Level One
Hunters Mists
As the Black Furies Gift: Curse of Aeolus
Storm of Pests
By singing a plea to Tzinzie and his kind, a werejaguar can call up a cloud
of mosquitoes, gnats, biting flies, or some equally obnoxious bugs. These
creatures dont so much damage as distract their prey, although they
might, at the Storyteller option, carry diseases like malaria or yellow fever.
By drawing the victims attention to the biting pests, the Balam may
prepare either an ambush or an escape.
System: The jaguars player rolls Manipulation + Survival. In most rainforests or coastal areas, the difficulty is 5. In other places, the difficulty rises to 7, and goes to 9 in areas where bugs are scarce. For each success, an area roughly 10 feet square is filled with flying bugs, reducing all Dice Pools by 2 for one turn per success. After that, the insects desperse. The cat is not immune to bug bites, but usually knows what to expect and can act normally.
Level Two
Ancestral Wings
According to their folklore, the Balam were once two tribes. One of the original
families, the Olioiuqui, had wings. By digging into this ancestral past, a
werejaguar can invoke their gift and fly for short distances.
System: The player rolls Intelligence + Primal-Urge against difficulty 8 and spends a Gnosis point. If successful, brightly-colored wings burst from the Balams shoulders and carry him aloft. While winged, the cat can fly at 15 yards per turn in any form, and may carry up to 200 pounds of additional weight. This Gift lasts for one scene (or one half-hour), after which the wings atrophy and harmlessly drop off.
Smoking Mirror
As the Level Three Common Gift: Farsight.
Level Three
Touch of the Tree-Frog
By touching a victim with her paw, teeth or even spittle, a Balam can paralyze
him for minutes on end. Some jaguars take this opportunity to get away, or
to deliver a warning; others make more sadistic use of that time. This Gift
stems from the Tree-frog-spirits, whose fluids coat the arrows of the ancient
folk.
System: the Jaguar spends a Gnosis point to activate the Gift; once done,
it lingers in her skin until she brushes against someone. Unless the target
makes a Stamina + Awareness or Prima-Urge roll (difficulty 8), he is frozen
for one turn per point of the Balams current Gnosis (the score she had
before she cast the Gift). He may, if hes lucky, break the paralysis
with a Willpower roll (difficulty 9); if not, he remains helpless for the
duration.
Wandering Forest
As the Red Talons Gift: Trackless Waste.
Level Four
Vision Cloud
Among the old folk, the jaguars were respected for their insight. Many Olmacs
and Maya came to them for visions, and the tribe responded by evoking this
ageless Gift. By calling to the spirits of the air and the plants, a modern
jaguar can still conjure the Vision Cloud, a swirling fog which wraps itself
through the clearing or cave, bringing mystic insights to those who seek them
- and to those who do not.
System: By rolling Manipulation + Enigmas and spending a Gnosis point, the
Bastet is allowed to call up the Cloud from nothingness. This misty kaleidoscope
fills an area up to 50 feet square including the Bastet himself. The hallucinations
which ensue are left to the Storytellers discretion, but should foreshadow
possible future events, reveal lost lore, or offer clues that clever characters
can decipher (see Storytelling in Werewolf, pages 59-61 for ideas).
Jungles Vengeance
By tapping into her ties with the land, a Balam urges the jungle to turn against
any invaders. The assault begins innocently enough, with vines that trip and
swarms of hungry bugs; if the outsiders dont get the hint and leave,
however, the Vengeance turns nastier. Pools of quicksand, poisonous plants
and insects and clouds of noxious gas spring into existence right in the invader
path. Ultimately, the Gift whittles a determined force of trespassers down
into a handful of desperate survivors easy pickings for an angry werejaguar
and her friends
.
System: the player puts a point of Rage and two points of Gnosis into the
Gift, which then swells into a series of scattered but purposeful events.
Although the Storyteller has the final say about exactly what happens where
and to whom, the land and its pests begin a subtle campaign to drive invaders
out. These events escalate from annoyances to fatalities as the Storyteller
desires. Although they wont be powerful enough to destroy a band of
supernatural foes, most mortals will be driven to near-madness before the
Gift runs its course.
Level Five
Feed the Gods
By reaching out with his hand, a powerful jaguar can rip the heart out of
an enemy from a distance, pull it to his palm, and consume it in a burst of
fire. This Gift kills the target if it succeeds. Only strong magic can rebuild
the ashes of the heart or grow another one in its place.
System: the Balams player rolls Gnosis against difficulty 7, and spends
two points of Gnosis as well. The cats successes must double the targets
Stamina rating; any armor, magical defenses, or dots in Fortitude, Glamour,
the Spirit Sphere, Avatar or innate countermagick subtract one success for
every dot of protection. Hence, this Gift isnt a very effective method
of sacrificing supernatural beings. Against unarmored humans, however, its
devastating. The victim keels over and dies, as his heart flares into flame.
It takes two turns to burn the heart into ash; by then, the victim is irrevocably
dead unless someone has the power to rebuild his heart from powder and return
the soul to its body. This Gift is totally useless against those already dead
(but not undead - vampires can still be destroyed this way).
Heal the Wounded Land
As the Level Four Metis Gift: Redeem the Waste.