Rank 1
- Agro Culture (City Farmer Gift) - (GW1)
The Garou can cause plants to take root and grow in places where it is
usually impossible for plants to grow. This Gift does not make plants
grow supernaturally fast; it simply gives them a chance for life where
none existed before. The plants must still be tended to and watered.
However, the plants can use artificial substances such as concrete and
plastic for soil. They dig their roots in and grow. Plants can even be
coaxed to grow out of walls, as long as they are nurtured during the
process. This Gift is taught by plant spirits.
System: The Garou must plant seeds in the area to be fertilized. If this
is a concrete wall, he must place the seeds in cracks within the
surface. He then rolls Charisma + Science (or Herbology) against a
difficulty dependent on the toxicity of the area. An abandoned lot
might by 5, a typical city building bathed in the smog of passing cars
might be 6 or 7, while an oil spill site might be 9.
- Aura of Confidence - (SL1)
The Garou radiates an aura of strength and command, preventing any attempts
to read the Garou's aura or detect his weaknesses; he reveals no
flaws whatsoever. This Gift is taught by an Ancestor spirit.
System: The Garou rolls Charisma + Subterfuge (difficulty 7). This must
be rolled for each new encountered of situation the Garou finds himself
in.
- Babble - (RT1)
The Garou invoking this Gift can cause another to lose the ability to
read, write or speak any language. That person will only be able to
grunt like an animal. The effect lasts for one scene and is taught
by a parrot spirit.
System: The Garou must spend a Gnosis point and roll Manipulation +
Primal Urge, difficulty 7, resisted by an Intelligence + Linguistics
roll, difficulty 7.
- Balance - (SG1)
The Garou is able to walk across any ledge, rope, etc no matter how
thin or slippery. This Gift is taught by Wind spirits.
System: No point expenditure or roll is required. Difficulties
for climbing are reduced by 3.
- Beast Speech - (Ga1,RT1)
The Garou may speak to animals, from pigeons in the park to beavers
at their dam or fish in the sea. This does not change their basic
reactions - a hungry tiger is still hungry and may well attack. This
Gift is taught by a Nature-spirit.
System: The Garou rolls Charisma + Animal Ken (difficulty 6). This roll
must be made for each type of animal and for each encounter.
- Blur of the Milky Eye - (Ra1)
The Garou's form becomes a shimmering blur, allowing him to pass unnoticed
among others. Once the Garou has been seen, however, this Gift is
negated until the viewer has again been distracted. This Gift is taught
by a Chameleon-spirit.
System: The Garou rolls Manipulation + Stealth (difficulty 8[6]). Each
success increases by one the difficulties of all Perception rolls made
to detect him.
- Call of the Wyld - (Ga1)
The Garou can summon others by howling; Garou far beyond the range
of hearing will sense the Call and may come to aid. This Gift can
enhance the effect of any of the normal Garou howls (see Howls, pg37).
This howl can also be sounded to summon specific Garou for a moot.
Finally, Call of the Wyld is often used at the beginning of revels and
other events, to invigorate the Garou. This Gift is taught by a Wolf-
spirit.
System: The Garou rolls Stamina + Empathy (difficulty 6). The number of
successes determines how far away the Call can be heard and how stirring
it is to those who hear it. The actual effects are determined by the
Storyteller, but they should be linked to the type of howl made and the
intent of the Garou. Some examples are: every two successes gives those
at a revel extra dice to their Pools; Wyrm agents are distracted by the
call and their difficulties are temporarily raised; all Garou in the area
do not hesitate to respond to the Garou's Call to Succor.
- Call the Breeze - (WD1)
The Garou may summon a strong (20 mph), chill breeze and direct it at
whim. The breeze will disperse clouds of vapours or insects, and
will chill anyone not prepared for the cold. This Gift is taught
by a spirit servant of Wendigo.
System: The Garou may call this breeze merely by whistling. Anyone
relying at all on hearing will have one fewer die of any Perception
roll related to that sense.
- Camouflage - (WD1)
When in the wilderness, the Garou is extremely hard to see, for she
can blend into the woods. This Gift is taught by a Deer spirit.
System: The difficulties of all rolls to spot the Garou are increased
by three, provided the Garou is in the wilderness.
- Cardboard Mansion - (BG1)
A Bone Gnawer with this Gift can create a perfectly functional
shelter for herself. The Garou can fashion any ordinary cardboard
box into a waterproof, noise-resistant and insulated home. Despite
conditions outside the box, the mansion remains dry, warm and
quiet. A Home or Hearth-spirit can teach this Gift.
System: The Bone Gnawer needs only a box of suitable size. A
large enough box can sleep more than one - as long as everybody
is friendly. The Gnawer spends a Gnosis point and crawls in
for an evening's nap.
- Control Simple Machine - (GW1)
The Garou may speak to the primal urban spirits in the simplest mechanical
devices (no electronics, et al), causing them to operate or shut down as
he sees fit. Levers flip, pulleys roll, screws unscrew, doors unbolt, etc
This Gift is taught by any technological spirit.
System: The Garou spends a Willpower point and rolls Manipulation +
Repair (difficulty 7). The Glass Walker's control lasts for the duration
of the scene.
- Cooking - (BG1)
The Bone Gnawer must have a small pot and ladle for this Gift. The
Garou may take any small, easily destroyed item he can find - bark,
beer cans, plastic wrap, whatever - and stir it into the pot, turning
it into a foul-tasting but edible mush. This Gift is taught by a
Raccoon or Rat spirit
System: The Garou rolls Wits + Survival. The difficulty depends on
the objects used - 6 for inedible but otherwise harmless material,
up to 10 for cyanide and the like.
- Create Element - (Me1)
The Garou can create a small amount of one of the four basic elements -
fire, air, earth or water. In this way, a Garou can replenish the air
supply in an airtight room, make a rock to throw at someone, create
a fire without matches or wood, or fill a bathtub without any faucet or
pipes. Precious metals (especially silver) cannot be created, nor can
lethal gases or acid. This Gift is taught by an elemental.
System: The Garou spends one Gnosis point and rolls Gnosis (difficulty 6).
One cubic foot of the desired element is created per success, to a maximum
weight of 100lbs. The element is now permanent until used up (breathed in
the case of air or burned up in the case of fire without any fuel to
keep it going).
- Eye of the Falcon - (SF1)
This Gift allows the Garou to see long distances with the acuity
of a falcon. It is taught by any of Falcon's brood.
System: All visual Perception, Alertness and long-range weapon
rolls are at -1 difficulty. This Gift costs one Gnosis point per
scene to use.
- Faerie Light - (Fi1)
With this Gift, a Fianna can create a wisp of ghostly light, usually
white, green, or faint blue in color. She can direct the glow to
move, but the light isn't strong enough to illuminate more than three
feet around the Garou. Some Fianna like to use this Gift to make their
eyes flash green or blue. Ragabash love to create tricks with Faerie
Light. This Gift is taught by marsh spirits and faeries.
System: The Garou rolls Wits + Enigmas against a difficulty of 6. The
light appears anywhere the Fianna chooses, as long as it is within
line of sight. It may float slowly at about 10 yards per turn. The
Gift lasts for one turn per success, unless a Gnosis point is spent,
in which case the Faerie Light remains in effect for an entire scene.
- Fast Track (Scouts) - (Uk1)
This Gift strengthens the Garou's stamina and allows her to travel
much more quickly than would be normally possible. Using the Gift allows
the Garou to determine the path of least resistance, so she can move from
one place to another with great speed and less interference. While not a
replacement for a Moon Bridge, Fast Track lets the Garou continue
traveling long past the time she would normally become exhausted. She
can effectively make a forced march that covers three times the distance
she would normally cover in the same amount of time and arrive no more
tired than usual. This Gift is taught by a Bear spirit.
System: The player must roll Stamina + Athletics (difficulty 7) and spend
a point of Gnosis. A single success allows the Garou to make a forced
quick-march by trotting at a ground-covering pace that does not exhaust
her. This Gift is not meant to make the Garou a speed-demon, and cannot
be used to escape pursuit or pursue fleeing foes by running faster.
It can be used for those purposes if it is a matter of outlasting pursuers
or pursued.
- Fatal Flaw - (SL1)
The Garou can discern a target's weaknesses, allowing him an advantage
in combat. This Gift is taught by a Stormcrow.
System: The Garou concentrates for one turn and rolls Perception +
Empathy (difficulty of the target's Wits + Subterfuge). Success
allows the Garou to do an extra die of damage against the target. Extra
successes allow him to discern additional vunerabilities; five successes
gran the Garou knowledge of all the target's flaws.
- Find Water - (Lu1)
This gift allows a Garou to locate any body of water within 20 miles.
This Gift is taught by a Frog spirit
System: The
Garou makes a Perception + Survival roll against a difficulty of 6 to
use this Gift.
One or two successes will indicate the genera direction of the water.
Three or four success will indicate the distance, and five successes will
allow the Garou to determine if the water is contaminated in any way.
- Full Moon Cleansing (Moon Lodge - Ahroun) - (SF1)
This Gift allows the Garou to shake off Harano by overpowering it
with Rage. (The Gift does not dispel Derangements.) Many Silver
Fang Ahroun learn this Gift, regardless of lodge. Blood-warrior
spirits teach this Gift. To learn it, the Garou must kill the
spirit in ritual combat and then burn it in an Umbral fire, and
smearing herself with the ashes.
System: The player must spends one point of Rage and make a Rage
roll (difficulty 7) for the character to activate this Gift. The
Gift's effects last for one scene.
- Heightened Senses - (Lu1,BF1)
The Garou may vastly increase her sensory input for a short time. When
in Homid or Glabro form, her senses become as sharp as those of a wolf,
while in her wolf forms, her senses become preternaturally potent. This
gift is taught by Wolf-spirits.
System: The Garou spends a Gnosis point. The effects last for one scene.
Homid and Glabro forms: Perception difficulties are reduced by two;
roll Perception + Primal-Urge (difficulty 6) to perform sensory feats
impossible to humans. Crinos, Hispo and Lupus forms: Perception difficulties
are reduced by three; +1 to Primal-Urge Dice Pools.
- Ice Dance - (SF1)
The werewolf can move on ice and snow with supernatural grace and
speed.
System: The player spends a Gnosis point to activate this Gift for
one day. This is a Gift of balance; Philodox are especially
adept at this art. All Dexterity rolls are -1 difficulty while on
ice or snow (-2 for Philodox), and a Garou can run at normal speeds
through even the deepest snow and on the slickest ice. A Philodox
running on ice can double his normal speed. An Ice Elemental
teaches this Gift.
- Inspiration - (Ah1)
Other werewolves look to the Ahroun for leadership in combat.
The Gift of Inspiration is one reason. The Garou with this Gift
lends new resolve and righteous anger to his bretheren. This
Gift is taught by a Lion or Wolf spirit.
System: The Garou spends one Rage point. Comrades automatically
receive one success on any Willpower rolls made during the scene.
Not that this Gift does not affect its possessor.
- Lambent Flame - (SF1)
The Garou can cause a silvery light to ignite around her body.
This Gift is taught by a Lune.
System: The Garou must spend one Willpower point. The effect lasts
for the duration of the scene. The light illuminates in a
100-foot radius, and the ensuing glare adds one to the difficulties
of all hand-to-hand attacks on the Garou; the difficulties of all
missile attacks, however, are reduced by one.
- Leap of the Kangaroo - (Lu1)
This Gift was originally developed by the lost Bunyip tribe. By invoking
the Gift, Garou may leap incredible distance. Despite its name, this
Gift is taught by Hare- or Cat-spirits (marsupial-spirits seem loath to
aid the Garou these days...).
System: The Garou rolls Stamina + Athletics (difficulty 7). If successful,
she may double her normal jumping distance. See the Jumping Chart, pg212.
- Mindspeak - (Ga1)
Through the creation of waking dreams, the Garou can place any chosen
characters into silent communion. This Gift is taught by a Chimerling.
System: The Garou spends one Willpower point per sentient being chosen,
and, if the being is unwilling, makes a Manipulation + Expression roll
(difficulty of the victim's Willpower). All those included in the dream
may interact normally through the Mindspeak, though they can inflict
no damage through it. Their real bodies can still act, though all
Dice Pools are reduced by two. The Mindspeak ends when all the
participants want it to, or on the turn the Galliard fails the roll
against an unwilling member. The beings affected must be within line
of sight.
- Moonshadow (Moon-Daughters) - (BF1)
By calling on their kinship with Luna, the Daughter may use a moonlight
to smooth the way between worlds. The Fury may substitute moonlight for
a mirror, making themselves one with the light itself. This Gift is
taught by a Lune.
System: No roll is necessary to activate the Gift - the Fury may
step sideways as if they stared into their reflection. In addition,
the difficulty due to the Gauntlet is lowered by one.
- Mother's Touch - (Th1,BF1[Order of the Merciful Mother],CoG1)
The Garou is able to heal the wounds of others, aggravated or
otherwise, simply by laying hands over the afflicted area. The Garou
may not heal herself with the Gift. This Gift is taught by a Unicorn-spirit.
System: The Garou spends on Gnosis point and rolls Intelligence + Medicine
(difficulty of the wounded individual's Rage, or 6 for non-Garou). Each
success heals one Health Level. Even battle scars may be cured in this
manner, but this must be done in the same scene the scar was obtained
and requires the expenditure of a Gnosis point. There is no limit to how
many times this may be used on a person, but each use requires a Gnosis
point.
- Muladhara (Kundalini) - (SG1)
The base chakra is awakened and the energy stirs. The character can call
upon this energy to help himself root or centre for meditation,
or summone energy to stave off fatique. This also includes the
Svadhisthana or sacral chakra, governing the sex organs.
System: The player must declare which effect he is trying
to achieve before he rolls. He then rolls Stamina + Rituals and spends
one Gnosis point. Each sucess lowers the difficulty of any roll involving
meditation by one; or, when resisting frenzy, each success raises the
difficulty of the roll by one - although the character must perform
no other action that turn or the next. In all cases, Stamina roll difficulties
related to fatigue are lowered by one for the rest of the scene.
- Nose of the Hungry Hound - (BG1)
By invoking this Gift the Garou can hunt down the closest source of discarded,
relatively disease-free food. This Gift will not detect the hot dogs within a
vendor's cart (unless that vendor would gladly give a wiener to a hungry
mutt), but it would detect the bag of cheez-fries that accidentally dropped
out of a passing car window. This is a Bone Gnawer version of the Lupus
Gift: Sense Prey and is taught by Dog, Raven and Possum spirits.
System: The Gnawer who wishes to use this Gift must spend a
Willpower point and make a Perception + Primal-Urge roll (difficulty 7).
The number of successes determines how much food is found.
- Open Seal - (Ra1)
With this Gift the Garou can open nearly any sort of closed or locked
device. This Gift is taught by a Raccoon-spirit.
System: The Garou rolls Gnosis (difficulty of the local Gauntlet rating).
- Owl Speech - (BF1)
Black Furies may invoke the kinship between their tribe and the
owls of Athena. The Fury may speak clearly with any owl that she
meets. The owls will often be easily persuaded to do small
favours, such as acting as messengers or spying out enemies.
This Gift is common among the Temple-Keepers of Artemis
and the Sisterhood. Many of their Kinfolk also share this
Gift, and new sisters often receive it as an initiation Gift.
It is, unsurprisingly, taught by an owl spirit.
System: The Fury must make an Charisma + Animal Ken roll (difficulty
5). If the rolls is successful, the owl recognises the kinship and
behaves accordingly. Each success is one 'favour' that the owl will
do before moving on with their own concerns.
- Perceptive Servant (Children of Crow) - (SL1)
Children of Crow are consummate eavesdroppers, and combined with the
perceptiveness one gains by serving Crow, this Gift can be extremely
useful. It is taught by a Crow-spirit.
System: By spending one point of Gnosis, a Child of Crow can reduce
the difficulty of overhearing a conversation or witnessing a
secretive activity by 2.
- Persuasion - (Ho1,Fi1,GW1)
This Gift allows a homid to become more persuasive when dealing with
others; his statements and arguments are imbued with meaning or
credibility. This Gift is taught by an Ancestor-spirit.
System: The Garou rolls Charisma + Subterfuge (difficulty 6). If
successful, the difficulties of all Social rolls are reduced by one
for the remainder of the scene.
- Purify Scent (Bringers of Light) - (SL1)
If another supernatural creature attempts to determine the breed,
tribe or auspice of a Bringer of Light, the target may use this Gift
to retain her secrets. A Night-spirit teaches this Gift.
System: The Shadow Lord spends one point of Gnosis and rolls Perception
+ Primal-Urge. The difficulty of discovering the information is increased
by 1 for each success (up to a maximum modifier of +3).
- Razor Claws - (Ah1,GF1)
The Garou may hone his claws to razor sharpness. This Gift is
taught by a Cat or Wolf spirit.
System: The Garou spends one Rage point and takes a turn to
scratch his talons over a hard surface, such as a stone. Claw
attacks then do an additional die of damage for the remainder
of the scene.
- Resist Pain - (Ph1,CoG1,GF1)
Through force of will, the Garou is able to ignore the pain of his
wounds and continue acting normally. This Gift is taught by a Bear-spirit.
System: The Garou, by spending one Willpower pint, may ignore
all wound
penalties for the duration of the scene.
- Resist Toxin - (Fi1)
The Fianna have long engaged themselves in the concoction of a variety
of recreational liquids, many of them distilled from deadly substances.
They very quickly learned how to adapt - in the interests of continued
partying, of course. With this Gift, the Garou takes no damage from
poisons or diseases of any sort, and can heal many Wyrm toxins. This Gift
is taught by a Toad spirit or Plant spirit.
System: The Garou rolls Stamina + Survival (difficulty 6); only one
success is required.
- Scent of Running Water - (Ra1,RT1)
The Garou can completely mask her scent, making herself virtually
impossible to track. This Gift is taught by a Fox-spirit.
System: The difficulties of all rolls to track the Garou are increased
by two. This Gift becomes an innate ability to the Garou who learns it.
She need not expend any points or make any rolls.
- Scent of Sweet Honey - (BG1)
The Garou attracts minor Air-spirits to the chosen target, causing them
to exude a wonderfully sweet aroma and become slightly sticky to touch.
Naturally, all manner of vermin will shortly make their appearance, and
the target will swiftly become coated with and surrounded by swarms of
gnats, flies, bees, etc. The swarm will cause impaired vision for the
target, annoying stings and bites, maddening buzzing noises, total
inability to function socially, and other inconveniences. The exact
game affect of the swarm is up to the Storyteller. This Gift is taught
by certain Plant spirits, but Insect spirits can also teach it.
System: The Garou can spend one Gnosis point and rolls Wits +
Subterfuge (difficulty 6). The smell lasts for one hour per success
and will not wash off in this time.
- Scent of the True Form - (Ph1)
This Gift allows the Garou to determine what a subject really is. This
information is conveyed as an olfactory sensation - it is actually a
scent of the target's true nature. This Gift is taught by any spirit
servant of Gaia.
System: The Garou can automatically tell when someone is a werewolf, can
can detect vampires and faeries on a Perception + Primal-Urge roll
(difficulty 8). Even mages can be detected (difficulty 9).
- Sense Magic - (Uk1)
The Garou is able to sense Garou rituals and Gifts, the Thaumaturgy
of the Tremere, the Spheres of the mages, fetishes and other magical
phenomena. This Gift senses the presence of magic and its general
strength; it reveals only basic information about the magic itself.
This Gift is taught by a spirit servant of Uktena.
System: The Garou rolls Perception + Enigmas. The difficulty is based
on the strength and subtlety of the magic. The radius is 10 foot for
each success.
- Sense Prey - (Lu1)
this Gift allows the Garou to detect animal prey. A Willpower point
is spent and the Garou makes a roll using Perception + Primal-Urge
against a difficulty of 7. Success will lead the Garou to a suitable
animal sufficient to feed a pack of up to 12 wolves. The range extends
up to 50 miles.
- Sense Weaver - (GW1)
The Garou may sense Weaver spirits or energies in the nearby area.
This Gift is taught by Informational Geomids.
System: This Gift is invoked on a successful roll of Perception + Science.
The difficulty is determines by the Storyteller.
- Sense Wyld - (Lu1,Th1,BF1)
The Garou invoking this Gift may sense Wyld energies or spirits
in the nearby area. This Gift is taught by a Wyld-spirit
System: The player must roll Perception + Enigmas. The difficulty
is based on the strength of the local influence (a Garou in
a forest would be difficulty 5).
- Sense Wyrm - (Me1,Th1,BF1,SS1,SG1,SF1)
The Garou can sense manifestations of the Wyrm in the nearby area. This
Gift involves a mystical sense, not a visual or olfactory image, although
Garou using this Gift are likely to say, "This place stinks of the Wyrm."
This power requires active concentration. This Gift is taught by any
spirit servant of Gaia.
System: The Garou rolls Perception + Occult. The difficulty for this
Gift is based on the concentration and strength of the Wyrm's influence
(sensing a single formor in a room would have a difficulty of 6). Vampires
can be sensed using this Gift, but only those with Humanity scores lower
than 7.
- Shed - (Me1)
The Garou knows the trick of shedding and growing fur at an alarming
rate. This gift makes the Garou especially hard to grapples
successfully; opponents find themselves holding tufts of fur instead
of their target. The Garou can also slide through tight spaces using
his shedding fur as natural lubrication. A Lizard-spirit or Snake-spirit
teaches this Gift.
System: The Garou may use his slick outer coating to avoid being
grappled. With a successful Dexterity + Primal Urge roll (difficulty
7), he can free himself from any successful grappling attack. The fur
also reduces by two the werewolf's difficulty whenever he squeezes
through tight spaces or slips restraints, such as handcuffs.
- Shroud - (Uk1)
The Garou can create a patch of inky black darkness. This Gift is taught
by a spirit of Night.
System: The Garou spends one Gnosis point and rolls Gnosis against
a difficulty from 3 to 9, depending on the current conditions. For each
success, a 10' by 10' area within the Garou's sight is covered in pitch-black
darkness.
- Smell of Man - (Ho1)
Creatures of the wild have learned well that man if often a bringer of
death. With this Gift, the Garou greatly enhances the human scent around
him, causing animals to feel uneasy and nervous. This Gift is taught by
an Ancestor-spirit.
System: All normal animals (not including supernatural creatures in
animal form) lose one die from their Dice Pools when within 20 feet of
the Garou, and are likely to flee. The Garou may use this Gift at will;
she simply states when she is activating it or turning it off.
- Speed of Thought - (SS1)
The Garou can double her land speed. This Gift is taught by a
Roadrunner or Cheetah spirit.
System: The Garou spends one Gnosis point. The effect lasts for
one scene.
- Spirit Speech - (Th1)
This Gift allows the Garou to communicate with encountered spirits. The
Garou is thus able to address them whether they wish to be addressed
or not. Of course, nothing (usually) prevents the spirit from leaving.
This Gift can be taught by any spirit.
System: Once learned, this Gift allows the Garou to understand the
communication of spirits intuitively. Some spirits, such as Banes,
may not always be understood.
- The Falling Touch - (Ah1)
This Gift allows the Garou to send her foe sprawling with just
a touch. The Gift is taught by any aerial spirit.
System: The Garou rolls Dexterity + Medicine (difficulty of
the opponent's Stamina + Athletics). Even one success sends
the opponent to the ground.
- Truth of Gaia - (Ph1)
Philodox, as judges of the Litany, have the ability to sense whether
others have spoken truth or falsehood. This Gift is taught by a Falcon-
Gaffling.
System: The Garou rolls Intelligence + Empathy (difficulty of the subject's
Manipulation + Subterfuge). This Gift reveals only whether the target
speaks the truth or lies.
- Wyld Sight - (CR1)
The Garou can see Wyld energy in all
its manifestations, allowing him to take actions that prevent it from
growing too powerful or to defend himself against it. For instance, the
Garou can see the mystic swirling of the Umbral wind that presages a
tornado in the physical realm or feel the shaking of the Umbral earth
before a real earthquake. Garou in the physical world can also sense
Wyld spirits in the nearby Penumbra, although they have to enter the
Umbra to get more details. This Gift is taught by a Wyld spirit.
System:The Garou rolls Perception + Enigmas (difficulty 6).
Ifsuccessful, the Garou understands the nature of the Wyld manifestation and
realizes what form of Wyld spirit is causing it. Use the following table
to see how early the Garou can predict a Wyld event:
Successes | Time Before Event |
One | 10 minutes |
Two | 30 minutes |
Three | One hour |
Four | Three hours |
Five + | One day |