Breed Gifts | Auspice Gifts | Tribal Gifts |
The spirit world shares many secrets with werewolves and other shapechangers. In accordance with an ancient pact, spirits teach magical abilities called Gifts to the Garou. Gifts allow werewolves to focus their spiritual energy to affect the Tellurian. Different Tribes, Auspices, and even Breeds learn different Gifts. Each group has its own secrets and its own unique spiritual connections.
Gifts are divided into levels. Level One Gifts are the weakest Gifts -- those taught to raw cubs -- and Level Five Gifts are the greatest secrets taught only to those heroes who have proved themselves time and time again. A beginning character may choose one Level One Gift from each of her Breed, Auspice, and Tribe Gift lists. In the process of character creation, the player may use leftover freebie points to buy other Gifts.
As a character gains more experience, she may purchase more Gifts. However, the character must be of a Rank equivalent to the level of the Gift desired, or she cannot possess it. During play, a werewolf may learn the Gifts of other Breeds, Auspices, or Tribes, provided she can find a spirit to teach them. However, these Gifts have a higher Experience Point Cost.
Learning Gifts
A werewolf must either petition a particular spirit to teach him its powers, or ask an elder to summon that spirit and petition on his behalf. Only spirits allied to the Garou teach Gifts willingly. Spirits never teach a high level Gift to a werewolf who has not attained the proper Rank.
When a werewolf wants to learn a Gift, she must find a willing instructor first. Usually, she travels to a caern with a power equal to or greater than that of the desired Gift to petition the spirit personally. Traditionally, werewolves have always sought to beseech the teachings of a spirit thus. The act of summoning a spirit to a powerful caern is a sign of respect. Unfortunately, the modern world rarely allows for such noble gestures, despite what most Silver Fangs would say. Because so few powerful caerns remain, often the best effort that a werewolf can make is to ask a respected Theurge to summon the particular spirit and placate it with the appropriate Rites. Even then, the demands of these End Times often forces young wolves to enter the Umbra and track down their own spirit guides. The danger in doing so is obvious. An inexperienced werewolf may anger a spirit in its home, which is a very bad idea. Spirits are always wary of such improper requests.
Each Gift lists the spirits which first taught the Gift to the Garou. They are not necessarily the only ones who can teach the Gift. More powerful and versatile spirits can bestow a variety of Gifts. The Storyteller decides what other spirits could teach a particular Gift. Learning a Gift is an excellent roleplaying opportunity, and players should realize its also a chance to gain an ally as well as a Gift. Storytellers should have fun crafting personalities for spirits. Books on animals can prove helpful, especially those that list the legendary qualities associated with certain animals.
Werewolves can also teach each other Gifts. When a spirit imparts knowledge of a Gift, it involves total immersion and direct sharing of how to unlock the power within the student. This process takes only a short time, usually no more than an hour, and a night at most. But when werewolves try to teach each other Gifts, it takes much longer. Packmates seem to learn faster from each other, but the proces involves experimentation, practice, and multiple failures before mastery of the Gift is attained. At best, the process takes a full lunar month (at the end of which time, the player can spend Experience Points to acquire the Gift). Characters gaining Gifts in this manner must spend one more Experience Point than normal.
The drawbacks to this method are extreme. Because the student must practice the Gift to master it, learning a Gift such as Silver Claws can be quite painful. The student may spend multiple nights howling in agony, as he no doubt burns his flesh while learning to control the Gift. A student learning a Gift may be able to use it before gaining complete control in some circumstances, but doing so is always risky for anyone in the vicinity. Despite these drawbacks, young packs have started teaching Gifts to each other much more commonly, without regard for crossing Tribal, Auspice, or Breed lines.
These indiscriminate teaching practices haven't gone unnoticed by their elders. Many septs have laws forbidding certain Gifts to be taught except by spirits. For example, the Gift Call of the Wyrm, which draws Wyrm creatures, is often restricted. No sept can afford to have wayward Wyrm creatures coming around just so a student can practice. More traditional Tribes, such as the Silver Fangs and Black Furies, have even more restrictions. (Woe to the young Fury who reveals Tribal secrets to a male Get of Fenris.) In addition, the amount of time spent between teacher and student can lead to "contamination" of Tribal ethics. When the teacher and student are of opposite sexes, most older Garou believe that these lessons encourage violations of the Litany.
Once Learned, Gifts cannot be forgotten; these special talents become as much a part of the werewolf as the ability to speak or tie his shoes. However, Theurges warn that Incarnae or Celestines can personally rescind all Gifts taught by their spirit broods, should they find the need to get personally involved.
Persuasion (Level One): This Gift enhances the Garou's charisma and ability to deal with others in Social situations. The character may expend a Gnosis Trait for the three Social Traits that are added to his total in a Social Challenge. This Gift may be used once at the beginning of or during a Social Challenge. These bonus Traits only last for the duration of a scene. An ancestor spirit teaches this Gift.
Smell of Man (Level One): The Garou exudes the well-known scent of danger from her body. While man has grown dull to this warning, animals remember it and will act accordingly. A Garou may use this Gift at will, but no more than once on the same animal. When the Gift is first activated, the character may make a Simple Test to affect all nearby animals (20 ft. radius), including ghouled animals. If the Garou wins or ties, the animals flee immediately and will not approach her again that day. Even if she loses, the animal receives a one Trait penalty in any challenge it takes against the character. An ancestor spirit grants this Gift.
Jam Technology (Level Two): The Garou can temporarily disrupt the orderly logic of the Weaver upon which technological items depend. It costs at least one Mental Trait to activate this Gift. The Garou may choose to affect a single visible item within 50 ft. The exact number of Traits she must expend depends on the complexity of the item the Garou wishes to affect. A Gremlin -- a type of Wyld spirit that enjoys breaking things -- teaches this Gift.
One Gnosis Trait computer, phone, radio
Two Gnosis Traits firearm, car, lock
Three Gnosis Traits lever, wrench
Staredown (Level Two): By staring into the eyes of a human or animal, a werewolf can cause the target to flee in terror. This Gift can be used against other werewolves, but the target will freeze in place rather than flee. Targets that are powerful enough to remain frozen rather than flee, such as werewolves, Wyrm creatures, or vampires, may not flee, but cannot attack as long as the Garou continues to stare them down. However, if they are attacked themselves, all bets are off. A ram or snake spirit teaches this Gift.
Disquiet (Level Three): The Garou can cause a deep and profound depression to overcome her target. By expending a Gnosis Trait and winning a Social Challenge, the Garou prevents the victim from recovering any Rage for the session or day. Additionally, this Gift will trigger the following Derangements (if already present) in a target: Manic-Depression and Regression. An ancestor spirit teaches this Gift.
Reshape Object (Level Three): The werewolf can shape once-living material (but not undead!) into a variety of objects instantly. Trees may become shelter, buck antlers become spears, animal hides become armor, and flowers become perfumes. The item will resemble the object from which it was shaped (e.g. the aforementioned spear is made of antler, not wood). Gnosis most be expended to use this Gift. A Pattern Spider -- one of the Weaver's spirits -- teaches this Gift.
Cocoon (Level Four): The werewolf can wrap himself in a thick, opaque sarcophagus-like epidermis, making him immobile, but near impervious to harm. This cocoon grants him immunity to fire, starvation, gas, high pressure, cold and similar environmental hazards. Spending a Gnosis point activates the Gift. An insect or Weaver spirit teaches this Gift.
Spirit Ward (Level Four): By concentrating intensely and expending a Gnosis Trait and a variable number of Mental Traits, the Garou sends a disruptive ripple through the Umbra as well as in the physical world after drawing an invisible pictogram in the air. The total number of Mental Traits expended represents resistance against all spirits within 100 ft.: the spirits will be down that number of Traits in any challenges they participate in for the next hour. (The number of Traits they have is temporarily reduced.) If the number of Traits should equal or exceed the highest number of Traits a spirit has in a single area (i.e., Attributes), it must win or tie a Simple Test or flee immediately and not return for one full hour. The symbol follows the Garou for as long as the Gift lasts. An ancestor spirit teaches this Gift.
Assimilation (Level Five): A werewolf with this Gift blends smoothly into any culture, no matter how strange or unfamiliar he might normally find it. He could slip in among Bedouin nomads as if he were one of them, or he could shop in a Chinese market without anyone noticing that he does not belong. The Gift doesn't hide racial differences, but it does allow the user to mimic mannerisms and behaviors of a native. It also grants the ability to speak and understand the culture's language, although this knowledge vanishes as the Gift ends. Spending Willpower can make it last longer. Ancestor spirits teach this Gift.
Part the Veil (Level Five): With this Gift, and spending one Gnosis point, a werewolf may immunize any human from the Delirium for a scene. In this way, the human can interact with Garou without deleterious effects. However, the human will forget much of what he knows if the Delirium is induced in him at a later date. An ancestor spirit teaches this Gift.
Lupus
Heightened Senses (Level One): The werewolf with this Gift who spends a Gnosis point tunes into the world around him, increasing his senses vastly. When in Homid or Glabro form, her senses become as sharp as those of a wolf, allowing him to hear sounds beyond his normal range, granting him superior night vision and making his sense of smell stronger than that of any dog. In wolf forms, his senses become preternaturally potent, allowing him to perform feats that border on precognition. This Gift has drawbacks as well. If a fire alarm were to go off around a Garou using this Gift, it might render him helpless. Cities can barrage the werewolf with a sensory overload. Wolf spirits teach this Gift.
Sense Prey (Level One): Werewolves used this ancient Gift during hard times to feed their packs. The Gift lets Garou locate enough prey to feed a pack. In the urban environment, this Gift guides the lupus to prey within the city, usually in parks, sewers, animal shelters and even zoos. The Gift will tell the werewolf the location of large numbers of prey within 50 miles in the wilds, and within the limits of a city and its suburbs. Humans do not register as prey animals, although some say that the Red Talons know a variant of this Gift that can find them. A wolf spirit teaches this Gift.
Scent of Sight (Level Two): The werwolf can compensate for her vision completely by using her sense of smell. She can attack invisible creatures normally or navigate roughly in absolute darkness. Wolf spirits teach this Gift.
Sense the Unnatural (Level Two): The werewolf can sense any unnatural presence and determine its approximate strength and type. Supernatural presences can include magic, spirits, the Wyrm, wraiths and vampires, although it won't pick them out specifically as such. The Werewolf may sense a person plagued by hauntings as easily as a ghost. Any spirit servant of Gaia can teach this Gift.
Catfeet (Level Three): The Garou gains the preternatural agility of this Gift's namesake. By spending a Gnosis Trait, she avoids either damage from falls of 100 feet or less or gains the Physical Traits: Athletic, Graceful and Nimble. These Traits can only be used in challenges that deal with balance and agility (not combat) and must be used within the hour or they are lost. Cat spirits teach this Gift.
Name the Spirit (Level Three): The werewolf with this Gift who spends a Willpower point becomes familar with the ways of the Umbra. He can sense the type and approximate Trait levels (Rage, Gnosis, Willpower) of spirits. A spirit of the Uktena totem teaches this Gift.
Beast Life (Level Four): With the expenditure of a Gnosis Trait and a successful Simple Test, the Garou may call forth a group of a single sort of animal (subject to the availability of the animal). They must be given a specific and short term mission or they will disperse. Missions could include attacking an enemy, guarding a place for an hour or destroying an object. The group acts as one creature. Rats, insects, snakes, wolves, dogs or cats can be summoned in this way. Any animal spirit may teach this Gift, although Lion and Bear are most often sought as teachers.
Gnaw (Level Four): The Garou's jaws and teeth take on a supernatural strength and resilience after spending a Willpower point. She may chew through and destroy objects by chewing on them (remember that objects have Traits and Health Levels, just like people). If the Garou with this Gift declares she is biting an opponent and succeeds, she may try to win a second Simple Test to inflict a second wound. Wolf spirits teach this Gift.
Elemental Gift (Level Five): The werewolf calls upon the primal force of Gaia Herself, thereby commanding the spirits of the elements to rise up, undulate forward and even engulf foes. This Gift requires the spending of a Gnosis point and summons an elemental spirit, not merely the raw matter of the elements, but primal spirits possessing power enough to challenge even something as powerful as a Nexus Crawler. The elementals grant this Gift.
Song of the Great Beast (Level Five): The werewolf with this Gift who spends a Gnosis point must travel to the deep wilderness. When she reaches her destination, she howls the Song of the Great Beast into the sky, summoning one of the Great Beasts to her aid. These beasts are the terrible and ancient creatures that walked the Earth in ages. Examples include the Willawau (giant owl), the Yeti, the Sabretooth Tiger, the great Megalodon sharks that swam the seas eons ago and the mighty Mammoth, who arrives in herds. Who knows what else a Garou might call? Rumors say that dinosaurs survive in the deep Congo...The surviving Great Beasts possess abilities in the physical world that rival those of mighty spirits in the Umbra. Even the wisest of Garou are not certain of their natures. Once the ancient one arrives, the werewolf may make a request, although she should do so with great caution. If the Great Beast agrees to aid the werewolf, it will do so in its own way, but enemies of the lupus should beware. Few spirits know this Gift. It's said that those that do dwell in the Realm of Pangaea.
Metis
Primal Anger (Level One): The metis, at the sacrifice of one aggravated health level once per scene to gain two extra points of Rage, learns to focus the anger within her heart and use it to increase her Rage. The anger takes a physical toll on the werewolf, and it is up to her to unleash it on her enemies. The spirits of ancient metis teach this Gift. Few members of other Breeds have suffered enough shame and suffering to learn this Gift.
Sense Wyrm (Level One): The werewolf can sense manifestations of the Wyrm in the nearby area. This Gift involves a mystical sense, not a visual or olfactory image, although werewolves using the Gift may sometimes say things like, "This place stinks of the Wyrm" (with a few more colorful adjectives). Garou should remember that the Wyrm's taint can cling relatively blameless souls or objects. Tainted food donated to a shelter for battered women or orphanges, the frustration and pain a raped woman who recently stayed in a room in a shelter, and other such examples can register as Wyrm tainted. Werewolves may sense an innocent person who happens to work in a Wyrm-controlled factory or who has eaten tainted food. Vampires register as Wyrm tainted, except for those with Humanity ratings of 7 or higher. This power requires active concentration. Any spirit of Gaia may teach this Gift.
Burrow (Level Two): Those who learn this Gift gain the ability to burrow through the earth. They make a real tunnel, and others can follow them through it. The digger creates a burrow just large enough for her to go through. Others may follow, but they are limited by the size of the hole. The werewolf must be in Crinos, Hispo or Lupus form to use this Gift as she needs her claws for digging (although even metis without claws can use this Gift). The tunnel is not structurally sound, and it will collapse over time. Mole spirits kindly teaches this Gift to all metis who seek him.
Curse of Hatred (Level Two): By focusing the anger and hatred within herself and directing it verbally at her opponent, the Garou may demoralize her foe. This power costs a Gnosis Trait to use. Furthermore, the Garou must defeat her opponent in a Social Challenge. If the attacker wins, her foe loses two Willpower Points and two Rage points for the remainder of the session or one day (whichever is longer). It may only be used against an opponent only once per scene. A spirit of hate teaches this Gift.
Eyes of the Cat (Level Three): The werewolf may see clearly in pitch darkness. His eyes glow a lambent green while this power is in effect. Any cat spirit can teach this Gift, although werewolves who make enemies of the Bastet will have trouble finding teachers.
Mental Speech (Level Three): This Gift requires a Willpower point and grants mental communication, even over vast distances. The user must either know the target personally (although he does not have to be friends with that person) or have something that belongs to that person such as a lock of his hair. Bird spirits and spirits of intellect teach this Gift. Owl is a particularly sought-after teacher, and those who learn from him claim to have enhanced abilities at night.
Gift of the Porcupine (Level Four): When using this Gift, which requires spending a Gnosis point, the werewolf undergoes a startling transformation. Her fur becomes elongated, bristly and sharp like the quills of a porcupine. This change makes her an even more fearsome killing machine. A werewolf must be in Crinos, Hispo or Lupus form to use this Gift. The Gift lasts until the metis wills his fur to return to normal. Porcupine spirits teaches this Gift and they have a great fondness for metis.
Wither Limb (Level Four): By spending a Gnosis Point, and giving the opponent a snarl and an angry gaze, the werewolf forces a target's arm or leg to twist, desiccate and wither, making it useless. Creatures with regenerative abilities will restore the limb to full function after one scene; otherwise, the effects are permanent. Snake spirits, spider spirits, and other venomous spirits teach this Gift. Some werewolves even invoke spirits of disease to learn this Gift.
Madness (Level Five): The metis struggles his whole life to find a place, a purpose and a sense of stability in his horrifying existence. With this Gift, which requires an expenditure of a Gnosis point, he can force others to face their inner demons, inducing insanity and madness. The nature of the derangement varies among ndividuals, but it will always be severe, making it impossible for the victim to function normally. Lunes, along with spirits of trickery and madness teach this Gift.
Totem Gift (Level Five): Depending on the metis' strong ties with Garou society, and spending a Gnosis point, she can plead directly with her tribal totem, gaining some of its power. The effects of this Gift depend on the nature of the tribal totem's power. Rat (totem to the Bone Gnawers) might send swarms of rats to attack the Garou's enemies, and Grandfather Thunder (totem of the Shadow Lords) might smite the Garou's enemies with a blast of thunder and lightning. The potential of this Gift depends only on the favor of the totem, and it may cross over into the miraculous. Only the Tribal toten teaches this Gift.
Open Seal (Level One): By spending a Gnosis point, this Gift allows the Garou to open nearly any sort of closed or locked physically device. A raccoon spirit teaches this Gift.
Scent of Running Water (Level One): This Gift becomes an innate ability after being learned, the Garou can mask her scent completely, making herself virtually impossible to track. A scent can be left voluntarily, such as to blend in with a wolf pack, etc. A fox spirit teaches this Gift.
Blissful Ignorance (Level Two): The Garou can become completely invisible to all senses, spirits or monitoring devices by remaining still. A chameleon spirit teaches this Gift.
Sense of the Prey (Level Two): If he knows anything about his prey, the character can track it down as rapidly as he can travel. This unerring sense of direction operates anywhere, and it is useful for tracking spirits through the Umbra as well as finding beings on Earth. A wolf or dog spirit teaches this Gift.
Taking the Forgotten (Level Two): The Ragabash with this Gift can steal something from a target , and his victim will forget that she ever possessed the stolen item. A mouse spirit teaches this Gift.
Gremlins (Level Three): The Ragabash can cause a technological device to malfunction merely by touching it. This Gift actually disrupts the spirit energy within the device that aids its function. If the Garou can frighten the spirit sufficently, it will flee the device, causing it to malfunction permanently. A Gremlin teaches this Gift.
Open the Moon Bridge (Level Three): Spending a Gnosis point, the Garou has the ability to open a moon bridge, with or without the permission of the totem of that caern. A Lune teaches this Gift.
Luna's Blessing (Level Four): When the moon is visible in the night sky, silver refuses 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 werewolf. The Garou can soak and regenerate silver damage as though it were bashing or lethal damage (depending on whether or not the silver is part of an edged weapon), but only when the moon is in a visible phase above the horizon. Therefore the Garou is stil vulnerable during a new moon. A Lune teaches this Gift.
Whelp Body (Level Four): Spending a Gnosis point, the Garou with this Gift 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 an unending war. It may only be used once ever against a given opponent. Either a pain spirit or a spirit of disease teaches this Gift.
Thieving Talons of the Magpie (Level Five): The Garou can steal the powers of others and use them herself. These powers can be Garou Gifts, spirit Charms, vampiric Disciplines, True Magic, or any other such power. While the Garou uses the power(s) stolen, the victim cannot for each successive turn the Garou spends a Gnosis point. Naturally, a magpie spirit teaches this Gift.
Thousand Forms (Level Five): Most trickster archetypes are shapeshifters, and the Ragabash is no different. The Garou with this Gift, and the expenditure of a Gnosis point, may change herself into any animal between the size of a small bird and a bison. The Garou gains all the special powers (flight, gills, poison, sensory abilities, etc.) of the animal she mimics. She may not take the form of Wyrm-beasts (not that she would wish to!), but she may take the form of mythical beasts with some extra effort.
Theurge
Sense Wyrm (Level One): As the Metis power.
Spirit Speech (Level One): The Garou with this Gift has learned the spirit tongue and may converse with any spirits near enough to hear her. This, of course, is no guarantee that the spirit will be cooperative or even listen to the character. Communication is possible, whether the spirit wants to listen or not. Nothing (usually) can prevent the spirit from ignoring the Theurge or leaving. Any spirit can teach this Gift.
Command Spirit (Level Two): The Garou can issue a simple, yet compelling command to a spirit. The subject must be able to hear and understand the Garou. A measure of compliance is expected by the Theurge. The command itself cannot be blatantly suicidal, must be within the subject's ability to perform and cannot have effects that last longer than ten minutes. If a spirit is unwilling, it must first be defeated in a Mental Challenge. This Gift costs one Gnosis Trait to use. Any Incarna avatar can teach this Gift.
Name the Spirit (Level Two): As the Level Three lupus Gift.
Sight from Beyond (Level Two): The Garou with this Gift is subject to unexpected and uncontrolled visions of the future. Sometimes, these visions and dreams warn her of imminent danger or herald great events. More often than not, however, these visions are cryptic and unclear, veiled in metaphor -- a powerful vampire may appear in the Theurge's dream as a blood skeleton. The Garou must make of them what she will. Crow spirits teach this Gift.
Exorcism (Level Three): The Garou can drive spirits from an area, even persistent spirits or spirits bound to items or locations. A Willpower Trait must be expended to make an Exorcism attempt. If the spirit has not been bound, driving it off is merely a matter of defeating it in a Mental Challenge. If it is bound, however, it must still be defeated in a Mental Challenge, but it also receives a number of free Traits to bid equal to the number of Traits assigned to the fetish that houses it. The Garou may not attempt to use this Gift on the same spirit more than once per day. Any Incarna avatar can teach this Gift.
Pulse of the Invisible (Level Three): If the Theurge's permanent Gnosies equals or exceeds the Gauntlet in the area, the werewolf can see into the Umbra automatically. Spirits fill the world around the Garou, and none know this better than the Theurge. This Gift grants constant awareness of the spirit world. Even in the physical world, the Theurge with this Gift can interact with spirits in the Pennumbra at will. While most spirit activity is barely worth watching, the Theurge will be aware of dramatic changes. Any spirit can teach this Gift.
Grasp the Beyond (Level Four): The Garou may take things to and from the Umbra without having to dedicate them to herself (via the Rite of Talisman Dedication). This Gift affects humans and animals, both willing and unwilling. Garou often use this power to take loyal Kinfolk with them on Umbra quests or to heal injured Kinfolk -- both body and soul -- in mystic glens. The Garou must grasp the object or person he wishes to take to the spirit world. He must then spend one Willpower point (in addition to the Gnosis roll to pierce the Gauntlet) for small objects (knife), two for medium objects (backpack, bow, rifle), or three for large objects (man sized or somewhat bigger). Any person who does not have the ability to "step sideways" into and out of the Umbra must rely on the Garou to take them back out, or find an area with a very thin Gauntlet, such as a caern. Any spirit can teach this Gift.
Spirit Drain (Level Four): The Garou may drain power from a spirit to feed his own resolve. A spirit servant of the Uktena totem teaches this Gift.
Feral Lobotomy (Level Five): With but a thought, the Garou can devolvean opponent's mind to that of an animal, effectively destroying his intelligence. A spirit servant of the Griffin totem teaches this Gift.
Malleable Spirit (Level Five): The Garou can change a spirit's form or purpose. The Garou's Gnosis must be stronger than the target's. The easiest change are Characteristics (Willpower, Rage, Gnosis); the strenuous changes are in Disposition (Friendly, Neutral, Hostile); and the hardest changes are in Type (Naturae, Elemental, Bane, etc.)
Philodox
Resist Pain (Level One): By expending a Gnosis Trait, the Garou may ignore wound penalties for the duration of a single conflict.
Scent of the True Form (Level One): This Gift allows the Garou to determine the true nature of a person. This information is conveyed as an olfactory sensation -- it is actually a scent of the target's natural form. Any spirit servant of Gaia can teach this Gift.
Truth of Gaia (Level One): The Garou may enter a Mental Challenge with an opponent to determine if the last statement the opponent made was true or false, as judges of the Litany. A Gaffling of Falcon teaches this Gift.
Call to Duty (Level Two): The Garou can call a spirit she knows by name to aid her in times of need. By spending a Gnosis Trait and winning a Simple Test, the Garou can beseech a spirit for help. The Spirit Keeper (one of the Narrators) determines the time the spirit takes to arrive, the type of spirit and its ability to serve, but in general, only minor spirits will answer this call and serve the Garou. This Gift may not be used more than once per session. An Incarna avatar teaches this Gift.
King of the Beasts (Level Two): The Garou is able to call upon the aid of a single animal type (canines, big cats, rodents, etc.) that is chosen when this Gift is learned. Specifically, the Garou can control a single animal of her chosen type that is within sight. The Garou must first expend a Gnosis Trait and win or tie a Social Challenge with the animal. The animal follows his commands willingly and unconditionally if successful. This Gift will only affect normal animals, not Garou in Lupus form, Kindred in animal form, ghouled animals, etc. The control lasts for one hour. A lion or falcon spirit teaches this Gift.
Strength of Purpose (Level Two): Whenever the Garou is dealing with a challenge that affects or deals with the very core of her auspice or tribe and in a time of need, she may expend a Gnosis Trait to gain two Willpower Traits. These Traits must be spent immediately or they are lost. Furthermore, she must spend the Traits in a situation that also deals with the essential nature of her auspice or tribe. This Gift may only be used once per session. This pulls resolve from her deepest reserves. A wolf spirit teaches this Gift.
Weak Arm (Level Three): A perceptive Philodox with this Gift can gain valuable insights about a foe's martial prowess by merely observing his style. By witnessing a single combative challenge in which the subject is engaged, the Garou may attempt to ascertain the style's inherent strengths and weaknesses. If the Garou wins a Mental Challenge with the subject, she gains three free Physical Traits to use against the subject in their next combative challenge. These Traits are expended regardless of whether the challenge is won. In addition, the challenge must take place within the next hour or the Traits are lost. The Garou may not use this Gift on the same individual more than once per session. Snake and wind spirits teach this Gift.
Wisdom of the Ancient Ways (Level Three): All werewolves have an innate connection to their ancestors, a form of racial unconsciousness accessible through intense meditation. The Philodox can tap into these deep memories to remember ancient facts and lore. The Garou must meditate for a short time, concentrating on the past. The number of dots in the Background Ancestors decreases the difficulty of the Gnosis roll. An ancestor spirit teaches this Gift.
Roll Over (Level Four): The Garou can exude a powerful aura of power and command. If anyone should attempt an offensive action against the Gifted Garou, the Garou may opt to expend a Gnosis Trait and demand a Social Challenge before he proceeds. If the attacker succeeds, he is not hampered by the attack or for the rest of the evening. If the attacker should fail, however, he may not attack the Gifted Garou for the next hour. Furthermore, a defeated foe who returns in the same session must still win a Social Challenge to attack the Garou, who is not required to spend Gnosis. Any offensive action by the defending Garou negates this Gift's effects. The Gift's range extends about four paces from the Gifted Garou's body. Either a wolf or lion spirit teaches this Gift.
Scent of Beyond (Level Four): The werewolf can bring all his senses to bear on one spot with which he is familiar (even an Umbral site), no matter how far away that spot is. The Philodox senses the site from a point of view as if he were standing in the middle of the area being scanned. A bird spirit teaches this Gift.
Geas (Level Five): This Gift places its target under a geas, a sacred oath to obey the Philodox's bidding. The geas cannot make the targets act contrary to their basic instincts (such as self-preservation). Therefore, she could send a group on a quest, but she could not make its members attack and try to kill each other -- unless they were psychotic, or werewolves without pack bonds. The geas' compulsion lasts until the task is completed, or until the target is dropped to the Incapacitated health level in pursuit of the quest. No victim can labor under more than one geas at a time; the first one laid always takes precedence. An Incarna avatar teaches this Gift.
Wall of Granite (Level Five): The Garou spends a Gnosis point, and because they have a stronger relationship with the elementals of the earth than do other werewolves, for just as the earth upholds those upon it, the Philodox uphold their people's ways. While in contact with earth or rock, the Philodox can invoke a wall to protect himself. This wall will move with the Garou, defending him from all angles. The wall is three yards high, two yards long, and one yard thick. It has a soak pool of 10 dice, and 15 health levels must be inflicted to penetrate it at any point. The wall lasts for one scene, or until released into the earth by the Garou. An earth elemental teaches this Gift.
Galliard
Beast Speech (Level One): The werewolf with this Gift may communicate with any animals from fish to mammals. This Gift does not change their basic reactions; most animals are still afraid of predators such as werewolves. Any spirit of nature can teach this Gift.
Call of the Wyld (Level One): The Garou can issue forth a great howl that is audible to those nearby, but the effects will travel even beyond that, reaching Garou miles away in some cases. Most often, it is used to summon others to a moot or herald other important events, but it can serve as a general distress call (the Garou equivalent of firing a flare pistol into the sky). This last function of the Gift is quite embarrassing to Garou, and the user could lose a Renown Trait (depending upon the reason for the call, of course). A Garou wishing to use this Gift should contact a Storyteller. She will instruct the character to expend a Gnosis Trait and record the nature of the howl (which must be brief and to the point). This Gift can be used with any of the standard Garou howls. A wolf spirit teaches this Gift.
Mindspeak (Level One): By invoking the power of waking dreams, the Garou can place any chosen characters into silent communication. The Mindspeak ends when all participants want it to. The beings must be within line of sight. A Chimerling teaches this Gift.
Call of the Wyrm (Level Two): This dangerous Gift actually attracts creatures of the Wyrm. Galliards typically use the Call to bait an ambush or to flush prey from hiding. Any spirit servant of Gaia may teach this Gift.
Distractions (Level Two): The Garou can make annoying yips, yelps, and howls to divert the attention of his target. A coyote spirit teaches this Gift.
Dreamspeak (Level Two): The Galliard can enter another's dream and thereby affect the course of that dream. The werewolf does not have to be anywhere near the target, but must know or have seen the dreamer. If the dreamer awakens while the Garou is in the dream, the Garou is thrown out of the dream world and he loses a Gnosis point. A Chimerling teaches this Gift.
Eyes of the Cobra (Level Three): With but a look, the Garou can attract anyone to his side. Once the target is there, he can do as he pleases, but he must try his best to get to the Galliard until then. A snake spirit teaches this Gift.
Song of Rage (Level Three): This power unleashes a fearsome, bestial nature in its host. The Garou must spend a Gnosis Trait and defeat the subject in a Mental Challenge in order to use this Gift. If successful, the subject gains an active temporary Derangement and flies into an uncontrollable rage (or frenzy if they are prone) for the next ten minutes. The Garou immediately regains one Rage Trait. This Gift seems to work equally well against other Garou, Kindred and humans. If the Garou fails, she may not attempt to use this Gift on the subject again for the remainder of this session. A wolverine spirit teaches this Gift.
Bridge Walker (Level Four): The Galliard can open a minor Moon Bridge at will without the benefit of a caern or the Rite of the Opened Bridge. By spending a Gnosis Trait, the Garou disappears, only to reappear a split-second later a short distance away (only foes with Gifts that increase speed can attempt to prevent the use of this Gift). Once the Gnosis is spent, the player may take fifteen paces in any horizontal direction she wishes. The character is not hampered at all by Physical barriers, but magical ones will cause her to reappear immediately if she attempts to cross them. At the end of her journey, the character must make a Simple Test; if she loses, she has gained the attention of a Bane, which appears with her and attacks the character immediately. A Lune teaches this Gift.
Shadows by the Firelight (Level Four): By invoking the power of shadows and dreams, the Galliard may create interactive stories in which others take part -- willingly or not. Shadows dance around the participants as they act out their roles (as directed by the Galliard). This Gift is used commonly at moots, allowing many Garou to take part in the same legend recounted by the Garou. However, this Gift can also be used on the unwilling, forcing them to participate in a story of the Garou's choosing. Each Gnosis point spent increases the success and effect duration. An ancestor spirit teaches this Gift.
Fabic of the Mind (Level Five): The highest ranking Galliards can bring the products of their imagination to very solid life, crafting creatures from the spiritual essence of dreams. This Gift is an extended attempt. The creatures created can be of any type or shape, taking as long as desired to craft the creature, costing Gnosis to keep it manifested, one Gnosis per scene. If the Garou botches, the creature is out of her control and can remain as long as it desires, and take actions on its own. Chimerlings teach this Gift.
Head Games (Level Five): This Gift embodies the Galliard's ability to manipulate emotion in its purest form. The Galliard can change a target's emotions as she pleases, from hate to love and back again. The emotions don't last an unusual amount of time, but last long enough for the effect to manifest. Coyote spirits teach this Gift.
Ahroun
Falling Touch (Level One): This Gift allows the Garou to send her foe sprawling with but a touch. Any aerial spirit teaches this Gift.
Inspiration (Level One): 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 brethren. This Gift allows all comrades (but not the Gift's user) one automatic success on an action. Either a lion or wolf spirit teaches this Gift.
Razor Claws (Level One): The Garou can hone his claws to a razor sharpness by scratching them across a hard surface, such as a stone floor or metal dumpster. The Garou must sharpen his claws, in Crinos form, for one turn before combat. For the duration of the scene, the claws will do an extra die of damage. Either a cat or bear spirit teaches this Gift.
Sense Silver (Level Two): With a disdainful snort, the Garou can uncover the foul scent of the bane metal on an individual. At a distance of up to 20 feet, the Garou can detect whether or not a person is carrying anything made of silver. Winning or tying a Simple Test will reveal the metal's general presence. The Garou would have to defeat the subject in a Mental Challenge to determine the silver's exact whereabouts. A character must then reveal to the Garou the presence of any silver items she possesses. A Lune teaches this Gift.
Spirit of the Fray (Level Two): This Gift allows the Ahroun to attack with lightning speed, striking before any foe. The Garou cannot spend Rage in the same turn as activating this Gift, because it costs a Gnosis point. Once learned, this Gift is permanent and therefore does not count as an action. A cat spirit teaches this Gift.
True Fear (Level Two): The Ahroun can display the true extent of her power, scaring one chosen foe into quiescence for a number of turns. When under this power, the victim cannot attack, but may defend himself if attacked and otherwise act normally, although his actions will likely be guided by fear. Spirits of fear teach this Gift.
Heart of Fury (Level Three): The Ahroun can steel himself against anger, suppressing his Rage and creating a mental dam against the explosive frenzies of his kind. This anger will catch up with him eventually, though, so he must vent it before it breaks free. The Garou's Willpower is what is used to activate this Gift, and he must check for frenzy frequently until vented. A boar spirit teaches this Gift.
Silver Claws (Level Three): The Ahroun can establish her battlefield primacy against other werebeasts by transforming her own claws into silver. A Gnosis roll is required to begin this Gift, and the transformation lasts for a scene, or until the Garou ends it. The silver claws do aggravated damage to all targets, and is unsoakable by most other werebeasts. While the Ahroun manifests the claws, she suffers searing agonies. Each turn, she gains an automatic Rage point. All non-combat difficulties are increased by one because of the distraction. When her Rage points exceed her Willpower, she must check for frenzy. A Lune teaches this Gift.
Clenched Jaw (Level Four): The werewolf with this Gift can bite down with such power that her grip won't loosen until she chooses to do so; even in death, her jaws bite down. A Rage point activates this Gift, and the werewolf makes a bite attack. A wolf or hyena spirit teaches this Gift.
Stoking Fury's Furnace (Level Four): No auspice is as closely tied to their Rage as the Ahroun, who is the master of directing his fury. This Gift allows him to channel his Rage even more effectively. The Garou gains one Rage point in any turn he takes damage, and does not have to check for frenzy from that particular stimulus (other simuli induce frenzy checks as normal). In addition, the Garou can spend one Rage point -- and only one -- per turn without losing any temporary Rage. However, if multiple Rage points are spent, they are marked off as normal. A wolverine spirit teaches this Gift.
Kiss of Helios (Level Five): The Ahroun can invoke the sun's power to become completely immune to the damaging effects of fire. Additionally, the Ahroun may ignite any portion of his body and keep it burning for extended periods. Most commonly the Garou will light his mane during rituals, but he can also ignite his claws or mouth without ill effects. The Garou spends one Gnosis point. The Garou becomes totally immune to the effects of fire, up to and including molten lava for one scene. Artificial fires (napalm, gas fires, etc.) do one quarter damage, and they are treated as bashing damage. The Garou does two additional dice of aggravated damage if he attacks with blazing fists, claws or fangs. A fire elemental or a sun spirit teaches this Gift.
Strength of Will (Level Five): The Ahroun with this Gift could lead his pack to the gates of Hell itself if that were what it took. A Willpower point is spent, and it effects spread over the Garou's allies within 100 feet for each point of Willpower spent, giving them an extra point of Willpower for each one spent, able to be increased over 10 points. This Gift may be used only once per scene. A wolf spirit or an Incarna avatar teaches this Gift.
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Breath of the Wyld (Level One): As the Furies see it, the problem with most humans (and some Garou) is that they have forgotten that the energy of Creation is nourishing, refreshing and ever present. With this Gift, the Black Fury may instill a feeling of vitality and life in a living being. A spirit servant of Pegasus teaches this Gift. The Fury must touch her target's skin, and the Gift must be used outdoors in a natural setting (a city park is natural enough for the Gift to function). The Fury rolls Gnosis (difficulty of 6 for humans, 5 for Garou). Success grants a rush of energy and clarity of thought.
Heightened Senses (Level One): As the Lupus Gift.
Sense Wyrm (Level One): As the Metis Gift.
Curse of Aeolus (Level Two): The Fury calls up a thick, eerie fog that obscures vision and unnerves her oppents. The Fury can see through the fog, but all others have trouble navigating by sight. This Gift requires Gnosis to be rolled, difficulty depending on the terrain. The fog causes all but the Fury and her packmates a loss of one Willpower point (temporarily). A spirit in service to Aeolus, the fog totem, teaches this Gift.
Sense of the Prey (Level Two): As the Ragabash Gift.
Coup de Grace (Level Three): The Garou with this Gift has the ability to land telling blows regardless of her foe's might. This Gift can be activated by spending a Gnosis Trait in the midst of a challenge before the actual test is performed. Even if the Garou loses the test, her foe suffers a wound (no additional damage may be added to this wound). The Fury still loses any Traits bid if she lost the test and still suffers the appropriate damage. An owl-spirit teaches this Gift.
Visceral Agony (Level Three): The Garou's claws change to barbed, wicked talons dripping with black venom. While wounds caused by these claws cause no extra damage, the pain alone they inflict is crippling. With the expenditure of a Rage point before the attack is made, the Gift is activated, and any injury resulting from this Gift doubles the wound penalties (i.e. a Wounded foe would lose four dice instead of two). Even if the target is in frenzy or otherwise resistant to pain, he still suffers normal wound penalties. A pain-spirit teaches this Gift.
Body Wrack (Level Four): The Fury causes a target immense, crippling pain. The Fury needs only point to the target for this Gift to be effective. The Gift costs a Gnosis roll, and each success causes the victim to lose one die from all dice pools as pain wracks her body, lasting for one scene. A pain-spirit teaches this Gift.
Wasp Talons (Level Four): The Garou's claws become a lethal ranged attack. The Garou can propel her claws at terrifying speeds as if they were fired from a ranged weapon. Treat the barrage of claws as a shotgun blast with no Negative Traits. This power can only be used in Crinos form, and, while she waits ten minutes afterwards for her claws to regenerate, the Garou may not use her claws or claw-based powers. A wasp-spirit teaches this Gift.
Thousand Forms (Level Five): As the Ragabash Gift. The Fury that chooses to risk taking the form of a mythical beast typically honors Pegasus by assuming her form.
Wyld Warp (Level Five):
A desperate tactic at best, this Gift summons a number of Wyld-spirits.
What they do when they arrive is wholly unpredictable. They may run
or fly about in a destructive frenzy, tearing the Fury's foes apart.
They may grant the Fury and her packmates temporary increases in might
or Rage, or they might decide to destroy all Weaver-tools in the area.
They may even heal the Fury and her allies of any wounds they have suffered.
The Fury has no way of knowing, but the effect is usually beneficial.
This Gift costs a Gnosis point, then a Rage point. The number of
Wyldlings summoned is variable, but will alter the situation in some way.
A Wyldling teaches this Gift.
Cooking (Level One): The Garou must have a small pot (a coffee can will do) and a ladle or spoon to use this Gift. He places whatever he can find into the pot -- trash, beer cans, old newspapers, etc. -- adds water (spit counts) and stirs. The result is a pasty, bland-tasting mush that is nevertheless edible and filling. The difficulty in doing this depends on the toxicity of the ingredients. Rat teaches this Gift.
Resist Toxin (Level One): Many Bone Gnawers learn a preternatural resistance to poisons and toxins of all kinds, doubtless due to their diet of refuse and American beer. This Gift lasts for one scene and is taught by a trash spirit.
Tagalong (Level One): Commonly used by Bone Gnawers residing in a sept controlled by other Tribes, this Gift ingratiates the Bone Gnawer to a pack's or caern's totem for a short time. While the Gift is in effect, the Gnawer is treated as a member of a pack with regards to using the totem's blessings and any pack tactics the pack knows. If used on a caern totem, the totem looks favorably upon the Bone Gnawer. The Gnawer may then perform the Rite of the Opened Caern, if he knows it, without fear of retribution. He must know the name of the totem in question, and prostrate himself before the caern's center, or the pack's leader and wiggle forward on his stomach, like a begging dog. The difficulty of the attempt depends on the totem's opinion of the Gnawer. If the Gnawer is successful, he may receive the above benefits, and the totem will not look favorably on a Garou who mistreats the Gnawer without cause. This Gift usually won't cause any bad feelings from the sept or pack in question as long as the Bone Gnawer minds his manners. However, using it too often certainly will. A lost dog spirit, a spirit servant of Rat, teaches this Gift.
Blissful Ignorance (Level Two): As the Ragabash Gift.
Odious Aroma (Level Two): By expending a Gnosis Trait, a Garou can put his natural defensive pheromone glands into a sort of overdrive. Anyone who can smell who approaches within ten feet of the Garou will be so overpowered by her stench that they will begin all challenges with the Garou with a one Trait penalty (that is, any opponent must spend two Traits to begin a challenge). Those using Heightened Senses at the time will suffer an additional one Trait penalty. The Garou using this power immediately gains the Negative Social Traits: Repugnant x 3. The effects of this Gift last for thirty minutes. A stinkbug spirit teaches this Gift.
Friend in Need (Level Three): It takes a lot for a pack to accept a Bone Gnawer as an equal, but once they do, the Bone Gnawer's loyalty is unshakable. This Gift allows a Gone Gnawer to risk all, even his own life, to aid a packmate or Tribemate. When a packmate or Bone Gnawer is in danger, the Bone Gnawer may "lend" him what he needs, be it a Gift the Gnawer knows, his Rage, his Willpower, or even his life (in the form of his health levels). The Gnawer cannot lend a Gift of a higher Rank than the recipient could know, nor can he lend Abilities or Attributes. He spends one Willpower point and must succeed for the transfer to take place. If the attempt botches, the Gnawer loses the Traits in question, but the recipient does not gain them. The Gift lasts until the end of the scene unless the recipient decides to terminate it early. If the recipient dies before the Traits are returned, the Gnawer loses them permanently. A dog spirit teaches this Gift.
Reshape Object (Level Three): As the Homid Gift.
Attunement (Level Four): While in an urban setting, the Garou can petition the local spirits for information on her immediate surroundings with this Gift. Using this Gift requires the Garou to expend a Gnosis Trait and win a Simple Test. If she succeeds, she may ask one of the following questions and can expect an honest answer (unless the only spirits nearby are Wyrm spirits, who will always mislead the Garou). The Spirit Keeper (one of the Narrators) must be contacted to use this Gift. Typical questions include:
What is the general population of (a type of supernatural creature) in this area? (Note, however, that some very powerful creatures cannot be uncovered by these means.)
Is (a person of a certain description) nearby?
Are there any (objects of a general type) nearby?
Roughly how many people have passed by (or have been in) this area in the last day?
...and so on. The key is to ask general questions about general subjects.
A rat spirit teaches this Gift.
Infest (Level Four): The Garou may call together a large number of a specific type of vermin in a certain nearby area. The creatures merely arrive and then react in the most instinctual manner possible. Possible vermin include: roaches, ants, rats, flies and so on. The area infested determines the Gnosis cost. Normal humans and animals must make a Mental Challenge at a difficulty of five Traits to bring themselves to remain in an infested area.
One Gnosis Trait Small room or car interior
Two Gnosis Traits Average home
Three Gnosis Traits Department store
Any vermin spirit can teach this Gift.
Riot (Level Five): This Gift summons a horde of malevolent spirits to proboke the inhabitants of a city into violent rioting. The Gift plays on the hatred and fear of the down-and-outs of the city: the homeless, the poor and even stray animals. The Gnawer can direct the riot to a degree, but such things tend to escalate, and the Garou has no power to stop the riot from doing so. The Gift costs a Gnosis point to activate. Those affected do not necessarily fight together. They may even turn on one another. The success is measured in how much area is affected. A rat spirit teaches this Gift.
Survivor (Level Five): The Garou can stand up to some of the most destructive forces known to man and walk away from them intact. Whenever the Garou suffers damage that would normally result in her death, she may permanently expend three Physical Traits or a Willpower Trait to avoid the killing damage altogether (although this will not remove other damage).
Mothers Touch (Level One) 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 this Gift. This Gift is taught by a Unicorn-spirit.
System: The Garou spends one Gnosis point and rolls Intelligence + Medicine (difficulty of the wounded individuals Rage, or 6 for non-Garou). Each success heals one Health Level. Even battle scars may be cured in this manner, but thus 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.
Resist Pain (Level One) 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 point, may ignore all wound penalties for the duration of the scene.
Calm (Level Two) The Garou can quell the anger in others. This Gift is taught by a Unicorn-spirit.
System: The Garou spends one Gnosis point and rolls Charisma + Empathy (difficulty of the targets Willpower). Each success removers one of the targets Rage points, though lost Rage can be regained normally.
Lunas Armor (Level Two) The Garou calls upon the blessing of Luna to deter any damaging attacks aimed at her. This Gift is taught by a Lune.
System: The Garou concentrates for one turn, spends one Gnosis point, and rolls Stamina + Survival (difficulty 6). Each success allows the Garou to add one to her Stamina for the purpose of soaking damage (including silver). The effect lasts for one scene.
Dazzle (Level Three) The Garou can overwhelm a target with the glory and beauty of Gaia. This Gift is taught by a Unicorn-spirit.
System: The Garou rolls Charisma + Empathy (difficulty of the targets Willpower). So log as the target is not attacked, it will stand mutely in awe for the remainder of the scene. This Gift may only be attempted once per target per scene.
Spirit Friend (Level Three) The Children walk among spirits and interact with them more easily than most, for their aura exudes friendship. This Gift is taught by Unicorn-spirits.
System: The Garou rolls Charisma + Expression (Difficulty 7). Each success adds one die to all the Garous Dice Pools for interacting with any spirits in the vicinity (except those of the Wyrm).
Beast Life (Level Four) 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.
Serenity (Level Four) The Garou can quell others rage, even bringing Garou out of frenzies. This Gift is taught by Unicorn-spirits.
System: The Garou spends one Gnosis point and rolls Charisma + Expression (difficulty of the targets Willpower). The target is incapable of using Rage at all for one turn per success. He may not spend Rage points, but nether may he frenzy.
Halo of the Sun (Level Five) The Garou becomes surrounded by a sphere of blazing sunlight. Certain Wyrm creatures denizens of the dark may flee before the brightly shining Garou. This Gift is taught by a spirit allied to Helios, the Sun Celestine.
System: The Garou spends one Gnosis point; the effect lasts for one scene. The damage of any hand-to-hand attack made by the Garou is increased by two dice; alternatively, the Garou can cause aggravted damage when in Homid or Glabro form. Anyone directly facing the Garou adds three to all attack difficulties because of the glare, and any vampires within 20 yards suffer damage as if exposed to true sunlight.
The Living Wood (Level Five) The Garou may call the powers of the forest to arise and aid her: nearby trees will begin to move and attempt to protect the Garou. The trees will restrain, block or even fight foes. This Gift is taught by a Glade Child.
System: The Garou spends one Gnosis point and rolls Charisma + Survival (difficulty 8). The Garou animates one tree for each success rolled.
Persuasion (Level One) 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.
Resist Toxin (Level One) 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 heat 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.
Glib Tongue (Level Two) The Garou is mystically able to make whatever she says be what the target wants to hear. Whatever the Garou says, even gibberish, will be heartily agreed with, although the Garou won't have a clue what the target thinks she is saying. This Gift is taught by a Trickster-spirit.
System: The Garou spends one Gnosis point and rolls Wits + Expression (difficulty of the victim's Wits + Alertness). The effects last for one turn per success.
Howl of the Banshee (Level Two) The Garou may emit a fearful howl that unnerves all in the vicinity. This Gift is taught by a Banshee, a woeful spirit of the dead.
System: The Garou spends one Gnosis point. All who hear the howl, friends or foes, must make Willpower rolls (difficulty 8, or 6 for friends of the Garou) or run in terror for one turn per success.
Faerie Kin (Level Three) The Garou can call one or more faeries to aid her. The faeries are not under the Garou's control, though they are favorably disposed to the Garou (except on a botch - Gaia help the Garou who botches this one!); what they do is entirely up to the Storyteller.
System: The Garou spends one Gnosis point and rolls Manipulation + Occult (difficulty 8). Each extra Gnosis point spent over the base amount increases the faeries' raw power, while extra successes increase the faeries' numbers.
Reshape Object (Level Three) The Garou can instantly shape once-living material (but not undead!) into a variety of objects thus trees may become shelter, buck antlers become spears, animal hides become armor, and flowers become perfumes. The item will in some way resemble the object from which it was created (the spear is made of antler, not wood). This Gift is taught by a Weaver-spirit.
System: The Garou rolls Manipulation + Repair against a variable difficulty of (5 to turn a broken tree limb into a spear, 8 to turn a plan into a floatable raft, etc.). The created object is not necessarily permanent,; it will last a length of time according to the chart below. Expending a Gnosis point allows a created weapon to inflict aggravated damage (this effect is not permanent unless a permanent Gnosis point is spent. Sucesses Duration One 5 minutes Two 10 minutes Three One Scene Four One Story Five Permanent
Balor's Gaze (Level Four) 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.
Phantasm (Level Four) 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 illusion 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.
Call the Hunt (Level Five) This (Gift may only be used once a month, and there must be an overwhelming evil in the area. The Garou may call the Wild Hunt of Celtic mythology down from the sky to harry and slay the evil. This Gift is taught by the Huntsman himself.
System: The Garou must chant and concentrate for a full hour. Afterward, he spends one Gnosis point and rolls Charisma + Occult (difficulty 8). The Huntsman himself and a single hound are always summoned; another hound will come for each extra Gnosis or Rage point expended. If the roll to summon is botched, if the threat is not deemed appropriate for the summons, or if the Garou fails to join in the Hunt, the Wild Hunt turns on the summoner.
Gift of the Spriggan (Level Five) The Garou may grow up to three times her normal size or shrink to the size of a small puppy. This Gift is taught by a Faerie or a Chimerling.
System: The Garou spends one Gnosis point and rolls Stamina + Primal-Urge (difficulty 8). The effects last one hour per success. When larger, the Garou gains +3 Strength (maximum of 10) and one extra Health Level for every 100% increase in size; when smaller, the Garou retains her normal Strength and abilities, but may sneak around unnoticed or pass as a "cute little doggie" among humans.
Razor Claws (Level One) 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 (Level One) 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 point, may ignore all wound penalties for the duration of the scene.
Halt the Coward's Flight (Level Two) The Garou may slow his fleeing foes, preventing them from escaping his wrath. This Gift is taught by a Wolf-spirit.
System: The Garou spends one turn concentrating and rolls Charisma + Intimidation (difficulty of the foe's Willpower); if successful, the Garou may halve the speed of that individual for a scene.
Snarl of the Predator (Level Two) The Garou lets out a primal snarl, sending shivers up opponents' spines and cowing them into submission. This Gift is taught by a Wolf- spirit.
System: The Garou rolls Charisma + Intimidation (difficulty of the victim's Wits + 3). Each success subtracts one from the number of dice the opponent can use next turn (the victim is cowed and overwhelmed). This Gift takes a full turn to invoke.
Might of Thor (Level Three) The Garou can immensely increase his strength, wreaking terrible havoc on opponents. This Gift is taught by a Wolf-spirit.
System: The Garou spends one Gnosis point and one Rage point. He then rolls Willpower (difficulty 8). The Garou may double his Strength for one turn per success, after which he will be as weak as a kitten (Physical At, tributes 1, half Willpower) until he rests for an hour.
Venom Blood (Level Three) The Garou may change her blood to a black, viscous bile capable of harming anyone who comes in contact with it. This Gift is taught by any poisonous spirit (Snake, Spider, etc.).
System: The Garou spends one Rage point and rolls Stamina + Medicine (difficulty 7). Anything that contacts the Garou's blood takes one die of aggravated damage per success. This effect lasts for the duration of the scene.
Hero's Stand (Level Four) 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.
Scream of Gaia (Level Four) 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.
Horde of Valhalla (Level Five) The Garou must be in good standing with his totem (have displayed exemplary courage) and may only use this Gift in the most dire circumstances, for he is asking aid from Fenris himself. This Gift is taught by an avatar of Fenris.
System: The Garou rolls Charisma + Animal Ken (difficulty 6). If success, a number of spirit wolves from Valhalla emerge from the Umbra to do battle with the Garou's foes - one wolf for every point of Gnosis or Rage spent by the Garou. These wolves are identical to the hounds of the Wild Hunt. The wolves will return at the end of the scene.
Fenris' Bite (Level Five) The Garou's teeth become terribly sharp, and jaw strength increases to an incredible degree, allowing the Garou to mangle limbs with one bite or even chomp them clean off. This Gift is taught by an avatar of Fenris.
System: The Garou spends one Rage point and rolls Strength + Medicine (difficulty of the opponent's Stamina + 3). The Garou's next bite, if it hits, will crush and mangle one of the opponent's limbs, inflicting one automatic Health Level of damage in addition to normal bite damage. The target's limb is rendered useless for the scene (or much longer in the case of humans and other nonregenerative creatures). If five or more successes are scored on the Strength + Medicine roll, the limb is completely severed.
Control Simple Machine (Level One) The Garou may speak to the primal urban spirits in the simplest mechanical devices (no electronics, et at.), causing them to operate or shut down as he sees fit. Levers flip, pulleys roll, doors unbolt, etc. This Gifts 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.
Persuasion (Level One) 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.
Cybersenses (Level Two) The Garou, through studying both his own senses and the tools of science, may alter his sensory perceptions to those of a machine. Thus, he can change his hearing to detect radar, change his eyes to detect UV emissions or radiation, etc. This Gift is taught by any technological spirit.
System: The Garou spends one Gnosis point per sense affected. Thereafter, he substitutes a Perception + Science roll for any Perception rolls involving the new sense(s), The effects last for a scene.
Power Surge (Level Two) By speaking with the spirits of electricity, the Garou may cause a blackout over a wide- spread area. This Gift is taught by an electricity elemental.
System: The Garou spends one Gnosis point and rolls Wits + Science (difficulty 7). The area blacked or browned out depends on the number of successes rolled. Device Area Affected One House or Single Story Two Large Building Three City Block Four City Block Five Neighborhood
Control Complex Machine (Level Three) The Garou may bargain with the strange spirit life of the electronic world, thereby controlling cars, calculators, computers, video games, et al. This Gift is taught by a Net-Spider (the knowledge is actually stolen from the spirit, much as a hacker copies protected files).
System: The Garou spends one Willpower point and rolls Manipulation + Science (or Computer) against a difficulty ascertained by the Storyteller (usually 8). The control lasts for the duration of the scene.
Elemental Favor (Level Three) By cajoling a nearby urban elemental, the Garou can get the elemental to perform one "favor" for her. This can include the manipulation or even destruction of the elemental's housing - thus a metal vault door might unlock itself, a glass sheet might explode at the Garou's enemies, cables might coil around the Garou's opponents, etc. This Gift is taught by any urban elemental.
System: The Garou rolls Charisma + Subterfuge (difficulty of the elemental's Gnosis).
Attunement (Level Four) By standing in a particular area, the character can commune with the spirits of the area, thus getting an overview of what exists or has happened in the area rough population, secret tunnels, places of note and so on. This Gift is taught by a Cockroach-spirit.
System: The Garou spends one Gnosis point and rolls Perception + Streetwise (difficulty 6). The Amount of information gained depends on the number of successes; on a botch, the spirits lie. This Gift may only be sued in urban areas, as the Gnawers have become desensitized to the wilderness.
Doppelganger (Level Four) 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 one Gnosis point and rolls Charisma + Performance (difficulty 8). The effect lasts for one day per success.
Calm the Flock (Level Five) With this power, the Garou may walk among humans without accidentally evoking the Curse or the Delirium. This allows her to live among humans and maintain a family. The effects, however, do not last for long. This Gift is taught by a homid Ancestor- spirit.
System: The Garou rolls Manipulation + Subterfuge (difficulty 7). The number of successes indicates the number of hours that the effect lasts.
Summon Net-Spider (Level Five) The Garou can summon a Net-Spider - one of the Weaver-spirits that dwell within the Realm of electronic reality. Within reason, the Net-Spider gives its summoner absolute control over computers. The Garou can also send the Spider into someone else's system to disrupt it - the effects of this are left up to the Storyteller, but should be destructive. This Gift is taught by an avatar of Cockroach.
System: The Garou spends one Gnosis point and rolls Charisma + Computer (difficulty 8). If successful, the Net- Spider appears and will heed the Garou (see Net-Spider, pg. 269). The Spider allows the Garou to halve all difficulty rolls involving computers.
Beast Speech (Level One) 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.
Scent of Running Water (Level One) 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.
Beastmind (Level Two) The Garou can reduce the mental faculties of a target to those of an animal for a short time. This Gift is taught by an avatar of Griffin.
System: The Garou rolls Manipulation + Empathy 'difficulty of the target's Willpower). The effect lasts for one turn per success.
Sense of the Prey (Level Two) The character, if he knows anything about his prey, can track it down as rapidly as he can travel. This unerring sense of direction operates anywhere, and is used to track spirits through the Umbra as well as to find beings on Earth. This Gift is taught by a Wolf- or Dog-spirit.
System: No roll is required unless the target is actively hiding, in which case a Perception + Enigmas roll is made against a difficulty of the targets Wits + Stealth. If the target is a spirit, the difficulty is the spirits Gnosis
Elemental Favor (Level Three) By cajoling a nearby urban elemental, the Garou can get the elemental to perform one "favor" for her. This can include the manipulation or even destruction of the elemental's housing - thus the ground my explode, showering the Garou's enemy with rocks, water may rise up to swallow opponents, or the wind rise up to distort any nearby foes, etc. This Gift is taught by any urban elemental.
System: The Garou rolls Charisma + Subterfuge (difficulty of the elemental's Gnosis).
Trackless Waste (Level Three) The Garou employing this Gift must have at least a rough familiarity with the terrain in a given area (have spent at least a week in the vicinity). The Garou may completely disrupt others' perceptions of that terrain's landmarks, etc. Humans and the like will automatically become lost (compasses won't work and maps will be misleading). Even Garou may become lost. This Gift is taught by any wilderness-oriented spirit.
System: The Garou spends one Gnosis point and rolls Intelligence + Primal-Urge (difficulty 6). Each success enables a two-mile radius to be affected. Other Garou must roll Perception + Primal-Urge (difficulty 6) and equal or exceed the Gift user's roll. The effect lasts for four hours.
Avalanche (Level Four) The Garou must be in a mountainous or otherwise tectonically unstable area. The Garou 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 based on the instability of the terrain). The more successes, the more powerful the effect. On a botch, the Garou is caught in the avalanche.
Quicksand (Level Four) 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 viscous, 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 complex than basic grappling are increased by one.
Curse of Dionysis (Level Five) - The Garou may transform any human or Garou into a normal wolf. Garou will stay in this form for the duration of the scene; against humans, this effect is permanent. This Gift is taught by a Wolf-spirit.
System: The Garou spends one Gnosis point and rolls Gnosis (difficulty of the target's Willpower).
Gaia's Vengeance (Level Five) - The Garou can cause the very features of the land to animate and attack intruders: branches will lash out, rocks will roll and smash, vines will trip, water will suck victims under, etc. This Gift is taught by an avatar of Gaia Herself.
System: The Garou spends one Gnosis point and one Rage point. He then rolls Charisma + Enigmas (difficulty of the area's Gauntlet) . The game effects are up to the Storyteller.
Fatal Flaw (Level One) 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 vulnerabilities; five successes grant the Garou knowledge of all the target's flaws.
Aura of Confidence (Level One) 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 encounter or situation in which the Garou finds himself.
Clap of Thunder (Level Two) The Garou may clap her hands together, sending forth a shockwave that can stun all before her. This Gift is taught by a Stormcrow.
System: The Garou spends one (Gnosis point. All those within 10 feet, friend and foe alike, must score at least one success on a Willpower roll (difficulty 8) or be stunned and unable to act for one turn; on a botch, they are stunned for the duration of the scene. The Garou must be in Homid, Glabro or Crinos form to employ this power.
Icy Chill of Despair (Level Three) The Garou can assume a frightening aspect, seeming to grow larger, more looming, shadowy and terrible. Viewers will hesitate and stall in fear. This Gift is taught by a Stormcrow.
System: The Garou concentrates for a turn, spends a Gnosis point and rolls Manipulation + Intimidation (difficulty 7). If successful, enemies viewing this sight must make a Willpower roll (difficulty 8), scoring a number of successes equal to the successes of the Garou; failure means that the victims must spend Willpower to attack, take action against or even verbally oppose the Garou. The victims are not controlled by her, merely too cowed to struggle against her. This effect lasts for the rest of the scene.
Lunas Armor (Level Two) The Garou calls upon the blessing of Luna to deter any damaging attacks aimed at her. This Gift is taught by a Lune.
System: The Garou concentrates for one turn, spends one Gnosis point, and rolls Stamina + Survival (difficulty 6). Each success allows the Garou to add one to her Stamina for the purpose of soaking damage (including silver). The effect lasts for one scene.
Paralyzing Stare (Level Three) The Garou can direct a terrifying gaze at a target, causing her to freeze in paralytic fear. This Gift is taught by a Stormcrow.
System: The Garou concentrates for one turn, spends one Gnosis point, and rolls Charisma + Intimidation (difficulty of the target's Willpower). Each success gained on this roll freezes the opponent in place for one turn.
Open Wounds (Level Four) 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.
Strength of the Dominator (Level Four) 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.
Obedience (Level Five) The Garou becomes the ultimate alpha leader, commanding others to do as she wishes. This Gift is taught by a Stormcrow.
System: The Garou spends one Gnosis point and rolls Charisma + Leadership (difficulty 8). All in the vicinity must make Willpower rolls (difficulty 8). Failure to match or exceed the Garou's successes means that listeners must obey the commands of the Garou. The degree of obedience varies according to the number of successes: one success means the listeners can be persuaded to do something they don't mind doing; three means they'll pretty much do what the Garou tells them so long as they aren't utterly opposed to it; five successes means the listeners will undertake virtually suicidal actions.
Shadow Pack (Level Five) The Garou may summon a shadowy duplicate of himself, or even multiple shadows, to stand beside him in battle. These shadows eerily resemble the Garou and have the same powers. This Gift is taught by a spirit of Night or a Chimerling.
System: The Garou must spend a variable number of Gnosis points and succeed in a Gnosis roll (difficulty 8). For each Gnosis point spent, the Garou summons an exact duplicate of himself to fight by his side. These Garou have identical Attributes and Abilities, but not fetishes; they may not use Gnosis or Willpower, and each has only one Health Level (any attack that is not soaked destroys it). The shadow-Garou last for one scene.
Sense Wyrm (Level One) 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 Wyrms 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.
Speed of Thought (Level One) 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.
Blissful Ignorance (Level Two) The Garou can become completely invisible to all senses, spirits or monitoring devices by remaining still. This Gift is taught by a Chameleon-spirit.
System: The Garou rolls Dexterity + Stealth (difficulty 7); each success subtracts one success from the Perception + Alertness rolls of those actively looking for the character. If no one is so doing, then one success indicates complete concealment.
Messenger's Fortitude (Level Two) The Garou may run at full speed for three days without the need for rest, food or water. After the duration expires, the Garou must sleep for a week. This Gift is taught by a Camel- or Wolf- spirit.
System: The Garou spends one Gnosis point and may do nothing save run; for an additional Gnosis point, he may imbue the effects of this Gift upon another being.
Adaptation (Level Three) The Garou may exist in any environment, regardless of pressure, temperature, or atmospheric composition. The Garou also takes no damage from poison or disease, though concentrated flame or radiation still affects the Garou normally. This Gift is taught by a Bear-spirit.
System: The Garou spends one Gnosis point and rolls Stamina + Survival (difficulty 7). The effects last for one hour per success and may be extended by spending Gnosis. By spending another Gnosis point and rolling again, the Garou may affect another
The Great Leap (Level Three) The Garou can jump incredible distances in one bound. This Gift is taught by a jackrabbit-spirit.
System: The Garou spends one Willpower point and rolls Strength + Athletics (difficulty 6). Each success enables the Garou to leap 100 feet.
Attunement (Level Four) 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 has happened in the area - rough population, secret traits, 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 in, formation gained depends in the number of successes; on a botch, the spirits lie.
Speed Beyond Thought (Level Four) 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 and worse... This Gift is taught by a Cheetah- or Air- spirit.
System: The Garou spends one Gnosis point and rolls Stamina + Athletics (difficulty 7).
Gate of the Moon (Level Five) This power only works at night, and there must be at least a sliver of a moon in the sky. The Garou can open a special type of Moon Bridge, allowing instantaneous travel to her destination. This Gift is taught by Lunes.
System: The Garou spends one Gnosis point for every 100 miles she wishes to travel, and rolls Intelligence + Alertness (difficulty depends on the distance of the journey and the accuracy with which she knows her destination - up to 10 for a far journey to an unknown place). Success enables the Garou to travel to that place instantly. She will be disoriented for a turn upon arrival unless she scored at least three successes. A botch means that the character is hurled through space in a random direction, arriving far from her destination (or even high in the air ... ). The Garou may take others with her by spending one Gnosis point per person.
Reach the Umbra (Level Five) The Garou may pierce the Gauntlet and instantly travel to the Umbra at will, without the need for a reflective surface. This Gift is taught by an Owl-spirit.
System: The Garou simply wills herself to step sideways. She does not have to make the usual Gnosis roll and can never get "caught."
Lambent Flame (Level One) 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 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.
Sense Wyrm (Level One) 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 Wyrms 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.
Awe (Level Two) The Garou, simply by her bearing and speech, proves to others her mastery and right to rule the other tribes. This Gift is taught by a Falcon- spirit.
System: The Garou rolls Appearance + Empathy (difficulty of the target's Willpower). If successful, the difficulties for all Social rolls made by the Garou against that target are reduced by one, and the target's difficulty to hit the Garou in combat is increased by one.
Lunas Armor (Level Two) The Garou calls upon the blessing of Luna to deter any damaging attacks aimed at her. This Gift is taught by a Lune.
System: The Garou concentrates for one turn, spends one Gnosis point, and rolls Stamina + Survival (difficulty 6). Each success allows the Garou to add one to her Stamina for the purpose of soaking damage (including silver). The effect lasts for one scene.
Silver Claws (Level Three) The Garou can turn her claws into silver, making her a terror against other Garou on the battlefield. This Gift is taught by a Lune.
System: The Garou rolls Gnosis (difficulty 7). All claw wounds inflict aggravated damage, which cannot be soaked by Garou. While the Garou manifests the claws, she suffers searing agonies. Each turn, she gains an automatic Rage point; furthermore, all noncombat difficulties are increased by one because of the distraction. When her Rage points exceed her Willpower, she must check for frenzy.
Wrath of Gaia (Level Three) The Garou is revealed to his foes as that which Gaia intended him to be: Her Chosen Warrior. Wyrm beasts will flee in fear unless they can master their instinctual terror of Gaia's Defender. This Gift is taught by an avatar of Gaia Herself.
System: The Garou spends a Gnosis point and rolls Charisma + Intimidation (difficulty 6). All agents or minions of the Wyrm (including Kindred with Humanity scores lower than 7) in the vicinity must make Willpower rolls (difficulty 7). If a Wyrm creature does not match or exceed the Garou's successes, it will flee in terror for the duration of the scene.
Mastery (Level Four) 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 victim's Wits + 3). The Garou can cause the target to obey any nonsuicidal command for one turn per success. This Gift works only against Garou.
Mindblock (Level Four) 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.
Luna's Avenger (Level Five) The Garou can transform her entire body (human, wolf or otherwise) into purest silver. She becomes a nigh-unstoppable warrior. This Gift is taught by a Lune.
System: The Garou concentrates for a turn and spends one Gnosis point. This Gift confers immunity to silver, and all of the Garou's attacks gain benefits equivalent conferred by the Silver Claws Gift (Level Three Ahroun). In addition, the Garou gains two extra Stamina levels and an extra Health Level (if the Garou takes only one Health Level of damage during combat, she is unharmed after the duration of this Gift expires). The effect lasts for a scene.
Paws of the Newborn Cub (Level Five) The Garou prevents a target from using any special or supernatural abilities. She is as a newborn cub, with only mundane powers at her disposal. This Gift is taught by a Falcon-spirit.
System: The Garou spends one Gnosis point and rolls Gnosis (difficulty of the victim's Stamina + 3). Each success removes all special abilities of the opponent (aggravated damage, Claws, Gifts, vampiric Blood Pool, mage Spheres, regenerative powers, special attacks, etc.) for one turn.
Sense Magic (Level One) 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 (i.e., whether it is a mage Sphere or vampiric Thaumaturgy, but not the specific type of Sphere). 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 feet per success rolled.
Shroud (Level One) The Garou may 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 variable difficulty (3 for twilight, 6 for indoors, 9f or high noon). For each success, a 10 by 10 area of the Garou's choice is covered in pitch, black darkness.
Spirit of the Bird (Level Two) The Garou may hover and float in the air. This Gift is taught by any Bird- spirit.
System: The Garou spends one Gnosis point. He may move at 20 mph, and the duration is one hour. Maneuvering requires a roll of Dexterity + Occult, and the difficulties of all complex actions, such as combat, are increased by two.
Spirit of the Fish (Level Two) The Garou can breathe underwater and swim as fast as he can run in Hispo form. This Gift is taught by any Fish-spirit.
System: The Garou spends one Gnosis point and rolls Stamina + Animal Ken (difficulty 6). The effect lasts for one hour per success.
Call Flame Spirit (Level Three) The Garou may sumrnon a spirit of fire to perform one task for her. She must have a fire source for this Gift, even if it is only a cigarette lighter. The fire spirit will ignite flammable objects or hurl itself at her foe, blasting it in a great explosion as it departs the material world. This Gift is taught by a fire elemental.
System: The Garou spends one Gnosis point and rolls Manipulation + Occult (difficulty 8). The spirit's explosion inflicts three dice of aggravated fire damage. A botch on the summoning roll calls a hostile spirit.
Invisibility (Level Three) This Gift makes the Garou invisible to sight and difficult to hear or smell. When employing this Gift, the Garou must concentrate on its use at all times; the Garou may not move any faster than half speed, nor may he do anything that would distract her. This Gift is taught by a spirit servant of Uktena.
System: The Garou concentrates for a turn and spends a Gnosis point. He then rolls Intelligence + Occult against a difficulty set by the Storyteller (based on conditions). The number of successes must be recorded; anyone who attempts to see through the invisibility must roll more successes on a Perception + Alertness roll than the Garou rolled when invoking this Gift.
Call Elemental (Level Four) 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 any one of the elernentals.
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 favorably upon him. At the end of the scene, the elemental will return from whence it came.
Hand of the Earth Lords (Level Four) 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 for one turn per success.
Fabric of the Mind (Level Five) Garou with this Gift can bring their imaginations to life, creating a Dream Being from the fabric of their thought. This Gift is taught by a Chimerling.
System: The Garou makes an extended roll of Intelligence + Performance (difficulty 8). She can create any form of life she can imagine, assign it one point of Traits for each success gained on the roll. The Garou can take as long as she wanted to form the creature, accumulating successes from turn to turn, but once she stops, the Dream Being takes form and requires the Garou to spend Gnosis to keep it manifested. The cost is on point per scene if the Dream Being remains relatively inactive (such as cleaning the Garous home or sitting as a gargoyle on the roof, or one point per turn if the Being engages in combat. Botched rolls manifest an uncontrolled (and often hostile) Dream Being; these cost no Gnosis but will stay as long as they desire.
Fetish Doll (Level Five) The Garou may harm a victim from afar by mutilating a doll he constructs in the victim's image. He must have a part or article from the being against whom he plans to employ this Gift. He must then construct a mannequin in the shape of the victim. This Gift is taught by a strange Umbral spirit.
System: The Garou spends a week and rolls Perception + Repair (difficulty 8) to construct the doll. To harm the victim, the Garou rolls Intelligence + Medicine (difficulty of the victim's Willpower). Each success inflicts one die of aggravated damage, up to a maximum of 10 - beyond 10, the doll is so mutilated that further damage is impossible. Each failure on the roll subtracts one from the 10 possible dice, and a botch destroys the doll without harming the victim.
Call the Breeze (Level One) The Garou may summon a strong (20 mph), chill breeze and direct it at whim. The breeze will disperse clouds of vapors 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 on any Perception roll related to that sense.
Camouflage (Level One) 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.
Cutting Wind (Level Two) The Garou may summon a painfully bitter blast of wind, which he may direct at foes. This Gift is taught by a spirit servant of Wendigo.
System: The Garou spends one Willpower point. To direct the wind in combat, he rolls Dexterity + Occult (difficulty 6). Anyone hit by the wind loses two dice from all actions taken that turn, and has one fewer die on the next turn. The wind might also knock foes off ledges, into pits, etc. The wind lasts for the scene. The range is calculated according to the modifiers for firearms. The medium range is 20 yards; the Garou receives no modifier at this range. Twice this range (40 yards) is the farthest the wind can be directed. The difficulty is increased by one. On the other hand, attacks made at targets within a yard of the Garou are considered "point-blank" (difficulty 4).
Speak with the Wind-Spirits (Level Two) The Garou can understand and speak with Wind-spirits. In addition, he may ask one question of the aerial spirits that ride the winds of the world (their attention span is too short for anything more). The question must have something to do with the nearby area (they quickly forget what they see). This Gift is, of course, taught by any aerial spirit.
System: The Garou does not need to spend points or roll to understand or speak with Wind-spirits. To ask a question, however, the Garou must spend one Gnosis point and roll Manipulation + Expression (difficulty 7). The number of successes indicates the accuracy of the information; on a botch, the spirits lie.
Chill of Early Frost (Level Three) The Garou invokes the spirits of winter in a great ritual, summoning biting winds that whistle and shriek through the area. The chill is as much mystical as it is physical, sent from the domain of great Wendigo himself.
System: The Garou chants for an hour and spends one Gnosis point. She then rolls Intelligence + Occult against a difficulty depending on the temperature (4 if it is already winter, 6 on a 70' F spring day, 9 in the midst of a summer heat wave). Success drops the temperature in a five-mile radius to below freezing (or even subzero temperature if it was already winter). Anyone without a natural fur coating (humans, Kindred, Garou in Homid or Glabro form) subtract two from all Dice Pools. The effects last for one hour per success.
Sky Running (Level Three) The Garou gains the ability to run at 50 mph through the skies. The Garou must continually remain in motion, or he falls. The Garou leaves a track of fire in the sky as he runs. This Gift is taught by a spirit servant of Wendigo.
System: The Garou concentrates for one turn and spends one Willpower point. The Gift lasts for four hours and may be replenished by further Willpower expenditure.
Attunement (Level Four) 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 has happened in the area - rough population, secret traits, 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 in, formation gained depends in the number of successes; on a botch, the spirits lie.
Call the Cannibal Spirit (Level Four) 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 (see The Wendigo, pg. 265) 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.
System: The Garou spends one 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.
Invoke the Spirits of the Storm (Level Five) The Garou may summon just about any weather effects he desires: a blizzard, a monsoon, a tornado, a thunderstorm, a pea-soup fog, whatever. This Gift is taught by a spirit servant of Wendigo.
System: The Garou spends one Gnosis point and rolls Willpower against a variable difficulty (determined by the Storyteller based on the nature of the effect and the difference between it and the prevailing climate). The effects cover a 10-mile area per success rolled; if a thunder storm is called, each additional Gnosis point spent enables the Garou to call down a lightning bolt or tornado on his enemies (Dexterity + Occult to hit; 10 dice normal damage).
Heart of Ice (Level Five) The Garou must know the name of the being to be affected by this power, and must whisper it to the vengeful winds. Subsequently, the victim's heart or other internal organs begin turning to ice, gripped by the curse of Wendigo. This Gift is taught by a spirit servant of Wendigo.
System: The Garou spends one Gnosis point and rolls Wits + Occult (difficulty of the target's Stamina +4); each success causes one automatic Health Level of damage, accumulating at one per turn until the number of Health Levels lost equals the number of successes. This damage is aggravated and may not be soaked. Vampires affected by this power have their blood coagulated, losing five Blood Points per success; if this reduces them to zero, they enter torpor.
Balance (Level One) The Garou is able to walk across any ledge, rope, etc., no matter how thin or slippery. This Gift is taught by strange Wind-spirits known to the Stargazers.
System: No point expenditure or roll is required. Difficulties for climbing are reduced by three.
Sense Wyrm (Level One) 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 Wyrms 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.
Inner Strength (Level Two) The Garou may, after brief meditation, convert her inner anger into iron resolve. This Gift is taught by wise Stargazer Ancestor-spirits.
System: The Garou concentrates for five minutes and rolls Wits + Enigmas (difficulty 8). Each success converts one point of Rage into Willpower.
Surface Attunement (Level Two) The Garou may attune herself to the surrounding environment, thereby gaining the ability to walk at normal speed across such surfaces as mud, water, snow and quicksand without falling through or leaving tracks. This Gift is taught by the spirits of small animals (rabbits, sparrows, mice, etc.), animals usually overlooked by other Garou but honored by the Stargazers.
System: The Garou concentrates for one turn and rolls Dexterity + Athletics (difficulty 6).
Clarity (Level Three) The Garou is able to see through fog, pitch darkness, and even recognize illusions or invisibility. This Gift is taught by a Wind-spirit.
System: The Garou rolls Perception + Enigmas (difficulty 7). If the Stargazer attempts to see through someone else's illusion, the number of successes rolled by the illusion-creator must be matched or beaten by the Garou.
Merciful Blow (Level Three) The Garou can subdue a foe in combat without harming him. This Gift is taught by a Mongoose-spirit.
System: The Garou spends one Gnosis point, attuning himself to the body of his foe. If his next blow (hand or weapon) strikes and does damage before soak is rolled, the Garou may then roll Perception + Medicine (difficulty of the opponent's Wits + Dodge). One or two successes on this roll cause the opponent to keel over helpless for the next turn; three or more paralyze the foe for the entire scene.
Preternatural Awareness (Level Four) -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 opponents' 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.
Ultimate Argument of Logic (Level Four) Those who speak with the Garou leave convinced of some fact they might otherwise have disbelieved. If successful, the Garou can cause the target to believe implicitly in one aspect of existence (true of false) from the "fact" that the sun revolves around the Earth to the "truism" that the wolfs inherent natures 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 targets Wits + Enigmas).
Circular Attack (Level Five) The Garou can battle multiple opponents, not only avoiding their attacks but actually channeling them into other foes (or causing a foe to strike himself if the Garou is fighting only one foe). This Gift is taught by a Wind-spirit.
System: The Garou spends one Willpower point and rolls Wits + Dodge (difficulty of the opponent's Wits + 3, or the highest Wits + 3 if facing multiple foes). The Garou must be in melee combat, or must be attacked in a firefight by two or more foes. Each success enables the Garou to avoid and redirect one attack. Example: If the Garou had a Wits of 4, a Dodge of 4, and was fighting six foes, each with a Wits of 2, the Garou would roll eight dice against a difficulty of 5. If he rolled a 6, 10, 1, 9, 2, 5, 7, and 3, he would avoid four attackers (the botch cancels one success), who would all roll to hit each other or another of the Garou's foes. Two of the foes would strike normally, but could still be dodged by the Garou.
Wisdom of the Seer (Level Five) By gazing into the night sky for an hour, the Stargazer can ask a question and have it answered. This Gift is taught by a Chimerling.
System: The Garou spends one Gnosis point and rolls Intelligence + Enigmas (difficulty 7). If successful, the Garou can answer any one question (i.e., ask the Story- teller). The clarity of the information depends on the number of successes, and it is rare to gain a complete and straightforward answer.
Croatan (Dead Tribe)
These Gifts are commonly available for Wendigo, almost
impossible to other Tribes
Wyld Sight (Level One) - 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). If successful, 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 the Event |
One
Two Three Four Five + |
10 minutes
30 minutes One hour Three hours One day |
Turtle Shell (Level Two) - The Garou can form a mystic, protective shield around herself. The shield appears as a large turtle shell that encases the Garou. The shell is opaque on the outside but translucent from the inside (attackers can't see in, but the Garou can see out). The Garou can choose to encase others in the shell with her. This Gift is taught by a turtle-spirit.
System: The Garou spends one Gnosis point and rolls Stamina + Survival (difficulty 6). For each success, the shell has two soak dice and two Health Levels (when the shell has no more Health Levels, it breaks apart).
In addition, a two-yards radius can be encased per success (two hexes, if miniature rules are used). A Crinos-form Garou requires about that much space to fit into the shell, so with three successes three Crinos-form Garou can fit into the shell (or perhaps six Homid- or Lupus-form Garou or any such combination - Storyteller's discretion).
The shell lasts for one scene or until a Garou decides to break it, whichever comes first. Once its time is up or it is broken (whether by a Garou on the inside or an enemy pounding his way in), the shell disintegrates.
Call Earth Spirit (Level Three) - The Garou may summon an earth spirit to do one task for her. She must have some earth with her (a handful of dirt or a rock). The earth spirit crushes things in its path, including foes it is directed against. This Gift is taught by an earth elemental.
System: The Garou spends one Gnosis point and rolls Manipulation + Occult (difficulty 8). The spirit's rampage (in a straight line for up to 30 yards) causes 10 dice of damage (nonaggravated) to anything in its path. It knocks down whatever it hits, rolling over objects or victims and continues on its path. A botch on the summoning roll calls up a hostile spirit.
Hand of the Earth Lords (Level Four) - See the level-five Uktena Gift of the same name on pg. 138 of the Werewolf rulebook. See Ukena above.
Resolute Vow (Level Five) - Once a Garou with this Gift pursues a goal, nothing can stop him from achieving his ends. There are many legends of Croatan heroes who followed their vows of vengeance or spiritual quests against all odds, continuing on when less-resolute Garou turned back, fearful of failure. This Gift is taught by ancestor-spirits.
System: The Garou spends a permanent point of Gnosis, declaring his purpose or quest to all who can hear. From that point on, he must follow his quest through until the end. He adds six extra dice to any Willpower rolls involving the quest (even if this takes his Willpower roll over 10 dice) and has six extra Willpower points to spend on the quest only. However, once spent, these extra points cannot be regained.
If the Garou chooses to give up his quest before it is
completed, he loses any remaining bonus Willpower points and loses another
one permanent Willpower point for each of the bonus Willpower points that
he spent after activating this Gift. The Garou may never regain permanently
lost Willpower points. For instance, if the Garou gives up his quest after
spending three of his bonus Willpower points, he may never have a Willpower
rating higher than 7.
Source Material taken from Werewolf: The Apocalypse Third Edition; Copyrighted by White Wolf Publishing and Gaming Studios, Incorporated.
Source material taken from Werewolf: The Apocalypse Third Edition, pages 132-154, 292-293