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	<entry>
		<id>http://nwod.org/wiki/index.php?title=Grotto_Gifts&amp;diff=97975&amp;oldid=prev</id>
		<title>Teeramus at 17:47, 12 June 2015</title>
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				<updated>2015-06-12T17:47:24Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;a href=&quot;http://nwod.org/wiki/index.php?title=Grotto_Gifts&amp;amp;diff=97975&amp;amp;oldid=97225&quot;&gt;Show changes&lt;/a&gt;</summary>
		<author><name>Teeramus</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php?title=Grotto_Gifts&amp;diff=97225&amp;oldid=prev</id>
		<title>Teeramus: Content blat formatting to come</title>
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				<updated>2015-06-03T20:32:15Z</updated>
		
		<summary type="html">&lt;p&gt;Content blat formatting to come&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Werewolf/Gift&lt;br /&gt;
|Name=Grotto Gifts&lt;br /&gt;
|Source=Lodges The Faithful&lt;br /&gt;
|Pages=p. 129&lt;br /&gt;
|Affinity=&lt;br /&gt;
}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{working|Teeramus}}&lt;br /&gt;
&lt;br /&gt;
These Gifts are the blessings of those that tunnel &lt;br /&gt;
and burrow, and assist werewolves in navigating the world &lt;br /&gt;
underneath. These Gifts are taught by the spirits of burrowing things such as worms or moles. These Gifts can be &lt;br /&gt;
learned by werewolves outside the Lodge of the Grotto, &lt;br /&gt;
though only lodge members treat them as affinity Gifts.&lt;br /&gt;
&lt;br /&gt;
== Gift List ==&lt;br /&gt;
=== • Ratsquirm ===&lt;br /&gt;
If a werewolf with this Gift can get her head through &lt;br /&gt;
an opening, she can wriggle the rest of her body through &lt;br /&gt;
as well. The Ratsquirm Gift allows a werewolf to pop loose &lt;br /&gt;
joints and temporarily collapse her ribcage in order to &lt;br /&gt;
squeeze through spaces no other full-grown werewolf could &lt;br /&gt;
pass. &lt;br /&gt;
Cost: None&lt;br /&gt;
Dice Pool: Dexterity + Larceny + Cunning&lt;br /&gt;
Action: Reflexive&lt;br /&gt;
Roll Results&lt;br /&gt;
Dramatic Failure: The Gift fails to activate; the &lt;br /&gt;
werewolf cannot attempt to use this Gift again for &lt;br /&gt;
the remainder of the scene.&lt;br /&gt;
Failure: The Gift fails to activate. &lt;br /&gt;
Success: The Gift activates successfully. The werewolf is able to squirm &lt;br /&gt;
through an opening no &lt;br /&gt;
smaller than 10 inches in diameter as a standard action. If &lt;br /&gt;
the werewolf has used this Gift as preparation to escape a &lt;br /&gt;
grapple, she gains +2 dice to her escape attempt. This Gift &lt;br /&gt;
may also allow a werewolf to escape handcuffs or rope or &lt;br /&gt;
chain bonds with ease.&lt;br /&gt;
Exceptional Success: The Gift activates particularly &lt;br /&gt;
successfully. The werewolf may squeeze through an opening no smaller than eight inches in diameter as above, or &lt;br /&gt;
gain a +4 bonus to her next roll to escape a grapple. &lt;br /&gt;
&lt;br /&gt;
=== •• Knocktalk ===&lt;br /&gt;
Those who would hunt the Burrowers in their own &lt;br /&gt;
tunnels find the hunting an intimidating experience. As &lt;br /&gt;
the hunters press deeper into the darkness, they hear short &lt;br /&gt;
bursts of staccato rapping and tapping, echoing around &lt;br /&gt;
them like alien birdcalls. By means of the Knocktalk Gift, &lt;br /&gt;
a werewolf can send coded messages to those around her &lt;br /&gt;
by tapping on stone or metal pipes, thus enabling her and &lt;br /&gt;
her kin to coordinate devastating attacks against intruders. &lt;br /&gt;
Cost: None&lt;br /&gt;
Dice Pool: Wits + Expression + Wisdom&lt;br /&gt;
Action: Instant&lt;br /&gt;
Roll Results&lt;br /&gt;
Dramatic Failure: The Gift fails, and the werewolf is &lt;br /&gt;
briefly confused as to why. For the remainder of the scene, &lt;br /&gt;
she may not attempt the Gift again, and must make a roll &lt;br /&gt;
to understand another werewolf’s knocktalk as if she did &lt;br /&gt;
not know the Gift herself.&lt;br /&gt;
Failure: The Gift fails; the tapping travels no further &lt;br /&gt;
than the sound would without physical means, and no &lt;br /&gt;
message is encoded. &lt;br /&gt;
Success: The werewolf encodes a brief message of up &lt;br /&gt;
to one word per success. The knocking or tapping can be &lt;br /&gt;
heard for up to 100 yards along the tunnels per success. &lt;br /&gt;
Any listener who knows the Knocktalk Gift automatically understands the message; others must make a Wits + &lt;br /&gt;
Occult roll to understand the nature of the message. If the &lt;br /&gt;
listener does not belong to the Lodge of the Grotto, the &lt;br /&gt;
Wits + Occult roll is made at a –3 penalty.&lt;br /&gt;
Exceptional Success: No additional effect.&lt;br /&gt;
&lt;br /&gt;
=== ••• Tunnelscent ===&lt;br /&gt;
Most werewolves are able to adapt to subterranean &lt;br /&gt;
darkness well enough, through a mix of arranging their &lt;br /&gt;
own human-made light sources and shifting into forms &lt;br /&gt;
with lupine senses. The truly dangerous, though, need &lt;br /&gt;
neither of these things. The werewolf who has learned &lt;br /&gt;
this Gift benefits from dramatically increased sense acuity &lt;br /&gt;
while underground; even in pitch darkness she is able to &lt;br /&gt;
navigate her surroundings by means of hearing and especially scent as accurately as if she were in broad daylight. &lt;br /&gt;
She may fight without being subject to any of the normal &lt;br /&gt;
penalties for fighting blind (see the World of Darkness &lt;br /&gt;
Rulebook, p. 166). &lt;br /&gt;
This Gift functions only while the werewolf is &lt;br /&gt;
underground; the Gift doesn’t work if the werewolf is &lt;br /&gt;
above ground, whether in an enclosed area or under open &lt;br /&gt;
sky. Sudden bright lights, loud noises or powerful odors &lt;br /&gt;
will disorient a werewolf under the effects of this Gift. If &lt;br /&gt;
exposed to such extreme stimuli, she must make a reflexive &lt;br /&gt;
Wits + Survival roll to resist; such stimuli cause the &lt;br /&gt;
werewolf to lose this Gift’s effects and take a –2 penalty to &lt;br /&gt;
appropriate Perception rolls for five turns minus one turn &lt;br /&gt;
per success on the Wits + Survival roll.&lt;br /&gt;
Cost: None&lt;br /&gt;
Dice Pool: No roll is required.&lt;br /&gt;
Action: Reflexive&lt;br /&gt;
&lt;br /&gt;
=== •••• Stoneburrow ===&lt;br /&gt;
Some werewolves use Elemental Gifts or mundane &lt;br /&gt;
digging equipment to carve out underground dens. This &lt;br /&gt;
Gift makes the process even easier. A werewolf in Dalu or &lt;br /&gt;
Urshul form can use this Gift to grow long mole-like claws &lt;br /&gt;
that tear easily through stone or concrete. The claws are &lt;br /&gt;
unwieldy and not the finest for combat, but are virtually &lt;br /&gt;
unbreakable. &lt;br /&gt;
Cost: 1 Essence&lt;br /&gt;
Dice Pool: Stamina + Athletics + Glory&lt;br /&gt;
Action: Instant&lt;br /&gt;
Roll Results&lt;br /&gt;
Dramatic Failure: The werewolf’s nails become &lt;br /&gt;
brittle and split painfully. She may not make any claw attacks for the duration of the scene.&lt;br /&gt;
Failure: No change. &lt;br /&gt;
Success: The werewolf’s claws become capable of &lt;br /&gt;
digging through stone or concrete. She may excavate up to &lt;br /&gt;
one cubic foot of stone or concrete per turn. She also gains &lt;br /&gt;
a +1 damage claw attack if she did not have one previously (if in Dalu form), or may add +1 damage to existing &lt;br /&gt;
claw attacks. The Gift’s effects last for the duration of the &lt;br /&gt;
scene, or until the werewolf chooses to end the effects.&lt;br /&gt;
Exceptional Success: The werewolf may excavate up &lt;br /&gt;
to two cubic feet of stone or concrete per turn. &lt;br /&gt;
&lt;br /&gt;
=== ••••• Tunnelwrath ===&lt;br /&gt;
This Gift calls on the wrath of the burrowed earth &lt;br /&gt;
to strike down the werewolf’s enemies. Tunnels may crack &lt;br /&gt;
and spray rocks or steam pipes may burst as the tunnel &lt;br /&gt;
lashes out at intruders. &lt;br /&gt;
Cost: 2 Essence&lt;br /&gt;
Dice Pool: Intelligence + Crafts + Purity&lt;br /&gt;
Action: Instant&lt;br /&gt;
Roll Results&lt;br /&gt;
Dramatic Failure: The tunnel rebels against the &lt;br /&gt;
werewolf rather than her foes. The Gift user immediately &lt;br /&gt;
takes one point of lethal damage from an appropriate &lt;br /&gt;
source.&lt;br /&gt;
Failure: The tunnel refuses to answer the werewolf’s &lt;br /&gt;
call.&lt;br /&gt;
Success: The tunnel strikes at the werewolf’s foes. &lt;br /&gt;
The werewolf may distribute two points of lethal damage &lt;br /&gt;
per success against anyone within 100 yards who shares &lt;br /&gt;
the same tunnel as she. This takes the form of environmental damage, and can be used in either human-made &lt;br /&gt;
or natural subterranean passages. For instance, if the user &lt;br /&gt;
gained three successes in a mineshaft, she could choose to &lt;br /&gt;
apply all six points of damage against one enemy (perhaps &lt;br /&gt;
by causing a minor cave-in) or divide them among her five &lt;br /&gt;
attackers, inflicting two points of lethal damage to one &lt;br /&gt;
131&lt;br /&gt;
Lodge of the Grotto&lt;br /&gt;
werewolf of her choice and one point of lethal damage to &lt;br /&gt;
each of the five others. In a subway tunnel, the damage &lt;br /&gt;
could take the form of an electrical short from the third &lt;br /&gt;
rail, and so on. &lt;br /&gt;
Exceptional Success: No additional effect apart from &lt;br /&gt;
the large amounts of damage done. &lt;br /&gt;
&lt;br /&gt;
{{footer|wtf}}&lt;/div&gt;</summary>
		<author><name>Teeramus</name></author>	</entry>

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