Attainments
Gana Gifts and Rites
Gana Gifts
Gift Access: Starting Gana gained one Level One Breed Gift, one Level One General Gift, and One Level One Way Gift. Each Way had its own proprietary Gifts that the Gana could access once he had achieved the proper rank in that Way; for more on the specifics of Gana rank, see Enlightenment. For access to Breed and General Gifts, use the highest Rank of the Gana.
For example, Abdul Alhiz the Merciful was a Nilagiri Elder (Rank Three), an Indhlovu Scholar (Rank Two) and a Siddhidatta Acolyte (Rank One). Alhiz could access all three levels of Nilagiri, Breed and General Gifts, but could only access Level One and Level Two Indhlovu Gifts, and Level One Siddhidatta Gifts.
In addition to having access to all the Gifts of the three Ways, Toyandou had access to Gifts of Enlightenment (Toyandou Gifts), as well as to Fourth and Fifth Rank Breed Gifts.
A few Gana Gifts are still floating around out there. Most of them are being traded among the Corax -- see Gana History for an example of this -- though the occasional powerful Simba Bon Bhat knows one or two Gana tricks, as his ancestors took knowledge of Gana Gifts by force and passed them on to their descendants. However, these Gifts are very rare, and a player character that learns a Gana Gift (much less learn of the Gana at all) should consider themselves very fortunate. Many of these Gifts are lost forever, especially Toyandou Gifts, and are listed for the sake of completeness only.
These rare Gifts are the only contact characters are likely to have with the Gana, barring visits to hidden areas of the Legendary Realm or (Gaia forbid!) time travel. Through such Gifts as Karma Perception and Illuminate the Path, the Storyteller can selectively introduce information on this exotic, lost Changing Breed, and emphasize the tragedy of their loss.
|
|
Gift List
Breed Gifts
Use Homid Gifts for homid Gana, and Lupus Gifts for tembo Gana.
When determining the level of Breed Gifts a Gana had access to, use his highest Rank (as described above).
General Gifts
Level 1: Call the Rain, Crafty Trunk, Spirit Speech
Level 2: Farspeak, Healing Touch, Step Like the Mouse
Level 3: Channel the Living Earth, Meditative Mastery, Quake
Gifts of Honor
Level 1: Beast Speech, Find the Lost, Persuasion
Level 2: Command Spirit, Endure No Untruth, Illuminate the Path
Level 3: Call Upon Obligation, Enforce the Mandate, Wise Mind
Gifts of Knowledge
Level 1: Evaluate, Karma Perception, Mnesis
Level 2: Read the Tapestry, Sight From Beyond, Triatic Awareness
Level 3: Ancient Wisdom, Karma Awareness, Pierce the Veil of Maya
Gifts of Wrath
Level 1: Resist Pain, Imposing Mein, Topple
Level 2: Calm After the Storm, Skin Like Stone, Subduing Strike
Level 3: Grace of the Warrior, Roots of the Mountain, Unstoppable Charge
Toyandou Gifts
Break the World, Call the Spirit Herd, Inner Balance, Karmic Understanding, Trumpet of the Apocalypse, Wisdom of the Seer
General Gifts
Gana had several communal Gifts, and were quick to trade knowledge of them when they met. When determining the level of general Gifts a Gana had access to, use her highest rank (see above).
Call the Rain (Level One): The Gana had concerns other than the Changing Breeds; they, too, had Kin among men and beasts. In the ancient days of the Indus river valley, the Divine Elephants, known as the Shri-Gaja, were invoked to bring rain. The plains of Africa received rain when the people prayed to Tsui' Goab, sustaining the herds and nomadic tribes there. By calling upon ancient pacts with the spirits of rain, the Gana made good on such prayers.
Call the Rain is the same as the Shadow Lord Gift: Rains of Mercy (Players Guide to Garou, pg. 194), and is taught by a rain-spirit.
Crafty Trunk (Level One): Once the Gana learns this Gift, her trunk becomes as as dexterous as a hand. She can open doors, paint and even flip coins. Monkey-spirits taught this Gift... when the mood struck them.
System: No rolls or expenditures are necessary. Once this Gift is learned, the effect is continuous and automatic. Obviously, the character must be in a form with a trunk to gain the benefits of this Gift. (For obvious reasons, this Gift is useless to non-Gana.)
Spirit Speech (Level One): This Gift came naturally to all Elephants, due to their strong ties to the community of spirits. This Gift is the same as the Theurge Gift by the same name (pg. 138).
Healing Touch (Level Two): As the Theurge Gift: Mother's Touch (pg. 138), except the Gana may heal herself with this Gift as well as others.
Farspeak (Level Two): The Gana can communicate with one or more of his fellows, no matter the distance that separates them, by having the earth itself carry his message. The Gana used this trick to coordinate with each other, exchanging information on the Shifters they ministered to. An earth elemental teaches this Gift.
System: The Gana puts his mouth close to the ground and speaks. He then rolls Charisma + Expression, difficulty 8, to send a short message -- no more than a sentence or two -- to a specific Gana. If he wants to send the message to multiple Gana (a number equal to his Gnosis rating), the same roll is made, but a Gnosis point must be spent. The participants must all be in contact with the earth to send and recieve messages. Also, this isn't a form of telepathy; the sound carries through the ground, and others in the vicinity of the recipient(s) can overhear what the sender says.
Step Like the Mouse (Level Two): Sometimes being as heavy as an elephant is inconvenient, though some Gana have ways around this. This is the same as the Stargazers Gift: Surface Attunement (pg. 292).
Channel the Living Earth (Level Three): The Gana can channel the life-energies of the earth through himself, gaining the ability to heal more quickly. This Gift is taught by a spirit of healing.
System: The Gana spends a point of Gnosis. For one scene, he regenerates at a rate of one health level of bashing or lethal damage per turn, like most other Changing Breeds.
Meditative Mastery (Level Three): The Gana can instantly enter a meditative trance, at will. This allows her to traverse the Gauntlet in an instant. Also, her focus is such that she may now draw conviction and focus from her Rage. This Gift is taught by an turtle-spirit.
System: The Gana now has the natural ability to Step Sideways instantaneously (though she must still make a successful Gnosis roll against the Gauntlet). She may also convert Rage into Willpower by achieving the meditative state made possible through this Gift, though she can't convert Willpower into Rage. (Non-Gana that learn this Gift gain only the last benefit of the Gift.)
Quake (Level Three): By striking the ground and provoking the spirits of the earth, the Gana can cause a brief but potent earthquake that can stun foes and knock them prone, or topple weak structures. Earth elementals teach this Gift.
System:The character strikes the ground, spends one Rage and one Gnosis, and rolls Gnosis (difficulty of the local Gauntlet). All within range of her -- 10' for every point of Strength the Gana has -- take bashing damage. The damage is equal to the Gana's Strength, minus one level for every 10' between themselves and the Gana. If the damage taken exceeds a character's Dexterity, he is thrown to the ground by the force of the blow. The Gana is immune to the effects of her own Gift.
For example, Mafusi Hearth-Stone is surrounded by two Ajaba and one of their human kinfolk. She is in her Brahtar form with a Strength of 6. She spends the necessary points, makes a successful Gnosis roll, and hits the ground to activate Quake. The shockwave spreads out to a radius of 60'. One Ajaba is safe, as he saw the attack coming and had the sense to get away from the Gana (and is 80' away). But the other Ajaba is only 10' from the Gana, and the Kinfolk 20' away; the Ajaba takes five levels of damage, and the Kinfolk four.
Gifts of Honor (Indhlovu Gifts)
The Indhlovu were charged with going forth and interacting with other Shifters, inspiring them to act in accord with their dharma. To this effect, they had Gifts to assist them in their role, allowing these Gana to find and persuade others, and see through deception.
Beast Speech (Level One): While Siddhidatta dealt in esoteric knowledge, the Indhlovu worked in the field, and often had to gather information to make their case; this Gift helped them do that, as Kinfolk beasts and common animals alike see much. As the Galliard Gift (pg. 140).
Find the Lost (Level One): Before those that have lost their way can be administered to, they must be found. This functions as the Ragabash Gift: Sense of the Prey (pg. 137), but it can only used to find individuals that the were-elephant knows (or strongly suspects) is acting in a manner inconsistent with their dharmas.
Persuasion (Level One): Sometimes the key to getting someone to comply with a request is how you phrase it. A Gana with this Gift has mastered the subtleties of language, and find it easier to reason with others. This functions as the homid Gift (pg. 133).
Command Spirit (Level Two): While the Elephants maintained good relations with the spirits, they had authority over them. When they interfered with the purposes of the Changing Breeds, or otherwise proved annoying, the Gana would right them with this Gift. As the Theurge Gift (pg. 138).
Endure No Untruth (Level Two): This Gift duplicates the effects of both Philodox Gifts: Scent of the True Form and Truth of Gaia (pg. 139). The roll is Perception + Empathy, and the Indhlovu must speak with the subject. This Gift was taught by an ancestor-spirit.
Illuminate the Path (Level Two): Gana Indhlovu seeking to set the Changing Breeds back on their correct course often found it better to embolden others, rather than demand their compliance. However, non-Shifters, and those who do not serve Gaia's interests, gain no benefit from the Gift. This Gift was taught by lion-spirits, who remained on good terms with the Gana despite the predations of the Simba.
System: The were-elephant must speak aloud the correct course of behavior for the individuals in question, telling them of the glory they gain by hewing to Gaia's will. The player then spends a point of Gnosis and rolls Charisma + Leadership (difficulty 7). The number of successes is the number of automatic successes the subjects can gain toward specific activities; these are treated as spent Willpower, and are gone when the subject spends them. It can affect a number of subjects equal to the Gift-user's Gnosis. These automatic successes can only be used on rolls for activities that further the subject's rule under Gaia. For example, Garou could use them in battle, while werebears could use them for healing or defending.
Illuminate the Path only empowered those of the Changing Breeds; furthermore, it didn't work on Gana (preventing bootstrapping) or creatures that didn't serve the interests of Gaia.
Call Upon Obligation (Level Three): Sometimes there's no other recourse; when reason fails, the subject's will must be overwhelmed by her inner purpose. This functions as the Level Four Silver Fang Gift: Mastery (pg. 152), but the subject can't be ordered to do something out of line with her dharma or basic nature. For example, an Ahroun may be made to stand down or attack a deserving foe, but not roll over or retreat, while a Ratkin can't be commanded to "be nice", but may be compelled to skulk away into the shadows. This Gift was taught by a lion-spirit.
Enforce the Mandate (Level Three): When a subject proved recalcitrant and refused to accept his role under Gaia, but he didn't yet deserve to have the Nilagiri sicced on him, an Elephant could force the pain of the earth itself upon the Shifter. The depression this causes is overwhelming, and can only be overcome by acting strictly within Gaia's designs. This trick was reserved for extreme cases, as it engendered no small amount of resentment from the subject. Indhluvhu felt this was a small price to pay of the victim were set right upon his dharma, though it may have lead to their Breed's extinction. This Gift was taught by a ghost consumed with despair.
System: The Gana's player rolls Manipulation + Enigmas (difficulty 7) and spends a point each of Willpower and Gnosis. This Gift forces a Harano-like state upon the victim for a number of nights equal to the successes rolled. This state can't be lifted or dispelled by any means, but while the victim is acting in accord with his dharma, Harano doesn't affect the victim. When he does anything else, even resting, the crushing depression returns.
Wise Mind (Level Three): The Gana's mind becomes resistant to trickery, and she can pierce illusions easily. This mimics the Stargazer Gift: Clarity (pg. 293).
Gifts of Knowledge (Siddhidatta Gifts)
Almost all Gana achieved Acolyte or Scholar Rank in the Way of Knowledge, and gained access to the awareness-opening Gifts that were the hallmark of the Gana. Dedicated Siddhidattas were especially strong in this respect, and possessed impressive facility with the spirit worlds and extrasensory perception. More importantly, they were masters of reading and interpreting karma, and guided Gana of other Ways to rectify imbalances.
Akima wants to use Evaluate to determine the strange activity involving the local Shifters. As she knows very little beyond this, she decides to do some investigating before attempting to divine information through the Gift. She finds out some foreign Garou have moved into the area, and have attacked someone; the Storyteller tells Akima's player the difficulty of the Gift's activation is 9. Unsatisfied with this, she has Akima uncover more information; she finds out the werewolves attacked a pride of Simba, and the conflict involved the possession of a fetish. The Storyteller lowers the difficulty to 7, and the player decides she'll use the Gift.
Akima's player nets three successes on the Intelligence + Enigmas roll. The Storyteller informs her of the following: One of the werelions stole a fetish from the Garou pack -- the situation will be difficult to resolve, and is likely to turn out bloody. However, certain ways to influence the situation for the better are clear to Akima. The werewolves' efforts to slay the Bastet will be hindered if local spirits are convinced to refuse to deal with them (easy), if they are baited with vampires or other Wyrm minions (risky), or the fetish is recovered for them (less risky). The efforts of the Simba to counterattack can be complicated by direct negotiation with them (unlikely to go well), arranging a subtle assault by Weaver-spirits on their communal Den-Realm (very risky), or having Bagheera speak to them (more promising).
Using this information that has come to her through the use of Evaluate, Akima decides to sway the spirits of the area from favorable interaction with the foreign Garou, use the Bagheera to negotiate with the Lions and retrieve the fetish for her, and return the fetish to the werewolves on the condition they never return.
|
|
Evaluate (Level One): One of the roles of the Gana Breed fulfilled was removing and creating obstacles and limitations, to manipulate situations so other Shifters (and the Elephants themselves) can fulfill their proper roles. In order to remove obstacles, or hinder an improper undertaking, a wise were-elephant must fully understand the situation first. This Gift allows the Gana to examine the nature of a task, and determine how challenging it is to carry out. By altering variables and theorizing potential solutions, she can discover ways to decrease or increase the difficulty of an attempt. This Gift is taught by an enigmas-spirit.
Systems: This Gift grants some esoteric knowledge, but its main effect is to enhance the deductive capabilities of the user, allowing her to consider what she knows and come to the correct conclusion quickly. Thus, the more knowledge a Gana has regarding a given task, the easier it'll be for her to figure out how hard it is, and the more likely she'll be able to figure out how to alter the variables involved.
The difficulty of the Intelligence + Enigmas roll is based on how how much concrete data the character has regarding a situation: if very little is known about the situation, the difficulty is 10, a general grasp of it lowers the difficulty to 8, and detailed knowledge allows a roll against difficulty 6. However, each successive roll to figure out any given situation increases the difficulty by 1 (which prevents excessive repeat rolls), so it's wiser for characters to attempt the Gift after first attempting to gain as much info as they can about the situation at hand. The number of successes determine the quality of information obtained, as described below.
Botch: Erroneous information is gained; it becomes more difficult to understand situation (+1 difficulty to related rolls).
One success: An estimation of the task's difficulty (e.g., easy, moderately difficult, next to impossible).
Two successes: A clear understanding of a situation's difficulty, including hints of potential obstacles.
Three successes: Full understanding of difficulties involved, plus grasp of possible ways to influence outcome.
Four successes: Clear understanding of situation and how to influence outcome.
Five or more successes: Complete understanding of the forces at work grant a one-die bonus on appropriate rolls (Storyteller's discretion how this applies).
Karma Perception (Level One): Through use of this Gift, the Gana can determine whether a given Shifter or spirit is acting out of accord with her role under Gaia, and to what degree. This Gift was taught by a Gana ancestor-spirit.
Systems: The character rolls Perception + Empathy, difficulty 7. A single success is all the were-elephant needs to determine if someone has deviated from the role assigned to her Changing Breed, breed, tribe, Auspice, Pryoi, or whatever subgroup she's a member of. The Storyteller has the final say on what counts as divination or not; as a rule of thumb, when determining the "correct" dharma for a character, go with the most general stereotypes of her character type.
This Gift, is of course, useless to those that aren't assigned purpose by Gaia, such as vampires.
Mnesis (Level One): A Gana with this Gift has excellent memory, even by the standards of elephants. Elephant-spirits and tortoise-spirits teach this Gift.
System: Once this Gift is learned, the Gana gains the Eidetic Memory Merit. The effects are continual and automatic.
Read the Tapestry (Level Two): By entering a trance state and reading the ambient patterns in the Penumbra, the Elephant may glean wisdom and secret knowledge. This trick was why the Siddhidatta were so renowned, as they could offer answers to even the most obscure questions. This Gift is taught by an enigmas-spirit.
Systems: The character enters a light meditative state, and the player spends a Gnosis point and rolls Perception + Enigmas (or Cosmology), difficulty 7. Each success allows the player to ask the Storyteller a single question. The question can't be too specific or vague, and must relate to matters of Gaia, the Umbra, Changing Breeds, etc.; also, the desired information can't be based on future events. (An example of an appropriate questions are, "Why are leeches gathering in the south?" and, "What do the spirits say about the conflict between the Ajaba and Simba?"; questions unworthy of the Gift are, "Just where did I put that fetish?", and "Will we defeat the Bane army?".)
Each successive use of this Gift in a one-week period increases the Perception + Enigmas difficulty by one; to avoid this penalty, the Gana must go at least a week between uses.
Sight From Beyond (Level Two): As the Theurge Gift (pg. 139).
Triatic Awareness (Level Two): This Gift allows the Gana to detect and read the Triatic patterns within a person, place or object. Read the Balance is useful when used in conjunction with Evaluate, as it can offer the Siddhidatta clues why someone has lost his way. This Gift is taught by any spirit of Gaia.
Systems: This Gift functions like the metis Gift: Sense Wyrm (pg. 135), though it also allows the user to detect Weaver and Wyld emanations as well.
Ancient Wisdom (Level Three): As the Philodox Gift: Wisdom of the Ancient Ways (pg. 140).
Karma Awareness (Level Three): As the Level One Gift: Karma Perception, except the Gift can grants knowledge of a group of subjects (up to ten). This Gift is taught by a Gana ancestor-spirit.
Pierce the Veil of Maya (Level Three): As the Theurge Gift: Pulse of the Invisible (pg. 139).
Gifts of Wrath (Nilagiri Gifts)
The Gifts of the Nilagiri fulfill their function: to bring war upon the foes of the Gana. But the wise warrior has more options open to him than killing; many Gifts of this Way can be used to incapacitate a foe. Still, the warriors of the Elephant Shifters weren't gentle or pacifistic, and enemies didn't soon forget an encounter with a Nilagiri.
Resist Pain (Level One): As the Philodox Gift (pg. 139).
Topple (Level One): As the Ahroun Gift: Falling Touch (pg. 142).
Imposing Mein (Level One): Inspiring dread is useful whether the warrior is trying to avoid a fight or striking fear into those deserving of his ire. This Gift mimics the effects of the Get of Fenris Gift: Visage of Fenris (pg. 147). Imposing Mein was taught by a cobra-spirit.
Calm After the Storm (Level Two): Often the best strategy for avoiding conflict is to take your foe's weapons from him; disarmed, he is often more open to reason. A Gana with this Gift can literally beat the Rage out of his foe, reducing the most angry warrior to docility -- or at least, a more reasonable state. Spirits of a plant with narcotic properties (such as soma- or poppy-spirits) taught this Gift.
System: The Gana's player rolls Manipulation + Primal Urge (diff 8). For the rest of the scene (assuming the Gift's activation roll is successful), when dealing unarmed strikes, the Nilagiri may devote any or all her damage successes (after soak) to removing points of temporary Rage from the victim's pool, though this must be called as the strike hits (so five damage successes could inflict two levels of damage and remove three Rage, for example). The Gana must do bashing damage with these attacks, and must only fight until the subject is subdued. Inflicting lethal or aggravated damage, knowingly attacking the subject drained of Rage, or otherwise abusing the nature of this Gift immediately refills the victim's Rage pool and force him to check for frenzy to avoid attacking the were-elephant. The victim's Rage will return after a scene.
Skin Like Stone (Level Two): The were-elephant can increase the toughness of his hide, making him even more resistant to damage than he normally is. His skin takes on the appearance of roughly-hewn stone. Like many Gana Gifts, Skin Like Stone is taught by an earth elemental.
System: The Nilagiri's player spends a point of Gnosis. For one scene, the character gains a bonus soak of three dice. This applies to all forms.
Subduing Strike (Level Two) The Gana can grant mercy to his foes, laying them low without causing permanent damage. This Gift was taught by monkey-spirits.
System: When the Elephant activates this Gift, all natural attacks he makes for the remainder of the scene cause bashing damage; once this Gift is activated, the character can't cut it off. Those attacks that normally cause bashing damage are unaffected; those that normally do lethal damage (like tramples) inflict an additional die of bashing damage, and those that normally cause aggravated damage (such as tusks) inflict two extra dice of damage. During this time, the Gana can only inflict enough damage to bring a character to Incapacitated. He can't inflict any additional damage to an unconscious foe, and no damage he inflicts while using this Gift will cause permanent harm (even to mortals).
If a Gana abuses this Gift (i.e., uses a lethal weapon while this Gift is in effect, or allows allies to kill those he knocked unconscious), he will make an enemy of the spirits that taught the Gift.
Grace of the Warrior (Level Three): Were-elephants are, as a rule, slow and ponderous. However, the Gana with this Gift gains preternatural speed and agility, and is able to channel his Rage into quick and furious strikes. This Gift was taught by a cat- or snake-spirit.
System: The player rolls Wits + Brawl and spends a point of Rage. For a number of turns equal to the successes rolled, the Nilagiri may ignore Dexterity penalties from form adjustments (so the Dexterity adjustment for the non-Homid forms are -0 for the duration). In addition, the were-elephant may spend Rage to gain multiple actions during this time, like Garou.
Roots of the Mountain (Level Three): By extending his lower chakra deep into the earth, the Nilagiri spiritually becomes with it, and becomes impossible to move as he channels its unyielding strength. This Gift functions as the Level Four Get of Fenris Gift: Hero's Stand (pg. 147), though the Gift requires a Willpower point be spent. This is taught by an earth elemental.
Unstoppable Charge (Level Three): The Gana begins charging at a target within his line of sight and continues going, even through walls or other barriers. He can't be stopped unless he reaches his target, meets an object he can't smash, is killed en route, or chooses to end the Gift. This Gift is learned from a rhinoceros-spirit.
System: The player spends a point of Willpower, and the character begins running at full speed toward his intended victim. He must always charge in a straight line toward his victim as long as she is within visual range. If the target runs behind a wall or is obscured from sight, the Gana will not know exactly where she is, but may intuit the direction she lies in with a Perception + Alertness roll (difficulty 8), allowing him to continue charging; if the Gana loses his "fix" on the target, the Gift ends. The Gana can turn on a dime if necessary to maintain a straight charge to the target, without losing momentum. However, if the target leaves visual range or Steps Sideways, the the Gana would no longer see her and would be forced to stop charging. The Gana can cancel the Gift at will and come to a complete stop within 5' (to keep from falling in a pit or running into an ally, for example), though he will have to activate the Gift again to continue charging.
Any barriers between the Gana and his target (trees, walls) take double trample damage, which should be enough to blow through almost anything; if the Gana does enough damage to destroy the obstruction, he continues through it, still charging at full speed. If the Gana hits a barrier or object that he can't destroy, however, he inflicts trample damage on himself (which can be soaked) and the Gift ends. Once the Gana reaches his target, he must make an attack roll as per trample, but with a two-die bonus to his attack roll. A successful attack inflicts normal trample damage on the target, and the Gift's effects end.
Gifts of Enlightenment (Toyandou Gifts)
These Gifts can only be purchased once the character has achieved Toyandou status (see Enlightenment for details on this). Treat Gifts of Enlightenment as Level Six Gifts. These great magics are lost forever; even the greatest heroes of other Breed can never hope to recover them.
Break the World (Toyandou Gift): The limitations that Gana remove and impose are often situational, but a Gana with this Gift can apply this principle to the Gauntlet, easing or complicating spirit-travel. With a mighty stomp, and by great force of will and spirit, the Gana can cleave the Umbra from the physical, or break the barrier between them down. This epic Gift is taught by both a Pattern Spider and a Greater Wyldling; the character must somehow court both spirits, simultaneously, to learn Break the World.
Tales go that Mountain That Walks, a Nilagiri-turned-Toyandou, used this Gift during the War of Rage to disrupt and destroy the caerns and Den-Realms of his foes. He fell at the claws of the Simba Bon Bhat, Amuda-the-Sun-That-Scorches, a legendary warrior and an ancestor of Black Tooth.
System: The Gana must spend a point each of Willpower, Rage and Gnosis, roll Strength + Enigmas against a difficulty of 7, and slam his foot onto the area to be affected. He must choose to either "smash the barrier" or "cleave the walls."
Smashing the barrier decreases the Gauntlet in the area by a number equal to the successes rolled. If the Gauntlet rating is reduced to zero, then travel between the mundane realm and the Umbra is instantaneous and requires no effort from spirits, who can manifest without expenditure of Essence.
Cleaving the walls increases the Gauntlet by one for every success in the Strength + Enigmas roll. If the resulting Gauntlet rating is 10, then all manifested spirits in the area are immediately forced back into the Umbra, and all attempts to use spiritual effects (such as Gifts, Charms, etc.) in the area have their difficulties increased by one.
The Gauntlet rating will slowly return to normal, increasing or lowering by one point per hour. The area affected is roughly a radius a half-mile in diameter (centering on the Gift-user), though each success devoted to range (and not adjusting the Gauntlet) adds another half-mile to the radius.
Call the Spirit-Herd (Toyandou Gift): A Gana can call upon the spirits of elephants for aid. Through her power they manifest and can defend the Gana, attack, or perform other tasks. This Gift is taught by an elephant-spirit.
System: By rolling Charisma + Animal Ken and spending a variable amount of Gnosis, the elder Gana can summon forth several a number of elephant-spirits equal to the Gnosis she spent. These spirits don't have to spend power to manifest; this potent Gift provides the power. In times of war, the elephant-spirits will stay for one scene, or until defeated, dispelled or the fight ends; if summoned for a non-combative purpose, the spirits will stay for up to twelve hours. The elephant-spirits will obey the summoner to the best of their ability.
Each elephant-spirit has the following stats: Str 7, Dex 1, Sta 7, Per 2, Int 2, Wit 2, Brawl 3; Sta +1 soak; attacks as a Gana's Tembo form; health levels: OK/ OK/ -1/ -1/ -2/ -2/ -5/ Dispelled.
Inner Balance (Toyandou Gift): As the Level Five Glass Walker Gift: Chaos Mechanics (pg. 149).
Karmic Understanding (Toyandou Gift): This functions the Gift: Karmic Awareness, save that the Gana can "read" the entire regions in which he exists; for example, he can determine how well the Bagheera of southern Africa are performing their duties.
Trumpet of the Apocalypse (Toyandou Gift): Gana with this Gift were able to let loose a trumpeting blast so terrible they knocked foes prone, shake the Gauntlet and disrupt spirits. Gana of Indian descent associated this Gift with world-destroyer Shiva, while African were-elephants channeled the primal savagery of the land into their cry. The greatest ancestor-spirits of the Gana taught this Gift.
System: The were-elephant must be in a form with a trunk to use this Gift. His player spends a point each of Rage and Gnosis and rolls Strength + Expression. Each success inflicts a health level of bashing damage to all within range, and any that fail to match the Gift-user's successes on a reflexive Strength roll fall prone; the range of this effect is 50' per success attained. The power of this Gift is such that those on the other side of the Gauntlet feel its effects; spirits lose one Essence per success and must roll Willpower (difficulty 8) to avoid fleeing the area.
Wisdom of the Seer (Toyandou Gift): As the Level Five Stargazer Gift (pg. 293).
Gana Rites
Much of what the Elephant Breed did went unseen by others. While they had spectacular Gifts to call on, the true strength of the Gana was in the rites they practiced. Through ritual the Gana called upon and influenced the spirits, and "centered" themselves.
The Gana used a variety of rites common to Garou and other Breeds (or variations thereof), including most Mystic Rites and Caern Rites. Their Renown rites were unique to them, as their patron spirits gave greater weight to a were-elephant's personal insight than her social standing and deeds, and Gana advanced within a unique Rank structure (see Enlightenment). Proprietary to the Gana were Rites of Karma, with which they influenced spirits and fate itself, levying boons upon those Shifters that attended their duties and needed assistance, and passed judgment on those that deviated from the responsibilities Gaia gave them. The rites could target individuals, or groups; enough Gana working together were capable of influencing entire spirit broods or even totem spirits (though such a drastic act was almost never done). Nevertheless, the very possibility of this was terrifying to many.
These secrets are gone forever, however. Even if those of other Breeds could learn them (not a foregone conclusion), rites are passed from one generation to the next, and aren't learned from spirits... and no Gana are left to pass on their rites.
Go to the Gana index.
|