Source Material: Werewolf: The Apocalypse 20th Anniversary, Onyx Publishing
Galliard - the ones who are born when the moon is Gibbous are the so-called Bards and Keepers of Ancient Lore, who know of all the ancient legends and songs.
The Galliard sings the soul of the Garou to the near-full moon, howling of their joys and sorrows, their triumphs and losses. He/she/they is the voice of the People, calling them to battle and inspiring them to greatness in life and in death.
Galliards are the keepers of traditions, carrying the lore of tribes all the way back to the beginning. A Galliard can rouse the pack from self-pity and suffering when their claws are needed for battle. They can speak caution to a Ragabash, draw a Theurge from his reverie, soften the heart of a Philodox, and soothe the anger of an Ahroun.
The Galliard’s art and performance may take many forms — they might be a dancer, a storyteller, a musician or a bit of everything rolled into one. Galliards may even be a leader in times of war. When the battle is done, the Galliard's voice is the first raised to praise the sacrifices made by the fallen, and the triumphs of those who still live to fight again.
These are the "free gifts" that all characters born under the Galliard Auspice automatically receive at startup at no additional XP cost.
Where the Philodox is stoic, the Galliard is a creature of unbridled passion. The Gibbous Moon is a fiery muse, and stirs its children into great heights and depths of emotion. While all Galliards are prone to immense mirth and immense melancholy, those born under a waning moon fall more readily into dark, consuming passions; they are the tragedians of the Garou, mastering tales of doom, ruin, sacrifice and loss. Conversely, their waxing-moon cousins sing of triumph and conquest, of the pounding heart and the love of life. They tend to be the soul of their pack’s morale — when the Galliard is willing to go on, so too are all the others.
Description:
The Garou using this Gift may communicate with any animals, from fish to mammals. This gift does not change their natural reactions, nor does it make the animal more inclined to be friendly. A Nature Spirit teaches this gift.
System:
The Garou spends one point of Gnosis and makes a successful roll. Each separate encounter or type of animal will require a new roll.
Description:
Garou using this gift may emit a howl far beyond the normal range of hearing and imbue it with great emotion, stirring the hearts of fellow Garou and chilling the bones of all others. Though only Garou understand the meaning of the howl, non-Garou will feel a chilling to their bones upon hearing the terrifying sound. A wolf-spirit teaches this Gift.
System:
The Player spends 1 Point of Energy/Gnosis and makes a successful roll. The number rolled determines how far away the Call can be heard and how stirring it is to those who hear it.
This Gift should be used in conjunction with one of the Garou howls (CLICK HERE). The Storyteller determines the effects as appropriate to the purpose to which it is put, perhaps awarding a bonus die to revel participants for each two successes, or granting a point of Rage to all listeners for an exceptional battlefield howl.
ROLL CHART
Description:
Using the Garou's spiritually-heightened senses, the wolf within them opens the Garou up to a plethora of information around them. Hearing is beyond the normal range of a human and his sense of smell is equal to that of the wolf. The Garou's night vision is exceptional and he/she suffers no penalties when in the dark. This Gift is taught by a Wolf Spirit.
System:
This Gift is Passive, and does not require the use of Gnosis or a successful roll. However, the Character must consciously activate it to avoid unwanted sensory input when it is not desired. It lasts the entire scene, or until the Character deactivates it himself.
The downside to using this Gift is the chance of sensory overload. For example, a fire alarm goes off in a building you are in and renders you incapacitated until it goes off. Or you enter a place with a strong scent, such as a garbage dump or an enclosed area where food is being prepared, such as a restaurant or kitchen. In each case, you will need to roll vs Willpower or become so focused on the overpowering sense that you will not be able to focus on anything else.
Description:
By controlling the power of waking dreams, the Garou can place any other character (single or a group of characters) into a waking dream of the Garou's choosing. The participants will see the scene that the Garou creates, though they will know it is a dream and will be in full control of their thoughts and actions. A Chimerling teaches this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. A single Target or a group of Targets within a 10 meter radius may be affected if the Character so chooses. If anyone fails to resist (or chooses not to resist), he/she/they will be put into the Galliard's dream. The unwilling participant may roll to attempt breaking the Mindspeak once each turn.
All those included in the dream may interact normally through the Mindspeak, although they cannot inflict any damage. While under the influence of Mindspeak, their real bodies are put into a semi-twilight state that is neither asleep or awake. They can still defend themselves, though all rolls are non-modified.
Mindspeak ends when the Garou using this Gift decides to end it, or when an unwilling Target manages to successfully resist while in the dream. In the latter case, the Mindspeak dream only ends for the Target who successfully resisted.
Description:
Because Galliards are the Garou's Historians, it is critical that they remember small details with perfect accuracy. While not all of them are so skilled, this Gift helps them by allowing the Galliard do place Umbral reminders on their person. This Gift is taught by an Elephant Spirit.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. This Gift has two parts.
Part I: When hearing words the Galliard wants to remember perfectly (such as instructions given by another character during RP, a poem or song, an oath or promise being given, etc.), he/she/they spends one point of Gnosis. As this happens, the Storyteller should write down exactly what the Galliard is committing to Umbral memory.
Part II: When the Galliard wishes to retrieve the memory, he may spend another point of Gnosis and ask the Storyteller to read it back verbatim. The use of this Gift leaves tiny clear spheres matted within the Garou’s fur that can be seen within the Umbra, the so-called “memory orbs.” Should the Garou wish to remove a memory orb, they may do so simply by pulling it out of their fur while in the Umbra.
Description:
Pitching the Garou's voice just so, the Galliard can produce a call that only canines and other Garou can hear. This includes Homid Garou. Humans and other creatures will not pay any attention to the sound, if they hear it at all. City Garou and those infiltrating enemy bases find this particularly useful. A wolf-spirit teaches this Gift.
System:
The Player spends one point of Energy/Gnosis and makes a successful roll. This gift can be used in conjunction with one of the Garou howls, or a howl performed as part of another Gift. However, this Gift does not work with rites, since the spirit world needs to hear any howls performed.
Description:
The Garou imbuing his battle cry with a sharp and rousing essence is able to ready his packmates for the fight, stirring their blood and stoking their anger. A Lion Spirit teaches this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. When the Garou using this gift shouts or howls, he/she/they alerts all Garou within a 20x20 meter sphere.
This Gift can be used in conjunction with one of the Garou howls (CLICK HERE). It can also be used in conjunction with the Gift "Call of the Wyld" in an attempt to extend its range.
Description:
In an attempt to distract a Target and lessen his focus, the Garou will make annoying noises, such as yips, howls, yelps, growls or any other disrupting noise. A Coyote Spirit teaches this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. If successful, and the Target fails to resist, the Target will lose 5 Willpower Mod Points for the duration of the scene. If the Target has no points purchased in Willpower, they will suffer a -5 Mod to Willpower.
Description:
The Galliard can enter another's dream and gain control of what takes place during the dream. Proximity to the Target is not necessary, but the Galliard must know or have personally met the dreamer. A Chimerling teaches this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Targeted Dreamer may attempt to resist this incursion if they wish, but at an unmodified Willpower roll vs the Galliard's roll. (For Example, the Galliard rolls a natural 75, plus his +10 Modifiers, for a combined roll of 85. The dreamer must roll a natural, unmodified 85 or higher to prevent the Garou from infiltrating his/her/their dream.
If the dreamer is awakened by an outside force while the Garou is still within the dream (or throws the Garou out of their minds before they can enter the dream by making their defense roll), the Garou using this Gift is thrown out of the dream world, loosing another point of Gnosis, but gaining a point of both Permanent and Temporary Rage.
Description:
Knowing one's enemies is the best way to prepare a defensive and offensive strategy . With this Gift, the Galliard can trick a spirit into revealing its name.
System:
The Character must engage in a conversation with the Spirit for at least 2 turns. This conversation can be friendly or confrontational.
At the end of the two turns of conversation, the The Player spends 2 Points of Energy/Gnosis and makes a successful roll. If the Spirit fails to resist, then it will arrogantly tell the Garou its name. If the Spirit successfully resists, or the Garou fails to make a successful roll, it will realize what the Garou is attempting to do and attack.
Description:
A good old-fashioned hootenanny involves music played really fast and incredibly well – “Dueling Banjos” is currently the most common song used with it. While a Garou enacts this performance, every werewolf in his pack finds it easier to run, fight, jump, or perform any other rapid, strenuous physical activity. Plus, everyone else who hears the performance feels like dancing. They might stomp their feet, clap to the music, and even dance around if the music’s good enough. This gives the pack a decided edge in combat. With this Gift, a pack of Garou and a Galliard with a banjo can tear up a whole room full of Fomori and Black Spirals with one hell of a square dance. This Gift is taught by an ancestor-spirit, usually one that looks and acts like a Galliard. Some Galliards claim this Gift is taught by the ghost of Elvis, but no one believes them.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. When the hootenanny starts, the Garou plays fast-paced, raucous music on a musical instrument. The Galliard's packmates receive a +10 to all their rolls for the duration of the scene, or when the Garou stops playing, whichever comes first. All Foes suffer a -5 to all rolls until the Garou stops playing.
If the Galliard stops, the magic effect is broken, his allies lose the Bonus, and the Gift must begin again by spending more Gnosis and making a successful roll.
All foes (or any who is not considered an ally of the Galliard) who fail their Resist roll will take a -5 Modifier on all their rolls for the duration of the scene, or until the Garou using this Gift (the guy playing the banjo or other instrument) stops playing.
NOTE: During this time, the Galliard using this skill cannot attack, but he/she/they can defend themselves.
Description:
The Garou sends out such a full-throated and terrifying howl in the night that all other creatures will instantly awake from their sleep (or have insomnia) and be so shaken they cannot fall back to sleep for a full three hours.
System:
The Player spends 1 Point of Energy/Gnosis and makes a successful roll. Creatures of the Wyrm will suffer a -10 Initiative and Attack for a full scene. Any Garou hearing the howl will gain 1 Point of Temp Rage.
Description:
The Garou is capable of altering his voice and imitating any sound or voice he has heard before. From sirens, gunshots and musical instruments to one or two repeated lines in the voice of anyone they have heard before, making the Garou a master impersonator. A Magpie Spirit teaches this gift.
System:
This is a Passive Gift and does not require use of Gnosis or a successful roll. However, it DOES NOT allow the Garou to use any words in the voice of another person they have not heard that person speak previously. It only allows them to mimic or repeat the words in the Target's voice that the Garou has heard them say before. The Garou cannot make up new lines, and they cannot create new words, sounds or noises.
IF the audience suspects a ruse, or if they know the original voice or sound very well (for example a close relative, longtime friend or packmate), the Garou will need to make a roll, Modified by their Subterfuge. The audience will need to roll to Resist, modified by their Intuition/Awareness.
NOTE: It would be wise to have memorized previous conversations or overheard speech (Note Cards from previous sessions) with the Target you wish to mimic, and then only use those words, lines or phrases for your mimicry.
Description:
This Gift allows the Garou to distract the mind of another, causing the Target's mind to wander through their own memories. While useful in helping another see the past as a way to self discovery, it can also be used as a diversion from the victim's current task.
Whatever that task is (fighting, playing a game, knitting, etc.), the target of the Garou using this gift will find it very difficult to concentrate on anything other than the memories they are forced to relive.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. If the Target fails their roll to resist, any roll requiring Mental Skill, Alertness or Awareness will suffer a -20 Mod for 3 turns. Physically attacking the Target instantly ends the gift.
The Garou can influence they type of memory the Target will experience, but cannot directly control much else about the memory. The Garou can simply whisper a type of memory category (happy, sad, fear, love, family, business, etc.) and let the Target bring up their most recent memory of the type influenced by the Garou.
For example: "Hey Brock, remember the night we went to the strip club for Tristan's birthday and you hooked up with that hot dancer? Whoo! What a night, huh?" Or, a guard at a checkpoint who is the silent Target of this Gift would probably not notice the Garou sneaking by his station if he was preoccupied with obsessive thoughts of losing his wife and kids in that nasty divorce.
Description:
To properly set the stage for any endeavor and increase the chances it will be successful, the Galliard uses his gift of Ritual Tuning. To do this he selects a performance that is in tune with the type of endeavor to be done directly following his performance. This can be a song, a howl, dance, poetry, etc.
System:
The Garou spends 2 Points of Energy/Gnosis and makes a successful roll. Whatever the performance you choose, it MUST be appropriate to the task the Target is attempting. This takes three full turns to execute before the Target receives the Bonus on his next roll for success.
For example, a performance of a crooning love song would definitely not enhance a Bone Gnawer's attempt to rot a wooden door blocking the Pack's path while using Gift of the Termite. But a song like Rotting in Vain by Korn might be a more inspiring choice.
This Gift provides a +5 boost for the success of and ability/gift/talent attempt that another performs. Multiple Galliards can boost the Target's success even further if they use this Gift and join in on the performance. (+5 is cumulative for every successful Galliard performing using Ritual Tuning.)
Note: Cumulative bonuses only apply if all the Galliards are performing the same song, dance, recital, etc. or are somehow adding to a cohesive and harmonious performance.
For example, if one Galliard is singing a pop song while another is singing a country song, or playing a country tune on an instrument, the harmony is broken and no Mods are bestowed on the Target. But a Galliard singing a song or reciting poetry who is accompanied by another Galliard using this Gift while playing the appropriate backup music or drums will add to the performance and add another +5 stackable bonus to the Target's next roll for success. There is no limit on how many Galliards can perform at the same time to add another +5 Bonus to the Target's next roll for success.
Description:
Using this Gift allows the Garou to bond the pack into an awesome unified force that is capable of striking as one. As long as no one in the pack succumbs to frenzy, the pack members will strike at the same instant. With such synchronicity, few enemies can withstand the power of a pack that acts and attacks with one cohesive mind.
System:
NOTE: This must take place before the Garou's allies roll for their initiative once a combat sequence has occured. The Player announces in local chat that they are attempting to use the Gift Unified Force.
The Player then spends 2 Points of Energy/Gnosis and makes a successful roll. The Garou and his Werewolf Allies then all roll at the same time for their Initiative, but the team will act as if everyone rolled the highest initiative roll made by one of their members.
For Example: The Galliard and her four other Garou allies make their modified Initiative rolls of 30, 67, 22, 94, and 11. In this instance, all allies will act as if they all rolled 94 Initiative.
However, if even one of the allies has botched the roll (rolling a natural 1-10), all allies will also have botched the roll and use the same botched number as their initiative.
Also, if any of the Garou allies frenzies during the scene, the effect is lost and each pack member will revert back to their previous Initiative roll. Barring frenzies, this Gift lasts for the duration of a scene.
NOTE: This Gift ONLY works on Garou allies. It does not work on non-Garou allies.
Description:
Using this Gift, the Galliard can call any creature of the Wyrm within hearing distance. This Gift, while very dangerous, is often used to bait an ambush or flush out prey from hiding. Any spirit servant of Gaia can teach this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. Wyrm Creatures and Agents must roll verses their Willpower or be compulsively drawn to find the source of the call.
Description:
With but a simple, wordless glance the Garou can compel any single Target to come to his/her/their side. The Garou and the Target must be line of sight in order for this to work. The Target will turn and lock eyes with the Garou, then begin moving toward him/her/them as if pulled by some unknown attraction. This Gift is taught by a Snake Spirit.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. If the Target fails to resist, the Target will begin moving toward the Garou and be at his/her/their side by the end of the Garou's 2nd turn. Once the Target has reached the Garou's side, the Target may do as he/she/they wishes, though they may not fully understand what made them walk over to the Garou.
Description:
The Galliard is able to sniff out the general spirit nature of his/her/their surroundings. For example, if the area is influenced by the Weaver, Wyld or Wyrm, or if it is under the domain of a powerful Incarna or claimed by another Sept or Tribe, the Garou will sense it. The Galliard will also be able to ascertain specific information about the area, such as a caern's totem, when it was founded, important events that happened in or near it, etc. This Gift is taught by a Wolf Spirit.
System:
The Player spends 2 Points of Energy Gnosis and makes a successful roll. To activate, the Garou must physically sniff out the area, then mediate for one or two turns. The Storyteller will then IM you to let you know what you have discovered.
Description:
This song wards off a particular spirit. There are many such songs, but they all have the same construction. They start with addressing the spirit by its name, warning it to stay away, and then finishing by employing a suitable threat against the spirit if it doesn't stay away. When properly executed, the Spirit will be unable to approach the Galliard, or anyone he/she/they touches. This gift is taught by a Bird Spirit.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. A Botch on this roll (rolling a natural 1-10) will have the named spirit attack the Galliard.
Description:
The Galliard has the ability to inspire his/her/their pack and sept to greatness, giving them a reason to believe in the virtue of any battle or mission in which they are about to engage.
This Gift adds a +5 bonus of their choice to any single ability score for all listening Garou and Kinfolk. the Galliard using this Gift makes a full recitation of a story of an epic hero to inspire the crowd. This will take several minutes.
System:
The Garou spends 2 Points of Energy/Gnosis and makes a successful roll. Any Garou or Kinfolk will receive a +5 temp boost to any one skill or ability of their choosing for the duration of the scene. This is stackable with any other bonus.
Description:
Using this Gift the Galliard unleashes the beast in others, forcing werewolves, vampires or other such creatures to frenzy. When used on humans, it turns them into berserkers who lose control and fight anyone in their path with a mindless anger. A Wolverine Spirit teaches this Gift.
System:
The Player identifies the Target, spends 1 point of Energy/Gnosis and makes a successful roll. If the Target fails his/her/their resist roll, the Target will frenzy or become a berserker. The Garou may repeat this Gift as often as he wants. During this period, the Target will attack the nearest person/being next to them whether friend or foe. This lasts for one full turn for every level/rank of the Garou. For example, a a Level/Rank 5 Elder will be able to keep the Target in Frenzy for 5 full turns.
Description:
This Gift allows the Garou to view an entire battlefield or scenario as if looking at it from above, making it virtually impossible for foes to launch a sneak attack. This Gift is the reason why it always appears the Galliard is where they need to be in a fight, and why they seem to have an innate sense of where everyone in a fight is located. An Eagle Spirit teaches this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. This does not impede combat and does not take up a turn to execute. If successful, the player sees the entire battlefield as if looking at it from above. This Gift also allows the Garou to view an entire area as if looking through ceilings and other obstructions or obstacles, including any spells or abilities that cloud visibility.
Description:
This Gift allows the Galliard to create minor moon bridges through which only he/she/they may travel. These moon bridges allow the Galliard to travel instantly to any location within the Garou's range. This gift is taught by a Lune.
System:
The Garou spends one point of Gnosis to activate the Gift. No roll is required. He/she/they may then open the bridge and make the journey. The Minor Moon Bridge only allows the Garou to travel through it before it disappears. The Garou can travel 5 miles per day, per every level of his/her/their rank.
For Example: The Galliard uses one of his actions in a battle to instantly appear behind the enemy, taking him by surprise. Or, the Galliard may chose to open a Minor Moon Bridge to take him back to his caern from the city.
A Garou Rank 4 Cliath may travel as far as 20 miles, but a Rank 6 Legend may travel as far as 30 miles.
Description:
Even the most highly skilled armies and troops can find the battlefield turned to chaos when visibility is obscured by fog or smoke that fills a 20x20 meter area. Such confusion can lead to allies firing on one another by mistaking them for enemies, or disorientation on which direction they are walking. It's easy to miss advancing foes, or mistake wisps of fog as an enemy. This Gift is taught by a Raven Spirit or an Air Elemental.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. To activate this Gift, the Ragabash must sing, howl or play an eerie song (bagpipes are famous for this).
The Garou utilizing this gift is totally consumed by the song and cannot engage in combat, though they can defend. The Garou MUST successfully roll every turn to keep the song going, though no additional Energy/Gnosis points are required.
This effect only lasts for as long as the Galliard successfully rolls every turn and can maintain their focus on the song. (Failing a defense roll and being struck WILL end the effects of this Gift.)
If the roll fails or the Garou ceases the haunting noise, the fog will take one full turn to dissipate. The Garou may try again, or as many times as they wish, but they must expend another point of Gnosis to do so, and successfully make their roll.
Every turn, the Garou must roll successfully to keep the fog from dissipating. If the roll is successful, all foes within the 20x20 area must roll and beat the Garou's fog rolls (mod Alertness) or be disoriented. If the roll is failed, the foe's Attack/Def rolls are halved until the fog disappears. If the Foe's roll is a botch, the Foe will attack their nearest allies, mistaking them for an enemy.
Description:
A stealthy Galliard can craft a dream, then breathe it into the mouth of a sleeping individual. Crafted dreams are often very vivid, dramatic and are so real that the dreamer may be convinced that they hold some deep meaning, or even are a peek of future events.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Galliard then breathes the dream into the mouth of the sleeping Target. The Target will not be aware that he/she/they is in a dream.
The Galliard can set a specific stage for the dream and let the dreamer freeform the contents (such as telling the dreamer he is being chased by a pack of rabid Black Spiral Dancers), OR the Galliard may manipulate the dream fully, pulling the dreamer through whatever dream scenario he wishes until the dreamer successfully resists the Galliard's presence.
The Dreamer may choose to resist this dream or nightmare each turn by making a successful roll. If the Target/Dreamer successfully rolls to resist, the dream instantly ends and the Dreamer awakens.
Description:
The sound of the Garou’s voice can entrance anyone who hears it. Typically, the Garou sings or howls while using this Gift, although some modern Galliards have taken to poetry recital. This Gift can make an opponent pause before a fight but can rarely stop a heated combat already in progress. A songbird-spirit teaches this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. All Targets within Chat Range who fail to resist cannot perform any actions for a number of turns equal to the number of Primal Urge Points the Garou has. (For example, the Garou has 3 points in Willpower, resulting in the power's effect lasting for 3 turns.)
NOTE: This Gift can only be used successfully once per scene.
Description:
The Garou can cause a slight shift in the weather, amplifying it or diminishing it to a certain degree. For example, the Garou can make a light shower turn into a heavy shower, a day that is cloudy and cold to emit hail or a light snow, or create fluffy white clouds on a beautiful blue-sky day.
System:
The Garou spends one point of Gnosis and makes a successful roll. They can then slightly change the weather slightly one way or the other. Light rain ruining your picnic? This skill can switch it off, or make it rain much harder.
Description:
Galliards can weave reality from their imaginations and breath life into these dreams to create a very solid creature from the very material in which dreams are made. These creatures may be of any shape or type the Galliard desires, from unicorns and dragons to winged servants and burly guards, and everything in between. A Chimerling can teach this gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll to initiate the Gift. The Galliard can then create any one form of life imaginable, whether real, fantasy or a completely new creature from the Galliard's inspiration.
COOLDOWN: This Gift can only be used successfully twice per week.
Once the Golem has taken form, The Galliard will then bring it to life by making five unmodified rolls to assign traits and Health Points to the creature and see how strong the manifestation becomes:
NOTE: Each time the Player rolls, he/she/they MUST assign that roll to an available attribute of their choice. Notecard your rolls by copying them from Chat into a notecard. Make sure to include this information when submitting your weekly RP for Experience Points. Preferably, this should be done in front of a Moderator, Admin or Storyteller if done during a storytelling roleplay session.
At this level, the Dream Golem has no real personality of its own, but can answer simple questions and perform uncomplicated tasks requiring minimal activity, such as minor chores, guard duty or desk greeter.
If the Golem is required to fight or defend, the Galliard will need to expend an additional one point of Gnosis per turn during the battle to initiate attack and defense.
Golems Used to Fight/Defend
To keep the Golem under control every turn it is forced to fight or defend, the Galliard must successfully make the following roll and expend 1 Point of Gnosis:
If the roll fails, the Dream Golem will escape the Galliard's control, gain autonomy and remain in the physical world for as long as it wishes. Since it is no longer nourished by the Galliard's Gnosis, it will seek to syphon off Gnosis from other Garou to remain on the physical plain.
Any Garou the autonomous Golem comes in direct physical contact with will lose 1 Point of Gnosis. The Golem will seek to consume as much Gnosis as it can, though it can only take 1 Point per Garou, per day. Golems who have escaped control must either be killed or must be defeated in battle. Anyone who defeats the Golem in Battle (even its previous master) will become its new master. As long as the Golem remains under control, it can be sent back to the world of dreams by the Galliard or its new master at any time.
Rolls To Determine Attributes:
(Health Points can only be assigned once and not traded in for a better roll.)
NOTE: A Garou may only ever have a max of two Dream Golems active at any one time, including those who have escaped. Once a Dream Golem has been killed or sent back to the world of dreams, the Garou may create another.
Description:
By employing this Gift, the Galliard is capable of manipulating or "nudging" the emotions of others as easily as flipping a coin. Whether turning hate into love and back again, or anger to fear to joy, a Galliard can alleviate a stressful situation or cause it crashing into a bloody scene. A Coyote Spirit teaches this gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Garou may change the emotions of any one individual within line of sight. For each emotion change the Garou must make a successful roll and expend more Energy/Gnosis, and the Target is allowed to make another roll to resist.
Since the changed emotions are not real, the Target will only act on them for two turns unless the Garou makes successful rolls to continue the emotion AND the Target continues to fail their roll to resist. After the effect has ended, the Target will realize they have been manipulated. However, if the Galliard "reinforces" an emotion the Target is already feeling, then the reinforced emotion could turn into the real thing.
For example: An infatuation could easily be nudged into love. Distrust into hate. Melancholy into sadness or joy. For nudging an emotion one way or the other in a natural direction, the Target will not suspect manipulation. However, the Target must either have failed to resist at least twice during the scene, or have botched any one of their rolls to resist.
Description:
The Galliard may call upon any of his/her/their tribal ancestors for skill or knowledge and become the best he possibly can. An Ancestor Spirit teaches this gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll to call forth a Tribal Ancestor.
For the length of a scene, the Player can max out up to three abilities or skills, requiring three separate rolls for success. The Player must first specify which skill the roll is intended to max out and will immediately be determined by the Galliard's next roll. If the Player's skill is already at max, a successful roll can put it one dot over the max.
For example, a Garou calls for an ancestor and requests the ancestor grants maxed skills in Melee, Brawl and Athletics/Reflexes. Naturally, modern skills and abilities do not apply, such as Drive, Computers, Firearms.
NOTES:
Description:
This Gift shatters all types of mental bonds. From the blood bond or domination abilities of a Vampire to a mages mind control or a Half Moon's Geas. Those who know this gift can use it on any being that is bound or dominated by the mental will of another, including themselves. They can also use this Gift preemptively to gain immunity to any mental coercion.
However, this Gift is not without it's dangers. Severing a mental bond can do serious damage to the afflicted as such bonds are rooted deep in the victim's psyche. This Gift is granted by an Incarna or other powerful spirit.
System:
The Player must announce in Local Chat how they wish to use this Gift:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll.
If A is selected, the Garou using this Gift may break another's mystic compulsion by touching the Target. The target will always attempt to resist. If the Target fails to resist, the bond is immediately broken and the Target suffers 30 HP of damage.
If B is selected, the Garou is automatically immune to any supernatural coercion, save from any being more powerful than an Incarna, for the duration of the scene.