56 min read
AUSPICES: PHILODOX GIFTS


Source Material: Werewolf: The Apocalypse 20th Anniversary, Onyx Publishing

Philodox - the Half-Moon are Judges and Mediators in Garou society. They usually are the leaders in time of peace.

The half moon is balance and duality, standing between two worlds. The Garou is both wolf and human, flesh and spirit, fury and wisdom, savage and savant. The Philodox embraces this duality, attempting to harness it with balance. 

The Half Moon acts as counselor, mediator and law-keeper to his pack. Where the Ragabash must question the laws, the Philodox must interpret them, finding the wisest answer out of many.

Half Moons are called to judge, for better or for worse. It is their task to set punishment when the Garou stray from the path, and to determine when a werewolf’s actions are particularly meritorious. 

They are frequently leaders in times of peace, but often cede command to Ahroun or Galliards when war breaks out.


Beginning Gifts: 

  • Fangs of Judgment
  • Persuasion
  • Resist Pain
  • Scent of the True Form
  • Truth of Gaia

Stereotype

Buried so heavily in his role as impartial judge and jury, the Philodox may seem aloof, even surprisingly cold-blooded for a werewolf. Those born under the waxing Half Moon may seem unusually serene and disaffected, their emotions only emerging when their Rage comes to a boil. 

The waning-moon Philodox is more incisive and judgmental, his all-seeing eye always carefully watching his packmates and colleagues for any departure from the expected. The Half Moons’ opinions are somewhat feared, yet highly respected — a word of praise or condemnation means much coming from those born to see both sides of every struggle.



PHILODOX GIFTS

◎◎◎◎◎: RANK 1 Philodox - Fangs of Judgement (Buff)

  • Base Roll: n/a
  • Energy/Gnosis Cost: 1
  • Damage: 0
  • Mods: Passive
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects:
    • +5 Initiative

Description:
It is the responsibility of the Philodox to not only give judgement, but punishment as well for those who have violated their responsibilities to Gaia. This Gift causes the Garou's claws and fangs to burn with the righteous power of the law. This Gift is taught by a Wolf Spirit.

System: 
The Player  spends 1 Point of Energy/Gnosis to activate this Gift. For the next scene, the Garou's claws and fangs glow with a silver aura and do double damage to all those who have fallen from their original purpose and now serve the Wyrm. For example, Black Spiral Dancers, fomori, corrupted nature spirits. This does not apply to Banes or Vampires.


◎◎◎◎◎: RANK 1 Philodox - Moon Lore (Buff)

  • Base Roll: 60
  • Energy/Gnosis Cost: 1
  • Damage: 0
  • Mods: OCC
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects:
    • +1 Mental Skill

Description:
The werewolf can learn under which phase of the moon another was born under. Although this Gift can determine Auspice, this Gift gives no indication as to whether the subject is a werewolf, or even if it is supernatural in any way. Any Moon Spirit can teach this gift.
Dif 60, Mod OCC 

System: 
The Player spends one point of Gnosis and makes a successful roll. The Garou will know under which phase of the moon a being was born.


◎◎◎◎◎: RANK 1 Philodox - Persuasion (Buff)

  • Base Roll: 75
  • Energy/Gnosis Cost: 5
  • Damage: 0
  • Mods: Persuasion, Mental Skill
  • Duration: Scene
  • Resist: Intuition, Primal Urge
  • Permanent Affects: 
    • +5 Subterfuge
    • +5 Mental Skill
  • Temporary Bonus: When dealing with any type of natural animal.
    • +15 Persuasion

Description:
The Player spends 5 points of Energy/Gnosis and makes a successful roll. This Gift allows a Garou in Homid form to become more persuasive when dealing with others, in such a way that his statements and arguments are imbued with added meaning or credibility. An ancestor-spirit teaches this Gift.

System:
The Player spends 5 points of Energy/Gnosis and makes a successful roll. For the duration of the scene, the Character receives a Temp bonus of +15 Persuasion. If successful, the Storyteller may also reduce the difficulties of all Social rolls during the scene as well. With this Gift activated, a werewolf could win arguments with hard line opponents, or cause a cold-hearted psychopath to relent (at least for a little while). 


◎◎◎◎◎: RANK 1 Philodox - 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 Philodox - Scent of the True Form (Physical Skill)

  • Base Roll: 0
  • Energy/Gnosis Cost: 0
  • Damage: 0
  • Mods: None
  • Duration: Permanent
  • Resist: Passive
  • Permanent Affects: 
    • +1 Physical Skill
    • +2 Mental Defense

Description:
This Gift allows the Garou to sense the true nature of a single person or being. This information is detected through scent, that goes past what is seen and identifies the person or being by their own natural scent. A Dog Spirit teaches this gift.

System: 
Passive. This Gift is always active, allowing the Garou to instantly tell if someone is a werewolf. The Garou may also automatically sense any other type of being (Vampire, Fae, other shapeshifter, etc.) IF they have learned the scent previously. 

For Example: The Garou using this gift attempts to Scent the True Form of a being who happens to be a Vampire. But having never been exposed to the scent of a Vampire, the Garou is unable to identify him, but he does know the being is not a werewolf or any other previously learned scent he is familiar with. He will also able to know that this being is new to him. And IF the Garou discovers that the being is a Vampire, he will remember it and be able to use the experience for future identifications.


◎◎◎◎◎: RANK 1 Philodox - Sense Mental Trauma (Mental Skill)

  • Base Roll: 60
  • Energy/Gnosis Cost: 0
  • Damage: 0
  • Mods: Intuition, Occult
  • Duration: Scene
  • Resist: None
  • Permanent Affects: 
    • +1 Mental Skill

Description:
The Philodox have a sharp sense for those whose minds have been damaged by trauma or supernatural forces. A Lune teaches this Gift.

System: 
The Player spends 1 point of Energy/Gnosis and makes a successful roll. Taking a turn to focus, the Garou can sense if a target suffers from derangement, and can identify the type of derangement by scent. This Gift also allows the Garou to sense those under the influence of Delirium, and at what stage.


◎◎◎◎◎: RANK 1 Philodox - Truth of Gaia (Mental Skill)

  • Base Roll: 60
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Intuition, Occult
  • Duration: Scene
  • Resist: None
  • Permanent Affects: 
    • +5 Mental Attack

Description:
As judges of the Litany, the Philodox have the ability to tell if others have spoken the truth, or have spoken lies. A Gaffling of Falcon teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. This Gift only reveals whether the target is speaking the truth (as they honestly believe it) or not.



◎◎◎◎: RANK 2 Philodox - Call to Duty (Mental Skill)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Willpower, Occult
  • Duration: Scene
  • Resist: None
  • Permanent Affects: 
    • +1 Mental Skill

Description:
Minor Spirits can be called upon to serve the Garou. The Spirit can execute one command before departing after it fulfills the request. The Garou can summon all Gaian spirits within one mile to protect or assist him, even if he does not know their names. An Incarna avatar teaches this Gift.

System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. How high your roll is will determine how many Spirits answer your call. (See Roll Chart Below.) This Gift can only be used once per scene.

Spirit Stats:

  • Base Roll: 50
  • Mods: None
  • Health Points: 25
  • Damage: 3 HP
  • Physical Defense: +15
  • Physical Attack: 0
  • Mental Attack: + 15
  • Mental Defense: 0
  • Specials:
    • Attack: Pain! This mental attack projects excruciating pain into the minds of targeted foes. The pain, while phantom, is so real that Targets will take actual physical damage, though there are not physical wounds.
    • Special Skills: Spirits can be attacked and wounded with mental attacks. They can only be physically wounded with weapons made of silver.

Spirits summoned can perform tasks, such as search an area for a lost cub or stand watch and notify the Garou should anyone approach. In a battle, they can only strike or defend if attacked, or if a person they are called upon to defend is attacked. Their attacks are against only the person who attacks. They cannot initiate attacks on any others on their own. Once they have performed their task or reach 0 HP, they quickly depart.

Roll Chart

    • 70-89: Two Spirits answer the call.
    • 90-95: Three Spirits answer the call.
    • 96-99: Four Spirits answer the call.
    • 100+: Six Spirits answer the call.

◎◎◎◎: RANK 2 Philodox - Omen of Truth (Mental Skill)

  • Base Roll: 60
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Intuition Occult
  • Duration: Scene
  • Resist: None
  • Permanent Affects: 
    • +1 Mental Skill

Description:
The Philodox are often called upon to make difficult decisions. Unfortunately, things are not always so clear cut or black and white. In these cases, the Philodox meditates or takes a moment to look around for an omen, such as a falling leaf, a fluttering butterfly or other tell tale sign to the answer he seeks. An Owl Spirit teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Storyteller will give the player a hint to the answer he seeks. If botched, the Storyteller will also give the player the hint he seeks...albeit a possibly erroneous or deceptive one. Or it could be the truth.


◎◎◎◎: RANK 2 Philodox - King of Beasts (Mental Skill)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Primal Urge, Occult
  • Duration: Scene
  • Resist: None
  • Permanent Affects: 
    • +5 Mental Skill

Description:
A Philodox's authority extends past the Garou and into the realm of natural beasts. Such is his power of authority that he can command the loyalty of any specific animal within 100 feet of him. The animal will follow his commands willingly and unconditionally for the length of the scene. The animal will attack, defend or perform a task it is physically capable of performing. A Lion Spirit teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The animal must be within 100 feet of the Philodox for this to be effective. This only applies to natural animals and does not effect supernatural or spiritual animals. (See the Bestiary for Animal Stats.) The term of service lasts one scene.


◎◎◎◎: RANK 2 Philodox - Realm of Wisdom (Mental Skill)

  • Base Roll: 60
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Intuition Occult
  • Duration: Scene
  • Resist: None
  • Permanent Affects: 
    • +1 Mental Skill

Description:
When in Rome, do as the Romans do, is a wise proverb when wishing to blend in like a native and how not to attract unwanted attention. And following the laws of a realm is the best way to go. This Gift is particularly helpful with a Garou finds themselves in an unfamiliar realm where the laws governing that realm are not always obvious. When this knowledge is critical, a Philodox needs to take a shortcut. By channeling the wisdom of a realm’s spirits, the Philodox can intuitively guess important facts about the realm. This Gift is taught by an ancestor-spirit.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. This Gift works in any realm or zone. Depending on the Garou's roll, determines how many laws of the land he will learn. Each dice level gains a relevant fact about the realm, to a maximum of five laws or important information. The Storyteller determines which facts are most relevant; for example, if the player gains only one success in the Abyss, the Storyteller might feel that the most important fact is “don’t fall in; if you fall into the Abyss, you’re lost forever.” This Gift functions only once per visit to any given realm, and doesn’t prevent redundancy; a Philodox might “learn” the same fact twice in successive visits to a realm.

Roll Chart:

    • 70-79: One Law
    • 80-85: Two Laws
    • 86-89: Three Laws
    • 90-95: Four Laws
    • 96+: Five Laws

◎◎◎◎: RANK 2 Philodox - Strength of Purpose (Mental Skill)

  • Base Roll: 60
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Primal Urge
  • Duration: Scene
  • Resist: None
  • Permanent Affects: 
    • +1 Mental Skill

Description:
This Gift gives the Philodox a new resolve from within his deepest reserves. A Wolf Spirit teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Philodox regains one point of both Rage and Gnosis. There is no limit to how many time this Gift can be used within a scene, as long as the Garou has Energy/Gnosis Points available to activate it.


◎◎◎◎: RANK 2 Philodox - Command the Gathering (Mental Skill)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Primal Urge, Willpower
  • Duration: Scene
  • Resist: Willpower & 2 Points of Energy/Gnosis
  • Permanent Affects: None

Description:
Gaining the attention of all in attendance around him, the Philodox loudly claps his hands, strikes a klaive to a shield, or some other attention-getting demonstration. Until the Philodox has had his say, none may depart or interrupt him. A Lion Spirit teaches this Gift.

System: 
The Player spends one point of Energy/Gnosis and makes a successful roll. All in attendance will fall quiet and listen. Any individual who wishes to interrupt the Philodox or walk out before he has finished speaking must spend two points of Gnosis and roll 90+, mod Willpower to do so. This attempt to resist can be done every other turn.



◎◎◎: RANK 3 Philodox - Conviction (Mental Skill)

  • Base Roll: n/a
  • Energy/Gnosis Cost: 0
  • Damage: 0
  • Mods: Passive
  • Duration: Scene
  • Resist: See System below
  • Permanent Affects: None

Description:
The Philodox has no time for the opinions or words of others who would seek to sway him from his duty. This Gift shields him from the subversive words of the Wyrm's minions and the misguided attempts of less righteous werewolves. A Falcon Spirit teaches this gift.

System: 
This is a Passive Gift and is always active. This Gift shields the Philodox from attempts of supernatural persuasion or mind control of those lower in level than the Philodox. If the mental attacker is of equal or higher level, then the Philodox may roll a normal defense roll, adding their Willpower Modifiers. 

For Example: a level 2 Vampire attempts to use Dominate on a Level 3 Philodox. Using this Gift, the Level 3 Philodox will automatically resist the Level 2 Vampire's influence. However, if the Philodox is also a Level 2, (or the Vampire is of higher level) then he must roll to beat the Vampire's roll, modified by Willpower (per the Vampire skill Dominate) PLUS the Philodox's bonus for Primal Urge.


◎◎◎: RANK 3 Philodox - Divided Heart (Mental Attack)

  • Base Roll: 70
  • Energy/Gnosis Cost: 0
  • Damage: 0
  • Mods: Persuasion 
  • Duration: Scene
  • Resist: Primal Urge
  • Permanent Affects: None

Description:
A Garou's heart is by his nature filled with Rage. An oftentimes when his rage reaches a point at which he can no longer control his actions, the Garou may act in ways that is not in the best interest of his Sept, or himself. This Gift allows the Philodox to briefly hold back another Garou's fury. This is often times initiated by the Philodox using calming words. At this point reason will do little good, but it is more the sound of the voice that will help bring the target back under his own control.

System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. If the Target fails to resist, then his Rage is decreased by 1. 


◎◎◎: RANK 3 Philodox - Find Weakness (Mental Skill)

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

Description:
The Philodox is a master of judgement and observation. And this skill even extends to the battlefield. By watching an opponent and how he fights and moves, the Philodox can judge his strengths and access any weaknesses. A Snake Spirit teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. How high of a number the Player rolls determines how observant the Character is and what advantages they have gleaned through their observations. This advantage lasts for one scene.

Roll Chart:

  • 1-49: You've learned nothing you didn't already know.
  • 70-78: You've noticed a weakness in the opponent's method of attack and gain +5 to your Physical Defense.
  • 79-85: You've noticed there is a weakness in the opponent's defense and gain +5 to Physical Attack and Physical Defense.
  • 86-99: You also notice that the opponent's armor or natural defenses have a particular weakness that you can exploit, giving you an additional +2 HP damage, in addition to a +5 to both Physical Attack and Physical Defense.
  • 100+: Your observations have provided you with a great deal of useful information. You get a +10 Attack, +15 Defense, and hit for an additional 10 HP of damage.

◎◎◎: RANK 3 Philodox - Flow Like Water (Physical Skill)

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

Description:
As the tender reed bends in a torrent of water, so too does the Philodox flow past a foe's attack, or bypass his defenses. The Garou has learned there is a natural balance to both Physical Offense and Physical Defense that puts them in perfect harmony. A Water Elemental teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. For the length of one scene, the Garou can bring his Attack and Defense bonuses to an equal level, whichever is the higher. 
For example: if the Garou has a +5 in Physical Defense, but a +30 in Physical Attack, for the length of the scene he will have a +30 in both Physical Defense and Physical Attack.

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


◎◎◎: RANK 3 Philodox - Mental Speech (Mental Skill)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Primal Urge
  • Duration: Scene
  • Resist: Primal Urge
  • Permanent Affects: 
    • +2 Physical Skill

Description:
This Gift allows the Garou to mentally communication, even over vast distances. The Garou must either know the target personally, or have something personal that belongs to the target, such as a lock of hair, a necklace or ring, etc. An Owl Spirit teaches this Gift.

System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Garou may hold a mental conversation with the designated target up to 5 miles away. This is not a mindreading Gift. Treat it as if you were speaking over the phone to someone, but in this case the conversation is non verbal and takes place in the person's thoughts. The Sender and the Target must consciously think what they want the other to mentally hear. Conversations are done over IMs and are one of the only a few situations considered legitimate roleplay in IMs.


◎◎◎: RANK 3 Philodox - Scent of the Oath Breaker (Mental Skill)

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

Description:
An oath sanctified by a Philodox is a serious matter. This Gift grants the judges of the Garou Nation the ability to know when an oath has been broken and to track down the oath breaker to bring him to justice. A Dog Spirit teaches this Gift.

System: 
The Philodox Garou may sanctify any oath or promise he personally witnesses, no matter how formal or informal. If at any point in the future the oath is broken, the Philodox immediately becomes aware. All rolls the Philodox makes in tracking the Oath Beaker by scent are done at a +20 modifier.


◎◎◎: RANK 3 Philodox - Sense Balance (Mental Skill)

  • Base Roll: 0
  • Energy/Gnosis Cost: 0
  • Damage: 0
  • Mods: Passive
  • Duration: Passive. Always active.
  • Resist: n/a
  • Permanent Affects: 
    • +2 Mental Skill

Description:
The Philodox has a natural attunement with the forces of balance in both the world and individuals. This Gift allows the Philodox to detect an overabundance of any of the prime forces of the universe, allowing him to identify the ruling force whether Wyrm, Wild or Weaver. It can point out a Bane manifestation in a specific location, or the predominate nature of another. 

System:
This gift requires meditation and focus, and cannot be used during combat. Spending a point of Gnosis, the Garou can sense the balance of the Wyrm, Wild or Weaver in a place, a person, or an object. Sensing the Wyrm gives the Garou an oiley, unclean, and vile feeling. The Weaver feels cold, unyeilding, and without emotion. While the Wyld feels warm, trembling, and mysterious.


◎◎◎: RANK 3 Philodox - Wisdom of Ancient Ways (Mental Skill)

  • Base Roll: 50
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult
  • Duration: n/a
  • Resist: n/a
  • Permanent Affects: 
    • +2 Mental Skill

Description:
The Garou maintain a form of racial and unconscious accessibility to their ancestors through deep meditation. Using this Gift the Garou can tap into these deep memories to remember ancient facts and lore. An Ancestor Spirit teaches this gift.

System: 
The Garou Character meditates for at least two full turns. The Player then spends 2 Points of Energy/Gnosis and makes a successful roll. The roll the Player makes determines how much information the Character will receive from the Storyteller. For each level of success, the information gets more detailed and less cryptic.

Roll Chart

  • Roll:1-49: The Ancestor you are trying to reach is not available. Please hang up and try again later. Have a nice day.
  • 50-60: You connected with one or more ancestors. However, the information is somewhat cryptic and up to interpretation.
  • 61-80: The Information you receive is  fairly straightforward, but rather general in nature.
  • 81-90: The Information contains several specific details that are helpful to the Garou using this skill.
  • 91-99: The Information is complete, detailed and gives the Garou what he/she/they needs to know.
  • 100+: The information is highly detailed and contains all the information the Garou seeks, plus other very helpful information.

◎◎◎: RANK 3 Philodox - Words and Truth (Mental Skill)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult
  • Duration: Scene
  • Resist: Willpower
  • Permanent Affects: 
    • +2 Mental Attack

Description:
The Philodox is a mediator and judge, but he is also an investigator. This Gift allows the Philodox to reveal any emotions and opinions that exist between two people. Oftentimes it is helpful in quickly getting to the core of a disagreement, though it can reveal emotions or opinions that a party may not wish to expose, or even ones in which they were not entirely aware. Caution should be used when employing this gift. There is little in the way of discrimination regarding which emotions or opinions that may be revealed. An Ant Spirit teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Philodox whispers the name of the person with whom the target has a relationship. If the Target fails to resist, the Philodox will immediately know every emotion and thought toward that person the target has for the length of one scene. 

These emotions feel as if they are real to the Philodox as he is experiencing them. It is wise for the Philodox to avoid the person to whom these emotions are directed for as long as the effect lasts, one full OOC day or risk acting on these borrowed emotions. 

NOTE: This Gift lasts for up to an entire scene, but can be discontinued earlier if the Philodox wishes to end it.



◎◎◎: RANK 4 Philodox - Float Like Air (Physical Skill)

  • Base Roll: 0
  • Energy/Gnosis Cost: 5
  • Damage: 0
  • Mods: Passive
  • Duration: Passive. 
  • Resist: Willpower
  • Permanent Affects: 
    • +2 Mental Attack

Description:
Much like the skill Flow Like Water, the Garou's innate sense of balance creates such harmony in his movements that they become as smooth and as seamless as a warm summer's breeze through the trees. Because there is no waste of motion or effort, the defending Garou gains an an instant retaliatory attack action against his attacker if he successfully makes his defense roll. In essence, he gains both a defensive AND an attack action in the same turn. A Porcupine Spirit teaches this Gift.

System: 
The Player declares in open chat he is using Float Like Air before he makes a defense roll and spends 5 Points of Energy/Gnosis to activate. All standard Physical Defense Mods apply. If his defensive roll is successful, then the Garou may use whatever retaliatory attack he has available in his portfolio of attacks, whether physical or another ability (as long as it only takes one action to activate). 

If he fails his defensive roll, then he loses the point of Gnosis and takes whatever damage is allotted to him.

NOTE: This Gift has a two-turn cool down. This only applies to Physical Attacks.


◎◎◎: RANK 4 Philodox - Reality's Path (Mental Skill)

  • Base Roll: 80
  • Energy/Gnosis Cost: 5
  • Damage: 0
  • Mods: Intuition, Occult
  • Duration: Scene
  • Resist: None
  • Permanent Affects: 
    • +1 Mental Skill

Description:
While perception is subjective, a Philodox does not have the luxury of basing judgements on anything but the actual truth. This Gift allows the Philodox to sense if what the subject fully "believes" to be true is actually true, is in fact a deliberate deception to fool the subject, or not actually true at all even though for some reason the subject believes it to be so (for example, the subject does not have all the information related to the situation). A Jaggling of Falcon teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. Based on the number that the Philodox rolls determines how much information he can glean when using this Gift. This Gift will last for the duration of the scene, or ended earlier if the Philodox wishes to do so.

Roll Chart

1-59: You got nothing, Nada. 

60-79: You are able to determine if the subject was deliberately mislead in the information they give. OR, if the subject is telling the truth. 

80-89: You are able to determine if the subject was mislead in their belief, if the subject is deliberately being misleading, OR if the subject is deliberately not telling the truth. PLUS you are able to discern the real truth behind any lies told to or by the the subject.

90+: You are able to determine if the subject was mislead in their belief, if the subject is deliberately being misleading, OR if the subject is deliberately not telling the truth. PLUS you are able to discern the real truth behind any lies told to or by the the subject, who perpetrated any associated crimes, and who the perp worked for if someone else was behind the "lie."

NOTE: This Gift only works if the subject speaks what he or she truly believes to be the truth.


◎◎◎: RANK 4 Philodox - Rebirth (Mental Skill)

  • Base Roll: 80
  • Energy/Gnosis Cost: 5
  • Damage: 0
  • Mods: Primal Urge
  • Duration: Scene
  • Resist: None
  • Permanent Affects: 
    • +1 Mental Skill

Description:
Like the great feathered serpent Incarna Quetzalcoatl once did, the Philodox sheds his blood over the bones of the fallen to briefly return a being to life. The corpse must have been dead no longer than a number of days equal to the number of the Philodox's Primal Urge points. (5 Primal Urge = 5 days.) 

It should be noted that this ability may be considered suspicious or unnatural by other Garou and should be used sparingly. An Avatar of Quetzalcoatl teaches this Gift.

System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. Once the Philodox's blood has been sprinkled over a complete or mostly complete corpse, the blood will begin to fill in the muscles, skin, and any other missing fleshy parts. After three full turns, the corpse will be revived and animated. 

The revived creature or being is loyal to the Philodox for the duration of its existence, but returns to its original state at the end of the scene. The creature can obey simple commands, react to attacks and retains its combat abilities, but no longer has a consciousness or will of its own. If used on a sentient being, the reanimated corpse cannot speak and has none of its former memories, operating on base physical instincts only. 

For Example: a reanimated Vampire cannot use any of his/her/their former magical or mental abilities (such as Dominate, Obfuscate or Presence, etc.), but they can still fight and defend with whatever physical abilities and assets they once possessed in life. These would include any mods or abilities associated with Potence, Fortitude and Celerity.

NOTE: This Gift cannot be used on the same corpse twice. 


◎◎◎: RANK 4 Philodox - Scent of Beyond (Mental Skill)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Alertness, Occult
  • Duration: Scene
  • Resist: None
  • Permanent Affects: 
    • +2 Mental Skill

Description:
The Garou can focus all of his senses on one spot with which he is familiar (even an Umbral site). Distance is not a factor. The Garou senses the site from a point of view as if he were standing in the middle of the area. While projected to the location, the Garou cannot effect anything in the scene, nor can he move from the spot he projected to. But he can see, hear, taste, touch, smell. The Gift lasts for the length of two turns.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Garou Character is then projected to the desired site in real time. The Character is glued to the spot to which they projected themselves and cannot move about a room or area, but must stay in the same place. The Character can hear, see, smell taste and touch but cannot be seen or sensed unless another Character is actively using Auspex. Because the Character has full use of their senses, they are subjected to the limits and weaknesses of those senses. 

For Example, a Character who projects themselves into a burning room will feel burned by fire and start choking on the smoke. They will not be able to see due to the smoke, but they can still hear if someone is crying for help. The pain will feel absolutely real, but will not cause physical damage to the Garou's body.


◎◎◎: RANK 4 Philodox - Submit (Mental Attack)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Primal Urge, Mental Attack
  • Duration: Scene
  • Resist: None
  • Permanent Affects: 
    • +1 Physical Defense

Description:

Both the Philodox and Silver Fangs have by nature a commanding presence that compels others who are lower in level to them to submit to their authority. By succeeding in a test of wills, they dominate their opponents. When used on humans, they will fall to their knees. Wolves will roll over on their backs and belly to them. Garou will take a knee with their eyes lowered. The cowed opponent can take no action against the user of this Gift other than submission, unless he is in direct danger. A Lion or Wolf Spirit teaches this gift.

System: 
The Player must spend a point of Gnosis and roll successfully against his opponent twice to force him into submission. If either roll fails against the opponent's roll, the opponent will have successfully refused to submit. 

This Gift cannot be used once combat has started and will have no effect on anyone who is higher in Level than the Garou using this Gift. The only exception to this are humans.


◎◎◎: RANK 4 Philodox - Take the True Form (Mental Attack)

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

Description:
A Philodox who has mastered this Gift has the ability to force a Garou to shift into his true breed form. This Gift is especially useful to abate Frenzy, prevent damage from silver, or as a combative advantage. A Wolf Spirit teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The target instantly shifts back to his breed form for at least two full turns before they can choose to shift again. (Shifting will also require a full turn.)


◎◎◎: RANK 4 Philodox - Wall of Granite (Mental Attack)

  • Base Roll: 50
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Primal Urge 
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects: 
    • +2 Physical Defense

Description:
While in contact with earth or rock, the Garou can raise a wall as hard as granite to protect himself.  This wall moves with the Garou, defending him from all angles.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The wall's dimensions are three yards high, two yards long and one yard thick. It can soak 15 HP of physical damage before it crumbles to dust. The wall lasts for a max of one scene, or until it is destroyed by enemy attacks or released back to the Earth by the Garou.


◎◎◎: RANK 4 Philodox - Challenge of Single Combat (Mental Attack)

  • Base Roll: 60
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Persuasion 
  • Duration: Scene
  • Resist: Willpower, Mental Defense
  • Permanent Affects: 
    • +2 Physical Defense

Description:
By invoking the name of the Ice Warrior, the Garou can force opponents to fight one-on-one according to the tacit rules of fair play. The opponents can launch no surprise attacks, employ no dirty tricks or accept no extra help from comrades or pack mates. However if the Garou using this Gift is the one also issuing or accepting the challenge, he also accepts the same restrictions – neither combatant can break off from the fight until one participant either concedes victory to the other, is rendered unconscious or dies.

System: 
After the character has issued the challenge, the Player spends 2 Points of Energy/Gnosis and makes a successful roll. If the Target fails his/her/their roll to resist, they are forced to forego any unfair tactics and meet the Garou in single combat as described above.



: RANK 5 Philodox - Geas (Mental Attack)

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

Description:
The Philodox has the ability to place a Geas on a single Target or a group/pack of Targets. This puts them under a sacred oath to obey the Philodox's bidding. The Geas is a compulsion typically placed on a person or group that compels them to perform a task or complete a quest. 

The Geas cannot make a person or group act against their basic instincts, such as jump off a cliff, commit suicide or any other such act. It also cannot make its members attack and try to kill each other, unless of course they are a group of psychotics or a group of werewolves without any tribal or pack bonds. An Incarna avatar teaches this Gift.

System: 
The Player identifies the Target(s) in Local Chat, spends 2 Points of Energy/Gnosis and makes a successful roll. If anyone in the designated group makes their Willpower roll to resist, then the whole group successfully resists the compulsion of the Geas. If the Target(s) fail to resist, the Geas compulsion will last until the task is completed, or until the Target's has lost consciousness or died trying.


: RANK 5 Philodox - Soul's Guilt (Mental Attack)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Alertness, Occult
  • Duration: (See System)
  • Resist: Willpower 
  • Permanent Affects: 
    • +1 Mental Attack

Description:
The Philodox can bring the weight of guilt to the surface, usually manifesting as a dark shadow across the subject's features. The deeper the shadow, the deeper the guilt the Target is feeling. This Gift only registers what troubles the individual. 

For Example: a vigilante may sleep the sleep of the just and have no guilt at all about the rapist he just murdered in cold blood. While a pure soul may have nightmares about telling a packmate a tiny white lie. 

While the Philodox can see the shadow of guilt, or not, they must use some other means to compel the target to reveal the source of their guilt. This Gift is taught by any spirit associated with Justice.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Garou must look at the Target and concentrate for one full turn, using all of their senses to bring the truth to the surface. If the Target has failed to resist, they must admit to whether or not they feel any sort of guilt. The Target may confess whatever the source of guilt is, or keep it to themselves if they wish. But the Target must admit whether or not they are feeling guilt.



: RANK 6 Philodox - Bond Breaker (Mental Attack)

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

Description:
This Gift shatters all types of mental bonds. From the blood domination of a vampire to a mage's mind control or a Half Moon's Geas. Those who know this gift can use it on any being that is bound to the mental will of another, excluding themselves. This Gift is granted by an Incarna or other powerful spirit.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Target will always attempt to resist, even if they wish to be free of the mental compulsion. If the Target fails to resist, they will be free of the mental bonds that held their minds and their wills captive. Ironically, the Target will feel an immense sense of loss of purpose, though this is temporary and will only last for a day or two.