Planetary Gifts are rare within the Garou Nation; Theurges can’t readily summon the necessary spirits who teach them. Most of these Gifts can only be learned by questing to the appropriate Incarna’s realm and impressing the Incarna there. However, the following Gift is available to most Garou who are capable of summoning Star-spirits – although as always, the Star-spirits are much more impressed if the questing Garou travels to the Aetherial Realm to learn from them.
Prophetic Vision (level 3)
This Gift enables the Garou to receive a vision of the future based on the study of the night sky. The vision usually reveals itself in astrological terms (”Lu-Bat’s influence suggests an attitude of acceptance toward the events of the next several days” or ”The intervention of Shantar indicates that changes may occur rapidly in the near future.”) This Gift is taught by a Star-spirit.
System: The Garou spends one Gnosis point and rolls Wits + Enigmas (difficulty 7). Thenumber of successes indicates how precise a vision appearsto the character. A single success provides vague information, while three or more successes allows the revelation of specific details. Storytellres should couch their visions in symbols appropriate for the Incarna and matter at hand; the seer should have to interpret the vision rather than be spoon-fed.
These Gifts can only come through contact with the planetary Incarnae or one of their spirit minions. Any Garou can learn any or all of these Gifts, provided she has attained a sufficient Rank to do so, however, some limitations do apply. Garou who possess the favored auspice or tribe of a particular Incarna may learn that Incarna’s Gifts at the normal cost in experience points as can Garou who are born (or experience their First Change) during the lunar month presided over by that Incarna. Other auspices and tribes must pay the experience point cost for learning the Gifts from other tribes or auspices. For example, an Ahroun of any tribe or a Get of Fenris of any auspice may learn any of Nerigal’s Gifts at the standard experience point cost. All other Garou must pay the higher price for the privilege.
Naturally, all the following Gifts are taught either by the planetary Incarna in question or by one of its direct spirit servants.
- Gifts of Nerigal
- Gifts of Eshtarra
- Gifts of Mitanu
- Gifts of Sokhta
- Gifts of Katanka-Sonnak
- Gifts of Hakahe
- Gifts of Tambiyah
- Gifts of Meros
- Gifts of Zarok
- Gifts of Lu-Bat
- Gifts of Ruatma
- Gifts of Shantar
- Gifts of Rorg
Shows favor to the Ahroun, the Get of Fenris and those of the first lunar month.
The Ice Warrior’s Gifts all pertain to combat, reflecting both his fierceness and the icy nature of his Rage.
Battlesense (level 1)
The Garou can sense the best direction from which to make an attack, taking into account the terrain of the battlefield, the numbers and placement of the enemy and the available forces at the Garou’s command or allied with her.
System: The player spends a point of Gnosis and becomes aware of the tactical factors involved in an impending battle. The Storyteller informs the player of the numbers and placement of opposing forces. The player can then use this information to her character’s advantage.
Shards of Icy Rage (level 2)
The Garou invoking this gift calls on the cold power of her Rage, converting her anger into physical ice. This ice cuts as deep as any knife, and can be hurled at her enemies in place of a normal attack.
System: The player spends a point of Rage and rolls Wits + Primal-Urge (difficulty 8). The number of successes equals the number of shards that form from the crystallized Rage, up to a limit of five shards. The player makes a separate attack roll for each shard, and may direct them at more than one opponent. Each shard does three dice of aggravated damage; the range is five yards for every dot of the Garou’s Strength.
The player may only spend one point of Rage each time the Gift is used; this prohibits spending Rage to gain extra actions in the same turn as invoking the shards. Although a character may use the Gift more than once in a combat, each successive use after the first adds +1 to the difficulty roll to activate the Gift.
Nerigal’s Call to Arms (level 3)
This Gift allows the Garou to summon to her side any creatures or spirits allied to Nerigal or appropriate to the Ice Warrior. These beings, whether Nerigal’s spirit warriors or predatory animals, fight alongside the Garou for the duration of an entire battle.
System: The Garou spends a point of Gnosis and rolls Charisma + Leadership (difficulty 8). One success summons one or two creatures, additional successes increase the number of creatures or spirits that answer the summons.
|Successes||Number of responders|
|1||Up to 2|
|2||Up to 5|
|3||Up to 10|
|4||Up to 15|
|5||Everything within a 5 mile radius|
Those creatures summoned serve as an army under the character’s command for an entire scene. Of course, if there are no wild predators or War-spirits of Nerigal within range, the Gift fails.
Challenge of Single Combat (level 4)
By invoking the name of the Ice Warrior and issuing a direct challenge to an enemy, the Garou can force her opponent to fight one-on-one according to the rules of fair play. The opponent can launch no surprise attacks, employ dirty tricks or accept help from comrades or Pack mates. However, the Garou using this Gift accepts the same restrictions- neither combatant can break off from the fight until one participant either concedes victory to the other or dies.
System: After the character has issued a challenge the player spends a point of Rage and rolls Manipulation + Leadership (difficulty is the target’s Willpower). A single success forces the target to forego any unfair tactics and meet the Garou in single combat as described above. No successesmeans the Gift fails while a botch inspires the target to launch an immediate attack on the character – usually with the help of the opponents friends.
Heart of the Ice Warrior (level 5)
Usually used only in the most dire circumstances, this Gift renders the Garou impervious to damage long enough to deliver a final blow to her opponent. The exertion causes the Garou to collapse, mortally wounded. Unless healed immediately, the Garou dies, having given her all in battle.
System: No roll is necessary to invoke the Gift, but the player must spend a point of Rage. The character may not dodge when invoking this Gift, but no damage levied against the Garou will impair her in any way until her attack lands – lightning strikes won’t blow her back, and blades can’t sever her limbs.
The character makes her next attack at +4 to her attack dice pool. The player may reroll any 1s rolled on this attack – they simply do not count. After delivering her attack, the character falls to Incapacitated. Unless somehow mystically healed by another using Mother’s Touch or a similar Gift or fetish (regeneration isn’t an option) within the same turn, the character dies at the end of the turn.
Shows favor to the Galliard, the Fianna and those of the second lunar month.
Eshtarra's Gifts pertain either to the Earth and its lore or else reflect the Incarna's nurturing qualities
Earth Sense (level 1)
The Garou can feel the “aura” of an area and determine if it’s healthy or blighted. For a brief instant, the user of the Gift becomes so attuned to the land immediately around her that she can sense the pain of Wyrm-taint, the sickness of pollution or the robust energy of an unspoiled piece of wilderness. In some instances, the source of an area’s pain – or the reason for its health – may reveal itself to the Garou through the use of this Gift.
System: The player spends a point of Gnosis. While no roll is necessary, the character must concentrate on the target are for several minutes of game time before receiving any information about its condition. The amount of information revealed is left to the Storyteller and can vary from vague feelings (”The land doesn’t feel well, as if it has been poisoned”) to extremely specific facts (”There is an under-ground spring which channels Gnosis into the topsoil, making the land productive and fertile”)
Herb Call (level 2)
Through singing or chanting, a Garou can find helpful or medicinal plants, roots or bark even in poor areas such as deserts. Such plants might be healing herbs, substances useful in rites or tubers and other plants that provide needed substance. The song causes the plants to resonate from the music so that the Garou can locate them by following the sounds.
System: The player spends a point of Gnosis and rolls Perception + Performance. A single success enable the character to locate the desired herbs or plants within a mile of her location. Additional successes increase the range by one mile per success. Failure means that the character cannot hear any plants, while a botch leads the character to harmful herbs or plants.
Oaksong (level 3)
By using this Gift, a Garou can communicate with inanimate objects made of wood or some other organic substance (i.e., something that was once alive). The objects do not actually speak, but the Garou can sense their thoughts as images or sensations. For example, a wooden cane might communicate that someone has used it for wilderness travel, the musty odour of bear spoor and the image of crowded undergrowth and towering pines. A straight-backed wooden chair might allow a Garou to “see” the person who last occupied it and get a sense of the emotional state of that individual. With practice, a Garou can hold an entire wordless conversation with anything from a sturdy hemp rope or a mat made of woven reeds to a charred scrap of paper (made from wood pulp).
System: The user of this Gift must concentrate on what sort of information she wishes to obtain from the object as if she were asking a question. The sensations and images constitute the “answer.” The player spends a point of Gnosis and rolls Perception + Enigmas (difficulty 7). Each success allows the character to formulate one question and direct it to one item. Additional successes allow the character to ask more questions (on a one-for-one basis) or else ask the same question of different objects. No successes indicate a simple failure of the Gift, while a botch provides the Garou with false or garbled information.
Lore of the Land (level 4)
By eating, smoking or otherwise taking in a portion of the land, the Garou can sense things that happened in the immediate vicinity in the past. For example, a Garou can mix dandelions from a meadow into a salad which she eats; as a result, she realizes that a group of hunters passed through the meadow three months ago. By chewing on the bark from a tree, the Garou can learn that a surveyor for a corperation measured the land around the tree as part of a planned site for a new factory or that someone buried a body beneath the tree.
System: The player spends a point of Gnosis and rolls Perception + Empathy (difficulty 7). One success gives the character a piece of information (“A group of men passed through here several weeks ago”). Additional successes either embellish on the first piece of information (“The men wore security guard uniforms”) or else provide new information about other events (“A battle took place here last year”). The information provided will be as pertinent as possible; the character actually learns the most important (to Garou standards) thing or things that happened within the area, most often information that the Garou can act upon.
Earth Heal (level 5)
This Gift allows the Garou to help a piece of land recover from blight, Wyrm-taint, poisoning, pollution or some other type of environmental disturbance. The Garou gives part of her essence to the damaged land and thus begins a process of renewal that spreads to encompass such details as purifying tainted soil, causing the growth of new plant life or purging signs of the Wyrm’s corruption from the designated spot.
System: The player sacrifices a permanent point of Gnosis and rolls Wits + Occult (difficulty 7 for naturally caused damage; 8 for Wyrm-taint). Each success contributes to the overall recovery of the designated piece of land; the area can be as large as a few miles, but must constitute a single terrain feature (a lake, forest or mountain, for instance). One success makes minimal but significant improvements in the target area, while five successes results in the area’s return (over time) to a state of unspoiled health and fertility. Although this is a potent Gift, it doesn’t prevent the healed land from being polluted once more. Even so, offering up one’s Gnosis to heal a portion of Gaia is often cause for significant rewards of Honor.
Shows favor to the Ragabash, the Bone Gnawers and those of the third lunar month
Gifts of the Clever Rogue or his spirit helpers involve movement, communication, stealth or thievery
Speed of the Messenger (level 1)
This Gift increases the movement rate of the Garou so that he can travel long distances in short periods of time. The character’s body seems to flow like quicksilver, enabling him to accomplish astounding feats of agility while under the effects of this Gift. This, the Garou can travel rapidly across a tree limb or along a narrow wooden beam without slowing down or faultering.
System: The player spends one Gnosis point and rolls Dexterity + Athletics (difficulty 8). One success allows the character to move at twice her normal speed; two successes gives her three times normal speed, while three successes allows the character to move four times as quickly. More than three successes causes the character to assume a blurry form that moves too rapidly to track. Use of this Gift confers two extra dice to any rolls involving Dexterity while the character is in motion. The effect lasts for one turn or one scene, depending on the circumstances. This Gift affects movement only and cannot allow a character to stop to deliver a blows in combat without ending the Gift’s duration. Thus, a character can use the Gift to get to combat more quickly, but once she engages in battle, she loses the benefits conferred by the Gift.
Sticky Fingers (level 2)
This trick coats the fingers of a Garou with a silvery substance that adheres to anything, making it possible to climb slick vertical surfaces with ease. In addition, this Gift also assists a Garou in pilfering small items such as credit cards, keys or loose change.
System: The player spends a point of Gnosis. The ability to cling to sheer surfaces is automatic. In addition, the character gains two extra dice to any Streetwise or other roll that the Storyteller deems appropriate; he might get extra dice on a pick pocketing attempt, but not when trying to hotwire a car. The effects last for one scene.
Deliberate Misinformation (level 3)
The Garou can slip confusing and contrary information into his target’s conversation, making their plans fall apart or otherwise causing them to suffer from a gross breakdown in communications. Opponents in the immediate vicinity of the Garou mishear each other or misinterpret instructions. The information affected by this Gift must be communicated verbally – either in person or through use of a direct communication device such as a telephone or other transmission device.
System: The player rolls Perception + Linguistics (difficulty of the target’s Willpower – or of the highest Willpower in the target group). Each success allows the character to subject one opponent to the effects of this Gift. All actions that result from information communicated verbally receive a +2 difficulty; simple orders, such as proceeding to a certain address or moving to the left or right flank in battle, automatically go awry. The Gift lasts for one scene or one battle.
Mercurial Messenger (level 4)
This Gift enables a Garou who overhears a conversation or who is entrusted with a message to remember what she has heard. At a time later, the Garou may repeat back verbatim everything heard over a single scene as if she had total recall. The Gift allows the Garou to reproduce voice intonations, accents and speech patterns or mannerisms which match those of the original speaker. In addition, tha Garou can approximate the speaker’s actual voice.
System: The player spends a point of Gnosis and rolls Wits + Linguistics (difficulty 7). Each success increases the accuracy of the character’s delivery of the remembered conversation or message. If necessary, the Storyteller may repeat the conversation for the benefit of the character’s audience. A failure means that the character remembers only what the player remembers. A botch introduces serious discrepancies into to repetition.
Madthought (level 5)
This trick literally makes the werewolf’s foes too clever for their own good. The Garou can cause her enemies’ thought process to speed up so radically that they literally think too rapidly to put any one plan into motion. The victim of this Gift can only stand still as his thoughts run away with him, rushing madly from one brilliant plan to another or considering multiple alternatives for their “next” action.
System: The player spends a point of Willpower and rolls Wits + Subterfuge (difficulty of the victim’s Willpower). The number of successes determines how many turns the victim stands “lost in thought.” When the victim recovers from the Gift, he is most likely highly disoriented, and may need to regain focus and otherwise discover what’s been happening while he “was out.” A failure simply means that the Gift does not work, while a botch gives the victim not only rapid thought but the ability to translate those thoughts into immediate action – usually to the detriment of the character.
Shows favor to the Theurge, the Stargazers and those of the fourth lunar month
Sokhta's Gifts embody the qualities usually associated with the moon - sight, prophecy and changeability.
Lambent Sight (level 1)
This Gift grants the Garou the ability to see under circumstances where sight would normally be impossible, such as in conditions of total darkness (inside a deep cave, for example) or if the Garou is blindfolded. The Gift provides illumination for the Garou equivalent to that of a full moon.
System: The player spends a point of Gnosis; no roll is necessary. The effects of this Gift last for one scene. This Gift cannot grant sight to one who is naturally blind.
Moonpool of Sokhta (level two)
This Gift enables a Garou to transform clear, standing water into a pool which offers visions of possible futures. Wilderness ponds, small mountain tarns, pools of clear rainwater or even basins filled with water can serve as a conduit for the images. The scenes that appear within the pool depict what might happen unless something occurs to change the course of events. The Garou must concentrate on the event (or series of events) to get a sense of the outcome. The pool may reflect either literal or symbolic images.
System: The player spends a point of Gnossis and rolls Wits + Enigmas (difficulty 7 for near future events, 8 for more distant occurrences). Each success causes one vision of the future to appear within the pool. The Storyteller should determine the clarity and accuracy of the visions. No successes indicate a failure of the Gift, while a botch produces false visions or an extremely chaotic jumble of meaningless images.
Moonriver (level 3)
By using this Gift, the Garou may swiftly travel across the surface of a body of water which reflects the moonlight. She can follow a river or cross a lake so long as she follows the “trail” of the moon’s light. If the light becomes obscured at any point (such as when a cloud passes across the face of the moon), the effects of the Gift end and the Garou may have to swim or wade to shore.
System: The player rolls Dexterity + Occult. Only one success is necessary for the character to gain the ability to travel the “moonriver.” The Garou travels across the water with supernatural speed, typically three times her normal movement rate. No successes on the roll indicates that the moon is either not visible or does not shine over a body of water in the character’s vicinity. A botch allows the character to get midway through her journey before the moon’s light fails, thus stranding the character in mid-stream.
Mooncat (level 4)
This Gift allows the Garou to assume form of a small white cat (one of Sokhta’s favored animals). This ability can prove useful for getting into small places (or escaping from such) and remaining hidden. The Garou has the senses of a cat for the duration of the Gift, including good night sight, the ability to absorb information through her whiskers and extreme flexibility of movement – however, she also retains the power of a full-fledged Garou, and is much more dangerous than she looks. Anyone studying the cat closely can tell that it is not a normal feline because the cat’s eyes always reflect the current phase of the moon regardless of the surrounding light sources.
System: The player spends a point of Gnosis and rolls Dexterity + Animal Ken (difficulty 7). Each success allows the character to remain in cat-form for one scene, although she can end the Gift at any time before its duration runs-out. While in cat form, the Garou retains her Lupus-form attributes, may soak silver as if it were ordinary damage (although silver damage is still aggravated), and can inflict aggravated damage with claws and bite attacks as usual. No successes mean that the Gift fails, while a botch results in a transformation into a misshapen creature somewhere between a cat and a wolf. The character may choose to end the Gift immediately if this happens.
Moon Dream (level 5)
The Garou petitions the Sokhta to grant her a prophetic dream before she falls asleep beneath the light of the moon. She then enters a state of lucid dreaming in which she explores some potential future. The Garou may interact with the creatures and situations she encounters in the dream and, thus, learn the possible effects of certain actions upon the subject of the dream. The Garou may replay the dream several times in order to test various actions and their consequences until she awakens from the dream, eight hours later. Once the Garou has entered her Moon Dream, she may not be awakened until the full eight hours has passed.
System: The player spends a point of Gnosis and rolls Wits + Enigmas. The number of successes indicates the degree of control the character has over her part in the dream. The Storyteller may either take the player aside to run the dream privately or else create a scene that involves the entire troupe (particularly if the subject of the dream includes the character’s pack mates). The dream should give a reasonably accurate picture of the next two or three scenes so that the character may experiment with ways of handling the future or, perhaps, changing it. No successes means that the character receives no dream while a botch gives the character an eight-hour long nightmare which she cannot remember but which results in a -1 penalty to all rolls involving Alertness.
Shows favor to the Ahroun, the Wendigo and those of the fifth lunar month
The Gifts which originate with the Wind Rider deal with the fiery energies of action or battle and make use of aspects associated with the sun
Find the Heart’s Flame (level 1)
With this Gift the Garou can identify sources of energy or power, even when they are hidden or unfamiliar. The Garou must concentrate to detect the pulsations of power that emanate from even a dormant energy source. This becomes useful when traveling in some of the more alien reaches of the Umbra where familiar objects take strange appearances. This Gift also enables the Garou to identify machinery such as generators or solar batteries regardless of their appearance or attempt to conceal them. Spirits that serve as energy or power foci also register to the Garou’s senses when this Gift is in effect.
System: The player spends one point of Gnosis and rolls Perception + Alertness (difficulty 7). A single success identifies power sources that lie within 50 feet of the Garou. Additional successes allow the character to extend her range to locate distant sources. This Gift lasts for one scene.
Flame the Wind Rider (level 2)
This Gift makes the Garou harder to damage by engulfing her in a ghostly blue-white flame. In addition to serving as a form of armor, the flame offers protection from cold, including the intense cold of the far reaches of the Aetherial Realm and the freezing damage inflicted by certain creatures of the Wyrm.
System: The player spends a point of Gnosis and rolls Stamina + Occult (difficulty 7). Each success lowers the difficulty for soaking damage from cold by one. In addition, the Garou gains two dice to add to all soak rolls; these dice can even be used to soak silver. The effects last for one scene
Ride the Solar Wind (level 3)
This Gift allows the Garou to ride the solar winds that sweep through the Aetherial Realm without worrying about being thrown off course by storms. Use of this Gift also increases the Garou’s movement rate, lessening the travel time between locations within the Aetherial Realm.
System: The player spends a point of Gnosis and rolls Wits + Alertness (difficulty 7); the need to remain “in touch” with the ever-changing currents of these spirit winds requires concentration and attunement rather than physical agility. A single success allows the character to ride the winds successfully to her destination (or until she decides to end her journey). Additional successes either allow theGarou to carry others with her (on a one-for-one basis) or reduce the travel time by half per success. Thus, with one additional success, a journey of one month would only take two weeks, while two additional successes reduce the journey to a week. A character may use some of her extra success to allow others to travel with her and the remaining ones to speed up travel time. No successes indicated either that the solar winds are not available for use or denotes failure to locate them. A botch means that the winds seize the character and carry her to some unintended destination (at the Storytellers discretion).
Hand of the Sun (level 4)
The Garou’s hand blazes with a terrible heat and gives off a white-hot light, similar to a branding iron. The Garou may touch an individual and mark them indelibly (and painfully) with a brand of shame. Any Garou who encounter the victim in the future immediately recognize the mark as a sign of that person’s treachery, dishonor or other grave crime. Vampires ignite when touched by Hand of the Sun.
System: The Garou spends a point of Rage and a point of Gnosis. No roll is necessary for the Gift to take effect, but the character must make a standard attack roll in order to mark her victim. A victim touched by the Hand of the Sun takes two health levels of unsoakable aggravated damage and receives a permanent circular scar. The scar cannot be removed by any means short of amputating the part of the body which contains the scar. The fire lasts for one scene, although the Garou may extinguish it beforehand if she so chooses.
Cleansing Flame (level 5)
The Garou can pinpoint an area (or an individual) and set the target ablaze with an intense and purifying flame that rages for 60 seconds and then dies out completely. The fire can burn out all Wyrm-taint or human made pollution from an area or cleanse an individual (provided the victim survives) of Wyrm-taint. The fire does not spread beyond the target area or person and cannot be quenched by normal means. For instance, if the Garou targets a house occupied by a Pentex official, the fire blazes through the house destroying any vestige of the Wyrm’s corruption and leaving untouched anything tainted by the Wyrm.
System: The player sacrifices a permanent point of Rage and rolls her Willpower. The difficulty is 8 to affect an area; the larger the area cannot be larger than a large house. To target an individual, the difficulty of the Willpower roll equals the victim’s Willpower. Living or undead creatures set on fire must roll their Stamina (difficulty 9) or die from shock. The flame destroys formori utterly; Black Spiral Dancers who survive the Stamina roll must make Gnosis rolls, difficulty 9, or lose their Wyrm-taint and it’s accompanying Derangement. Such Purified Garou are stripped of all Rank and Gifts; thay may well fall again to corruption, but they are given a second chance. A failure on the Willpower roll indicates that the Garou fails to activate the Gift, while a botch inflicts one unsoakable health level of aggravated damage on the wielder.
Shows favor to the Theurge, the Uktena and those of the sixth lunar month
Hakahe's Gifts involve using darkness and secrecy. They also allow the user to expose the defects of others to their disadvantage
Uncloak the Hidden (level 1)
By concentrating on a person, object or area, the Garou can determine whether or not her target is hiding anything. The Garou can spot disguises, concealed weapons and wires; determine if a room contains trapdoors, hidden cameras, microphones and wire taps; or if someone lurks in a hidden passage. The Gift does not, however, allow the Garou to see beneath the disguise, determine the nature of a concealed weapon or tell what lies within a hidden wall safe – this trick reveals only a deception is present. The Garou must concentrate on the target in order to invoke this Gift.
System: The player rolls Perception + Investigation (difficulty 8). Extra successes might reveal more facts about the subject, if multiple secrets exist to be sought out. The Storyteller should inform the player of her character’s knowledge in general terms. (”That man has some sort of disguise”; “The floorcontains some a hollow beneath the floorboards”)
Shadow of the Ebon Whisperer (level 2)
This Gift makes the Garou as insubstantial as a shadow and as hard to see. The physical form of the Garou fades to a murky, dark shape that can slither and flow almost anywhere. Although others can use certain Gifts to spot the “shadow” werewolf, anyone wishing to do so must first have a reason to suspect the presence of the Gift’s user. This Gift does not function in bright daylight or in places where no shadows exist – such as a brightly lit room (or a room in total darkness, for that matter).
System: The player spends a point of Willpower and rolls Appearance + Occult (difficulty as assigned by the Storyteller depending on the surroundings). Each success allows the character to assume the shadow-form for one scene (or one combat round); even one success can give the character the advantage of surprise in a battle. No successes means that the Gift fails while a botch throws the character across the Gauntlet momentarily and does not conceal the Garou upon her return.
Hidden Heart (level 3)
This Gift allows the Garou to take a dangerous piece of knowledge she possesses and lock it away in her mind so that it becomes inaccessible without a key. The concealed information cannot be taken from her through mental powers or coercion; she can neither access the information nor remember that she has hidden something away in her mind. Until someone speaks the trigger word, performs the appropriate gesture or enacts the conditions set forth in the activation of the Gift, the Garou remains blissfully unaware of the information she has hidden from everyone – including herself.
System: Before using this Gift, the Garou must set the conditions which will cause the information to become available to her. This information should be given to a trusted ally – after all, the Garou herself won’t even remember that she has a key word, much less a secret. After deciding upon the trigger, the player spends a point of Gnosis and rolls the character’s Willpower (difficulty 8). Only one success is necessary for the Gift to take effect. The effect of the Gift lasts until the hidden information is triggered.
Whisper in the Dark (level 4)
This Gift allows the Garou to determine a fact detrimental to an individual. The Garou may then use that piece of knowledge against the target of the Gift, either by holding it over the victim’s head or makng the information public.
System: The player rolls Perception + Empathy (difficulty 8). Each success enables her to grasp one piece of heretofore-unknown information about the target of the Gift. Thus, a character can learn that an individual owes millions of dollars in gambling debts, hides a murder in his past or funds a company that systematically pollutes the rivers in a particular state. Failure means that the character learns nothing, while a botch provides the character with erroneous information leading to the character’s possible embarrassment or dishonor.
Ebon Binding (level 5)
This Gift allows the Garou to take her knowledge of someone’s fault, practice or secret vice and bind a fitting punishment to that person. Most often, the target suffers crippling pain whenever he thinks of indulging in the forbidden action. The Garou may use this Gift to prevent rapists, child molesters, murderers or traitors from repeat offenses (assuming the Garou allows these individuals to live in the first place).
System: The player must sacrifice a point of permanent Gnosis and roll her Willpower (difficulty 8). Only one success is necessary to make the binding permanent. A failed roll means that the binding is unsuccessful while a botch causes the character to undergo the mental or physical pain she intended to bind to her target – a one-time-only occurrence.
Shows favor to the Galliard, the Black Furies and those of the seventh lunar month
Tambiyah's Gifts pertain to production, defence and personal relationships
Find the Child Within (level 1)
With this Gift, a Garou can play upon an individual’ instinctive response to paternal authority or affection and convince that person to follow a command (“Don’t leave without me”_ or respond favorably to a suggestion (“Let me take you somewhere safe”) that they might otherwise rebuff. The target of the Gift cannot already be engaged in battle with the Gift’s user or with another opponent. The Garou can, however, use this gift to forestall an impending battle or elude a situation that might turn dangerous.
System: The player makes a resisted Charisma + Empathy roll against the target’s Willpower. One success allows the character to make a simple suggestion to the victim; the suggestion must be one that a young child would find reasonable. Additional successes either extend the duration of the effect or else enable the character to convince her victim to do something he might not be otherwise inclined to do – such as coercing a Get Ahroun to back down from a fight he would certainly lose. Failure means that the suggestion has no effect, while a botch angers the victim and and makes him impervious to further attempts to use this Gift for 24 hours.
Mantle of the Land (level 2)
The Garou draws forth a mist or fog from water in the atmosphere. This misty mantle provides cover in which a Garou may hide herself or someone under her protection. The Gift may be used while the Garou is in motion in order to confuse pursuers by enveloping them in an obscuring fog. The mantle can also surround a Garou and her pack in order to allow them to attack from concealment or ambush.
System: The player spends a point of Gnosis. The fog is dense and heavy, obscuring the vision of anyone within, even muffling sound. Anyone save the Garou and her pack are +3 difficulty on all Perception rolls while the mist endures. This Gift lasts for one scene or one combat.
Veil of the Mother (level 3)
This Gift allows the Garou to assume a different appearance for a short period of time in order to confuse pursuers or escape detection. Primarily useful in Homid form, the Veil of the Mother alters the physical features of the face, causes the user to seem either shorter or taller by up to six inches and changes the body size to reflect a gain or loss of up to 30 pounds. The Gift does not alter the sex or age of the Garou, though it can change skin color and hair texture or length. The Garou may use the Gift on herself or on another individual, usually someone she is trying to hide or draw attention away from.
System: The player spends a Willpower point and rolls Appearance + Subterfuge (difficulty 7). The number of successes indicates the degree to which the character can alter her appearance or that of another individual. One success allows only minor changes in height, weight, facial features, skin tone and other similar qualities. Three successes cause a complete change in appearance, while 5 or more successes enables the character to effect a drastic change in her physical form, even to the extent of appearing to be a specific person. (The Garou must, of course, be familiar with the appearance of anyone whose form she assumes.) No successes represent a simple failure, while a botch causes some gross malfunction of the disguise. The effect of this Gift lasts for one scene.
Motherly Guardian (level 4)
This Gift allows the Garou to “tag” an individual so that she can keep track of her target’s health and welfare. The Garou gains a general sense when the target is in trouble and needs assistance. The Gift lets the Garou know what kind of aid the target needs. The Garou must concentrate on her target in order to gain these insights. The effects of the Gift remain in place for a full cycle of the moon.
System: The player spends a point of Gnosis and rolls Perception + Empathy (difficulty of the target’s Willpower) to set the “tag” on the designated individual. Whenever she concentrates on that person, she receives information about the target’s general state of health and present circumstances. A failed roll means that the character is unable to tag the individual while a botch means that the character either places the tag on the wrong person or else receives erroneous information. When the character attempts to concentrate on the targeted individual, she performs all other actions at a +1 difficulty due to her preoccupation with her charge.
Bring Forth the Future (level 5)
This Gift allows the Garou to call upon Tambiyah to change one facet of an individual’s future. The change must be specific, such as preventing the subject of the Gift from encountering a known situation that will result in her certain death. While this Gift does not guarantee that a foreseen future will be altered, it does allow the Garou to attempt to avert disaster or improve an individual’s lot.
System: The player sacrifices a permanent point of Gnosis and rolls Perception + Enigmas (difficulty 8). Only one success is necessary to effect a change in a future event. The player should explain to the Storyteller which element of the future event she wishes to alter. (For example, “I want my pack mate to survive the coming battle against the formori horde.”) If possible, the Storyteller should arrange events so that the change takes place exactly as stated. The Gift only affects events that will occur within the 24 hours immediately following the activation of the Gift; furthermore, characters cannot ensure the death or destruction of their foes with this power. Only please for preservation meet the Veiled Mother’s approval.
Shows favor to the Philodox, the Silent Striders and those of the eighth lunar month
The Gift’s taught under the direction of Meros have to do with transitions, transformations and life and death situations.
Sense of the Transformation (level 1)
With this Gift, the Garou can identify states of transformation or significant changes within creatures or objects. This Gift allows the Garou to ascertain whether or not someone is dying of a disease or if a female is pregnant (even extremely early stages). In the same fashion, the Garou can choose to determine if an object is about to break or cease functioning. The Garou need only concentrate on her target to activate this Gift.
System: No roll is necessary, but the player must spend a point of Gnosis to activate the Gift for one scene. During that time the character can determine the general state of health (or illness) of the individuals or creatures in her vicinity. She can also tell if inanimate objects are on the verge of breaking down or otherwise ceasing to function.
Shorten the Road (level 2)
Thios Gift enables the Garou to cut normal travel time by a third, even in the Umbra. This feat may take shape in a number of ways – either through a series of fortunate coincidences or else through clearly supernatural means.
System: The player spends a point of Gnosis and rolls Manipulation + Survival (difficulty 7). A successful roll shortens a journey by a third so that a three-day trip takes only two days, while a two-week long trek through unspoiled wilderness only takes ten days. A failure has no effect on the length of the journey, while a botch double the travel time.
Wyld Spirits (level 3)
The Garou can call upon Mero’s erratic nature and inflict one or more of her opponents with a bout of erratic behavior, thus making it more difficult for victims to coordinate attacks or act sensibly in any given situation.
System: The player spends a point of Willpower rolls Manipulation + Empathy (difficulty of the victim’s Willpower). Each success allows the character to affect one individual. Affected targets fail to carry out any sustained course of action, attacking one minute and retreating the next or else stopping still to make a speech. If the Gift is used in non-combat situations, the victim change their actions radically from one moment to the next. This Gift lasts for one scene or one battle.
Sleep’s Travels (level 4)
Through this Gift, a Garou’s spirit may journey to another location while his body sleeps. Once she has arrived at his destination, the Garou may either examine his surroundings, impart a message to someone she meets or retrieve a small (hand-held) item such as a ring, a set of keys or a piece of paper. Whether the Garou actually causes an object to assume spirit-form long enough for her to transport it from the place she has visited to the location of her sleeping body, or if the Gift causes the retrieved item to relocate from one place to another is unclear. The Garou must have at least four hours, of uninterrupted sleep before he is able to begin the sleep journey. Once the journey has ended and the Garou’s spirit has reunited itself with her body, he must awaken naturally. Any disturbance in his sleep patern negates the effectiveness of the Gift, though it does not otherwise physically threaten the Garou’s life.
System: The player spends a point of Gnosis and rolls Wits + Occult (difficulty 8). One success enables the character to travel to the desired spot in his dreams and look around. He may overhear conversations but may not participate in them. Additional successes increase his ability to interact with what lies at his journey’s end. Three successes allow him to converse with individuals he meets (who, if he so chooses, see him as if he is really present) while five successes are necessary for the character to transport a physical object to his sleeping form. No successes means that the character simply gets a good night sleep, while a botch not only means that the sleep journey fails but may cause serious disruptions to the character’s future sleep patterns or give the character a Derangement.
Essential Transformation (level 5)
This Gift allows the Garou to convert part of her essence into Gnosis for use in such situations which require the expenditure of large amounts of spiritual power. The Garou can either use the Gnosis gained by this Gift to create or replenish fetishes, enact Gifts that require Gnosis or for any other purpose that requires her to spend Gnosis. However, its residual effects are cumulative. Each use of this Gift imbues the Garou’s physical and mental abilities with more and more “spirit substance” until eventually she becomes a spirit creature lacking in material substance. When this happens, the Garou can no longer maintain her earthly existence and must either relocate to the Umbra as a permanent resident (not unlike the members of the Sept of the Stars) or else “die” and allow her spirit to return to Gaia.
System: The player rolls Willpower (difficulty 9). Only one success is necessary for the character to convert one dot in a chosen Attribute into 10 points of temporary Gnosis. Until the character uses all 10 of these points (or stores them in a fetish), she has one less dot in the chosen Attribute. When the converted Gnosis is depleted, the Attribute returns to its normal level. However, the Storyteller (and the character) should keep track of the number of times this Gift is used. When the character has used this Gift a number of times equal to her total number of dots in Physical, Mental and Social Attributes, her body loses its material substance and the character becomes a spirit. The character’s fate once this has occurs is left to the Storyteller’s discretion, although in most cases this means that the player must retire the character from active play.
Shows favor to the Philodox, the Silver Fang and those of the ninth lunar month
Zarok’s Gifts pertain to abilities useful in leadership and planning
Aura of Leadership (level 1)
Similar to the Level two Silver Fang Gift: Awe, this Gift surrounds the Garou with an aura of authority that enables her to assume the mantle of leadership for a brief period of time. Others react to the Garou as if she were their pack leader – including the pack leader herself. Of course, there may be repercussions after the effects of the Gift have passed.
System: The player rolls Charisma + Empathy (difficulty of the highest Willpower in the target group). If successful, the difficulties of all Social rolls against the target group are reduced by one. One success enables the character to affect a single target. Additional successes increase the number of individuals who fall under the effects of the Gift. The effects of the Gift last for one scene.
Proclamation of Action (level 2)
This Gift enables the Garou to force an end to discussion and take the caurse of action the character thinks is best. The werewolf can literally command others to act as she bids, although only if they had been previously dithering over a course of action.
System: The player spends a Willpower point and rolls Charisma + Leadership to put a damper on discussions that have gone on too long. (”Enough talk. Let’s do it”) One success allows the character to affect a single target. Each additional success increases the number of individuals affected by one. A failure means that the Gift has no effect, while a botch makes the target a deaf ear to the character’s suggestions for the rest of the scene. A character desiring to resist the effects of this Gift must make a Willpower roll (difficulty of the Gift user’s Willpower +1, up to a maximum of 10). This Gift lasts for one scene.
Undisputed Ruler (level 3)
This Gift allows a Garou to take over the leadership of a small gathering of humans (whether a parliamentary group or town council) or a group of spirits for a period of up to six months. During this time, the targeted group accepts the Garou ass their leader, rendering her the honour, respect and obedience due her position. The group demonstrates a high degree of loyalty, obeying the Garou’s orders without question or hesitation (if the group is an army of some sort) or accepting the Garou’s decision as legal and binding (if the group consists of a town council, religious cult or other social organization). If the Garou uses this Gift in the Umbra, the targeted group of spirits will follow the Garou’s commands as if she were a greater spirit such as an Incarna. This Gift lasts anywhere from a week to six months.
System: The player spends a point of Gnosis and rolls Charisma + Leadership (difficulty of the highest Willpower in the target group). One success enables the character to exercise her authority over the group for a week. Two successes extend the period to a month, while three successes give the character leadership for two months. Four successes extend the period to four months, while five successes allow six months of undisputed rule. This Gift is only effective against mortals and spirit of no greater than Jaggling status, although “borderline” supernaturals such as ghouls and Kin are susceptible. A failure means that the Gift does not take effect. A botch turns the group against the character.
Enthronement (level 4)
The Garou can create small or simple objects out of thin air – including mists, clouds or wind. By shaping the air around him with his hands, the Garou may form a solid block of matter to serve as a chair, create a bowl or cup for holding liquid or construct some other useful item. Alternately, the Garou can form small stone sized balls of air to use as hurled weapons against his enemies. The items last until the Garou disperses them.
System: The player simply rolls Dexterity + Repair (difficulty 7). The character may form one small item of solidified air for each success, or use two or more successes to shape a larger item (such as a throne-like seat). “Air-stones” used as weapons do the character’s Strength +1 normal damage, and dissipate upon contact with the target (or any other solid substance). In addition, the victim must make a Stamina roll (difficulty 8) to remain on her feet when the “air-stone” discharges its mass. If she fails the Stamina roll, the victim is stunned for the remainder of the round and can take no action.
Grand Gesture (level 5)
By bestowing appropriate gifts on an individual or group, the Garou increases her esteem and reputation in the eyes of the recipients of her largesse. The targets of this Gift tend to listen favorably to suggestions made by the Gift’s user and to support her arguments or come to her aid in a battle of words or weapons. The Gift lasts for an entire scene. When the effects of the Gift come to an end, the individuals affected may still continue with some residual respect depending on their experience while the Gift was active.
System: The player rolls Manipulation + Empathy (difficulty of the highest Willpower in the target group). Each success allows her to affect one individual. While the Gift is in effect, all Gifts or Social rolls involving persuasion are automatically successful against the affected individuals. No success indicates that the Gift has no effect, while a botch makes the targeted person or group resent the character, who suffers a penalty of +1 to the difficulty of Social rolls for the remainder of the scene.
Shows favor to the Ragabash, the Children of Gaia, and those of the tenth month
The Gifts which come from Lu-Bat generally involve diplomacy or else deal with the understanding and acceptance of limitations.
Sense Limits (level 1)
The Garou can determine the amount of Rage, Gnosis or Willpower within an individual. This ability enables the Garou to judge whether or not her target can resist an attempt to influence her actions or whether she is likely to draw upon her supply of either Gnosis or Rage. This Gift also allows a Garou to gauge whether or not other supernaturals are currently weak willed or drained of some other source of power. For example, a Garou may tell that a vampire has little power but may not realize the Leech’s blood supply is low. This Gift also enables a Garou to sense whether an Umbral spirit’s Power is weak or near depletion.
System: The player rolls Perception + Occult (difficulty 8). Each success enables the character to determine the general levels of Rage, Gnosis and Willpower for one targeted individual. Additional successes allow the character access to more specific information about a single target or else gives her general information about another target. The Storyteller should not give the player precise numbers but should relay information in relative terms. (“The Black Spiral has used most of his Rage but still has a lot of Willpower and Gnosis left within her.”) A failure means that the character learns nothing about her target, while a botch gives her erroneous information.
Peace of the Counselor (level 2)
This Gift enables a Garou to bring even the most heated discussion to a peaceful conclusion. Though it does not preclude further hostilities from erupting at a later time, the Gift creates an atmosphere of temporary truce among enemies or prevents tribe leaders from coming to blows over volatile issues. During the grace period, the Garou can attempt to resolve the circumstances underlying the state of enmity – such as encouraging the participants in a dispute to begin negotiations or achieving a compromise.
System: The player spends a Willpower point and rolls Charisma + Empathy (difficulty of the highest Willpower among the quarreling individuals.) One success causes combatants to stop fighting (or prevents them from initiating combat) for one turn. Each extra success increases the length of time in which peace prevails by an additional turn; five successes extend the Gift to an entire scene. No successes means that the Gift has no effect on the situation, while a botch causes an escalation of force and frequently draws the character attempting the Gift into the heart of the battle.
Pall of Despair (level 3)
This Gift inflicts a wave of Despair upon a targeted individual, making the victim incapable of action due to feelings of profound melancholy.
System: The player spends a point of Gnosis and rolls Manipulation + Empathy (difficulty of the target’s Willpower). A successful roll causes the victim to experience a feeling similar to Harano (or, in the case of humans, clinical depression). This state of mind forces the victim to roll her Willpower in order to take any action, while combat becomes almost impossible. (Optionally, the Storyteller can enforce the limitations of Harano found in the Werewolf Player’s Guide, pg.207.) The effects of the Gift last for one scene.
Harmonious Slumber (level 4)
This Gift enables the Garou to create a perfect environment for sleep even in the most difficult of circumstances. Under the influence of this Gift, the Garou receives the equivalent of eight hours of restful sleep and awakens refreshed and with his spirits revived.
System: The player spends a point of Gnosis and rolls Stamina + Enigmas (difficulty 7). One success is necessary to affect an individual. Each additional success allows him to include another individual in the effects of the Gift. A failure means that the Gift does not work, while a botch inflicts restless sleep on the character, with no benefits. When the character awakens from a successful use of this Gift, he finds that his Gnosis is fully replenished. The nap can last for up to eight hours, although only two hours are necessary to reap full benefits.
Burden of Knowledge (level 5)
The Garou floods an individual with the knowledge of all her own limitations, making the victim aware of every flaw or failing and reminding her of all the wrongs she has committed or caused. The weight of this enlightenment can either change an individual for the better or drive her into a suicidal despair or murderous frenzy. Few individuals survive the effects of this Gift unscathed. This Gift can sometimes bring an errant Garou back from the edge of corruption or cause an enemy of the Garou to be “born again.”
System: The player spends a point of Gnosis and rolls Intelligence + Empathy (difficulty of the victim’s Willpower). Success causes the victim to experience every negative aspect of her personality and past, including secret vices, shortcomings, failures, and other similar faults. The Storyteller should decide what ultimate effect the Gift produces in the victim – either a desire to reform her ways and correct her failings, an impulse to kill herself out of shame and despair, or some course of action in between the two extremes. Once the victim has experienced the total effect of the Gift, the intense awareness begins to fade – but residual memories may plague the victim for a long time afterward.
Shows favors the Theurge, the Shadow Lords and those of the eleventh month
Ruatma’s Gifts involve the learning of secrets or situations involving the expanding of boundaries – physical or otherwise.
Find the Portant (level 1)
With this Gift, a Garou can call for and receive some omen or portent which can help her determine her next course of action. The Garou must meditate for a few minutes in order to place herself in a receptive state so that she can recognize the sign that comes to her.
System: No roll is necessary, but the player must spend a point of Gnosis. The Storyteller then produces some sort of omen or portent to serve as a hint for the character about what lies in the future. (“A black bird carrying something in its beak flies overhead, heading north.” “You feel a sense of dread about entering this part of the forest.”)
Hidden Depths (level 2)
This Gift allows a Garou to uncover some hidden piece of information, or to decipher some cryptic passage of text. The Gift can also enable a Garou to figure out who the real power behind the scenes is in a given situation.
System: The player spends a point of Gnosis and rolls Perception + Enigmas (difficulty 8). Each success allows the character to learn one hidden or concealed fact about the person, place or thing targeted by the Gift. For example, one line of a prophecy may be explained for each success. The Storyteller should decide the overall effects of this Gift so that players do not attempt to avoid pursuing other avenues of investigation.
Unravel (level 3)
This Gift allows the Garou to put together seemingly random bits of information to form a tentative analysis of a situation and formulate a course of action, This is particularly useful in situations where gathering concrete information is difficult or In extremely complex circumstances.
System: The player spends a point of Gnosis and rolls Intelligence + Enigmas (difficulty 7). Only one success is necessary to make some basic sense out of even the most confusing situation, but each additional success further clarifies matters. (The player may ask the Storyteller to explain to her what is actually going on in a given scene and use that information as character knowledge.) A failure means that the character cannot make sense of the situation, while a botch means that the character puts together a totally false scenario and draws erroneous conclusions from her “knowledge.”
Blank Slate (level 4)
The Garou can completely remove a single piece of information from her own mind or from that of another. This Gift becomes useful in situations where an individual has come across some dangerous knowledge that might lead to her death for possessing it. The Garou may not only remove the information – such as the identity of a Garou mole within a hostile group or the location of a safehouse for eco-terrorists – but she may also smooth over the edges of the victims memory so that he does not realize that anything is missing. The Garou may also use this Gift to alter her own memories in situations where she feels that it is necessary.
System: The player spends a point of Gnosis and rolls Manipulation + Empathy (difficult is the target’s Willpower). A single success allows the character to exercise the desired piece of information. Additional successes enable the character to make secondary adjustments to the target’s memory to hide the fact that something is missing. No successes mean that the victim retains the memory although she may not be aware that someone has tried to tamper with her mind. A botch may either remove the memory along with other chunks of information or else alert the victim to the unsuccessful attempt so that she knows who has tried to erase parts of her memory.
Diplomatic Immunity (level 5)
This Gift enables the Garou to walk about in the midst of a hostile group without provoking the outbreak of hostilities. The Garou can enter a caern belonging to a rival or walk openly into the middle of a group of Black Spiral Dancers in order to retrieve something or deliver a message. The Garou surrounds herself with an aura of “neutrality” that negates her enemies’ or rival’s animosity long enough for her to accomplish her task and leave without incident. This Gift lasts for one scene, after which all bets are off.
System: The player spends a point of Willpower and rolls Manipulation + Subterfuge (difficulty 8). A successful roll allows the character to interact with a group of potential enemies for the purpose of delivering a message, retrieving an item or issuing an ultimatum, A failure means that the Gift does not take effect (in which case the character would be wise to avoid confronting the intended group). A botch means the character believes the Gift is in effect – a belief which will more than likely disappear as soon as she encounters the opposing group.
Shows favor to the Philodox, the Glass Walkers and those of the twelfth lunar month
Shantar’s Gifts revolve around the process of creation and intervention, including the destruction necessary for renewal.
Threads of the Tapestry (level 1)
This Gift allows the Garou to determine the basic elements of a situation that seems confused or deliberately obfuscated. The Garou can discern which individual in a group really holds power or whether someone is acting under duress.
System: The player rolls Wits + Enigmas (difficulty 7). Each success allows the character to uncover one basic behind-the-scenes fact, usually the leader of the group or the emotional context of an otherwise poker-faced contact. Failure denotes an inability to find out anything beyond the obvious about a situation, while a botch produces some incorrect conclusions.
Fixit (level 2)
The Garou can figure out what’s wrong with a device and make on-the-spot repairs which allow the item to run or function for a short time.
System: The player rolls Intelligence + Repair (difficulty 7). One success allows the character to repair the targeted item so that it functions for one turn. Two successes enable the item to work for one scene while three successes or more indicates that the item has been permanently repaired, barring excess use or subsequent damage. Failure means the character cannot repair the item, while a botch renders the device unable to be repaired by anyone – ever.
Tangling the Skein (level 3)
This Gift enables the Garou to cause confusion among her enemies by mixing up their perceptions so that they cannot decide who to follow or what to do next. The effect resembles that of the Gift: Mitanu’s Deliberate Misinformation, except it distorts what others discern through sight or memory rather than through what they hear. Victims may mistake one person for another and follow the wrong leader or they may go to the wrong meeting place in the mistaken impression that they are proceeding to the correct spot.
System: The player spends a point of Gnosis and rolls Manipulation + Enigmas (difficulty of the target’s Willpower). Each success allows the character to alter one visual or remembered perception for her victim. She can cause a Black Spiral Dancer to confuse the weakest member of his pack for his pack leader or make a rival show up at the wrong caern for an important meeting. No successes means that the Gift fails, while a botch actually arranges the victim’s perceptions so that they work against the character rather than the victim.
Shantar’s Loom (level 4)
The use of this Gift enables the Garou to craft some item from the energy provided by either Gnosis, Rage, or Willpower. The item may not have multiple parts or have an overly complex make-up. For example, a Garou cannot make a gun using this Gift, but she can craft a dagger or hunting knife. Although this Gift can’t produce radioactive materials, it can produce metals such as silver.
System: The Garou spends either a Gnosis, Rage or Willpower point and rolls Dexterity + Repair (difficulty 8 for simple items, 9 for more sophisticated ones). (The Storyteller may allow the player to substitute a more appropriate secondary skill possessed by the character for the Repair Ability.) One success produces the item desired, while additional successes refine its quality and durability. The Storyteller may require three successes to make an item from a less appropriate quality – such as making a blanket from a cradle by using a point of Rage, or using anything other than Gnosis to craft a silver knife. No successes mean that the Gift fails to produce anything useful and allows the expended point to revert to the character. A botch uses up the expended point and produces an unusable or defective item. The item lasts for one day per success.
Drown (level 5)
This Gift causes the lungs of an opponent to fill with liquid. The victim must receive immediate medical or magical assistance or die within a few minutes. The target of the Gift can attempt to help herself but she can do nothing else except try to expel the fluid. This Gift can either function as a way to capture an opponent, render an enemy helpless or inflict punishment on an individual.
System: The player spends a point of Rage and rolls her Willpower (difficulty of the victim’s Willpower). Only one success is necessary to activate this Gift. The victim must receive help immediately or else die from drowning. The victim may attempt to help herself by trying to cough up or otherwise expel the fluid, but she can take no other actions (including movement away from her surroundings) while she is making the attempt. No successes means the Gift fails, while a botch inflicts the Gift upon the character attempting to use it.
Shows favor to the Ahroun, the Red Talons but not to any lunar month
Rorg’s Gifts assist in battle and enhance the physical and instinctual capabilities of those who use them.
Rouse to Anger (level 1)
This Gift enables the Garou to say or do something that causes her target to refresh her inner Rage. This might involve shaming an individual, slapping her in the face or telling her something to arouse her anger. The Garou can also summon within herself a memory or an emotion that assists her in replenishing her own capacity for righteous anger.
System: The player rolls Manipulation + Empathy (difficulty 8) and spends a Gnosis point. A successful roll enables the character to speak or act in such a way that her target gains a point of Rage. Each additional success allows the character to affect another individual, including herself. A botch removes a point of rage from the target.
Foetracker (level 1)
By using this Gift, the Garou can follow her quarry without risking losing the trail. The scent of the target becomes so powerful to the Garou that she can follow it even under conditions that might otherwise obscure the trail. Even if the victim crosses water, lays down a false trail or attempts to mask his scent with some other odor, the Garou unerringly follows her prey. However, the Gift’s effect become fainter with time and distance.
System: The player spends a point of Gnosis and rolls Perception + Primal Urge. Each success allows the character to track her target unerringly for one scene up to a maximum of five scenes, after which the effects of the Gift end and the trail becomes too faint to follow. No success means that the Gift fails to take effect, while a botch sends the character in a falso direction.
Savagery og the Taloned Hunter (level 3)
This Gift allows a Garou to gain twice the advantage of his Rage, thus increasing the ferocity and frequency of his attacks or else allowing him to accomplish more under stress than he normally would.
System: The player spends a Rage point which he then converts into two points of Rage for the character. This enables a character to recover from a stunned state and take an extra action (as if he had spent a point of Rage to offset the stun and a point of Rage to gain an additional action) in the same turn. The Storyteller should make the final determination as to how the character may use the advantage gained from this Gift. This Gift cannot be used continuously, though; the Garou may call on its effects once per story for every point of Willpower he possesses.
Hunter’s Horn (level 4)
This Gift enables the Garou to create a sound so horrible and mind-chilling that it sends enemies into utter panic and causes them to flee an area without regard for direction or destination. Enemies so affected cannot attempt to evade pursuit or disguise their passage. This makes hunting them down and dispatching them a fairly simple task.
System: The player spends a point of Rage and rolls Manipulation + Primal-Urge (difficulty of the highest Willpower in the target group). Each success affects one victim with uncontrollable panic, causing them to run blindly from an area. Garou affected by this Gift enter a state of fox frenzy, while others simply become mindless panicked creatures of prey. The effect lasts for an entire scene, during which time the character (and any allies) may hunt down and slay the victims if they so desire. No successes represent a simple failure of the Gift, while a botch affects the user of the Gift instead of her intended victim or victims.
Pack Mind (level 5)
This Gift forces a group of foes to behave like a single likeminded pack. All individuals must perform the same task at the same time regardless of its appropriateness to a given situation. For example, if one individual fights, all the others fight; if one person attempts to sneak up behind an opponent, all the others make this attempt as well. This Gift lasts for one combat scene.
System: The player spends a point of Gnosis and rolls Willpower (difficulty 8). A single success allows the character to inflict Pack Mind on a group of up to four individuals. Additional successes allow the character to increase the number of people affected in increments of two; five successes, therefore, enables the character to affect twelve individuals. For the duration of the Gift , all the affected victims mimic the actions of their leader – or, more typically, the first person in the group to act each turn. If one decides to speak, all of them decide to speak; if on throws a left hook, all of them choose this form of combat, ignoring any weapons they may have. Failure means the Gift has no effect, while a botch inadvertently links the character’s mind with another individual for the remainder of the scene. (The Storyteller should decide whether the character becomes linked with a friend or an enemy.)