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Galliard Gifts

Basic Gifts

 

Beast Speech

Challenge: Social vs. the animal

Retest: Animal Ken

Effect: You are able to speak with any sort of animal. If successful, you can speak not only to the target animal, but to all animals of the same type. This gift doesn't change their natures nor their reactions to the predatory nature of the Garou, nor does it force them to cooperate.

Duration: One Scene or Hour

 

Call of the Wyld

Challenge: Physical vs. 8 Traits

Retest: Performance

Followup Cost: 0-2 Physical Traits

Effect: You let forth a mighty howl, one that stirs your allies into action and can strike fear into your enemies. The call spreads out even beyond the normal range of hearing, allowing any within double the normal hearing range to understand your call. Spending one additional Physical Trait grants all your allies a one-Trait bonus to the next challenge they make toward a pack or Sept effort; spending two Physical Traits also imposes a one-Trait penalty on the your enemies' combat-related challenges for the rest of the scene.

Duration: One Scene

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Call of the Wyrm

Challenge: Social vs. the Wyrm-creature in the area with the highest Social Traits

Retest: Performance

Followup Cost: optionally, one Social Trait

Effect: You let out a call audible to all creatures of corruption. Though a dangerous gift to use, this call implants an urge that cannot be ignored, bringing all the creatures in the area to your location. You can't control which creatures are attracted, so there are many cautionary tales about using this gift in the wrong areas. These creatures know they are being supernaturally drawn unless you spent the optional additional Social Trait, in which case they think it's their own idea.

 

Distractions

Challenge: Social vs. target

Retest: Performance

Followup Cost: 0-5 Social Traits

Effect: By making a series of yips, yelps, howls, and other distracting sounds (which counts as your action), you impose a penalty to all challenges your target makes during the next turn. This penalty is equal to one Trait plus one for each additional Social Trait you spend. If other characters are using Distractions, this effect may stack with their efforts for a cumulative effect.

Duration: The next turn

 

Dreamspeak

Required: You must know or have seen your target.

Challenge: Mental vs. target

Retest: Empathy

Effect: You enter another person's dream and alter their dreamscape. No damage will carry over into the waking world, but, if you intend to give the person unpleasant dreams, disorientation will impose a one-Trait penalty on the victim for one turn per Gnosis you possess you posess once they wake. If the dreamer wakes up while you are still in their dream, you will be immediately thrown out of the dreamscape and will lose one Gnosis Trait.

 

Mindspeak

Cost: One Willpower per target

Challenge: Social vs. unwilling target; automatic otherwise

Retest: Investigation

Effect: You layer a daydream across the thoughts of multiple Garou, allowing you all to communicate in telepathic words and images with one another. You can even use Social abilities like Intimidation and Subterfuge against one another this way. This is, however, highly distracting, so everyone caught up in the gift suffers a two-Trait penalty to all challenges that involve dealing with their actual surroundings. You must be within line of sight to your targets when you activate this gift, but once active, you can communicate at any distance. A Garou may even be subject to multiple uses of this gift from different Galliards, in which case they suffer cumulative penalties.

Duration: When all participants choose to end it, or when you fail your challenge against an unwilling target

 

Perfect Recall

Cost: One Gnosis

Effect: Your spiritual nature enhances your memory, giving you perfect clarity in summoning up one detail you have experienced. You might remember a license plate you only glimpsed, a sequence of touch-tones you heard dialed, or the exact words spoken by a dying messenger. The detail you remember is short, specific, and accurate.

 

Reverie

Challenge: Social vs. target Mental

Retest: Enigmas

Effect: You lure a target into daydreams and nostalgia, setting their mind wandering down memory lane. For a short while they have difficulty focusing on their tasks, taking a two-Trait penalty to all Mental Challenges.

Duration: Five minutes, or until a loud noise or attack jolts them out of the effect.

 

Unified Force

Required: At least three pack members present

Cost: 1 Gnosis

Effect: You coordinate the timing of your pack so that you strike as one. All pack members act on the best initiative in the pack.

Duration: Continuous or until a pack member Frenzies

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Intermediate Gifts

 

Book of Years

Activation Time: One turn

Challenge: Gnosis vs. 9 Traits (minus one Trait per level of Ancestors you have)

Retest: Occult

Followup Cost: 1 or 2 Mental Traits

Effect: Through a moment of meditation, you reach out for answers to the Garou who have gone before, be they your own ancestors or other warriors of yore. You recall their memories or summon up ancient lore. Ask the Storyteller for the information you seek: if you spend one Mental Trait it is clear but broad information, while if you spend two Traits the information is detailed and specific.

 

Bridge Walker

Required: You must be able to move at least one step to use this gift.

Initial Cost: One Gnosis

Followup Cost: optionally, one Permanent Gnosis

Effect: You open a minor moon bridge for your own personal use -- short enough to effectively teleport you behind an enemy, or long enough to take you up to one mile per current Gnosis from your starting point. It takes one percent of your usual travel time to use this bridge (so if you can run a six-minute mile, you can travel a mile by Moon Bridge in three seconds). The bridge is not protected by Lunes, so sometimes curious or hostile spirits can follow you to your destination, even materializing in the physical world.

Duration: The bridge closes immediately after you use it, unless you spend a permanent Gnosis, in which case it stays open until the next full moon.

 

Eyes of the Cobra

Challenge: Social vs. target

Retest: Enigmas

Followup Cost: optionally, one Mental Trait

Effect: With a hypnotic glance, you beckon a victim to approach you. Your target will immediately (if slowly) begin moving toward you. If you spend the Mental Trait, they move as fast as they can without risking injury.

Duration: Until your target is within arm's reach.

 

Fog of War

Initial Cost: One Gnosis

Challenge: Social vs. Targets (Thrown against them all simultaneously)

Retest: Performance to retest against all targets (1 retest against all challenges)

Followup Cost: 1-5 Social Traits

Effect: Each target successfully afflicted by this Gift is two Traits down on all challenges and must retest any successful challenge for the remainder of the scene (or until the Ragabash is killed or knocked to Incapacitated) as a result of the illusory distractions summoned by the
user of the Gift. Victims of this Gift with the Intermediate Stargazer Gift: Clarity can use that power as normal to try and not be affected by Fog of War. Faeries and Changelings are immune to the effects of this power. Successful use of the Gifts: Sense the Unnatural automatically permit a contested Mental Challenge (retest Subterfuge) to recognize the effects of this Gift as an illusion, but do not end the effects of the Gift. Illusions detected by these Gifts read as both Gaian and Fae. This gift can not be stacked even with multiple users.

 

Shadows by the Firelight

Challenge: Social vs. each unwilling target; automatic vs. willing targets

Retest: Performance

Followup Cost: 1-5 Gnosis

Effect: You spin a story from dreams and shadows, compelling others to take on a role you assign them. While compelled by the gift, they act out their role precisely, and dreamlike sensations immerse them in the tale. Galliards commonly employ this gift to highlight climactic moments in the stories they tell at moots -- that is, when they're not in battle, weaving a tale of bitter defeat for their enemies to take part in. The user of this Gift can target no more than his permanent Gnosis Traits in targets per use of this Gift. To affect an unwilling group, the user must engage in a Social Challenge against the individual in the group with the highest Social Traits, who is given an additional Trait for comparison of ties for each other unwilling target of this power.

 

Sing the Spirits

Required: You must address the spirit by name or by type ("You, Bane!" is fine), order it to stay away, and make a threat for if it doesn't.

Cost: One Gnosis

Challenge: Social vs. the spirit

Retest: Performance

Followup Cost: 0-5 Social Traits

Effect: You ward a spirit away from you with a dire threat. The spirit must attempt a Rage challenge vs. eight Traits. If it fails, it cannot come within 10 feet of you, plus an additional 10 feet for each Social Trait you spent.

Duration: One Scene or Hour

 

Song of Rage

Frequency: Once per turn

Challenge: Social vs. target

Retest: Leadership

Followup Cost: 0-5 Social Traits

Effect: You sing a maddening song, compelling humans to fly into a violent rage and forcing Garou and vampires into Frenzy. Your target remains in this state until the gift ends.

Duration: One turn, plus one for each Social Trait you spent

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Song of the Siren

Required: You must sing, audibly and continuously.

Cost: One Gnosis

Challenge: Mass Social vs. Storyteller - 8 difficulty

Follow up: 1-5 Social Traits

Retest: Performance

Effect: Spend one Gnosis Trait and up to five Social Traits, and succeed in a Static Social Challenge (retest Performance, difficulty 8). Packmates automatically resist this Gift. This Gift lasts for a number of turns equal to the Social Traits spent. During that time, up to as
many targets as you have Performance Ability in the scene who can hear you sing or howl, must defeat you in a Social Challenge (retest Performance) to take any action other than listening to your song or howl. If the targets of this Gift fail the Social Challenge, they must spend a Willpower Trait per turn to act normally. If those affected by this Gift win the Social Challenge to resist the Gift, they are immune to it‟s effects for the remainder of the evening. This Gift can be used once per scene.

Duration: This Gift lasts for a number of turns equal to the Social Traits spent.

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Advanced Gifts

 

Fabric of the Mind

Initial Cost: One Gnosis

Challenge: Mental vs. Storyteller 10 Traits

Retest: Performance

Followup Cost: 0-5 Mental, for any object that gets involved in a fight or other strenuous activity

Effect: You weave creations out of your imagination and into reality. For each trait you spend in the challenge, you have one Trait to assign to these fabrications. You can create one object or many, with whatever attributes you can imagine and describe. You can even create sentient creatures that react naturally, and behave as you direct. If you fail the challenge, perform two Simple Tests: failing both means you create the object, but it acts independently of your control, and may even be somewhat malicious. It will last until you destroy or banish it. Sentient imaginations cannot know information or specifics that you do not know, and are unable to act independently without your direction. Imaginations use your permanent Mental Traits for all challenges, and Have corresponding Ability levels to what you have. Each Imagination can attack foes and act once per round. They deal damage according to what they are dreamt into existence with. Each conjured dream can deal up to three aggravated damage, four lethal damage, or five bashing damage per round. Damage from these imaginations is real in every way, and persists even after the Gift ends. Imagined items can be fantastical in their capabilities, and are limited only by the Storyteller's discretion, however, the onus of the capabilities of the Imaginations is on the player's ability to completely describe the dreams, where they come from, and all of their intricacies. During the duration of this Gift, these Imaginations are considered real. Intermediate Stargazer Gift: Clarity does not negate the damage or existence of Imaginations. Sense the Unnatural and Sense Magic detect a  magic type the same of that of the Gift user

Duration: The conjured dreams exist outside of combat for five minutes per Mental Trait spent, or inside combat for one round per Mental Trait spent

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Head Games

Cost: One Willpower

Challenge: Social vs. target

Retest: Empathy

Effect: You become a master manipulator of the soul, puppeting a target's emotions as you please. You control whether your target feels love, hate, trust, fear, joy or despair, and you determine the object of their emotions. These emotions fade after the gift ends, but some vestige may linger if events occurred to reinforce those emotions while they were in place -- if their newfound beloved, for example, accepts their advances, or if the snakes they are so afraid of end up biting.

Duration: One Scene or Hour

 

Legend’s Insight

Required: the Ancestors background

Challenge: Social Vs Storyteller Difficulty 12 - level of Ancestors Background.

Cost: 1-5 levels of Ancestors

Retest: Occult

Effect: If successful the Gift user can pick a number of Abilities per level of the Ancestors Background the character has. Each Ability picked receives three level of that Ability to use during the scene. Modern Abilities (Computer, Drive, Firearms, Science, etc.) are not able to be picked.

Duration: One Scene

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