Those who resist, and continue to bargain in bad faith, become loudly and uncontrollably flatulent each time they state their position. This Gift is taught by avatars of the New World Trinity totem.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. Anyone withing a 10 meter radius who actively wants to resist finding common ground or negotiating in good faith must roll vs Willpower. If the Target succeeds in resisting, his opposition will be betrayed by his sudden flatulence, and he will likely be shunned and viewed as absurdly inflexible by those who bargain in good faith.


◎◎◎: RANK 3 CHILDREN OF GAIA - Calm the Noble Beast (Mental Skill)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult, Primal Urge
  • Duration: n/a
  • Resist: Willpower
  • Permanent Affects: 
    • +1 Mental Attack

Description:
Even the most callous of homids can sympathize with the Rage that moves their fellow Garou in the final days. This Gift allows the werewolf to lend a frenzying Garou the will to escape his/her/their Rage’s hold over them. This Gift is not without its risks for the user. It is taught by an ancestor-spirit.

System: 
The Player spends two Points of Energy/Gnosis and makes a successful roll. If successful, the Character must place a soothing hand on the Frenzying Garou. The Target will always attempt to resist. If their roll fails, then the effect immediately soothes a frenzying Garou, canceling the frenzy. 


◎◎◎: RANK 3 CHILDREN OF GAIA - Calm the Savage Beast (Area of Effect)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult, Primal Urge
  • Duration: n/a
  • Resist: Willpower
  • Permanent Affects: None

Description:
The Garou knows well how Rage can overtake her, stealing her ability to reason. This Gift allows the werewolf to sooth other non-Garou creatures from their rage or frenzy. It is taught by an ancestor spirit.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. If the Targets fail to resist, the effect immediately soothes a frenzying non-Garou (such as other shapeshifters or vampires) within 30 feet (9 m), canceling the frenzy. 



◎◎: RANK 4 CHILDREN OF GAIA - Parting the Velvet Curtain (Mental Skill)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult, Mental Skill
  • Duration: n/a
  • Resist: Willpower
  • Permanent Affects: 
    • +1 Mental Skill

Description:
The Garou with this Gift may open the Gauntlet, physically transporting any creature other than shapeshifters into the Umbra. Up to eight other people/beings may be transported per turn using this Gift. This Gift is taught by a turtle-spirit.

System: 
The Plyer spends 2 Points of Energy/Gnosis and makes a successful roll. The Targets may attempt to resist if they wish to do so. The Garou using this Gift must touch the creature(s) and then automatically steps sideways along with his/her/their passengers.

A maximum of eight other creatures may be transported in this fashion. While in the Umbra, the affected creatures are bound to the Garou with silk threads. They will always remain by the Garou’s side and must leave the Umbra when the Garou does. However, the Garou may sever a thread and send a creature back to its starting point by spending another point of Gnosis.


◎◎: RANK 4 CHILDREN OF GAIA - Wind's Returning Favor (Physical Defense)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Athletics/Reflexes, Physical Skill
  • Duration: n/a
  • Resist: n/a
  • Permanent Affects: 
    • +1 Physical Defense

Description:
Children of Gaia seek peace above all else and reflect the demeanor of her mercy and the beauty of her spirit. When attacked, a Child of Gaia can take that opportunity to defend by using this Gift to unarm their attacker, taking the opponent’s weapon. This negates the Foe's attack, and puts the weapon into the hands of the Child or Gaia. This Gift is taught by a wind-spirit.

System: 
The Player spends two points of Energy/Gnosis and makes a successful roll as a defensive response to an opponent’s close-range Melee attack. 

It does not matter how high of a roll the attacker has made. The Child of Gaia only needs to roll 70+ (with mods for Athletics/Reflexes and Physical Skill). The Garou not only avoids any damage (if any), they manage to grab the opponent's melee weapon and yank it out of their hands and may use it on the following turn (if the Garou is skilled in wielding that type of weapon).

NOTE: This Gift has a one turn cool-down, meaning it can only be used every other turn.

BOTCH!: If the Player Botches their roll to defend the attack and take the weapon (rolling a natural 1-10) they will take double the damage.


◎◎: RANK 4 CHILDREN OF GAIA - Dazzle (Mental Attack)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult
  • Duration: n/a
  • Resist: Willpower
    • Vampires, aliens or other creatures without such emotions are immune to this Gift.
  • Permanent Affects: 
    • +1 Mental Attack

Description:
The Garou can flood a target’s mind with the glory and love of Gaia, rendering him/her/them harmless for a short while. A unicorn-spirit teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. If the Target fails to resist, he/she/they are stupefied for the duration of the scene. However, the Target may attempt to break the stupefaction each turn by rolling to resist.

Vampires, Aliens or other creatures that do not have emotions are immune to this Gift.

Dazzle rarely works to pacify spirits that don’t feel emotion or that have specific emotional focus (like hate-spirits). Success indicates that the target sits down and stays there, contemplating Gaia’s love quietly, for the rest of the scene. Attacking the target will disrupt the effects of this Gift. 

NOTE: Dazzle can be used on a given target only once per scene.


◎◎: RANK 4 CHILDREN OF GAIA - Lover's Touch (Heal)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult, Medical
  • Duration: n/a
  • Resist: Willpower
    • Vampires, aliens or other creatures without such emotions are immune to this Gift.
  • Permanent Affects: 
    • +1 Mental Skill

Description:
The Garou can restore what another lacks: not only wounds healed, but also strength of will and even spiritual essence. Any spirit of love or avatar of Unicorn may teach this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Garou then touches the afflicted person kindly. The two need not be lovers, but the contact must convey affection, warmth and compassion. The Garou and the Target may embrace and/or may caress the other, or there may be further intimacy. 

The Garou may select one of the following to occur after a minimum of 2 turns:

  1. Heal the Target for 10HP
  2. Re-energize the Target for 5 Energy Points
  3. Alternately, the Garou may choose to suppress a Derangement for one RL/OOC day. 

NOTE: This Gift cannot provide permanent relief from such afflictions, but it can act as a start on the road to recovery. This can be used on spirits (but, yet again, not undead).


◎◎: RANK 4 CHILDREN OF GAIA - Chant of Morpheus (Mental Attack)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Primal Urge, Mental Skill
  • Duration: Scene
  • Resist: Willpower
  • Permanent Affects: 
    • +1 Mental Attack

Description:
The user of this Gift can induce a restful slumber for the duration of the scene in the Target. Although the Gift will not stop a frenzied werewolf, it can ward off a frenzy before one takes place. The Target will awaken if any hostile activity takes place after they fall asleep. Also, the waking victim is able to think much more clearly and is calm. An opossum-spirit teaches this Gift to individuals with patience and a lot of time.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. If the Target fails to resist, he/she/they will fall into a deep and peaceful sleep for the duration of the scene. Plus, for three turns, the Target must make a successful roll (DIF 70; MOD: Willpower) to take any hostile action against the user of this Gift. 

NOTES:

  • Any attacks directed at the sleeper during the scene will awaken her immediately and end the effects of the Gift.
  • Any sounds of fighting or battle will also awaken the sleeper.

◎◎: RANK 4 CHILDREN OF GAIA - Cleaving Hoof (Buff)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Primal Urge, Physical Skill
  • Duration: n/a
  • Resist: Willpower
  • Permanent Affects: 
    • +1 Physical Attack

Description:
Unicorn’s powerful hoof blows often killed the humans that hunted him. This gift allows the Garou to focus inner strength into a single blow, ending a fight before further harm can take place. A Unicorn-spirit teaches this Gift.

System: 
The Player spends 2 Points of Gnosis and makes a successful roll before attempting to make any kind of physical attack on the Target. On the next successful Physical Attack of a Target, and if the Target fails to defend, the Target receives double damage from the attack. 

If the Garou fails to hit the Target, or if the Target succeeds in defending the attack, the effects of this Gift are lost.

NOTE: This gift has a two turn cool down, meaning that the player can only use this gift every third turn.



: RANK 5 CHILDREN OF GAIA - Strike The Air (Buff)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Athletics/Reflexes, Occult
  • Duration: Scene
  • Resist: Willpower
  • Permanent Affects: 
    • +1 Athletics/Reflexes

Description:
The Garou becomes the ultimate example of passive resistance. She becomes unable to attack an opponent, but she is also unable to be hit, allowing her opponent to exhaust himself in the attempt. A mongoose-spirit teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. For the duration of the scene, the opponent cannot strike the Garou, no matter how high of a roll he/she/they makes. The Child of Gaia moves with supernatural speed and Grace.

This Gift is canceled immediately if the Garou using this Gift attacks his/her/their opponent or if anyone else attacks on the Garou’s behalf. This Gift will work on multiple opponents, but the player must spend a point of Gnosis for each additional opponent attempting to strike the Child of Gaia.

NOTE: Check out an example of a very similar power in action. CLICK HERE!


: RANK 5 CHILDREN OF GAIA - Unicorn's Grace (Mental Skill)

  • Base Roll: 0
  • Energy/Gnosis Cost: 0
  • Damage: 0
  • Mods: Passive
  • Duration: n/a
  • Resist: n/a
  • Permanent Affects: 
    • +1 Mental Skill

Description:
A Garou with this Gift never loses his/her/their poise and rarely loses their temper. Even in the nastiest arguments or the bloodiest combats, Children of Gaia can focus their willpower to maintain their cool with this blessing. An avatar of Unicorn teaches her followers this Gift.

System: 
This is a Passive skill and requires no expenditure of Energy/Gnosis. When in a situation where the Garou would normally gain a point of Rage, he/she/they only needs to state they are using this Passive Ability and can avoid taking an unwanted Rage Point. Further, the Garou cannot gain any Rage Points for the duration of the scene.

This does not include any Rage Points earned during the three days of a full moon, or Rage Points acquired through magical means. It can only be used to suppress additional Rage Points that are earned through Roleplay, such as when the Garou botches a roll, is incited to rage, or any number of Rage-inducing factors. 

For a list of Roleplay Rage Points, visit the Rage Meter Page by CLICKING HERE. 

This Gift has a price, reducing the Garou's Temp Rage Points by half (whatever that number currently is when using this Gift) for the duration of the scene.

For Example: A Child of Gaia's Rage meter is currently at 8 points of Temp Rage and 8 points of Frenzy Rage. Entering a nightclub, the Garou is taunted by a Vampire sitting at the bar. Instead of taking the point of Rage for being taunted, he uses this Gift and avoids adding the point to his Frenzy Rage Meter.

Further, the Garou cannot gain any Rage Points in his Rage Meter (Temp or Frenzy) for the duration of the scene. However, the Garou's Temp Rage (which is used for bonus attacks and other advantages) is cut in half for the duration of the scene. In this example, the Garou's Temp Rage Bar (which was at 8) is cut down to 4 useable points. His Frenzy Rage Bar (which was also at 8) remains at 8 points for the duration of the scene.


: RANK 5 CHILDREN OF GAIA - Serenity (Mental Skill)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult, Primal Urge
  • Duration: n/a
  • Resist: Willpower
  • Permanent Affects: 
    • +1 Mental Skill

Description:
The Garou can fill a hot heart with the peace of Gaia, even in the midst of battle. An avatar of Unicorn teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. Depending on the how high the Player rolls (see Roll Chart), the target automatically fails all Rage rolls, cannot frenzy, and cannot spend any Rage Points while this Gift is in effect.

Roll Chart

  • 1-69: You were unable to sooth the Garou's heart. No effect.
  • 70-79: The target is effected for one turn.
  • 80-89: The target is effected for two turns.
  • 90-99: The target is effected for three turns.
  • 100+: The target is effected for the entire scene

: RANK 5 CHILDREN OF GAIA - Serpent-Driving (Mental Attack)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult 
  • Duration: n/a
  • Resist: Vampires - Willpower (See System)
  • Permanent Affects: 
    • +1 Mental Defense

Description:
The touch of Unicorn’s horn sets evil spirits and poisonous beasts to flight. This Gift enables the Child of Gaia to mimic Unicorn’s power, driving foul creatures out of water, from underbrush, and so on. Unicorn himself teaches this Gift.

System: 
The Character first touches his/her/their hand or forehead to the water or ground and is facing into whatever area he suspects of harboring enemies. The Player spends 2 Points of Energy/Gnosis and makes a successful roll. 

Depending on how high of a roll the Player makes (See Roll Chart) determines the level of success to force creatures to abandon their hiding places or nests by the most direct route possible. 

If the evil creatures were using any supernatural means of concealment (such as Gifts or Disciplines), they may make a Willpower roll (DIF: Garou's Roll for this Gift) to remain concealed. They must still physically leave the area, however. 

Note that this Gift may cause the unaffected creatures to attack and is thus best used with care. (For example, the Player rolled a 79, causing ordinary beasts and evil spirits to leave, however it has irritated all the remaining higher-level Wyrm servants and Vampires, and may cause them to target the Garou using this gift.) 

NOTE: Serpent-Driving may be used only once per OOC 24 hours.

Roll Chart

  • 1-10: Botch! All evil spirits, poisonous beasts and servants of the Wyrm within the immediate area converge on the Garou using this Gift.
  • 11-69: No affect. Either there are no such beasts in the area or they are simply unaffected. 
  • 70-79: Ordinary beasts, such as snakes, scorpions, centipedes, insects etc., scurry away as fast as they can and leave the vicinity for the duration of the scene.
  • 80-89: Plus, any lesser beings and animals (rats, mice, skunks, raccoons, minor spirits and entities, etc.) under the influence of the Wyrm will run from the area as quickly as they can for the length of the scene.
  • 90-99: Plus, stronger servants of the Wyrm (such as Femori and those of equal power and Wyrm influence) will immediately vacate the area for the duration of the scene. 
  • 100+: Plus, any and all Wyrm-servitors of strong power (such as Black Spiral Dancers and powerful agents of the Wyrm) will be highly motivated to hastily leave the area and not return for the duration of the scene. However, all must make a Resist roll vs the Garou's roll, Mod Willpower, or be forced to leave as well. Any Targets who botch this roll will have the defending foe leave the area permanently.

: RANK 6 CHILDREN OF GAIA - Uncaught Since the Primal Morn (Physical Skill)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult, Athletics/Reflexes
  • Duration: Scene
  • Resist: (See System)
  • Permanent Affects: 
    • +1 Athletics/Reflexes

Description:
This Gift grants Unicorn’s perfect speed to the Garou, allowing the werewolf to outrun virtually any pursuer. An avatar of Unicorn reaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Garou is unfailingly faster than her pursuers for one scene or until she chooses to end this Gift earlier. Only creatures with Celerity 4 or higher (or of similar or equal ability) may roll to catch the Garou. 

  • DIF: Garou's Roll for this Gift
  • Mod: Celerity, Physical Skill

: RANK 6 CHILDREN OF GAIA - Beast Life (Physical Skill)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult
  • Duration: Scene
  • Resist: Willpower (See System)
  • Permanent Affects: 
    • +1 Athletics/Reflexes

Description:
The werewolf with this Gift can communicate with other wild animals and attract (or even command) them. Domesticated animals will speak with the werewolf, but they have given themselves to the ways of humans and must be persuaded to obey the Garou. Any animal spirit may teach this Gift, although Lion and Bear are most often sought as teachers.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Character then gains the ability to communicate with all animals automatically for the duration of the scene. 

All wild animals become friendly to the character. They follow any reasonable request the character makes, and many unreasonable ones as well (the Storyteller will determine if a particular request requires a roll vs their Willpower). The effect lasts for one scene.

NOTE: Children of Gaia who use this Gift never do so if the animals would come to harm, unless the very heart of a caern is threatened.


: RANK 6 CHILDREN OF GAIA - The Living Wood (Mental Skill)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult, Persuasion
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects: 
    • +1 Mental Skill

Description:
The Garou calls upon the spirits of the forest to come to his/her/their aid. The trees around the Child of Gaia animate, and they can attack and destroy armies of foes. (For example, think of the Ents from the Lord of the Rings movies. CLICK HERE.) A Glade Child teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. Depending on how high the Player rolls will determine how many Forest Spirits will come to the Garou's aid. (See Chart)

Roll Chart

1-10: Botch! The Player must roll vs Athletics (dif: 50) every turn for the duration of the scene or trip over all the raised tree roots that are now underfoot. Funny, you never noticed how many there were.

11-79: No effect.

80-89: Two trees animate and come to your aid.

90-99: Three trees animate and come to your aid.

100+: Five trees animate and come to your aid.

The trees move at half speed of a human, but they can have great strength which makes any successful attack devastating. 

For detailed information on Tree Spirit Stats, visit The Bestiary: Skills & Combat > Bestiary, under Elementals and Nature Spirits. Or, CLICK HERE.


: RANK 6 CHILDREN OF GAIA - Halo of the Sun (Mental Skill)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult
  • Duration: Scene
  • Resist: Willpower (See System)
  • Permanent Affects: 
    • +1 Physical Attack

Description:
The Garou is surrounded by a nimbus of blazing sunlight. Some Wyrm-creatures may flee before this terrifying sight, but any who stay and fight discover that the Garou strikes with added power. This gift will entirely light up an area the size of a cathedral for five full turns. Every corner is illuminated brightly. Helios, the Celestine of the sun, teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The effects of the Gift last for one five full turns. The Garou is surrounded in blinding sunlight, and anyone looking directly at the werewolf is blinded (add -15 Mod for difficulties to attack the Garou). The Garou adds 5HP of additional damage when using hand attacks. Any vampires within 20 feet take damage equal to half that of exposure to true direct sunlight and must roll vs. Willpower or Fox Frenzy.

NOTE: This Gift can only be used once per scene.


: RANK 6 CHILDREN OF GAIA - Trust of Gaia (Mental Skill)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Primal Urge, Persuasion 
  • Duration: Scene
  • Resist: Willpower, Mental Skill
  • Permanent Affects: None

Description:
With this Gift, the Garou instantly earns the trust of all who meet him or hear him, even over a telephone or television. They feel instinctively that he is a good and trustworthy person. This feeling wells up from such a deep level that it cannot be changed by even the most invasive mind control. 

People affected by this Gift can still be mind-controlled to attack the Garou, but hate doing so. Those who are Wyrm-corrupted feel intense dislike instead of trust.

This trust is strong, but it does not supersede the person’s common sense. If the Child of Gaia is firing a machine gun into the crowd, the people will still scatter, rather than trust that he’ll miss them. However, they will all be convinced that he had a very good reason for firing.

The Children of Gaia warn that this Gift has great potential for abuse, and punish those who use it for petty gain. This Gift is taught by an avatar of Unicorn.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. Wyrm beasts (such as Femorii) are immune. If successful, everyone who sees, hears, or experiences the Garou in any way must make a resistance vs. Willpower or feel a high degree of trust for the Garou. They will confide in him as they would a trusted friend. The effect will last for one scene, or for as long as the person remains in contact with the Garou. However, even once the Gift’s effect has worn off, the person will feel good will toward the Garou.