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	<entry>
		<id>http://nwod.org/wiki/index.php?title=Scourging_Gifts&amp;diff=98078&amp;oldid=prev</id>
		<title>Teeramus at 14:06, 15 June 2015</title>
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				<updated>2015-06-15T14:06:27Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;a href=&quot;http://nwod.org/wiki/index.php?title=Scourging_Gifts&amp;amp;diff=98078&amp;amp;oldid=97229&quot;&gt;Show changes&lt;/a&gt;</summary>
		<author><name>Teeramus</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php?title=Scourging_Gifts&amp;diff=97229&amp;oldid=prev</id>
		<title>Teeramus: Content blat formatting to come</title>
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				<updated>2015-06-03T21:12:13Z</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=Scourging Gifts&lt;br /&gt;
|Source=The Pure&lt;br /&gt;
|Pages=p. 119&lt;br /&gt;
|Affinity=Ivory Claws&lt;br /&gt;
}}&lt;br /&gt;
{{working|Teeramus}}&lt;br /&gt;
The Scourging list is considered an affinity Gift list &lt;br /&gt;
for the Ivory Claws. It represents their relationship to the &lt;br /&gt;
Purity Renown and the benediction of Silver Wolf. The &lt;br /&gt;
core idea of purity is that un-alike things should not mix. &lt;br /&gt;
Silver Wolf and his servants demand adherence to that &lt;br /&gt;
principle. These Gifts are most commonly taught by eaglespirits.&lt;br /&gt;
&lt;br /&gt;
== Gift List ==&lt;br /&gt;
=== • Sense the Impure ===&lt;br /&gt;
Silver Wolf insists on the highest standards of pure &lt;br /&gt;
blood for his subjects. This Gift allows the Ivory Claws to &lt;br /&gt;
determine the purity of a subject’s blood — or a substance &lt;br /&gt;
— merely by scent.&lt;br /&gt;
If the target is a liquid, gas or a living creature, the &lt;br /&gt;
werewolf must be within a few feet of the target of the Gift &lt;br /&gt;
in order to activate it. If the target is a solid, the Uratha &lt;br /&gt;
must touch it to activate this Gift.&lt;br /&gt;
Cost: None&lt;br /&gt;
Dice Pool: Wits + Animal Ken + Wisdom&lt;br /&gt;
Action: Instant&lt;br /&gt;
Roll Results&lt;br /&gt;
Dramatic Failure: The Ivory Claw believes the opposite of the truth — either that a target with pure blood &lt;br /&gt;
or pure substance is impure, or the other way around.&lt;br /&gt;
Failure: The Ivory Claw does not learn anything &lt;br /&gt;
about the target.&lt;br /&gt;
Success: The Ivory Claw learns whether the target &lt;br /&gt;
is a werewolf; the Gift user can also discern whether the &lt;br /&gt;
target has any Uratha ancestors within the past three &lt;br /&gt;
generations or has the Wolf-Blooded Merit. If the target is &lt;br /&gt;
inanimate, the Gift user gets an idea of the target’s level &lt;br /&gt;
of Purity in general terms. The Gift does notpermit the &lt;br /&gt;
Ivory Claw to detect pre-Change werewolves; however, it &lt;br /&gt;
does give the user an idea of even wolf-blooded humans’ &lt;br /&gt;
ancestry, as above.&lt;br /&gt;
Dramatic Success: Per success; additionally, if the &lt;br /&gt;
target is a werewolf or has the Wolf-Blooded Merit, the &lt;br /&gt;
Uratha can tell whether the target is a Pure werewolf or &lt;br /&gt;
one of the Forsaken, and whether the target’s ancestors &lt;br /&gt;
were Pure or Forsaken.&lt;br /&gt;
&lt;br /&gt;
=== •• Relentless Focus ===&lt;br /&gt;
Purity begins in the soul. The Uratha using this &lt;br /&gt;
Gift gains intense focus on whatever actions are most &lt;br /&gt;
important to him, and only the greatest of temptations or &lt;br /&gt;
distractions can gain his attention. This Gift can be used &lt;br /&gt;
only once per day.&lt;br /&gt;
Cost: 1 Willpower&lt;br /&gt;
Dice Pool:Resolve + Empathy + Honor&lt;br /&gt;
Action:Instant&lt;br /&gt;
Roll Results&lt;br /&gt;
Dramatic Failure:Something is too distracting to &lt;br /&gt;
ignore. The Uratha loses an additional point of Willpower.&lt;br /&gt;
Failure:The Uratha cannot gain the desired level of &lt;br /&gt;
focus.&lt;br /&gt;
Success:For every two successes achieved on the roll, &lt;br /&gt;
the Uratha regains a point of Willpower (up to his normal &lt;br /&gt;
maximum).&lt;br /&gt;
Dramatic Success:Per success, and the Uratha also &lt;br /&gt;
gets one bonus die to all Resolve, Composure or Stamina &lt;br /&gt;
rolls for the remainder of the scene.&lt;br /&gt;
&lt;br /&gt;
=== ••• Purify ===&lt;br /&gt;
This Gift separates different substances out from a &lt;br /&gt;
small, mostly pure mixture. The mixture cannot be living &lt;br /&gt;
or recently dead material, but can be solid, liquid or gas. &lt;br /&gt;
The Gift can affect no more than one liter of liquid or &lt;br /&gt;
solid, or a small room’s worth of gas. This Gift can ensure &lt;br /&gt;
that there is no poison in a drink, change 14kt gold into &lt;br /&gt;
24kt gold or drive dangerous gases from a room. Purify &lt;br /&gt;
does not split a mixture into all of its components separately. Instead, whatever substance comprises the majority &lt;br /&gt;
of a mixture is left alone, and anything that isn’t that &lt;br /&gt;
substance is extracted in a single, visible mass.&lt;br /&gt;
Although the Gift is magical in nature, Purify obeys &lt;br /&gt;
the laws of chemistry: Purify will not break a molecular &lt;br /&gt;
compound apart, but only perform a physical change. For &lt;br /&gt;
example, Purify cannot break alcohol down into carbon, &lt;br /&gt;
hydrogen and oxygen — but the Gift could pull water and &lt;br /&gt;
other substances out of an alcoholic drink, leaving behind &lt;br /&gt;
100% pure alcohol.&lt;br /&gt;
At the character’s discretion, the impurities in the &lt;br /&gt;
substance may be pushed a few inches away from the &lt;br /&gt;
newly pure substance — enough to leave a clean, full container of the pure material and a puddle of other material &lt;br /&gt;
outside of that container. &lt;br /&gt;
Purify renders poisoned or contaminated food or &lt;br /&gt;
drink safe to eat. Purified explosives probably won’t work. &lt;br /&gt;
Purified gems shatter; purified precious metals become &lt;br /&gt;
more valuable per ounce. This Gift can be used on fetishes &lt;br /&gt;
— however, the fetish gains a resistance roll equal to its &lt;br /&gt;
spirit’s Resistance Trait. &lt;br /&gt;
Cost:1 Essence&lt;br /&gt;
Dice Pool:Intelligence + Science + Purity&lt;br /&gt;
Action:Instant&lt;br /&gt;
Roll Results&lt;br /&gt;
Dramatic Failure: The character cannot purify the &lt;br /&gt;
substance with this Gift until 24 hours have passed.&lt;br /&gt;
Failure:The Gift fails to work&lt;br /&gt;
Success:The substance is purified, as described &lt;br /&gt;
above.&lt;br /&gt;
Exceptional Success:The substance is purified, as &lt;br /&gt;
described, and the character does not lose the Essence you &lt;br /&gt;
would ordinarily spend to activate this Gift.&lt;br /&gt;
&lt;br /&gt;
=== •••• Expel ===&lt;br /&gt;
This Gift pushes all parasitic or symbiotic life forms &lt;br /&gt;
out of a living creature (including animals, humans and &lt;br /&gt;
Uratha). Expel cleans infected wounds perfectly, heals &lt;br /&gt;
bacterial disease completely and expels any parasites. Microorganisms are destroyed invisibly; any visible parasite &lt;br /&gt;
is killed and forcibly expelled through the nearest suitable &lt;br /&gt;
opening.&lt;br /&gt;
Unfortunately, this Gift does not discriminate &lt;br /&gt;
between beneficial symbiote and parasite. Most creatures’ &lt;br /&gt;
digestive tracts contain extensive quantities of microorganisms to help them digest food. Expel eliminates those &lt;br /&gt;
as well. This can lead to a few days of intestinal distress &lt;br /&gt;
for the subject of the Gift, until he has eaten enough local &lt;br /&gt;
food to re-establish the balance of his digestive systems &lt;br /&gt;
This distress causes a one-die penalty on Composure rolls &lt;br /&gt;
for the next three days.&lt;br /&gt;
Expel does not work on magical diseases, viruses or &lt;br /&gt;
prion-based diseases. It cannot expel a spirit from a host &lt;br /&gt;
body, though the Gift can force out a supernatural parasite with a material form.&lt;br /&gt;
Cost:1 Willpower&lt;br /&gt;
Dice Pool:Intelligence + Medicine + Cunning&lt;br /&gt;
Action:Extended (each roll represents one turn &lt;br /&gt;
spent in a trance over the subject; the number of successes &lt;br /&gt;
needed is the same as the Stamina + Resolve roll difficulty &lt;br /&gt;
on p. 176 of The World of Darkness).&lt;br /&gt;
Roll Results&lt;br /&gt;
Dramatic Failure:The infection is worse than previously thought; Expel will not work on it, and the target’s &lt;br /&gt;
Stamina + Resistance roll requires five more successes &lt;br /&gt;
than previously thought.&lt;br /&gt;
Failure:No successes are gained for this turn. If the &lt;br /&gt;
character fails three successive rolls, the character cannot &lt;br /&gt;
use Expel again on this target until the next day.&lt;br /&gt;
Success:Successes are accumulated. If enough &lt;br /&gt;
successes are gained, the infection, disease or parasite is &lt;br /&gt;
eliminated. This Gift does not heal damage already done &lt;br /&gt;
by that influence. &lt;br /&gt;
Exceptional Success:A greater number of successes &lt;br /&gt;
are accumulated. If five extra successes over the target are &lt;br /&gt;
achieved on that final roll, the target’s immune system is &lt;br /&gt;
supercharged for the next three days, providing an additional two dice to any Stamina + Resistance rolls to avoid &lt;br /&gt;
disease.&lt;br /&gt;
&lt;br /&gt;
=== ••••• Cast Out ===&lt;br /&gt;
Purity of spirit is as important to Silver Wolf as &lt;br /&gt;
purity of body. Cast Out drives a possessing spirit from its &lt;br /&gt;
subject. While many Uratha know the rite Banish Spirit, &lt;br /&gt;
Cast Out works much more quickly. However, Cast Out &lt;br /&gt;
is also incredibly painful — for the Uratha who uses it, &lt;br /&gt;
the spirit the Uratha targets with the Gift and the person &lt;br /&gt;
possessed by the spirit. The use of Cast Out is a sure way &lt;br /&gt;
for an Ivory Claw to make a long-term enemy out of the &lt;br /&gt;
spirit she targets.&lt;br /&gt;
To use Cast Out, the Uratha must cut her hand and &lt;br /&gt;
place (smear, flick or fling) her blood on the possessed &lt;br /&gt;
person or thing. The wound causes great pain and heals &lt;br /&gt;
slowly (it is an aggravated wound). After being expelled, &lt;br /&gt;
the spirit suffers a one-die penalty from pain.&lt;br /&gt;
Cast Out works on possessed animals or things as well &lt;br /&gt;
as humans.&lt;br /&gt;
Cost:1 Essence + 1 point of aggravated damage&lt;br /&gt;
Dice Pool:Resolve + Occult + Glory versus the &lt;br /&gt;
spirit’s Resistance&lt;br /&gt;
Action:Contested&lt;br /&gt;
Roll Results&lt;br /&gt;
Dramatic Failure:The spirit is not driven from its &lt;br /&gt;
host and takes no damage. The host body suffers one &lt;br /&gt;
point of aggravated damage.&lt;br /&gt;
Failure:The spirit is not driven from its host and &lt;br /&gt;
takes no damage.&lt;br /&gt;
Success:The spirit is driven from its host and takes &lt;br /&gt;
one point of Corpus damage; the spirit suffers a one-die &lt;br /&gt;
penalty due to pain for a day and a night afterwards.&lt;br /&gt;
Dramatic Success:Per success, but the wound that &lt;br /&gt;
the Uratha suffers is only a lethal wound point rather than &lt;br /&gt;
aggravated.&lt;br /&gt;
&lt;br /&gt;
{{footer|wtf}}&lt;/div&gt;</summary>
		<author><name>Teeramus</name></author>	</entry>

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