[ Merits & Flaws | Gifts | Eaters of the Dead Gifts | Harbringer Gifts | Rites | Fetishes | Totems ]

Merits & Flaws
Long Distance Runner 3 Point Merit

You must have at least 3 stamina-related traits to purchace this merit. When running, you may double your movement rate for one hour per stamina related trait possessed.

Noted Messenger 3 Point Merit

Same as is written in the tribebook, no changes

Freak Magnet 4 Point Flaw

When you envoke your tribal disadvantage, you always get a Specter instead of a Wraith.

Gifts
Tread Sebeks Back Basic
Spend a Gnosis trait and make a Static Physical challenge vs. 7 trait diff.

May continue to challenge until lost. Each won challenge allows character to travel across water as if it were open ground for an hour. May retest with Survival.

Dam the Heartflood Intermediate

Can only be used on supernaturals with a blood pool (Vampires, Ghouls, Anastasi). Spend a Gnosis point and enter a Static Mental challenge vs. the targets Willpower (no traits risked), retesting only with Medicine. You may continue to challenge if you win, and must stop if you lose. This Gift may only be used on a given individual once per scene, but other Garou may use this gift in conjuction on the same target. Each won challenge prevents the target from spending any blood traits for what ever reason for a full turn.

Eyes of Maat Intermediate

Same mechanics as the Gift Truth of Gaia, but the Garou may make another Mental challenge to determine the nature of the truth or falsehood.

Invocation of the Pharoah Legendary
No challenge or expendature required.

The Garou must be in Homid form. The homid-form Garou then grows to 8+ feet tall, gains the entire Crinos form pacakage excepting negative traits or loss of Social attributes. Double the characters charisma and manipulation related traits for any Social challenge involving leadership or intimidation. Brawling attacks in this form do not inflict aggravated damage, but an additional level of damage is inflicted for any Brawl or Melee attack in this form (two vs. Setites). Garou regenerates as per Crinos form, but takes no additional damage (or aggravated) from silver and cannot enter frenzy. Lasts for one scene.

Eaters of the Dead Gifts
Touch of Death
Advanced
Must touch target and spend 2 Gnosis traits. Static Mental challenge at 8 traits.

Each success removes a phyiscal trait as if it were aggravated damage for healing purposes.

Harbringer Gifts
Troubleseeker Basic
Static Mental challenge vs 8 traits.

Success will lead the troubleseeker to a location of "trouble" of some gravity.

Rites
Decent into the Dark Umbra Intermediate Mystic

Mental challenge vs. 8 traits, and sacrafice a living creature. Then the Garou may step sideways and wind up in the Dark Umbra instead of the Middle Umbra.

Rite of Dormant Wisdom Advanced Mystic

You must eat the brain of a dead individual. Then, make a static Mental challenge vs. 9 traits, open ended. 1 success recent memories. 5+ successes, whole life. You may retest with Occult. No special abilities (Diciplines, Gifts, etc) may be leared, but anything else may. If rite is performed more than the characters Gnosis, then the character becomes a servitor of Foebek. Two failures in a row will destroy the characters mind, making them a slave to the Wyrm. If a permament Gnosis trait is spent, they may perform this Rite on a Garou or Mummy.

Fetishes
Dsiah Level 3 Gnosis 4

3 bonus trait melee weapon which causes aggravated damage to Wyrm-tainted creatures. Each successful strike drains a Gnosis trait from the target. When striking serpents or Setites, add an additional level of damage, all aggravated.

Sarcophagus of Anpu Level 3 Gnosis 4

Sleep in the sarcophagus for 8 hours, and arise effectively "dead". Unaffected by supernatural powers designed specifically to affect mortals, unaffected by illness, heart siezures etc. Wound penalties are treated as if one level lower, and is up 3 traits for entering Dark Umbra. Vampires gain no nourishment from blood, and will immediately gag it up.

Cheopus Brick Level 4 Gnosis 5

When an area is warded by a Theurge of Rank 2 or better with Ritual Knowledge x3 or better, it will manafest a mystical ward vs. creatures of the Wyrm (Setites included). Such creatures must make a Static willpower challenge vs. 8 traits in order to enter the area. If they do enter, they are down 2 traits for any challenge.

Mask of the Assanbonam Level 4 Gnosis 5

Treated as per the tribebook, except they gain an additional free dodge retest.

Mummy Amulet Level 5 Gnosis 8

Raises the wearers specifically related trait (Stamina, Charisma, etc.) to 6, spread as per STs descreation.

Totems
Scarab Cost 4 Respect

Followers gain the Enigmas ability and may Step Sideways as if the Gauntlet were one level lower. Once per story, the Strider may invoke Pharoahs Majesty, gaining a temporary Pure Breed of 5. Followers of Scarab must help defend a Caern no matter what the odds, and must seek to improve the reputation of the Striders.

Crocodile Cost 5 Glory

Followers gain the Stealth ability, and may make a Simple test to reduce any non-fire or cold based attack by one level (may not reduce aggravated damage from silver). Followers also gain the ability to speak the Mokole language. Ban: may not seek to harm or attack Mokol or Crocodiles.

Tsetse Fly Cost 5 War

Gain the Medicine ability, plus "mojo" power. "Mojo" Character must truly hate the enemy (i.e. must spend 5 Rage traits on them), and must have a piece of their body or personal affects, and must win (not tie) a Static Mental challenge vs. the target. They may continue to challenge until they fail. If successful, the target is cursed by only being able to use half of their attribute traits for one night per win scored. May only be used once per year on a specific target. Ban: must always gain revenge against their enemies.

Ibis Cost 5 Wisdom

Followers may make a Static Mental challenge to remember anything they've experienced, and any harmful or manevolent maigc being used against the Garou suffers a two trait penality to invoke. Ban: may never harm Corax or any other bird, and must seek out knowledge.

Sphinx Cost 6 Wisdom

Gain the Mental traits Wise and Intiutive. May spend a Willpower trait to gain any Knowledge ability at x6 for one scene, once per day per pack member. Ban: if the follower refuses or loses a riddle challenge, they sink into deep Harano curable only by an Umbral quest.