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Gifts
Healing Tongue:
Level 1
The user channels spiritual power through his hands. Mending the wounds of another living creature. This gift may not heal the user itself, spirits, or the undead. A bear or unicorn-spirit teaches in.
System:
The player spends one gnosis point and rolls intelligence + empahty difficulty is the target's current rage or 5 for those with no rage score. Each success heals one level of lethal bashing or aggravated damage. The healer may even heal fresh battle scars in this manner. If the gift is applied during the same scene in which the scar is received and an extra gnosis point is spent.
Diagnosis
The Gurahl can determine anyone's general health with little more than a glance.
System: The Character can take medicine actions to diagnose patients with only a single turn of inspection. This gift's effects are permanent.
Ursa's Cleansing:
Level 1
The user's body is hardened against toxins of all sorts. A rat spirit teaches this gift.
System:
The user is permanently immunized against mundane poisons, from arsenic to alcohol, and adds three dice to resist the wyrm-enhanced toxin. This gift may be turned on and off at will(Such as for enjoying alcohol).
Ignore Wounds:
Level 1
Fortifying himself with purpose and will, the user shuts out the pain of her wounds. A bear or badger spirit teaches this gift.
System:
The player spends one willpower point. The character ignores all wound penalties for the rest of the scene.
Desperate Strength:
Level 1
The user calls on desperate reserves for a sudden surge in strength. A badger spirit teaches this gift.
System:
When rolling a feat of strength(WW Core p270) the user may add one die to the roll for each level of bashing damage he willingly accepts as the price of this gift.
Slash of the Death Bear:
Level 1
By raking his claws over stone, steel, or some other hard surface, the user hones them to razor sharpness. A cat or bear spirit teaches this gift.
System:
The player spends 1 rage point and then takes a full turn sharpening their claws. All claw attacks do two additional dice of damage and are made at -1 difficulty for the rest of the scene.
Sense Pattern Breaker:
Level 1
The user can sense nearby manifestations of the wyrm. This gift involves a mystical sense, not a visual or olfactory image. This gift doesn't note dedication to the wyrm, only contact with it. This requires active concentration to function. Any gaian spirit can teach this gift.
System:
The player rolls perception + occult. The difficulty depends on the concentration and strength of the wyrm's presence, as determined by the ST.
Beast Speech:
Level 1
The user may instinctively understand and communicate with any natural animal, from fish to mammals. She need only speak normally to be understood by animals, along with a touch of appropriate body language. This gift doesn't change the animals basic reactions or dispositions, most are still afraid of predators. Any animal spirit can teach this gift.
Spirit Speech:
Level 1
This gift bestows understanding of the languages of the spirit world. Permitting the user to clearly understand and speak to any spirit he encounters. This gift doesn't influence the spirit in any way.
System:
This gifts effects are permanent.
Ursa's Light:
The Gurahl may draw down the light of the stars for illumination or a direction beacon.
System:
The Gurahl reaches for the sky and makes a Cha + Occult roll diff 6. Success produces a soft light that illuminates a 100' square area or sends a directional beacon 100 yards. If the user can see either Ursa Major, or Ursa Minor, the area of effect is doubled.
Create Element:
Level 1
The user can create a small amount of one of the four western classical elements, air, fire, earth and water. He could create a rock to throw, fill a bathtub with no faucet, light fires without matches, or provide air in an airtight room. The user cannot create specialized forms of any element. Specific metals, lethal gasses, and acid are beyond this gift. Elementals teach this gift.
Systems:
The player spends one gnosis, and rolls gnosis. Each success allows the user to create roughly 1 cubic foot of the desired element with a max weight of up to 100lb, anywhere she can see within 60ft. Flames created inflict one health level of damage per success up to a maximum of 3 levels of damage.
Nature's Plenty:
This gift allows a Gurahl to always locate sufficient food and medicinal herbs to tend to an individual in need of his ministrations. Regardless of season.
System:
Player spends a gnosis and rolls Per + survival diff 7
Open Seal:
Level 1
The user can open nearly any sort of closed or locked physical device. A racoon spirit teaches this gift.
System:
The player rolls gnosis with diff equal to the local gauntlet. If the object is locked by magic the player must spend a gnosis point before making the attempt.
Calm:
Level 2
The user is able to quell anger in others. A unicorn spirit teaches this gift.
System:
Player spends 1 point of gnosis and rolls cha+empathy diff equals target's willpower. Each success removes one of the targets rage points, which may regained normally. If used on a creature capable of frenzy which has no rage(Vampires, some fomori, sefekhi Amenti) the gift cancels the frenzy if the player scores at least 3 successes. In the case of the Sefekhi in Sekmektet this effect lasts a number of hours equal to the Sefekhi's balance rating before Sekmektet takes over again.
Rites:
Accord - Cha + Rituals diff 7
Caern Varies (Max. Gnosis) diff 7
Death Cha + Rituals 8-rank
Mystic Wits + Rituals diff 7
Rite of Rending the Gauntlet:
Level 1 Mystic
With this right the gurahl takes on his bjornen form and tears a hole in the gauntlet to enter the umbra. In the mean time other gurahl may pass through. Witnessing this rite causes delirium in humans.
System:
The player spends a gnosis point and rolls Cha + Rituals with a difficulty equal to the local gauntlet. One success takes 5 minutes to complete, two reduces it to 30 seconds, 3 or more make the rite immediate. The gurahl needs not roll to return from the gauntlet.
Rite of Replenishment
Level 2 Mystic
This simple right enables participating gurahl to replace lost gnosis from places sacred to Gaia. The Gurahl involved in the rite must find a suitable place either in the umbra or physical world and cannot draw from the same place more than once in the same month.
System:
The player rolls wits + rituals diff 8-1 per 15 minutes spent dancing and chanting to gaia. The Gurahl gaints one point of temporary gnosis per success, which she may distribute among participants in the rite.
Punishment Cha + Rituals diff 7
Renown Cha + Rituals diff 6
Seasonal Sta + Rituals 8-caern
Minor No roll