By Kheldar (jwbrady2@pdq.net)
System: The owner of a chakram loses one Gnosis point because of the silver content. The use of a chakram requires that the wielder be in Homid, Glabro, or Crinos form. To use a chakram to its fullest abilities, the Garou rolls Gnosis to activate (difficulty 7). Then, she picks her targets and rolls Dexterity+Athletics (difficulty 6). The number of successes rolled is the number of targets that can be attacked. Each target can roll to dodge the attack (if they have dice left in their dodge pools), and is handled separately. Chakram damage is Strength+3, is unsoakable, and aggravated. After hitting (or attempting to hit) all chosen targets, the chakram ricochets off of as many hard surfaces as is necessary to return to the wielder's hand. When the chakram is successfully activated and returns to the wielder, she automatically catches it unless neither of her hands are free. This process can be halted by someone in its path by rolling Strength+ Athletics (difficulty 9) to grab it. If no successed are rolled to activate, then only one target can be hit and it will not return on its own. If the roll to activate is a botch, then the chakram will go off course, ricochet off of something and fly back at the unfortunate Garou. If the wielder is not successful in dodging or catching the chakram, then she rolls damage as normal. This damage is aggravated and unsoakable (unless she possesses the 7 point merit silver tolerance).She has the option of dodging or trying to catch it. Both rolls will be at +1 difficulty. The chakram will then be unusable until the spirits bound to it are appeased.