Rank 4
- Attunement - (BG4,GW4)
By standing in a particular area, the character can commune with the
spirits of the area, thus getting an overview or what exists or
has happened in the area - rough population, secret tunnels,
places of note and so on. This Gift is taught by a Rat spirit
to Bone Gnawers and a Cockroach spirit to the Glass Walkers.
System: The Garou spends one Gnosis point and rolls Perception +
Streetwise (difficulty 6). The amount of information gathered
depend on the number of successes; on a botch, the spirits lie.
This Gift may only be used in urban areas, as the Gnawers have
become desensitised to the wilderness.
- Attunement - (SS4,WD4)
This Gift is similar to the Bone Gnawer Gift, but may be used only
in the wilderness. By standing in a particular area, the character
can commune with the spirits of the area, thus getting an overview
of what exists or what has happening in the area - rough population,
secret trails, places of note and so on. This Gift is taught by an
Owl spirit.
System: The Garou spends one Gnosis point and rolls Perception
+ Survival (difficulty 6). The amount of information gained depends
on the number of successes. On a botch, the spirits lie.
- Avalanche - (RT4)
The Garou must be in a mountainous or otherwise tectonically
unstable area. The Gift causes an avalanche, mudslide, etc to
engulf his foes. This Gift is taught by an earth elemental.
System:The Garou spends one Gnosis point and rolls Manipulation
+ Survival (difficulty determined by the Storyteller depending
on the instability of the terrain). The more successes, the more
powerful the effect. On a botch, the Garou is caught in the
avalanche.
- Avoid Fate - (SG4)
With this Gift, the Stargazer can dodge the wheels of fate for the
moment. Through a preternatural connection between herself and
the universe, she avoids certain disaster. A cat spirit teaches
this Gift to Garou.
System: Once per scene, the player can spend a Gnosis point to
reroll any failed roll.
- Balor's Gaze - (Fi4)
One of the Garou's eyes begins to glow a baleful red. Its stare
is horrifying, causing wracking pain in any being who meets its
glare and whose resolve falters. This Gift is taught by a Pain
spirit.
System: The Garou spends one Gnosis and one Rage point. He then
rolls Perception + Occult (difficulty 8). Thereafter, for the
remainder of the scene, any foe at whom he so much as glances
must equal or exceed the Garou's successes on a Willpower roll
(difficulty 8) or double over in agony. Such a foe is treated
as Crippled (-5 to actions) for the scene, even though the
foe takes no actual wounds; foes who are already Crippled are
effectively Incapacitated. If a foe successfully resists, she
is immune for the duration.
- Bare the Heart (Earth Guide Camp) - (Uk4)
This Gift is only taught to those who join the Earth Guide camp and
utilises the Uktena's noted penchant for delving into the deepest
secrets. The Earth Guides use this Gift to examine Bane Tenders for
signs of Wyrm-taint. Using the clear sight granted to him by this Gift,
the Uktena can look beyond outward manifestations, internal manipulations
and even magical disguises that might mask Wyrm-taint, corruption or evil
intent and pierce straight to the heart of the truth. Thus, the Garou
might note that an otherwise normal-looking person is really a fomor or
a Black Spiral Dancer by use of this Gift. Garou using the Gift could also
determine that someone is disguised (via cosmetic means or magical change),
but only if that person has evil intent (ie: intends to commit some evil -
as defined by the Garou's concept of evil - while so disguised. Thus, if
a bank robbery was in the offing, the Garou might not see through the
mask unless he cares about that bank, but he would unmask someone intending
to clear-cut a virgin forest). This Gift is taught by an Incarna avatar.
System: The Garou using this Gift must spend at least one turn intently
observing the person he wishes to examine. While doing so, he attunes
himself to the person's innermost core, the truth of the heart, and spend
two points of Gnosis. The player then rolls Perception + Empathy (difficulty
6). Even one success uncovers a falsehood if one exists and the nature
of the mask (cosmetic, magical, etc). Two successes pinpoint how deeply the
taint runs and the exact nature of the hidden heart (ie: the target is
Wyrm-corrupted, a Bane, a vampire, etc) while three successes allows the
Garou to discover such a creature's immediate intent (ie: what its
plans are for the rest of the scene).
- Beast Life - (Lu4,CoG4)
The Garou may not only communicate with animals, but can attract and
command them. If there are no animals of the sort desired in the
vicinity, none can be called. This Gift is taught by any Animal-spirit.
System: The Garou spends one Gnosis point and rolls Charisma + Animal
Ken (difficulty 7). One success causes animals within a 10-mile radius to
be affected. Each additional success add 10 miles (two successes indicate
a 20-mile radius). The effect lasts for one scene, but the time may be
extended by spending one Gnosis point per extra scene.
- Berserker's Song - (GF4)
The Get can sing himself into a controlled Frenzy. He can ignore wounds,
shift to Crinos immediately, and he is immune to many mental Gifts of Charms.
In this state, unlike normal frenzy, the Get can pull out of the frenzy at
any time. An angry Wolverine-spirit or bear-spirit teaches this Gift
to the Get.
System: The Garou spends two Rage points and begins singing his particular
song of Rage (many young Get prefer "death metal"). The number of
successes on a Stamina + Expression (or Performance) roll (difficulty 6)
equals the number of rounds the frenzy lasts. She can drop the frenzy
earlier by spending a Willpower point.
- Body Shift - (Ho4)
This Gift allows the Garou who possesses it to extended their shapeshifting
abilities to a new plane. They can alter their physical form to improve
their strength, or to gain increased speed above and beyond the ability
to change to Crinos by borrowing from one aspect of themselves to temporarily
give to another.
System: The player who wishes to use this Gift must spend a point of
Rage and roll Stamina + Primal Urge (difficulty 7). Each success allows
them to move a point from one physical attribute to another - from
Stamina to Strength, or from Dexterity to Stamina.
- Body Wrack - (BF4)
The Garou can cause a target to suffer immense pain. This Gift is
taught by a pain spirit.
System: The Garou spends a Gnosis point and rolls Dexterity + Medicine
(difficulty of the opponent's Stamina + 4). Each successes causes the
victim to lose one die from all Dice pools as agonising pain sweeps
over his body.
- Bridge Walker - (Ga4)
The Galliard has the ability to create minor Moon Bridges through which
she alone can travel. The Garou travels between the ends of this Moon
Bridge in one percent of the time it would take to travel that distance
normally, allowing her to disappear from in front of a foe and reappear
instantly behind it. Note that these Moon Bridges are not protected by
Lunes and occasionally attract the interest of spirit creatures; these
beings have been known to follow the Garou into the physical world. This
Gift is taught by a Lune.
System: The Garou spends one Gnosis point to create the Bridge. The Moon
Bridge lasts for only one passage unless the Garou spends a permanent
Gnosis point during its creation, in which case it lasts until the next
full moon. The maximum distance that can be traversed by the Bridge is
the Garou's Gnosis in miles.
- Call Elemental - (Uk4)
The Garou is able to call one of the four classical elementals (air,
earth, water, fire) of his choice to him. This Gift is taught by an
elemental spirit.
System: The Garou spends one Gnosis point and rolls Gnosis (difficulty
of the area's Gauntlet) to summon the elemental. He must then roll
Manipulation + Occult (difficulty 7) to cause the elemental to look
favourably upon him. At the end of the scene, the elemental will
return from whence it came.
- Call Forth the Wyld (Wyld Children) - (Uk4)
Using this Gift, a Garou can summon the Wyld in its raw essence to disrupt
manifestations of the Weaver. This energy must be concentrated to interfere
with the working of machinery or technological items to be effective. Unlike
the Homid Gift: Jam Technology, Call Forth the Wyld permanently disrupts
the devices it affects. Barring costly repairs and replacements of fizzled
parts, the item will never work properly again. Not that items cease to
function; they just work in an odd, and unforeseen manner. Rather than merely
creating a glitch, this Gift actually disrupts Weaver energy by overpowering
it with the chaos of the Wyld. Devices may function in reverse of normal
(clocks run backward, cars only drive in reverse, computers print out
information upside down) or may function in some totally random fashion
(guns explode when used; missiles reprogram themselves to hit a random
target after initiating their own countdown and firing sequence; cars
only function underwater). Creative anarchy should reign. Obviously, this
Gift can be highly dangerous - Wyld Chyldren use it with glee and teach it
to any one who asks who is not too tainted with Weaver or Wyrm energy.
System: The player must roll Manipulation + Repair (difficulty 6) and spend a
Gnosis point to use the Gift. One success is sufficient to discombobulate
most small technological targets. Storytellers may require more successes
or higher difficulties to affect larger or more complex targets.
- Call the Cannibal Spirit - (WD4)
The Garou must chant and dance for a full hour under the night sky
to invoke this Gift. If the summons is successful, a Wendigo avatar
will answer the summons. The avatar will track down a victim of the
Garou's choosing (the Garou must have an article or part of
the victim) to eat his heart. Great Wendigo sends an avatar to
his most worth Children to teach them this Gift.
System: The Garou spends a Gnosis point and one Rage point. She then
rolls Charisma + Occult (difficulty 8). If the roll botches, or the
Wendigo avatar is thwarted in its mission, it will return to kill the
summoner.
- Camera Eye - (GW4)
The Garou can "film" events simply by looking at them. They will be
recorded onto the retina of the werewolf who uses this Gift and
can be later transferred onto video tape or still film. While the
images thus captured can be as artful as any photographic shot, they
cannot be altered until they are later transferred to a physical
medium.
System: Any sight that the Garou witnesses can be captured with the
expenditure of a Gnosis point and a roll of Perception + Alertness
(or Performance for artistic shots) at a difficulty 5. To transfer
the images to a viewable medium, the Garou must stare at the object
and spend a Willpower point. This Gift lasts for a scene.
- Clenched Grip - (Ah4)
The Garou's jaw can become a grip of steel, clamping down on a foe
and not releasing it until the Garou chooses. This Gift is taught
by a Wolf spirit.
System: After making a successful bite attack, the Garou, by spending
a point of Rage, makes her grip unbreakable. While foes can make
a typical resisted Strength roll to break the grip, the Garou gains
an automatic success per point of Strength, and can roll half her
Willpower pool (rounding down) to add more successes.
- Cocoon - (Ho4)
The Garou causes a thick, opaque epidermis to surround him. The Garou is
immune to fire, starvation, gas, et al. This Gift is taught by an Insect-
or Weaver-spirit.
System: The Garou spends one Gnosis point. While in the cocoon, attacks
must do an amount of damage equal to the Garou's Stamina + Rituals to
affect him at all. The cocoon lasts for one scene. Extra time may be
gained by spending more Gnosis points, allowing Garou to stay protected
for days. How long a Garou can ultimately spend in the cocoon is up
to the Storyteller.
- Corner Shot (Wise Guys Gift) - (GW4)
This Gift makes any Glass Walker goodfella a feared opponent. Any
single bullet fired will "home in" on its target, regardless of any
cover or changes in direction is needs to take. Only single shots
will work - autofire in not possible.
System: The Garou player must spend a point of Gnosis, and then
roll Dexterity + Firearms at the normal difficulty. As long as the
named target is within the range of the gun and within 90 degrees
either side of the way the Garou is pointing, they will be hit with
the bullet as if it was fired in a straight line.
- Counting Coup - (WD4)
The Garou invoking this Gift can steal Renown from another Garou by
touching them, but doing no actual damage. The Garou is in effect
demonstrating that he could have severely damaged his opponent,
and only did not because he chose so.
System: Before a combat, the player must spend a Gnosis point to
activate this Gift. Then onward, they can declare that they are
trying to count coup against their opponent - they make an attack
roll with a +2 difficulty penalty (it is harder to know when to
pull the blow). If the attack succeeds, they effectively pull one
point of temporary Glory from their opponent for themselves.
- Crescent Moon Fata (Moon Lodge - Theurge) - (SF4)
Garou with this Gift can examine the tapestry of fate itself,
carefully discerning individual threads to learn something of an
object's past or destiny.
System: To learn this Gift, a Garou must best a potent spider
or firefly Jaggling of Moira (a moon incarna). The challenge is
usually a contest of arcane game-craft (Wits + Occult or Enigmas;
difficulty 9; 7 for Theurges). If the roll is botched, the Jaggling
becomes offended and leaves, stealing three temporary Gnosis in the
process.
The player must make a Perception + Enigmas roll (difficulty 5) and
spend a point of Gnosis to activate this Gift. The Garou sees one
"thread" per success. The Storyteller should be inventive, though
somewhat cryptic, in relating visions of fate. The Garou may see the
fate of a given person, place or thing. (A Garou with four successes
could apply one thread to four separate targets, or all four threads
to one target). The Garou may see into the past or future (character's
choice); to see into both, two threads must be applied to the same
target. A thread grows indistinct the further it stretches into the
past or future. How far the Garou sees depends on how many successes
are applied in either direction. One success allows him to see several
hours into the past or a few minutes into the future. Five successes
applied in a single direction may allow the Garou to see several days
into the future or hundreds or years into the past.
- Curse of Corruption (Bane Tender) - (Uk4)
This Gift allows a Bane Tender to take part of the taint from the Bane
he is tending and infuse the one cursed with it. This takes the form
of some physical loss or mental instability that makes functioning
much more difficult; it may whither limbs, inflict the target with a
permanent nausea,make her bones brittle and likely to shatter or
cause paralysis. It can also cause unstable personality quirks (foolish
risk-taking, being insulting to those of greater rank, refusing to obey
orders or cooperate with one's pack, complete unreasoning cowardice)
or reduce the target to idiocy. Effects last for one full lunar cycle
from the time the curse is inflicted. This Gift is taught by an Incarna
avatar.
System: The Garou must choose to afflict her target either mentally or
physically. She then spends two points of Gnosis and rolls Manipulation
+ Intimidation (versus a difficulty equal to her target's Gnosis). One
success inflicts a minor effect, or one that only functions sporadically,
while more successes cause more serious afflictions or ones that constantly
affect the target throughout the length of the curse. Storytellers should
be creative, but fair, when assigning curses.
- Dam the Heartflood - (SS4)
No tribe loathes the blight of vampires more than the Silent Striders.
By using this Gift, a Strider mya block the flow of blood in a vampire's
heart, preventing him from using any supernatural powers tied to the
blood. This Gift is taught by Cobra spirits, who resent being viewed
as a symbol of Set.
System: This Gift can only be used on a supernatural
creature with a Blood Pool who gains power from that blood (vampires,
ghouls, even Anasasi). The Garou spends a Gnosis point and rolls
Manipulation + Medicine (difficulty of the target's Willpower).
Each success prevents the target from spending any Blood Points, for
whatever purpose, for a full turn. A Garou may only use this Gift
once per scene against a given target, but multiple
Garou may use this Gift on a target once each. Strider packs armed with
this Gift are amongst the fiercest Leech-slayers known to the Garou
- Doppleganger - (GW4)
The Garou may take the exact likeness of a particular human or
wolf, or even another Garou. This is taught by a Chameleon spirit,
or a spirit of Illusion.
System: The Garou spends on Gnosis point and rolls Charisma +
Performance (difficulty 8). The effect lasts for one day per
success.
- Faerie Blood - (Fi4)
The Garou can temporarily transform his blood to that of the Fae.
While this Gift has been invoked, the Fianna is effectively one
of the Fae - they are immune to silver (although cold iron is as
dangerous), any magic becomes much easier and trods open up
to the Fianna as if they were Kin. Nearby Changelings may notice
this alteration and the Garou may also notice them. On the downside,
those creatures who prey on blood, such as vampires, may also notice
(and be interested in) this change. This Gift is taught by Fae
closely associated with the Fianna.
System: By spending a Gnosis point the Fianna undergoes this
change. An Gnosis roll while the Gift is in effect is at a
-1 difficulty and any Gift requiring Gnosis to activate it
needs one less point. Silver is not inherently dangerous to
the Fianna, but cold iron has many of the same effects.
The Gift lasts for one scene.
- Fool's Luck - (Ra4)
This Gift allows the Garou to tamper with Fate - when things go
catastrophically wrong for the werewolf, they can insist that
there must have been some mistake.
System: By spending one Gnosis point, the character can choose to
disregard one botched roll per scene and roll again. This can only
be done when the roll concerned the Ragabash's Auspice roll -
a roll for stealth, trickery or such, and not combat, tracking,
singing or spirit interaction.
- Gift of the Porcupine - (Me4)
This Gift allows a Garou's fur to become bristly and sharp like the quills
of a porcupine. The Garou must be in Crinos, Hispo or Lupus form. This Gift
is, of course, taught by a Porcupine-spirit.
System: The Garou spends a Gnosis point to sharpen his fur. Anyone whom
the Garou body slams, grapples or immobilizes takes aggravated damage from
the Garou's sharp fur (Strength + 1). Furthermore, anyone who hits the
Garou with bare flesh and scores fewer than five successes takes damage
based on the _attacker's_ Strength, although the Garou still takes normal
damage. This Gift lasts for one scene or until the Garou deactivates it.
- Gnaw - (Lu4)
The Garou may strengthen her jaws to the point that, given time, she
can chew through just about anything. In addition, her jaws do more damage
in combat. This Gift is taught by a Wolf-spirit.
System: The Garou spends one Willpower point and rolls Stamina + 4
against a variable difficulty (3 for wood, 6 for steel cables, 9 for
a titanium door). The length of time it takes to gnaw through something
is up to the Storyteller. When employing this power in combat, the Garou's
bite does an extra die of damage.
- Grasp the Beyond - (Th4)
The Garou may take things to and from the Umbra without having to Dedicate
them to herself (see Rite of Talisman Dedication, pg. 144). This includes
humans and animals, both willing and unwilling. Garou often use this power
to take loyal Kinfolk with them on Umbral quests or to heal injured Kinfolk
- both body and soul - in mystic Glens.
System: The Garou must grasp the object or person he wishes to take to the
spirit world. He must then spend a number of Willpower points: one for
small items, two for larger items (swords, etc) and three for huge items
(including people). He makes the usual Gnosis roll to pierce the Gauntlet
and step sideways; if successful, both he and the desired object or
person pass into the Umbra. An unwilling target may resist with a
Willpower roll; each success subtracts one from the Garou's successes.
A Garou attempting to abduct an unwilling victim must achieve at least
three successes on his Gnosis roll.
Any person taken to the Umbra, unless she has the ability to step
sideways, must rely on the Garou to escape, or else find an area with a
very thin Gauntlet, such as a caern. The Gauntlet rating must be 3 or
lower for a victim to exit of his own accord. If he does exit, he may
not reenter the Umbra, no matter what the Gauntlet rating.
- Hand of the Earth Lords - (Uk4,CR4)
The Garou can telekinetically move substances weighing up to 500lbs.
This Gift is taught by an earth elemental and an air elemental.
System: The Garou spends one Gnosis point and rolls Dexterity + Occult
(difficulty 6). The effect lasts one turn per success.
- Harano - (WD4)
The Wendigo can inflict a state of Harano on a single victim. The target
feels the tragic history of all the world's oppressed peoples, including
the Garou themselves. Rumours that this power would not affect
Native Americans have been dispelled by a Shadow Lord who swindled the
Gift out of a naive Wendigo - who found himself the victim of a Gift
he'd just taught. The Shadow Lord has not been heard from in recent
days. A wind-spirit teaches this Gift.
System: For one scene, the Garou can inflict an artificial Harano with
a Manipulation + Expression roll (difficulty 8). Five or more successes
can result in permanent mental injury. During the duration the victim
is too depressed to perform any actions without a successful
Willpower rolls (difficulty 6).
- Hero's Stand - (GF4,WD4)
The Garou plants herself on a patch of ground and channels the very
force of Gaia through her body, essentially becoming one with the
earth. She may not retreat or even move from her chosen "turf" (and
no force on Earth can make her), but she gains many powers thereby.
Only when all foes are defeated may she retreat or leave. This Gift
is taught by an earth elemental.
System: The Garou rolls Willpower (difficulty 8). Each success grants
her one extra die to all her Dice Pools. Additionally, she may not be
surprised, and all attacks against her are considered frontal. Any
supernatural attempts to make her leave must obtain twice as many
successes as the Garou did on the Willpower roll.
- Ignore Death Blow - (SF4)
Tales say that the first Silver Fang died and was reborn; since that time,
the Fangs have passed down this Gift. A Fang with this Gift can choose
to ignore what would be a killing blow. This Gift is taught by a Lion
spirit.
System: Once per scene, the Fang can spend a Willpower point and ignore all
damage from a single attack. The damage simply does not occur; no special
handicaps take effect, either.
- Imaginal Mantra - (SG4)
The Stargazer can chant a mantra to banish Banality from the area and
awaken Glamour. During the chanting, he must imagine the area is being
inherently magical, seeing the rocks, stones and buildings as living
things - he must pretend to dream while awake. This Gift is taught
by a Chimerling.
System: The player rolls Wits + Rituals and spends one
Gnosis point. If successful, any Banality is banished for one scene.
In addition, any fae are revealed in their true forms.
- Infest - (BG4)
The Gnawer may call up a horde of vermin (rats, insects, slugs, birds,
snakes, etc) to invade an area (no greater than a large building) of
his choice. The creatures will act according to their nature and will
not mindlessly attack humans; indeed, many of them may try to flee.
This Gift is taught by a Rat spirit.
System: The Garou spends one Gnosis point and rolls Manipulation +
Animal Ken (difficulty 7). The size of the horde is determined by
the number of successes; one success will cause a notable problem
and several calls to the exterminator, while five will create a scene
from a horror film as the building is swarmed in creatures.
- Luna's Blessing - (Ra4)
When the moon is visible in the night sky, silver refuse to cause the
Garou aggravated wounds. Indeed, if the moon waxes full, silver weapons
may well turn on those who would wield them against the character.
This Gift is taught by a Lune.
System: For each strike against the Garou, the wielder of the weapon
must roll three extra dice on the attack; these dice are read only to
check for botches. The Garou can soak and regenerate silver as if it
were normal damage, but only when the moon is visible. Thus, the Garou
is still vulnerable during a new moon.
- Mastery - (SF4)
The Garou can command other Garou (including Wyrm-tainted Garou such
as Black Spiral Dancers) to do her bidding. This Gift is taught by a
Falcon spirit.
System: The Garou rolls Charisma + Leadership (difficulty of the
target's Wits + 3). The Garou can cause the target to obey any
non-suicidal command for one turn per success. This Gift works
only against Garou.
- Mindblock - (SF4)
The Garou possesses a powerful psychic shield, increasing the difficulty
of all attempts to affect or attack her mentally. This Gift is taught
by a Falcon spirit.
System: All attempts to affect or attack the Garou mentally are made against
a difficulty of 10. This includes vampiric Domination and Presence.
- Open Wounds - (SL4)
The Garou may cause the next wound he inflicts on a target to bleed
profusely. This Gift is taught by a Pain spirit.
System: The Garou spends one Gnosis point and rolls Strength + Medicine
(difficulty of the target's Stamina + 3). If the roll succeeds, the
target will bleed, losing one Health Level per turn for a duration
of one turn per success. This is not aggravated damage.
- Phantasm - (Fi4)
This Gift creates a static illusion with full visual, auditory
and even tactile and olfactory components. This Gift is taught
by Trickster or Illusion spirits or even by faeries.
System: The Garou spends one Gnosis point for each 10-foot
area to be covered by the illusio and rolls Intelligence +
Expression (difficulty 6). All in the vicinity must match or
exceed the number of successes with a Perception + Alertness
roll (difficulty 6) or believe that the illusion is real.
- Phone Travel - (GW4)
Much like the level 2 Gift of Phone Diving, Phone Travel lets the
Garou step through the phone lines, surfing the phone networks until
he arrives at his destination. Unlike the original Gift, however,
the phone need not be answered for the Garou to appear.
System: The Garou simply steps sideways as per normal, but chooses
to travel down the phoneline. No Willpower point is spent, and if
the Gnosis roll is botched, the Gift simply fails. However, because
the phone receiver at the far end does not need to be lifted (although
the Garou needs to know the number) there is a chance that the Garou
can be trapped at the far end of the line. If the other end of the
phone line is a modem, answering machine or voice mail, the Garou
must make a Wits + Athletics roll (difficulty 7) to dodge ending
up in the wrong place. If they fail - well, listening to the
voicemail or answering machine message will surprise its owner.
If the other end of the line is a modem, then the Garou is catapulted
into the Computer Realm.
- Point the Bone - (Uk4)
The Garou can inflict ranged damage simply by pointing a bone at an
opponent. After gathering the bone from a corpse herself, the Uktena
can change it into a devastating weapon. A vulture spirit can teach
this Gift in exchange for a few scraps.
System: The player rolls Perception + Athletics (difficulty 7) and
spends one Gnosis point. The number of successes equals the number of
aggravated Health Levels the attack causes to the target (this
damage can be soaked as normal). The bone shatters after one use, but
any properly harvested bone will suffice.
- Power of the Ways - (Ph4)
This Gift enables a Philodox to draw energy to replenish themselves
from the ephemera of the Umbra. Only one attempt may be made per
hour - the nearby ephemera takes some time to regenerate.
System: By rolling the attribute which they wish to recharge (Rage,
Gnosis or Willpower) against a difficulty of 8, the Philodox may
regain one point per success.
- Preternatural Awareness - (SG4)
The Garou attunes all her senses to her surroundings, thereby becoming
preternaturally aware of her opponent's doings and allowing her to
anticipate them somewhat. This Gift is taught by a Wind spirit.
System: The Garou spends one Gnosis point and rolls Perception +
Dodge (difficulty 7). All opponent's Dice Pools to hit the Garou
are reduced by a number of dice equal to the number of successes.
This applies even if the Garou cannot see the attack coming. The
effect lasts for one scene.
- Quicksand - (RT4)
The Garou can turn the local ground into a sticky mass that can
catch foes and prevent them from moving easily. This Gift is taught
by Earth elementals.
System: The Garou spends a Gnosis point and rolls Manipulation +
Primal Urge (difficulty 7). Each success turns a 10-foot area of
ground into a viscious, sticky substance. Anyone in the area save the
Garou can only move at half walking speed, and no combat maneuvers
requiring movement may be executed. Additionally, the difficulties
for all attacks involving actions more complext than basic grappling
are increased by one.
- Recycle - (RT4)
Red Talons who possess this powerful Gift can destroy any man-made
substance. Plastics, alloys and other material not found in
nature, disintegrate with just a touch. Lawn chairs dissolve
into oily puddles and steel melts into iron and carbon.
A cockroach spirit, which has witnesses the humans' secret
creation rites, knows the Gifts that can dissolve nearly anything.
System: The Garou must touch the material for the Gift to work.
Only materials which science has manufactured are viable targets.
For instance, a wooden chair would be unaffected (although the
glue holding it together would not be), whereas a plastic chair
would melt to the ground. The Garou must roll her Rage against
a difficulty determined by the item's complexity. The difficulty
ranges from iron (difficulty 6) and ordinary plastics (difficulty
7) to rare and complex metal allows (difficulty 9). Every success
reduces five pounds of the target material to its base components.
- Roll Over - (Ph4)
The Garou has such a commanding presence that those encountered readily
submit to her. Should she succeed in a test of wills, she dominates her
foe, causing humans to fall to their knees, wolves to roll on their
backs, etc. This Gift is taught by a Lion- or Wolf-spirit.
System: The Garou must score at least three successes more than the
opponent on a resisted Willpower contest.
- Scent of Beyond - (Ph4)
The Garou can bring all his senses to bear on one spot (even an Umbral
site) with which he is familiar, no matter how far away that spot is.
The Garou sense the site from a point of view as if he were standing in
the middle of the area being scanned. This Gift is taught by a Bird-spirit.
System: The Garou rolls Perception + Enigmas (difficulty 8). If the spot
is in the Umbra, the difficulty is 8 or the Gauntlet rating (whichever
is higher).
- Scream of Gaia - (GF4)
The Garou may leap into the midst of his foes and issue a terrible
howl from the depths of his being, a scream of pain from Gaia Herself
for all the ravages she has suffered. Foes are knocked off their
feet and injured. This Gift is taught by a Wolf spirit.
System: The Garou spends one Gnosis point and rolls Rage (difficulty
6). Everyone in a radius of 10 feet per success is blasted back,
knocked to the ground and suffers one die of damage per success as
an earsplitting shockwave engulfs the area.
- Seeds of Doubt - (SL4)
By careful deliberation, the Shadow Lord may convince a listener of
one false idea.
System: The Shadow Lord spends one point of Gnosis and makes an
opposed Charisma + Subterfuge (difficulty 8) roll against the
listener's Wits + Subterfuge (difficulty 8). If the Shadow Lord succeeds,
the listener will believe the lie, as long as it is not actively harmful
to him (i.e., "You can walk on air" or "Fire is easily digestible.") If
the listener succeeds, he will realize that he is being tricked. If the
caster botches, the listener will frenzy.
- Serenity - (CoG4)
The Garou can quell other's Rage, even bringing Garou out of frenzies.
This Gift is taught by Unicorn spirits.
System: The Garou spends a Gnosis point and rolls Charisma + Expression
(difficulty of the target's Willpower). The target is incapable of using Rage
at all for one turn turn per success. He may not spend Rage points, but
neither may he frenzy.
- Shadows by the Fire Light - (Ga4)
The Garou creates interactive stories in which others take part, willingly
or not. Usually this power is used at a moot when telling old stories,
allowing those who take part in the story to enact the tales. However,
this Gift can also be used on the unwilling, forcing them to participate
in a story of the Garou's choosing. This Gift is taught by an Ancestor-
spirit.
System: When using this Gift on the unwilling, the Garou must spend a
Gnosis point and score three successes on a Manipulation + Performance
roll (difficulty of the target's Willpower). If successful, the _player_
may tell a story and force the victim to perform exactly as the story's
character does. This effect lasts one turn per Gnosis point spent.
- Sideways Attack - (Uk4)
The Uktena, ever delving into spirit matters, have learned the secrets
of attacking Banes in the spirit world without ever leaving the physical
realm. The Uktena's arms seem to blur and vanish as she strikes into
the Umbra. This Gift is taught by a spirit servant of Uktena.
System: The werewolf must first use the Gift: Umbral Sight or some
other method to locate their opponent. She may then spend a Gnosis
point to attack anything she sees in the Penumbra, including spirits
that are not materialised. She rolls her normal attack maneuver
(Dexterity + Brawl). The attack difficulty is two higher.
- Song of the Dire - (Fi4)
The Fianna sings a battle song to empower her comrades as she enters
a fray. Driven by their packmate, the embattled Garou double their efforts
to defeat the foe. The Black Spiral Dancers have learned to turn
tail and flee upon hearing the lyrics of this dread Gift.
System: The player spends two Gnosis points and rolls Manipulation
+ Performance (difficulty 8). Each success adds one die to each of her
packmates' Dice Pools; the number of successes cannot exceed the
Fianna's Performance rating. The Garou must keep singing throughout
the contest; to do so she must remain in Hispo form, spend two
Gnosis points and allocate at least two dice for singing each round.
- Song of the Siren - (Ga4)
The sound of the Garou's voice can entrance anyone who hears it.
Typically, the Garou sings or howls while using this Gift, although
some modern Glass Walkers have taken to poetry recital. This Gift
can make an opponent pause before a fight, but can rarely stop
a heated combat already in process. A songbird-spirit teaches
this Gift.
System: The player rolls Charisma + Performance versus the target's
Willpower and spends one Gnosis point. Enchanted targets cannot perform
any actions for a number of turns equal to the number of successes
rolled. The audience can spend Willower to overcome the enchanting
effects; to act freely, a listener must spend one point for each
of the Galliard's successes.
- Speed Beyond Thought - (SS4)
The Garou may run at 10 times normal speed. The Garou may do nothing
save concentrate on running. The effects last for eight hours, after
which the Garou will be famished and must eat immediately or risk
frenzy or worse... This Gift is taught by a Cheetah or Air spirit
System: The Garou spends on Gnosis point and rolls Stamina +
Athletics (difficulty 7) - one success is sufficient.
- Spirit Drain - (Th4)
The Garou may drain power from a spirit to feed his own resolve. This Gift
is taught by a spirit servant of the Uktena totem.
System: If the Garou succeeds in a resisted Gnosis vs. Gnosis roll
while combating a spirit, the spirit loses one Power point per success
for the rest of the scene. For every two points drained, the Garou gains
a temporary Willpower point, but loses any exceeding her maximum at
the end of the scene.
- Spirit Ward - (Ho4)
This Gift allows a Garou to protect himself from spirits by performing a
quick warding rite. The Garou, by drawing an invisible pictogram into
the air, scares and unnerves any nearby spirits (except the pack totem).
This sign travels with the Garou wherever he goes for the duration of the
Gift. This Gift is taught by an Ancestor-spirit.
System: The Garou spends one Gnosis point and rolls Manipulation +
Rituals (difficulty 7); spirits within 100 feet of the Garou (again, except
for the pack totem) must subtract one from their Dice Pools for each
success. This Gift lasts for one scene.
- Spirit's Horse - (Uk4)
This Gift allow a Garou to make her body a temporary vessel for
an ancestral or legendary spirit for a finite length of time
determined during the activation of the Gift. It differs from the
manifestations of Past Life in that the host does not merely
gain the Attributes, Abilities and memories of the inhabiting spirit -
she actually "becomes" the spirit for the Gift's duration. The
Uktena usually combine this Gift with the Rite of Invitation to
the Ancestors (See below), and rarely practice it outside of moots
or council gatherings. Its intention is primarily to give honour
to an ancestor by allowing her the ability to experience fleshy
pleasures and meet her tribal descendants. This Gift is taught by
an Ancestor spirit.
System: The player rolls Charisma + Occult (difficulty 8) and
spends a point of Gnosis while the Garou calls on a spirit to
"ride" her body. The Storyteller may chose to lower the difficulty
for those Garou who come from cultures whose spiritual beliefs
incorporate the idea of being "ridden" by spirits. One or two
successes summons an Ancestor-spirit for a brief sojourn (a
scene). Three or four successes allows the Ancestor spirit
to remain for a longer time (several scenes). Five successes allows
such a complete rapport between spirit and host that the spirit
remains until politely asked to return to the Umbra. No successes
indicates that no ancestor head the summons or the called spirit
refuses the invitation. A botch means that either the spirit
refuses to leave its host voluntarily or else that an angry or
hostile ancestor (perhaps from one of the Wyrmcomer tribes!)
enters the host and must be placated before she will depart.
Note that a Garou need not possess the Past Life Background to
use this Gift.
The Garou who uses this Gift must make a Willpower roll (difficulty 7)
in order to remain aware of her surroundings while her body hosts
the ancestor. A failure in the roll indicates that the host's consciousness
has become dormant. The Storyteller may allow a player to attempt a second
Willpower roll (difficulty 8) to reawaken the character's awareness if the
first roll fails. Other characters may converse with the ancestor,
thus benefiting form her advice and counsel. Once the spirit departs, the
host Garou makes a final Willpower roll (difficulty 7) to remember what
happened while her body served as the Spirit's Horse.
- Stench of the Peasant - (SL4)
A Garou can make others appear to be inept, contemptible and base.
Others will be more inclined to believe the Shadow Lord's proclamations
concerning the enemies they thus curse. This effect lasts one scene.
While those affected suffer no Renown loss, they will find it hard
to speak at moots and will be considered last for honourable missions
(which the Shadow Lord can maneuver to be assigned to his pack
instead). The effect lasts one scene.
System: By spending one Gnosis point and rolling Manipulation + Subterfuge,
against a difficulty of 7, the Garou can affect one person per success.
Those affected subtract four from their Social dice pools. In addition,
the Shadow Lord gains 2 dice to any Expression rolls when making disparaging
remarks about these "lowly fools".
- Stoking Fury's Furnace - (Ah4)
The Garou is especially connected to his inner anger. He does not
have more control than others, but is simply more familiar with
using his Rage. This Gift is taught by a wolverine spirit.
System: The Garou regains one Rage point if he takes a Health
Level of damage that turn and does not have to check for frenzy.
In addition, the Garou can spend one Rage point per turn without
losing that point. However, if more than one point is spent that
turn, the point is lost normally.
- Strange Rain - (Uk4)
The Garou can evoke a rain of something truly strange and unnatural;
frogs, cockroaches, slugs, etc. This can be extremely unnerving to
enemies or even allies. This acts like the Bone Gnawer Gift: Infest
in every way.
- Strength of the Dominator - (SL4)
The Garou, by force of command, draws from another's anger to feed his
own. This Gift is taught by a Stormcrow.
System: The Garou rolls Wits + Intimidation (difficulty of the target's
Willpower). For a number of turns equal to the successes scored by the
Garou, the victim will lose one Rage point per turn, while the Garou
will gain that Rage point. This may be attempted only once per target
per scene.
- Take the True Form - (Ph4)
The Philodox with this power can force a Garou into her breed form.
This Gift is especially useful to abate a frenzy, prevent damage from silver
or take a combative advantage. A wolf-spirit teaches a worthy Philodox
the workings of this Gift.
System: The player rolls his Manipulation + Primal Urge (difficulty 7).
If successful, the target automatically shifts to her breed form. The number
of successes equals the number of turns the target must remain in her
natural form.
- Tech Speak - (GW4)
By mentally interfacing with the Machine, the Garou can send communications
through any technological device. By concentrating her will upon the
individual(s) whom she wishes to communicate with, communication devices
will project the information at the intended individuals: telephones shout,
stereos blare and printers print out the message. If no communication device
is present, other devices can be activated: alarms will go off, lights
flash or plumbing turns on. This Gift is taught by Pattern Spiders.
System: The Garou spends a Gnosis point and rolls Manipulation + Science.
The difficulty depends on the distance to the target: the next room is 4,
the same building is 5, one block away is 6, one mile away is 7, one
time-zone away (from Eastern to Central Standard Time) is 8, anywhere in
the world (as long as there is a technological device present at the location)
is 9. The clarity of the message depends on the number of successes. One
success may only communicate one word, such as "run", while five successes
may allow a reading of the Gettysburg Address.
- The Crawling Hand - (Ra4)
This eerie and somewhat macabre Gift allows the Ragabash to
detach their hand, allowing it to crawl off and perform tasks.
Controlling this disembodied hand requires more concentration
than usual - it is an odd feeling to feel items 20 feet away
at first.
System: The Garou must roll Dexterity + Primal Urge (difficulty
9) to detach the hand - only one success is necessary. At
least one die must be allocated from any Dice Pool to the
hand per turn. To perform find manual tasks, the player must
make a Perception + Athletics roll (difficulty 5) to adjust
to the weird situation. The character must retrieve their hand
to reattach it (within the scene) or regenerate another (as if
they had four aggravated Health Levels of damage, which heal at
the rate of one per week). The hand may travel up to Wits * 3
yards away from the werewolf.
- Touch of Death - (SS4)
The Silent Striders learned this Gift from the wraiths who prowl the
Underworld. With it, a Garou can cause the victim to see the moment
of her death. Although the victim does not remember what she sees,
the experience disables her with fear.
System: The Garou must touch his target for this Gift to work.
She must spend two Gnosis points and roll Manipulation + Occult
(difficulty 8). The number of successes determines the number of dice
removed from the victim's Physical Traits (Storyteller discretion
as to which ones). These "wounds" can be healed like aggravated
damage. Typically, the victim's fur is streaked white by the incident.
Vampires and other undead are unharmed by this Gift - they simply
remember what has already happened to them.
- Tractor Beam - (GW4)
The Garou can transport non-dedicated objects with her to the Umbra when
she steps sideways. She may not take living creatures, only objects. This
Gift is taught by Weaver spirits.
System: The Garou spends on Willpower point for each object brought
over to the Umbra. It must be something she can carry and it must
weigh no more than her own body weight. However, two or more Garou with
this Gift can team up and carry larger items into the Spirit World.
Despite its name, the user of this Gift does not emit a beam.
- Troll's Bridge - (Fi4)
The Garou can set up a temporary fortress, built from the will of
the Garou invoking the Gift. Despite the name, it does not have
to be near a bridge, although a relatively enclosed area, such
as in a gully or a thick grove of trees does help. The fortress
must be created around the Garou and they cannot leave its confines.
Enemies must direct all of their strength in order to break the barriers created
and must each work individually.
System: The Garou spends a point of Willpower and rolls Wits + Repair
(difficulty 6). The number of successes + the Willpower of the Garou
is the Defensive Factor of the lair; the amount of Strength an
intruder must possess in order to break through the magical barrier
as per the Feat of Strength maneuver. Strengths may not be added
up to defeat the barrier - each enemy must be alone. Each intruder
that does break the wall lowers the Defensive Factor by one.
The effect lasts as many hours as successes.
- Ultimate Argument of Logic - (Th4,SG4)
Those who speak with the Garou leave convinced of some fact might otherwise
have disbelieved. If successful, the Garou can cause the target to believe
implicitly in one aspect of existence (true or false) - from the "fact"
that the sun revolves around the Earth to the "truism" that the wolf's
inherent nature is that of the pawn. This Gift is taught by a Coyote-spirit.
System: The Garou needs three successes on a Manipulation + Performance
roll (difficulty of the target's Wits + Enigmas).
- Unicorn's Grace - (CoG4)
A Garou with this Gift never loses her poise and rarely loses her temper.
Even in the nastiest arguments or the bloodiest combats, Children of
Gaia can maintain their cool with this blessing. An avatar of Unicorn
teaches her followers this Gift.
System: By spending one Gnosis point, the Garou represses her Rage for
an entire scene. No matter how many Rage points the Garou has, humans
and animals are unable to detect her supernatural essence. The Garou
also cannot frenzy and can spend Rage points only up to a maximum of
her Empathy.
- Venom - (Lu4)
A common trick of desert-dwelling Garou, this Gift allows the user to
produce a noxious venom. The werewolf's bile can incapacitate or
even kill a victim. The Garou is immune to her own poison, but she
can be incapacitated by another Garou's venom attack.
A venomous snake spirit teaches this gift. Most Garou hesitate to
make deals with snakes or serpents, but sometimes necessity outweighs
prejudice.
System: After making a successful bit attack, the Garou must roll
Stamina+Primal Urge in a resisted roll against the target's Stamina+4.
For every additional success the attacker gets, the victim receives
an additional nonsoakable, aggravated wound along with whatever
damage the bite caused. Each success also reduces the target's Stamina
by one level until the victim loses consciousness. Additional poison
bites can force the victim into a coma and eventually kill her.
- Virtual Umbra - (GW4)
This Gift allows a Glass Walker to be instantly transported into the
Computer Web from any section of the Pattern Web, or when stepping
sideways near a known computer terminal in the real world.
System: By spending a Gnosis point and rolling Intelligence +
Computers (difficulty 8), the Garou may travel instantly to
the Computer Web. The Glass Walker can transport other beings with
him at a cost of one Willpower point per individual.
- Visuddha - (Kundalini) - (SG4)
The throat chakra stirs, allowing the character immense control over his
voice and breath. He can halt others with a bellow or command them to
heed his words.
System: The players rolls Manipulation + Expression and spends
one Gnosis point. For the next scene, anything the Stargazer says has a
commanding quality to it. Each success on the roll lowers the difficulty
on any roll to command others, and he may even ask them to act in ways
contrary to their nature (although not acts which will directly harm
them).
In addition, he may issue a resounding Ki-ai at anytime, a
bellow meant to scare opponents and give the Stargazer the initiative
in combat. Roll Stamina + Expression; each success lowers an opponent's
initiative and attack Dice Pools by one die for three turns. The ki-ai
does not require a separate action; chracters do not have to split their
Dice Pools to issue one in the same turn in which they attack. A Ki-ai
may be effective against a single opponent only once per scene.
- Warp Spasm - (Fi4)
Many tales of Cuchulain state he would glow in combat, radiating a
great heat. At the end of a battle, women would dump water over his body
to cool him down. This Gift causes the user to radiate a tremendous heat,
igniting nearby flammable items and melting metal. The aura only works
while the Fianna is in a berserk frenzy. At the end of the frenzy, the
Fianna cools off. This Gift is taught by Fianna ancestor spirits.
System: The Garou spends one point of Rage to activate this Gift, after
which she will automatically go into a Berserk Frenzy. All flammable material
she touches bursts into flame. Her hand to hand attacks do two aggravated
wounds of damage in addition to regular attack damage.
- Wasp Talons - (BF4)
The Garou may actually hurl her claws through the air at a foe. The
Garou is incapable of using this Gift or making a claw attack the next
turn, for her claws must actually regenerate. This Gift is taught
by a Wasp spirit.
System: The Garou rolls Dexterity + Brawl. Damage is normal for the
Garou's Strength, while the difficulty is determined by range as though
the Garou was using a firearm. The medium range is 20 yards; the
Garou receives no modifier at this range. Twice this range (40 yards)
is the farthest the claws can be hurled. The difficulty at long
range is increased by one. On the other hand, attacks made at targets
within a yard of the Garou are considered "point-blank" (difficulty 4).
- Whelp Body - (Ra4)
With this Gift a Garou may deliver a devastating curse upon a foe's body,
causing it to weaken or palsy. Many consider the use of this power on a
foe to be a declaration of unending war. This Gift is taught by a Pain-
spirit or a spirit of Disease.
System: The Garou spends one Gnosis point and rolls Gnosis; this roll is
resisted by the target's Gnosis roll. The Garou's difficulty is the
opponent's Willpower, while her victim's difficulty is the Ragabash's
Gnosis. Each success scored by the Ragabash allows him to remove one
point from any of the victim's Physical Attributes. The effect is
permanent, although the victim may restore these Attributes via
experience. This Gift may be used only once per scene against a given
opponent.
- Wither Limb - (Me4)
The Garou can cause a target's limb to wither, making it useless. Which
limb is withered is the Garou's choice, but is must be an arm or leg.
If the victim is a creature with regenerative properties, such as a
Garou or vampire, the limb will regenerate whole after one scene. This
Gift is taught by a venomous animal spirit or a spirit of Disease.
System: The Garou spends a Gnosis point and rolls Willpower (difficulty
of the victim's Stamina + 4).
- Wsitiplaju's Bow - (WD4)
This Gift allows a Garou to shoot an arrow that can wrap around corners
and hit targets out of sight. An Ancestor spirit teaches this Gift.
System: The player spends a Gnosis point and rolls Perception +
Archery (difficulty 9). The range of the weapon does not change. The Wendigo
must know roughly where her opponent is, although she need not know
precisely; "a few feet down that alley over there" can suffice, for example