Tribal Deals

Some spirits make deals with the tribal totem itself, or the totem itself makes deals with its children directly, as gifts to their children or to their loyalty. While these are similar to the normal Garou Deals, the requirements are only membership within the tribe itself. In some cases they are the same as the normal Garou Deals, as listed above. But others are much more … unique.

The chiminage asked for by the spirit is normally lax on its children, but if another wishes to gain access to these Deals, the spirits are notoriously harsh, strictly conserving their “family’s” secrets safe. Due to this strict adherence, Garou teaching these Deals to others outside their tribe are treated with extreme prejudice, treated as traitors to the family. Garou have been forcefully ostracized from the tribe, and there for the Nation, for spreading even the lowest of these deals to others, as the relationship between the tribal totems is complicated at best, and outright violent at worst.

Tribal Deals are only available to Garou who have attained the same rank as the level of the Deal.

Example Tribal Deals

Babble (Red Talons, ●)

The Red Talon invoking this Deal can cause another to lose the ability to read, write or speak any language. That person will only be able to grunt like an animal.

Cost: 1 Gnosis

Dice Pool: Manipulation + Survival + Status (Red Talons)

The effect lasts for one scene and is taught by a parrot spirit.

Action: Instant

This Deal costs 1 Experience to learn.

Desperate Strength (Bone Gnawers, ●)

The werewolf calls on desperate reserves for a sudden surge of strength. A badger-spirit teaches this Deal.

Cost: None.

Dice Pool: No roll is necessary.

When rolling any Strength dice pool, a Bone Gnawer with this Deal may add one die to the roll for each level of bashing damage he willingly accepts as the price of this Deal.

Action: Reflexive

This Deal costs 1 Experience to learn.

Ice Echo (Wendigo, ●)

The Wendigo conjures a perfect reflection of himself. The image is identical to the Wendigo, except that it is reversed, as though seen in a mirror (so any writing on the Garou's clothing would be backwards, scars would be on the wrong side, etc.) The Wendigo can control the image easily, giving it voice and guiding its motion. An ancestor-spirit teaches this Deal.

Cost: 1 Gnosis

Dice Pool: No roll is necessary.

The Wendigo creates the Ice Echo at any point within 100 feet (30 meters). The Echo moves and sounds exactly like the Wendigo in addition to taking on her precise appearance, but gives off no scent or heat, and is intangible. Discerning which the echo is and which the original is requires a Wits + Occult roll against the Wendigo's Purity.

Action: Instant

This Deal costs 1 Experience to learn.

Shroud (Uktena, ●)

The Uktena can create a patch of inky black darkness. This Deal is taught by a spirit of Night.

Cost: 1 Gnosis

Dice Pool: Purity + Status (Uktena).

For each success, a 10' by 10' area within the Uktena's sight is covered in pitch-black darkness.

Action: Instant

This Deal costs 1 Experience to learn.

Visage of Fenris (Get of Fenris, ●)

The Get appears larger and more fearsome, commanding respect from peers and cowing his foes. A wolf-spirit teaches this Deal.

Cost: 1 Gnosis

Dice Pool: Presence + Intimidation + Pure Breed versus the target's Resolve + Composure (+ Difference in Rank of target Garou is of higher Rank)

Only one success is necessary to affect non-Garou and Garou of equal or lower rank. To affect Garou of higher rank, the player must score a number of successes equal to twice the difference in Rank between the Garou and the target.

Allies and peers affected by this Deal see the Get as impressive and noble (+1 to all Social rolls). Foes pause for a moment to summon the resolve necessary to fight such a monster (losing one from their initiative ratings). This Deal lasts for one scene.
Action: Instant

This Deal costs 1 Experience to learn.

Cornered Rat's Ferocity (Bone Gnawers, ●●)

When backed into a corner with nowhere to run, there are only two options - beg for mercy or turn and fight. Rat-spirits teach Bone Gnawers to excel at the latter.

Cost: 1 Gnosis

Dice Pool: Presence + Rage + Status (Bone Gnawers)

Each success grants the Bone Gnawer an additional die to his Brawl pools for the rest of the combat. this Deal sens the Bone Gnawer into an automatic and unavoidable berserk frenzy; any ability that stops frenzy also ends this Deal.

Action: Instant

This Deal costs 3 Experiences to learn.

Clap of Thunder (Shadow Lords, ●●)

The Shadow Lord may clap her hands together, sending forth a shockwave that can stun all before her. This Deal is taught by a Stormcrow.

Cost: 1 Gnosis

Dice Pool: No roll is necessary.

All characters within 20 feet, friend and foe alike, must score at least one success on a Resolve + Composure roll (with a +4 bonus for packmates of the Shadow Lord) or suffer the Stunned Tilt for one turn; on a Dramatic Failure, they are Stunned for the duration of the scene. The Shadow Lord must be in Homid, Glabro or Crinos form to employ this power.

Action: Instant

This Deal costs 3 Experiences to learn.

Coils of the Serpent (Uktena, ●●)

The Uktena may summon serpentine ropes of darkness, mist or fog to grasp enemies and render them immobile. Each coil is four feet long and has the Strength, Dexterity and Brawl ratings as the Uktena who summons it. A Snake-spirit teaches this Deal.

Cost: None

Dice Pool: Dexterity + Occult + Status (Uktena)

Each success brings forth one coil from the prevailing element (darkness, shadow, mist, fog, dust) within 100 feet (30 meters) of the Uktena. the player must use a turn's concentration and a Dexterity + Brawl roll to aim the tentacles. The coils focus on a single target, unless the player makes attack rolls against multiple targets, while suffering from a cumulative -2 penalty for each separate target. the coils only bind; they can't inflict damage. To break free, the victim must make a Strength roll; if his successes exceed the number of coils entangling him, he struggles free. The tentacles last until the end of the scene or until dismissed, whichever is sooner.

Action: Instant

This Deal costs 3 Experiences to learn.

Grandmother's Touch (Children of Gaia, ●●)

This Deal is similar to Mother's Touch, but the Child of Gaia can use it to heal herself as well as others. This Deal is taught by a Unicorn spirit.

Cost: 1 Gnosis

Dice Pool: Intelligence + Medicine + Status (Children of Gaia)

Each success heals one Health Level. Even battle scars may be cured in this manner, but this must be done in the same scene the scar was obtained and requires the expenditure of an additional point of Gnosis. There is no limit to how many times this may be used on a person, but each use requires a Gnosis point. This Deal can be used on the user as well, as is different from Mother's Touch.

Action: Instant

This Deal costs 3 Experiences to learn.

Halt the Coward's Flight (Get of Fenris, ●●)

The Get of Fenris may slow his fleeing foes, preventing them from escaping his wrath.

This Deal is taught by a Wolf spirit.

Cost: None

Dice Pool: Presence + Intimidation + Rage versus the target's Resolve + Composure + Rage.

If successful, the Get of Fenris may halve the Speed of the individual for a scene.

Action: Instant

This Deal costs 3 Experiences to learn.

Steel Fur (Glass Walkers, ●●)

Glass Walkers with this Deal can temporarily convert their fur into steel. This Deal is taught by metal or earth elementals.

Cost: 1 Willpower

Dice Pool: Stamina + Science + Status (Glass Walkers)

Each success adds an Armor Rating of 1/1 to the Glass Walker as their fur becomes steel. The effect lasts for one scene or until the Garou decides to convert the metal back into fur. While this Deal is active, the Garou suffers a penalty equal to the Armor Rating they receive to all Social rolls (except among Glass Walkers) and Dexterity-related rolls.

Action: Instant

This Deal costs 3 Experiences to learn.

Bloody Feast (Wendigo, ●●●)

Great Wendigo, as a hungry cannibalistic spirit, can teach his favoured children the ability to gain added strength from an enemy's flesh and blood. An avatar of Great Wendigo teaches this Deal.

Cost: None

Dice Pool: Purity + Status (Wendigo) against target's Stamina + 3 (maximum of 10)

To activate this Deal, the Wendigo must first bite his opponent and be able to taste blood - meaning he must inflict at least one level of damage, and his victim must be something that bleeds (the undead do not bleed). If his opponent has toxic blood or none at all, this Deal will not work. The Wendigo gains one extra dot of Strength for every two levels of damage inflicted by the bite (maximum of +5), which may go over the limits imposed by Rage. The extra Strength bonus lasts for one turn per success on the activation roll. However, the flesh and blood can be addictive - the Wendigo's player must make an immediate Resolve + Composure roll to resist frenzy the turn after activating the Deal.

Action: Reflexive

This Deal costs 5 Experiences to learn.

Burning Blade (Silver Fangs, ●●●)

This Deal causes a Silver Fang's weapon, whether it's a sword, klaive or axe, to burn with a deadly fire that burns her enemy even as it bites into their flesh. A firebird spirit teaches this Deal.

Cost: None

Dice Pool: Purity + Status (Silver Fangs)

The werewolf concentrates for a turn before making the activation roll. The weapon now deals +2A damage instead of it's normal Damage Rating. Flammable objects will catch fire if struck by the blade. The weapon remains ignited for a number of turns equal to the number of successes rolled.

Action: Instant

This Deal costs 5 Experiences to learn.

Clarity (Stargazers, ●●●)

The Stargazer is able to see through fog, pitch darkness and even recognize illusions or invisibility. The Deal is taught by a Wind spirit.

Cost: None

Dice Pool: Wits + Occult + Status (Stargazers)

If the Stargazer attempts to use this Deal to see through someone else's illusion, the number of successes must match or beat that which were achieved when establishing the illusion.

Action: Instant

This Deal costs 5 Experiences to learn.

Electroshock (Glass Walkers, ●●●)

The Glass Walkers are the tribe of glass, steel, and electricity. This last element can be used to directly damage opponents that the Glass Walker can either touch, or who are touching a conductive material such as metal or water. An electricity-spirit teaches this Deal.

Cost: 1+ Gnosis

Dice Pool: No roll is necessary.

Each point of Gnosis spent inflicts 1 level of aggravated damage on the Glass Walker's opponents. These levels of damage may be divided among as many opponents as the number of Gnosis points invested in this Deal. As usual, the character cannot spend more Gnosis than his Rage allows per turn.

Action: Instant

This Deal costs 5 Experiences to learn.

Might of Thor (Get of Fenris, ●●●)

The werewolf can increase his strength tremendously, the better to slay his foes. A wolf-spirit teaches this Deal.

Cost: 2 Gnosis

Dice Pool: No roll is necessary.

The Get of Fenris’ Strength doubles for one turn per success. This Deal can only be used once per scene.

Action: Reflexive

This Deal costs 5 Experiences to learn.

Territory (Red Talons, ●●●)

The Red Talon with this Deal doesn't need to patrol his hunting ground to know what transpires there. With but a moment of concentration, he may extend his senses to any area he has marked. This Deal is taught by a wolf-spirit.

Cost: None

Dice Pool: Wits + Survival + Status (Red Talons)

The Red Talon must first mark one or more areas with his own urin. A Talon may have a number of marked locations equal to double his Rage (and doesn't have to establish such a mark in every place that he urinates). The activation roll, if successful, extends the Talon's senses to that location. The character can sense the area as though standing in the same place he was in when he marked the area originally. The scent marks last for one week per dot of Rage the character possesses (for wilderness) or one day per dot of Rage (for urban environments).

Action: Instant

This Deal costs 5 Experiences to learn.

Wind's Returning Favor (Stargazers, ●●●)

A Stargazer with this Deal may be a master of weapons, but rarely goes about armed. She may rely on her opponents to bring weapons to her hand. This Deal is taught by a wind-spirit.

Cost: 1 Willpower

Dice Pool: Dexterity + Athletics + Status (Stargazers)

The activation roll is made in response to an opponent's close-range Weaponry attack. The Stargazer must match or exceed the number of successes that her opponent made on the original attack. The Stargazer's successes take away the successes on the opponent's attack roll; if the Stargazer's successes outnumber the opponent's, she steals the attacker's weapon and may use it on the following turn.

Action: Reflexive

This Deal costs 5 Experiences to learn.

Wings of Pegasus (Black Furies, ●●●)

By invoking their kinship with Pegasus, the Black Fury can sprout majestic wings, white and feathery like that of the Tribe Totem. The Fury can use these wings in lupus or hispo forms, and may fly along at a considerable speed, even carrying others if her strength permits.

Cost: None

Dice Pool: Stamina + Athletics + Status (Black Furies)

The wings appear whenever the Black Fury invokes them. She must achieve two successes in order to launch after the wings appear, and only one to maintain flight. More successes may be required by the Storyteller to perform more delicate or complicated maneuvers. The Fury's Speed while flying is 35.

Action: Reflexive

This Deal costs 5 Experiences to learn.

Angel's Semblence (Children of Gaia, ●●●●)

The Children of Gaia don't believe in terrifying humans unnecessarily. This Deal allows a Child to act in Crinos form without invoking the terror of the Delirium; but instead of seeing a werewolf, onlookers see an angelic figure of exceeding grace and holiness. Witnesses may remember a Child's battle with a Wyrm beast as an angel's struggle with a demon, or a warning to leave the woods as the gracious guidance of a guardian angel. Onlookers need not be Christian to be affected; Islamic witnesses might remember on of Mohammed's fiery messengers, while Norse pagans might think the Child of Gaia was one of the Valkyries. This Deal is taught by a spirit of Hope.

Cost: 1 Gnosis

Dice Pool: No roll is necessary

The effects are automatic against humans; use the Delirium chart (ignoring the Child of Gaia tribal flaw) to determine how strongly a witness is affected. Responses of fear should be replaced with rapture; even "catatonic fear" should be seen as "complete bliss."

Action: Instant

This Deal costs 7 Experiences to learn.

Balor's Gaze (Fianna, ●●●●)

One of the Fianna's eyes begins to glow a baleful red. Its stare is horrifying, causing wracking pain in any being who meets its glare and whose resolve falters. This Deal is taught by a Pain spirit.

Cost: 2 Gnosis

Dice Pool: Wits + Occult + Status (Fianna)

For the remainder of the scene, any foe at whom he so much as glances must equal or exceed the Fianna's successes on a Resolve + Composure roll or double over in agony. Such a foe is treated as having the Broken Condition for the scene, even though the foe takes no actual wounds; foes who already suffer fromt his Condition are effectively Incapacitated. If a foe successfully resists, she is immune for the duration.

Action: Reflexive

This Deal costs 7 Experiences to learn.

Dam the Heartflood (Silent Striders, ●●●●)

No tribe loathes the blight of vampires more than the Silent Striders. By using this Deal, a Strider may block the flow of blood in a vampire's heart, preventing him from using any supernatural powers tied to the blood. This Deal is taught by Cobra spirits, who resent being viewed as a symbol of Set.

Cost: 1 Gnosis

Dice Pool: Manipulation + Medicine + Status (Silent Striders) against the target's Resolve + Composure

This Deal can only be used on a supernatural creature with a Blood or Vitae pool who gains powers from that blood (vampires, ghouls, even Ananasi). Each success prevents the target from spending any Blood or Vitae Points, for whatever purpose for a full turn. A Silent Strider may only use this Deal once per scene against a given target, but multiple Silent Striders may use this Deal on a target once each. Strider packs armed with this Deal are amongst the fiercest Leech-slayers known to the Garou.

Action: Instant

This Deal costs 7 Experiences to learn.

Strength of the Dominator (Shadow Lords, ●●●●)

The Shadow Lord, by force of command, draws from another's anger to feed his own. This Deal is taught by a Stormcrow.

Cost: None

Dice Pool: Wits + Intimidation + Status (Shadow Lords) against the target's Resolve + Composure

For a number of turns equal to the successes scored by the Shadow Lord, the victim will temporarily lose one Rage, while the Shadow Lord will temporarily gain that Rage. This may be attempted only once per target per scene.

Action: Instant

This Deal costs 7 Experiences to learn.

Wasp Talons (Black Furies, ●●●●)

The Black Fury may actually hurl her claws through the air at a foe. The Fury is incapable of using this Gift or making a claw attack the next turn, for her claws must actually regenerate. This Deal is taught by a Wasp spirit.

Cost: None

Dice Pool: Dexterity + Brawl + Status (Black Furies)

The Damage Rating for this attack is 2L, and may be increased through the use of other Gifts or Deals that modify the damage dealt by claws. The resistance is determined by range as though the Black Fury was using a firearm; the range of this attack is 10/20/40 yards. The Black Fury cannot fire her claws any farther than this Deal's Long Range.

Action: Instant

This Deal costs 7 Experiences to learn.

Diplomatic Immunity (Shadow Lords, ●●●●●)

This Gift enables the Shadow Lord to walk about in the middle of a hostile group without provoking the outbreak of hostilities. The Shadow Lord can enter a caern belonging to a rival or walk openly into the middle of a group of Black Spiral Dancers in order to retrieve something or deliver a message. The Shadow Lord surrounds herself with an aura of "neutrality" that negates her enemies' or rivals' animosity long enough to accomplish her task and leave without incident. The Deal only lasts for one scene, after which all bets are off.

Cost: 1 Willpower

Dice Pool: Manipulation + Subterfuge + Status (Shadow Lords)

A successful roll allows the character to interact with a group of potential enemies for the purpose of delivering a message, retrieving an item or delivering an ultimatum.

Action: Instant

This Deal costs 9 Experiences to learn.

Gift of the Spriggan (Fianna, ●●●●●)

The Fianna may grow up to thee times her normal size or shrink to the size of a small puppy. This Deal is taught by faerie or a Chimerling.

Cost: 1 Gnosis

Dice Pool: Stamina + Survival + Status (Fianna)

The effects last one hour per success. When larger, the Fianna gains +3 Strength, and for each increase in Size, the Fianna gains one extra level of Health. When smaller, the werewolf retains her normal Strength and abilities, but may sneak around unnoticed or pass as a "cute little doggie" among humans; for purposes of sneaking, the werewolf gains +3 to any Stealth roll made.

Action: Instant

This Deal costs 9 Experiences to learn.

Invocation of the Pharoah (Silent Striders, ●●●●●)

This awe-inspiring Deal is only available to the greatest Silent Strider heroes. Once this is done, the Strider expands and grows, becoming a giant similar to the depictions of pharaohs on mastabas and sarcophagi. This Deal is taught by Sphinx.

Cost: 1 Gnosis and 1 Willpower

Dice Pool:

The Strider must be in Homid form and must enact a 10-minute chant to the greatest of ancient Egyptian spirits. The Garou grows to Size 9, but otherwise remains in Homid form, gaining the Physical Attributes of a Crinos, but losing no Social Attributes; indeed, the Garou's Presence and Manipulation are treated as 6 when using Persuasion or Intimidation rolls. When in Pharoah form, the Strider gains a +1 bonus to all Brawl or Weaponry damage inflicted against Wyrm-foes (or adds two when facing followers of Set). He regenerates as a Crinos, but gains no vulnerability to silver and cannot frenzy. Essentially, the Pharaonic form combines the best of Homid and Crinos. The effect lasts for one scene.

Action: Instant

This Deal costs 9 Experiences to learn.

Paws of the Newborn Cub (Silver Fangs, ●●●●●)

The Silver Fang prevents a target from using any special or supernatural abilities. She is as a newborn cub, with only mundane powers at her disposal. This Deal is taught by Falcon-spirit.

Cost: 1 Gnosis

Dice Pool: Purity against the victim's Stamina + 3 (max of 10)

Each success removes all special abilities of the opponent (aggravated damage, claws, Gift/Deals, Disciplines, Arcana, regenerative powers, etc.) for one turn.

Action: Instant

This Deal costs 9 Experiences to learn.

Riot (Bone Gnawers, ●●●●●)

The Bone Gnawer summons a horde of malevolent spirits to provoke the hatreds and fears of the down and out - the homeless, the gangs, the urban animals such as alley cats and stray dogs, etc. This Deal is taught by a Rat spirit.

Cost: 2 Gnosis

Dice Pool: Wits + Subterfuge + Status (Bone Gnawers)

If successful, the Bone Gnawer summons the spirits, who then direct their material hosts against a target of the Gnawer's choosing, though the disparate elements of the riot will by no means work together (they may not even be aware that others are trying to accomplish the same thing). The number of successes determines the extent of the riot.

Roll Results
Dramatic Failure: The riot instead turns itself on the Bone Gnawer and her pack.
Failure: The spirits are summoned but are unable to control the material hosts in the group.
Success: With one success, this Deal incites a riot within one building, while with three successes, it incites a neighborhood or suburb.
Exceptional Success: The Deal extends it's influence to the entire city.

Action: Instant

This Deal costs 9 Experiences to learn.

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