Rank 1
Babble
The Garou invoking this Gift can cause another to lose the ability to read, write or speak any language. That person will only be able to grunt like an animal. The effect lasts for one scene and is taught by a parrot spirit.
System: The Garou must spend a Gnosis point and roll Manipulation + Primal Urge, difficulty 7, resisted by an Intelligence + Linguistics roll, difficulty 7.
Beast Speech
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.
Prey's Cry
Medieval legends aplenty tell of terrible beasts that mimic human voices or the cries of game animals to lure travelers into their gaping maws. The Ret Talons have learned this trick for themselves. Many a traveler has died at Talon jaws after following what they believed to be a fair young girl's cry of distress…
This Gift is learned from a Raven, Mockingbird or Manticore-spirit (the last is a member of Griffin's spirit brood).
System: The player rolls Wits + Expression. The difficulty depends on the animal noise imitated; a rabbit's death-scream or wild bison's call is difficulty 5, whereas a human plea for help might be difficulty 7, or even 9 if the Talon wants "a voice that sounds like one of their priests" or a similarly complicated mimicry. If successful, any mortal or animal believes that the cry is that of the Red Talon's intended creature, even to the point of recognising "a noble's inflection" or believing a female voice that of "a maiden pure of virtue". The Red Talon need not know that much about the creature mimicked - even if the Talon has never heard a soldier cry for help, he can emit a cry that humans would instantly take for the call of a man-at-arms.
Rouse to Anger
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.
Scent of Running Water
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.
Water Sense
The most precious resource in the unsettled wilderness may be drinking water, but it can be hard to find. With this Gift, the Red Talon never goes thirsty. Red Talons also use this Gift to lose pursuers by crossing rivers or to locate prey near watering holes. A Water-spirit teaches this Gift.
System: The player rolls Perception + Survival (difficulty 6). The character can detect water from a distance of 100 meters for every success.
Wolf at the Door
Some humans can't just be splattered all over the nearest tree. Some of them have to be taught a lesson and left alive, for whatever reason. However, the Red Talons know how to make the message stick. This Gift induces a terrible dread of and respect for the forest, and it makes a human targtet afraid to tamper with it in any way. Any predator spirit can teach this Gift.
System: The Garou must make eye contact with the target, but he can be in any form when he does so. The player then rolls Charisma + Primal Urge (difficulty of the target's Willpower). The effects last for one day per success. During this time, the human must roll Willpower to leave his home, and he may not go near anything resembling a forest without spending a Willpower point. If the human does leave his home he is shaky and fearful until he returns, nd his player loses two dice from all Mental and Social dice pools. This Gift functions on Kinfolk, mages, ghouls and other supernatural homids, but the difficulty increases by two, to a maximum of 10.
Taught by: Predator spirits
Rank 2
Aura of Ferocity
The harsh, untamed wilderness frequently brings death to humans who venture into it unprepared. With this Gift, the Garou can heighten the fear humans have of the wild. A panic-stricken human may be unable to act or have to flee the area. An Ancestor-spirit teaches this Gift.
System: The Garou must spend one Rage point to activate the Gift and must growl (even in human form) for the effect to work. All normal humans lose one die from their Dice Pools within 20 feet of the Garou. Those humans not used to dealing with wild animals must make a Willpower roll (difficulty equals the Garou's Rage) or flee the area.
Beastmind
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.
Cull the Herd
A Red Talon using this Gift measures the vitality of her prey to plan her attack strategy effectively. During the Impergium, Red Talons used this Gift to pick the weakest of the humans and destroy them. Occasionally, the Red Talons killed the strongest of the humans to remove them from the breeding pool. Today, the Gift continues to help Red Talons hunt and kill their prey. An Avatar of wolf teaches his children how to detect the easiest prey.
System: The Red Talon need only succeed on a Perception + Primal Urge roll (difficulty 7) to determine the general health and fitness of an individual. This Gift also works on animals and Garou as well as humans. One success detects any injuries, whereas five successes would reveal the creature's entire physiology.
Primal Instinct
The Red Talon can strip away the layers of humanity that cover up man's basic instinct. A human assaulted with this Gift finds himself behaving like a beast. Momentarily losing all civility, the human strips naked, runs through the streets, growls at threats and makes numerous, uninvited overtures toward members of the opposite sex. All thoughts of business meetings, color television and BMW's vanish in favor of the basic drives of survival. Red Talons use whatever means necessary to force Ape-spirits to teach them this Gift.
System: The Red Talon must spend a Gnosis point and roll Manipulation + Animal Ken (difficulty equal to the target's Willpower). The number of successes indicates the extent to which the human target loses his humanity. One success causes a certain absent-mindedness and preoccupation with food and sex. Five successes, on the other hand, probably cause the raving target to be locked up and tranquilized.
Sense of the Prey
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 target's Wits + Stealth. If the target is a spirit, the difficulty is the spirit's Gnosis.
Snuff Flames
The Red Talons are mistrustful of humanity’s control of fire. This Gift allows them to take one of the hated humans' most prized tools away from them, dousing almost any fire within their line of sight.
This Gift is taught by a Water spirit.
System: The player rolls Willpower, difficulty 6 (or 8 when trying to affect oil fires). The Talon may extinguish all fire within a radius of two yards per success. The fuel may be relit, but its difficulty to do so - a torch becomes as tricky to light as if it was damp, extinguished oil fires gutter fitfully and refuse to catch fully light, and so on.
Rank 3
Elemental Favour
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 against a difficulty of the elemental's Gnosis.
Herding the Infant Ape
Perhaps the most unpopular Gift in the entire tribe, this Gift is hidden by Whelp's Compromise, although a few Warders of the Land use it in more… experimental ways. It turns a human child of no older than ten years old into a creature of the wild, unable to set foot in a city. Some suggest this Gift is responsible for myths such as Romulus and Remus, or the tale of Mowgli. Whelp's Compromise camp members use this to show that humans themselves can exist in harmony with Gaia, it is the City that is evil and needs to be destroyed.
System: This Gift can only be used on a human child of no more than ten years. The player pends three Gnosis and rolls Charisma + Primal Urge. The difficulty is the child's age; any child less than a year old automatically is barred from setting foot in a city for the rest of their life. For children aged one and up, the number of successes rolled becomes the number of decades that pass before they can re-enter a city. If they do so before then, they suffer incapacitating cramps, refuse to eat, and stay immobile until removed from the city.
Since this Gift only works on those too small to fend for themselves, few who use it simply abandon their charges. After all, a dead human child in the wild isn't the example the Whelp's Compromise wants to make.
Savagery of the Taloned Hunter
This Gift allows a Garou to gain twice the advantage of his Rage, thus increasing the ferocity and frequency of attacks or else allowing him to accomplish more under stress than he normally would.
System: The player spends a Rage point, which he may then convert into the equivilent of two points of Rage for the character. This enables a character to take two extra actions in a combat at the cost of a Rage point. Another use of the Gift allows the character to recover from a stunned state and take an extra action in the same turn.
Snap Man's Chains
The Red Talons look on humanity's domestication and subsequent abuse of animals as nothing less than a sin against Gaia. With this Gift, the Red Talon can undo that offense, if only for as long as a night. The Talon releases a howl that drives domesticated animals completely feral - horses throw their rides and bolt as far as they can, oxen throw themselves against fences in a frenzy, dogs turn on their masters at the first sign of weakness. Needless to say, this Gift's use often drives surviving humans on a quest for the witch among their numbers that surely must be responsible.
This Gift is taught by any Animal-spirit, although the spirits of wolves and wild oxen are particular generous with its secret.
System: The player spends a Gnosis point and rolls Manipulation + Primal-Urge. Success makes any animals within earshot uneasy and difficult to manage, but the actual amount of animals driven feral depends on the number of successes rolled.
Successes | Area of Effect |
---|---|
One | A single barn, kennel, stable or mews |
Two | A farmstead |
Three | A small keep |
Four | A village or large keep |
Five | A town |
Six+ | A city or valley |
The Talon cannot influence the actions taken by the newly feral animals; most will try to flee human territory, although some might attack their masters in a fit of panic or hunger. The effect lasts until the sun rises or sets, whichever comes first.
Trackless Waste
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 become 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 users's roll. The effect lasts four hours.
Rank 4
Avalanche
The Garou must be in a mountainous or otherwise tectonically unstable area. The Gift causes an avalanche, mudslide, etc to engulf his foes. This Gift is taught by an earth elemental.
System: The Garou spends one Gnosis point and rolls Manipulation + Survival (difficulty determined by the Storyteller depending on the instability of the terrain). The more successes, the more powerful the effect. On a botch, the Garou is caught in the avalanche.
Form of Akhlut
Inuit myth tells of Akhlut, a killer whale that turned into a wolf to walk on land. The legends are almost right, of course. This Gift allows a Red Talon to take on an aquatic form such as a fish, dolphin or whale. It is believed by some that this Gift is how the Red Talons spread from their original lands to other continents. The Gift is taught by the spirit of an appropriate pelagic animal, although the Red Talons respect the orca most of all.
System: Two Gnosis points are required to activate this Gift, and then the player rolls Stamina + Primal Urge, difficulty 8. Each success allows the Red Talon to become a more powerful aquatic denizen. One success might allow the Red Talon to become a goldfish, three a dolphin and five the genuine killer whale of legend.
Gorge
Natural wolves will eat as much as possible when food is available, for they never know when their next meal will arrive. With this Gift, a Red Talon can do much the same thing with Rage, Gnosis or Willpower, storing such energy against the day she will need it. A wolf-spirit teaches this Gift.
System: Upon learning this Gift, the player chooses which Trait (Rage, Gnosis or Willpower) her character can store. Thereafter, the character can hold three more points in the appropriate Trait than her permanent rating. These extra points must be regained as usual, and they do not add extra dice to rolls involving these Traits.
Hunter's Horn
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. This gift is taught by a spirit of Rorg.
System: The player spends a point of Rage and rolls Manipulation + Primal-Urge (difficulty of the highest Willpower in the 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.
Quicksand
The Garou can turn the local ground into a sticky mass that can catch foes and prevent them from moving easily. This Gift is taught by Earth elementals.
System: The Garou spends a Gnosis point and rolls Manipulation + Primal Urge (difficulty 7). Each success turns a 10-foot area of ground into a viscious, sticky substance. Anyone in the area save the Garou can only move at half walking speed, and no combat maneuvers requiring movement may be executed. Additionally, the difficulties for all attacks involving actions more complext than basic grappling are increased by one.
Recycle
Red Talons who possess this powerful Gift can destroy any man-made substance. Plastics, alloys and other material not found in nature, disintegrate with just a touch. Lawn chairs dissolve into oily puddles and steel melts into iron and carbon. A cockroach spirit, which has witnesses the humans' secret creation rites, knows the Gifts that can dissolve nearly anything.
System: The Garou must touch the material for the Gift to work. Only materials which science has manufactured are viable targets. For instance, a wooden chair would be unaffected (although the glue holding it together would not be), whereas a plastic chair would melt to the ground. The Garou must roll her Rage against a difficulty determined by the item's complexity. The difficulty ranges from iron (difficulty 6) and ordinary plastics (difficulty 7) to rare and complex metal allows (difficulty 9). Every success reduces five pounds of the target material to its base components.
Rank 5
Curse of Dionysis
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 then rolls Gnosis against a difficulty of the opponent's Willpower.
Gaia's Vengeance
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 such victims under. This Gift is taught by an avatar of Gaia herself.
System: The Garou spends one Gnosis point and then one Rage point. He then rolls Charisma + Enimgas (difficulty of the local Gauntlet). The game effects are up to the Storyteller.
Natural Renewal
Even as the United States carries out Manifest Destiny, the Red Talons seek to preserve the unconquered wilderness. Under the effects of this Gift, nature recovers from ravages created by humanity. Landslides refill the deep mining shafts that pierce the earth, wildlife infests building and technology fails. A Seedling-spirit teaches this Gift.
System: The player must spend three Gnosis points and howl (or sing) to the wilderness spirits. These spirits encourage rampant plant growth that can even overcome man-made roads, mineshafts and buildings. Also no technology can function within 30 feet of the Garou. The exact effects of the Gift are up to the Storyteller, but nature does its best to renew itself despite humanity's efforts.
Pack Mind
This Gift forces a group of foes to behave like a single-minded 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. This gift is taught by a spirit of Rorg.
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 this Gift, all the affected victims mimic the actions of their leader - or, more typically, the first person in a group to act each turn. If one decides to speak, all of them attempt to do so; if one throws a left hook, all of them choose this form of combat, ignoring any weapons they may have.
Rank 1
Aura of Confidence
The Garou radiates an aura of strength and command, preventing any attempts to read the Garou's aura or detect his weaknesses; he reveals no flaws whatsoever. This Gift is taught by an Ancestor spirit.
System: The Garou rolls Charisma + Subterfuge (difficulty 7). This must be rolled for each new encountered of situation the Garou finds himself in.
Aura of Nobility
Even at her worst, this Garou looks her best. Despite her character, or lack thereof, the Shadow Lord seems to be above contempt or slander. A Cobra-spirit teaches this Gift.
System: The Gift downplays the offensiveness of the Shadow Lord's deeds or her connection to them in witnesses' minds. The player needs only to spend one Gnosis point to avoid any loss of Honor.
Fatal Flaw
The Garou can discern a target's weaknesses, allowing him an advantage in combat. This Gift is taught by a Stormcrow.
System: The Garou concentrates for one turn and rolls Perception + Empathy (difficulty of the target's Wits + Subterfuge). Success allows the Garou to do an extra die of damage against the target. Extra successes allow him to discern additional vunerabilities; five successes gran the Garou knowledge of all the target's flaws.
Find the Portent
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 recognise 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 north", "You feel a sense of dread about entering this part of the forest").
Perceptive Servant
Children of Crow are consummate eavesdroppers, and combined with the perceptiveness one gains by serving Crow, this Gift can be extremely useful. It is taught by a Crow-spirit.
System: By spending one point of Gnosis, a Child of Crow can reduce the difficulty of overhearing a conversation or witnessing a secretive activity by 2.
Purify Scent
If another supernatural creature attempts to determine the breed, tribe or auspice of a Bringer of Light, the target may use this Gift to retain her secrets. A Night-spirit teaches this Gift.
System: The Shadow Lord spends one point of Gnosis and rolls Perception + Primal-Urge. The difficulty of discovering the information is increased by 1 for each success (up to a maximum modifier of +3).
Rains of Mercy
Though this Gift surprises many non-Shadow Lord Garou, it is only because they forget the Shadow Lords follow a god affiliated with rain, and they come from a harsh land. Even the Darwinist Shadow Lords known that their Kin need to be fed, and the rain summoned with this Gift made sure those favoured by the Lords never went hungry. A Stormcrow teaches this Gift
System: The Shadow Lord spends one point of Gnosis. By the end of the day, rain pours down in an area around the Shadow Lord. The size of this area depends on the Shadow Lord's rank; it affects a radius of 15 minutes walk for each Rank the Lord has acheived, so an Athro can affect a region one hour's walk in radius from his location. This Gift cannot summon harsh storms, but does produce a heavy downpour.
Seizing the Edge
To the Shadow Lords, there is no possible way for a contest to be even. If neither competitor wins, they both lose. This Gift allows the Garou to swing the balance, ever so slightly, in her favour. A spirit servant of Grandfather Thunder teaches this Gift.
System: The player spends one Gnosis point. For the remainder of the scene, whenever the Shadow Lord is involved in a direct confrontation with another being (specifically if the player must make an opposed roll), any ties go to the Shadow Lord. For example, a Shadow Lord and her Get of Fenris rival are wrestling. Both players must roll to see if the Get of Fenris can break the hold that the Shadow Lord has caught him in. If the players roll the same number of successes, the Shadow Lord wins, and the Get remains pinned. This Gift last for one scene.
Rank 2
Clap of Thunder
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 an 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.
Cold Voice of Reason
A cunning Shadow Lord can talk his way out of just about anything. If a Lord is attacked by another Garou, the Shadow Lord may invent a clever remark that will detain his attacker for at least one round. This gift is taught by a Crow-spirit.
System: The Garou spends a Gnosis point and rolls Manipulation + Subterfuge (difficulty 8). The attacker is detained one round for each success as long as he, in turn, is not attacked. If the target is assaulted, the effect of the oratory wears off, and the victim may resume his attack. A botch with this Gift will cause the attacker to go into Frenzy.
Disfigurement
The Shadow Lord can place a nasty boil or dishonorable scar on the target. She can disfigure her rival in embarrassing ways that rob him of prestige in the presence of other Garou. Although the lesion isn't physically handicapping, it certainly limits the victim's social grace. A Baboon or Toad spirit teaches this Gift.
System: The player rolls Manipulation + Primal Urge (difficulty 7) and spends a Willpower point. The disfigurement subtracts two dice from all the target's Social rolls. The scar or blemish heals at the end of one scene.
Luna's Armor
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.
Pure Identity (Bringers of Light)
A Bringer of Light can alter his appearance to suggest he belongs to another race. If he remains in homid form, he can appear as pallid as a vampire or as glamorous as an Unseelie changeling. If he desires to keep his "scent" as a Garou, he can affect cosmetic changes and appear as a Black Spiral. This Gift is taught by a Chameleon-spirit.
System: The Lord spends three Gnosis, but need make no roll. The duration is one day. Close examination requires a Subterfuge roll to maintain the deception.
Rank 3
Curse of Corruption
The Shadow Lords, never a tribe to play fair, designed this Gift to discredit their rivals. Victims of this curse find themselves doubted by even their staunchest allies. Despite a target's most noble exertions, no one believes anything he has to say until the curse fades. A jackal spirit teaches this Gift.
System: The Shadow Lord rolls her Gnosis against a difficulty of the target's Gnosis. The number of successes indicates the number of turns the victim suffers from the curse. Until it fades, everything the victim says sounds dishonest. The Shadow Lord must spend a Willpower point to activate this Gift.
Dark Aerie
The Garou may hover and float in the air. This Gift is taught by Crow. The servant of Crow is enveloped by shadow as he escapes.
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 + Stealth (difficulty 7), and the difficulties of all complex actions, such as combat, are increased by two.
Direct the Storm
Having a packmate who is prone to frenzy isn't safe for anyone. With this Gift, the Shadow Lord can direct the primal instincts of a frenzied Garou - friend or foe - causing him to attack targets of the Lord's choice. A stormcrow teaches this Gift.
System: The player spends a point of Gnosis and rolls Willpower (difficulty of the target's Rage). Success indicates that the Shadow Lord controls the target's frenzy and can set him on anyone she chooses. Using this Gift on a Garou in the Thrall of the Wyrm is possible, but doing so requires the player to roll Rage (difficulty 7) to check for frenzy for her own character.
Icy Chill of Despair
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 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 to cowed to struggle or oppose her. This effect lasts for the rest of the scene.
Interrogator
This Gift was originally discovered by a cult of Shadow Lords known as the Judges of Doom. A Garou may use this Gift to terrify his victim into a confession. This Gift is taught by a Fear-spirit.
System: The interrogator rolls Manipulation + Subterfuge or Interrogation; the defendant resists with a opposed Willpower roll. If the Garou succeeds, the defendant will be paralyzed with fear for one round and confess the greatest crime that he has committed during the last cycle of the moon. This is long enough for a one sentence confession, but may only by used once per moon cycle. Judges of Doom may learn this as a Level One Gift.
Paralysing Stare
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 a 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.
Raven's Curse
As the name implies, this Gift lays Raven's Curse - the curse of death by arrows - on the Shadow Lord's enemy. While the curse is in effect, arrows, bolts, hurled spears and other projectile weapons are invisibly attracted to the target. Although this Gift can be used in battle situations, most Lords prefer to secretly use it on their foes just before a major battle, ensuring an "unfortunate accident".
This Gift is taught by a Raven spirit
System: The Shadow Lord must caress the intended target with his fingertips. At that time, the player spends one Gnosis and rolls Manipulation + Archery. The number of successes determines the duration of the curse's effect.
Successes | Duration |
---|---|
One | One Hour |
Two | One day |
Three | One month |
Four | One year |
Five+ | Until somehow broken |
The difficulty to strike the target with any sort of missile weapon (except bullets, which explains the eventual wane of this Gift's popularity) drops by two; archers and other missileers in battle situations are also (as determined by the Storyteller) more likely to fire at the marked target than at other targets around him. The curse can be broken by certain methods at the Storyteller's discretion; a Rite of Cleansing, for instance, is usually effective.
Raven's Wings
The Garou with this Gift may send a portion of her spirit out of her body in the form of a raven. The raven can see and hear, but it cannot affect the physical world. It is invulnerable to attacks, however. This Gift is taught by a Raven-spirit.
System: The Garou spends one Gnosis and rolls Wits + Occult (difficulty 6). The raven may be sent five miles away for every success on the roll. If it goes past this range, the Gift is canceled. While this Gift is in use, the Garou must concentrate to use the raven's sense and may take no other actions in the same turn in which he is communing with the raven.
Summon Stormcrow
The Judges learnt this blessing from Grandfather Thunder himself. The Stormcrows, some of Grandfather Thunder's servants, come to the aid of those Garou who activate this Gift. Acting as spies, the Stormcrows follow anybody the Judge chooses and report back all they learn. Rumours speak of networks of Stormcrows that pass information back and forth like a regular telephone line.
System: To call a 'crow, the Judge must roll Charisma + Intimidation (difficulty 8) and spend a Gnosis point. He may give the crow a single command, such as "Follow the Red Talon and report his activities" or "Keep an eye on the Theurge elder". The Stormcrow is invisible to everyone except individuals in the Umbra. The target must roll her Perception (difficulty 8) or employ a Gift to see a Stormcrow in the Umbra.
Unravel
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 situations.
System: The player spends a point of Gnosis and rolls Intelligence + Enigmas (difficulty 7). Only on success is necessary to make sense out of even the most confusing situation, but each additional success furhter 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).
Unwitting Pawn
Over time, the Shadow Lord can convince a target that the Gift user holds the other's best interests at heart. At first, the new-found friend performs small favors; much later, the pawn might even die for the Shadow Lord. A Rat-spirit teaches this Gift.
System: The Gift affects just one pawn at a time. Over the period of a week, the Shadow Lord must pretend to be the person's friend (the friendship can be real as well). During that time, he must spend one Gnosis per day to seal the arrangement. After the first week, the pawn sides with the Shadow Lord in arguments, helps with the Garou's chores and rolls his cigarettes. The effect fades in one week unless the Shadow Lord spends additional Gnosis. If the Gift affects the same person for over a year, the small favors and general friendliness turn obsessive and dangerous.
Rank 4
Blank Slate
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 the Garou mole within a hostile group or the location of a safe house for ecoterrorists - but she may also smooth over the edges of the victim's memory so that he does not realise anything is missing. THe Garou may also use this Gift to alter her own memories in situations where she feels that this is necessary. This gift is taught by a spirit of Ruatma.
System: The player spends a point of Gnosis and rolls Manipulation + Empathy (difficulty of the victim's Willpower). A single success allows the character to excise 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.
Dolorous Stroke
The Shadow Lord may deliver a blow so merciless and terible that it strikes fear into the hearts of those around her. Anyone witnessing the Dolorous Stroke becomes faint of heart, and finds it difficulty to oppose the Shadow Lord capable of such a strike. This Gift is taught by a Death spirit.
System: The player spends a Gnosis point and then rolls to hit; she may take no other action this turn. If she misses, the Gift is ineffectual. But if she hits, she gains two bonus dice to her damage pool. If she does at least three levels of damage (after soak) to her target, any onlookers are dismayed by the brutal expertise of the Shadow Lord's attack, and suffer a one-die penalty to any rolls made against the Shadow Lord for the remainder of the scene.
Open Wounds
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.
Seeds of Doubt
By careful deliberation, the Shadow Lord may convince a listener of one false idea.
System: The Shadow Lord spends one point of Gnosis and makes an opposed Charisma + Subterfuge (difficulty 8) roll against the listener's Wits + Subterfuge (difficulty 8). If the Shadow Lord succeeds, the listener will believe the lie, as long as it is not actively harmful to him (i.e., "You can walk on air" or "Fire is easily digestible.") If the listener succeeds, he will realize that he is being tricked. If the caster botches, the listener will frenzy.
Stench of the Peasant
A Garou can make others appear to be inept, contemptible and base. Others will be more inclined to believe the Shadow Lord's proclamations concerning the enemies they thus curse. This effect lasts one scene. While those affected suffer no Renown loss, they will find it hard to speak at moots and will be considered last for honourable missions (which the Shadow Lord can maneuver to be assigned to his pack instead). The effect lasts one scene.
System: By spending one Gnosis point and rolling Manipulation + Subterfuge, against a difficulty of 7, the Garou can affect one person per success. Those affected subtract four from their Social dice pools. In addition, the Shadow Lord gains 2 dice to any Expression rolls when making disparaging remarks about these "lowly fools".
Strength of the Dominator
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.
Ubiquitous Presence
Paranoia is a wonderful weapon. It keeps enemies from resting, from thinking properly, and, done right, from ever attacking you. And if you can't be everywhere at once, at least you can appear to be. The Shadow Lord can curse an enemy with paranoia, giving the victim an unflinching suspicion that the Garou is watching her, even when that belief would otherwise be entirely illogical. Shadow or night-spirits teach this Gift.
System: The player spends one Gnosis and rolls Charisma + Intimidation, difficulty of the victim's Intelligence * 2. Success indicates that the curse takes effect, reducing all dice pools of the victim by one for each two successes rolled. The effects last for one day and night.
Rank 5
Diplomatic Immunity
This Gift enables the Garou to walk about in the middle of a hostile group without provoking the outbreak of hostilities. The Garou can enter a caern beloning 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 rivals' animosity long enough to accomplish her task and leave without incident. The Gift only lasts for one scene, after which all bets are off. This gift is taught by a spirit of Ruatma.
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 messsage, retrieving an item or delivering an ultimatum.
Mask Taint (Lords of the Summit)
A Garou with this Gift may completely hide his Wyrm-taint from all senses, including Gifts that detect such taint. This Gift is taught by a Puppeteer Bane.
System: The Garou spends one Gnosis point and rolls Appearance + Subterfuge (difficulty 8). The effect lasts for one scene. Every time this Gift is used, the Garou must roll one die. If the number is equal to or less than her Corruption Trait, she adds one to her Corruption, gaining more Wyrm taint. This Gift cannot be used by Garou with Corruption 10.
Obediance
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 the listeners must obey the commands of the Garou. The degree of obediance varies according to the number of successes; one success means that the listeners can be pursuaded to do something they don't mind doing; three successes means they'll pretty much do whatever the Garou tells them as long as they aren't directly opposed to it; five successes means the listeners will undertake virtually suicidal actions.
Purity of Blood (Bringers of Light)
The disciple has become so resistant to the Wyrm that she may overcome the Blood Bond of vampires. This Gift is taught by an avatar of Grandfather Thunder himself.
System: The Shadow Lord must expend two points of Gnosis, spend 10 minutes in meditation and make a successful Intelligence + Meditation roll. Until the Garou uses Purity of Blood, he will be aware that he is Bound, but may nonetheless spend a Willpower point to break his conditioning and use the Gift. Also note that this allows an infiltrator of the Sabbat to shatter the effect of the Vaudelaire.
Shadow Pack
The Garou may summon a shadowy duplicate of himself, or even multiple shadow, to spend 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 identical Attributes and Abilities, but not fetishes; they may not use Gnosis or Willpower, and each has only as many Health Levels as the number of successes rolled. The shadow-Garou last for one scene.
Rank 1
Heaven's Guidance
A Silent Strider must be able to make his way through unfamiliar territory without benefit of chart of compass. While under a night sky, even clouded, the Strider with this Gift can never be truly lost. Although this Gift cannot tell a Strider exactly where he is at all times (the constantly shifting borders of province and country alike are hard to foresse), the Strider will always have a perfect sense of direction, as well as how many leagues he has traveled that day.
Various Star-spirits and other spirits of the Aetherial Realm teach this Gift.
System: No roll is necessary; the Strider's sense of direction and distance is absolute while he is under a night sky.
Ma'at's Feather
According to Egyptian legend, if the heart of one of the dead was heavier than Ma'at's feather, she would feed it to the beast Ammit, destroying their soul entirely. If it was lighter, then the dead person was admitted to the afterlife. This Gift was first the province of Silent Strider Philodox (and is still most common amongst that tribe), but has spread throughout all of Garou society. It allows the Philodox to sense the weight of a fallen Garou's soul and determine if he died as one of Gaia, or had fallen to the Wyrm. It is used to determine what rituals will be undertaken for the deceased, and is taught by a bird or lion spirit.
System: If the Garou died in the service of Gaia, the Gift works automatically, revealing this to be so. If however, the Garou had betrayed the Mother, then a roll of the Philodox's Perception + Occult (difficulty of the deceased's former Gnosis) is needed to correctly determine their guilt. A simple success is sufficient, and the Storyteller is encouraged to roll secretly for each use of this Gift, to keep the players guessing.
Sense of the Transformation
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 in 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.
Sense Wyrm
The Garou can sense manifestations of the Wyrm in the nearby area. This Gift involves a mystical sense, not a visual or olfactory image, although Garou using this Gift are likely to say, "This place stinks of the Wyrm." This power requires active concentration. This Gift is taught by any spirit servant of Gaia.
System: The Garou rolls Perception + Occult. The difficulty for this Gift is based on the concentration and strength of the Wyrm's influence (sensing a single formor in a room would have a difficulty of 6). Vampires can be sensed using this Gift, but only those with Humanity scores lower than 7.
Silence
The Garou can muffle any sound she makes, the better to creep up on an enemy or escape unnoticed. An owl-spirit teaches this Gift.
System: The player rolls Dexterity + Stealth. Each success adds one to others' difficulty to hear the Garou for one scene.
Speed of Thought
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.
Trailblazer
With this Gift, the Garou can wend his way through thick underbrush as if walking on the open plains. The Ragabash also finds the fastest trails and shortest routes from one location to another. When used in a town or city, the Garou can still find the shortcuts through alleys and dart through crowded streets with ease. A Crow-spirit teaches this Gift.
System: The player must roll her Perception + Survival, or Larceny in cities (difficulty 7). The number of successes equals the quality of the new route and decreases travel time. Every success reduces travel time approximately 10 percent, up to a maximum of half the original travel time. The difficulty of any rolls to track the user increase by two when this Gift is active.
Rank 2
Axis Mundi
The Garou with this Gift can center herself in relation to Gaia, and always know which direction she is traveling in or facing, no matter where she may be in the Gaia realms. In addition, the werewolf carries her "territory" around with her, in a mystical sense. Wolves will detect this, and concede her right to travel through their territories and hunt there. Other animals will also recognize this, and not attack the intruder.
System: To activate this Gift, the player must expend a point of Gnosis. Animals will automatically sense the presence of the Garou and leave her be, and even other lupus must make a Willpower roll not to recognize this right.
Blissful Ignorance
The Garou can become completely invisible to all sense, 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
The Garou may run at full speed for three days without 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 on Gnosis point and may do nothing save run; for an additional Gnosis point, he may imbue the effects of this Gift upon another being.
Smoke Signals
The Strider can communicate over a great distance with visual signals. Whether with puffs of smoke by day or flickering lights at night, the Garou sends his message into the sky for other Garou to read. A Fire-spirit teaches this Gift.
System: The Silent Strider can create her message without a fire or other tool. He simply wills the message to exist and plumes of smoke (or flickering lights at night) rise into the sky. Any Garou who see these signals instinctively know what he means, just as if they had heard a howl. The player spends one Willpower point to activate this Gift.
Summon Talisman
The Strider can summon to herself any dedicated handheld object (see the Rite of Talisman Dedication). The item disappears from wherever it currently rests, even from somebody else's grasp, and appears in the Garou's grip. Striders use this Gift to bring special items to them once they have finished a journey, or to recover items lost along the way. A packrat-spirit teaches this Gift.
System: The Garou need only spend one Gnosis point and concentrate on the item. The Garou can only call half of his dedicated items - he must choose which ones upon learning this Gift.
Tread Sebek's Back
A Silent Strider may call on the rover to support her steps. By activating this Gift, a Strider may walk or run across water or other liquids. However, her feet are not protected - running across a pit of Wyrm-toxin is still a hazardous enterprise. Some Striders are rumored to have crossed seas by use of this Gift. It is taught by a Crocodile or Basilisk spirit.
System: The Strider spends a Gnosis point and rolls Dexterity + Survival (difficulty 7). Each success allows her to travel across water as if it were open ground for an hour.
Rank 3
Adaption
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. This Gift may be applied to others as well as the Garou who possesses it.
Wyld Spirits
The Garou can call upon Meros' erratic nature and inflict one or more of her opponents with a bout of erratic behavior, thus making it more difficult for the victimes to coordinate attacks or act sensibly in any given situation.
System: The player spends a point of Willpower and 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 to make a speech. If the Gift is used in a non-combat situation, the victims change their actions radically from one moment the the next. This Gift lasts for one scene.
The Great Leap
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.
Message Glance
The Strider can formulate a message of words or symbols that can be delivered with a single glance to the recipient's mind, and easily remembered by the recipient.
System: The player rolls Intelligence + Linguistics, difficulty 7, to formulate the message. The number of successes determines the length of the message - 5 symbols or words per success. One Gnosis must be expended to deliver the message and the target must be in sight. The target receives a -1 to all difficulties interpreting and remembering the message.
Long Running
Whether the Garou is on foot or in a vehicle, this Gift allows him to reduce the travel time on a lengthy journey. Striders use this Gift only when the need is dire; usually, they prefer to see the sights and take their time. A Horse-spirit can teach this Gift.
System: The player rolls Dexterity + Athletics (or Drive) at a difficulty equal to the local Gauntlet and spends a Gnosis point. For every success, the travel time diminishes by 5 percent. A botch increases travel time by 25% or indicates that travel has stopped altogether (due to a flat tire, twisted ankle, etc).
Gibberish
This Gift destroys the ability to communicate. The Silent Strider causes one target to lose her knowledge of speech, writing and any other form of communication. Should the victim try to speak, no one can understand her. Should she try to read a telegram, the message appears to be garbled nonsense.
System: The player spends one Willpower point and rolls Manipulation + Enigmas (difficulty equals the target's Willpower). Each success removes the victim's ability to communicate for five minutes. The victim can resist with Willpower, but each point allows her to read or speak only one sentence.
Book: Wild West Companion
Eyes of Ma'at
When a Strider invokes the power of ma'at itself, she may discern levels of truth invisible to even the canniest investigators With this Gift, she may perceive innocence and truth, should they reside in the breats of those she encounters. This Gift is taught by an Ibis or Baboon spirit.
System: This Gift acts much as the Philodox Git: Truth of Gaia. However, the Garou may make Perception + Empathy rolls to determine the nature of any truths or lies the target may speak. ("Please, no, I never set foot inside her house!" "That is true, but you forced the door open so that your companions could enter. The guilt is plain and written on your heart."
Death Track
Sometimes someone's journey ends too soon, such as a man dying before he can tell the Silent Strider important information. Silent Striders with this Gift do not let the end of someone else's journey be the end of theirs. As long as the Silent Strider can find the body, they can then follow the trails of the spirit until they find the ghost. A servant of Owl teaches this Gift.
System: The Silent Strider stands over the body of the dead. Then, the player spends one point of Gnosis and rolls Perception + Occult, difficulty 7. One success is needed to smell the direction of the ghost from the body. Every day the search continues, another Perception + Occult roll must be made, with one additional success required for each day spent searching. The Storyteller determines how far away the ghost is.
Tongues
This Gift allows the user to read or write any human language encountered, no matter how ancient or obscure. Galliards often use this Gift when translating ancient texts to revive old legends or compose new songs for Moots. This Gift is taught by a Raven-spirit.
System: After spending one Willpower point, the player rolls her Intelligence+Linguistics. The obscurity and relative age of the language determines the difficulty. A common modern language such as Spanish is difficulty 4. An ancient and obscure tongue such as Etruscan, would be difficulty 10. The number of successes determines the character's fluency with the language.
Rank 4
Attunement
This Gift is similar to the Bone Gnawer Gift, but may be used only in the wilderness. By standing in a particular area, the character can commune with the spirits of the area, thus getting an overview of what exists or what has happening in the area - rough population, secret trails, places of note and so on. This Gift is taught by an Owl spirit.
System: The Garou spends one Gnosis point and rolls Perception + Survival (difficulty 6). The amount of information gained depends on the number of successes. On a botch, the spirits lie.
Dam the Heartflood
No tribe loathes the blight of vampires more than the Silent Striders. By using this Gift, a Strider mya block the flow of blood in a vampire's heart, preventing him from using any supernatural powers tied to the blood. This Gift is taught by Cobra spirits, who resent being viewed as a symbol of Set.
System: This Gift can only be used on a supernatural creature with a Blood Pool who gains power from that blood (vampires, ghouls, even Anasasi). The Garou spends a Gnosis point and rolls Manipulation + Medicine (difficulty of the target's Willpower). Each success prevents the target from spending any Blood Points, for whatever purpose, for a full turn. A Garou may only use this Gift once per scene against a given target, but multiple Garou may use this Gift on a target once each. Strider packs armed with this Gift are amongst the fiercest Leech-slayers known to the Garou
Guiding Hand of Djeheuty
None could stay the words of Djeheuty, the messenger of the Gods. Those who have this Gift do not even have to accompany the message, but can send it on its way and be assured that it will reach its destination. The spirit of any migrating animal teaches this Gift.
System: The player spends two points of Gnosis and rolls Charisma + Occult, difficulty 8, while the Strider loudly states the message's destination. The message must be written on something physical (paper, tablet, bone shard). A simple success imbues the message with a Gaffling that will ensure it arrives at the stated destination. The method of delivery is a matter of coincidence; the message is picked up by someone curious, ends up on a truck heading that direction, floats on the wind, etc. The number of additional successes determines how long this takes, regardless of distance.
Number of Successes | Length of Transit |
---|---|
1 | A year |
2 | Six months |
3 | One season |
4 | One week |
5 | One day |
While the message is in transit, the Silent Strider cannot regain the two points of Gnosis invested in it. Nor can they revoke the message. As a result, this Gift tends to be used only when all other avenues have been tried and failed, or if the Strider's death is certain. The Strider's death will not disrupt this Gift.
Sleep's Travels
Through this Gift, a Garou's spirit may journey to another location while his body sleeps. Once he has arrived at his destination, the Garou may either examine his surroundings, impart a message to someone he sees, 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 his 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, she must awaken naturally. Any disturbance in the sleep pattern negates the effectiveness of the Gift, though it does not otherwise physically threaten the Garou's life. This gift is taught by a spirit of Meros.
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 allows 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.
Speed Beyond Thought
The Garou may run at 10 times normal speed. The Garou may do nothing save concentrate on running. The effects last for eight hours, after which the Garou will be famished and must eat immediately or risk frenzy or worse… This Gift is taught by a Cheetah or Air spirit
System: The Garou spends on Gnosis point and rolls Stamina + Athletics (difficulty 7) - one success is sufficient.
Touch of Death
The Silent Striders learned this Gift from the wraiths who prowl the Underworld. With it, a Garou can cause the victim to see the moment of her death. Although the victim does not remember what she sees, the experience disables her with fear.
System: The Garou must touch his target for this Gift to work. She must spend two Gnosis points and roll Manipulation + Occult (difficulty 8). The number of successes determines the number of dice removed from the victim's Physical Traits (Storyteller discretion as to which ones). These "wounds" can be healed like aggravated damage. Typically, the victim's fur is streaked white by the incident. Vampires and other undead are unharmed by this Gift - they simply remember what has already happened to them.
Rank 5
Essential Transformation
This Gift allows the Garou to convert part of her essence into Gnosis for use in 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. Whent his 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. This gift is taught by a spirit of Meros.
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, 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 occurs is left to the Storyteller's discretion, although i most cases this means that the player must retire the character from active play.
Gate of the Moon
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 she 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 allows the Garou to travel to that place instantly. She will be disoriented for a turn 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.
Invocation of the Pharoah
This awe-inspiring Gift is only available to the greatest Strider hereos. The Strider must be in Homid form, spend a Gnosis and a Willpower point, and must enact a 10-minute chant to the greatest of ancient Egyptian spirits. Once this is done, the Garou expands and grows, becoming a giant similar to the depictions of pharaohs on mastabas and sarcophagi. This Gift is taught by Sphinx
System: The Garou grows to a height of nealy 8 feet, but otherwise remains in Homid form. The Garou gains the Physical Attributes of a Crinos, but loses no Social Attributes; indeed, the Garou's Charisma and Manipulation are treated as 6 when making Leadership or Intimidation rolls. A Garou is Pharaoh form does not inflict aggravated damage, but adds one to all Brawl and Melee damage inflicted agains Wyrm-foes (or adds two when facing followers of Set). The Garou regenerates as a Crinos, but gains no vunerablitiy to silver and cannot frenzy. Essentially, the Pharaonic form combines the best of Homid and Crinos. The effect lasts for one scene.
Portents (Harbingers)
This Gift, which the Harbingers are said to share with the Corax, allows them to see one future event with clarity. Though the future is mutable, the Garou will see the most likely event.
System: The Garou must spend two Gnosis points and roll Intelligence + Enigmas (difficulty 8) while spending some time in a meditative trance.
Reach the Umbra
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 herslef to step sideways. She does not have to make the usual Gnosis roll and can never get "caught".
Rank 1
Aura of Leadership
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 was their pack leader - including the pack leader. Of course, there may be repercussions after the effects of the Gift have passed.
System: Th player rolls Charisma + Empathy (difficulty of the highest Willpower in the target ground). 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 unde the effects of the Gift. The effects last for one scene.
Eye of the Falcon
This Gift allows the Garou to see long distances with the acuity of a falcon. It is taught by any of Falcon's brood.
System: All visual Perception, Alertness and long-range weapon rolls are at -1 difficulty. This Gift costs one Gnosis point per scene to use.
Falcon's Grasp
A leader must keep a tight grip on his power, and this Gift allows the Garou to do so literally. The Garou's hands or jaws tighten in a mighty death-grip, making it nearly impossible to escape. A falcon spirit teaches this Gift.
System: The player spends a point of Rage. For the remainder of the scene, the Garou's grip with either hands or jaws (or both at the cost of two Rage) is much stronger. In game terms, the Garou's Strength is considered three points higher for purposes of grappling or maneuvers such as the jaw lock. The Garou may not use this extra Strength to inflict damage.
Ice Dance
The werewolf can move on ice and snow with supernatural grace and speed.
System: The player spends a Gnosis point to activate this Gift for one day. This is a Gift of balance; Philodox are especially adept at this art. All Dexterity rolls are -1 difficulty while on ice or snow (-2 for Philodox), and a Garou can run at normal speeds through even the deepest snow and on the slickest ice. A Philodox running on ice can double his normal speed. An Ice Elemental teaches this Gift.
Lambent Flame
The Garou can cause a silvery light to ignite around her body. This Gift is taught by a Lune.
System: The Garou must spend one Willpower point. The effect lasts for the duration of the scene. The light illuminates in a 100-foot radius, and the ensuing glare adds one to the difficulties of all hand-to-hand attacks on the Garou; the difficulties of all missile attacks, however, are reduced by one.
Sense Wyrm
The Garou can sense manifestations of the Wyrm in the nearby area. This Gift involves a mystical sense, not a visual or olfactory image, although Garou using this Gift are likely to say, "This place stinks of the Wyrm." This power requires active concentration. This Gift is taught by any spirit servant of Gaia.
System: The Garou rolls Perception + Occult. The difficulty for this Gift is based on the concentration and strength of the Wyrm's influence (sensing a single formor in a room would have a difficulty of 6). Vampires can be sensed using this Gift, but only those with Humanity scores lower than 7.
Rank 2
Awe
The Garou, simply by her bearing and strength, proves to others her mastery and right to rule 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.
Crescent Moon Awareness (Moon Lodge
This Gift allows the character to make others around her more aware of the spirits of the place. Garou catch glimpses and hear incomprehensible whispers of the spirits in the Penumbra, while Kinfolk and other humans feel an unsettling awareness of an alien world that they are normally oblivious to and have no means of understanding. This teaches them the power of the Crescent moon. To learn this Gift, the Fang must track down any one of Falcon’s brood and perform one simple service for him.
System: The player spends a point of Gnosis and rolls Gnosis (difficulty 7). If the roll succeeds, all creatures in her immediate area (20 yards or so) become aware of the Penumbra at the edge of their senses. Garou may then step sideways or communicate with Spirits at -1 difficulty. Humans, Kinfolk and animals find the effect profoundly disconcerting and lose one die from all their rolls while the Gift is in effect. Crescent Moon Awareness lasts for one turn per success rolled. The effects are doubled when a Theurge uses this Gift.
Empathy
To be a leader among wolves is largely a matter of physical dominance, but a human leader must understand his charges and follow their will to a degree. With this Gift, a Silver Fang can understand those around him and live up to their expectations. A falcon spirit teaches this Gift.
System: The player spends one Gnosis point and rolls Intelligence + Empathy (difficulty 7). Success indicates that the Garou knows that the majority would like to see, be it attack, mediation, harsh punishment or clemency. The more successes the player rolls, the better the Garou understands the people's desires, even if the people would rather keep those desires secret. Note that this Gift by no means reveals the wisest or most rational decisions, just the most popular one.
Fool's Silver
The Silver Fang can trick a victim into thinking an ordinary item is made of silver. Whereas greedy humans flock to the illusion, Garou are usually wary and back away from it. A Lune teaches this Gift.
System: The Silver Fang concentrates for one turn to make the Gift active. The selected item gleams with a silvery sheen. Garou who hold the item feel the sting of normal silver for about 10 seconds, after which the illusory "pain" vanishes.
Gibbous Moon Song(Moon Lodge)
When used by Fangs of other auspices, this Gift makes the Garou more adept at social situations. It makes Galliards loquacious and silver-tongued in the extreme. Galliard moon-dancers who use this Gift draw upon the moon's mysteries to cast complementary light on their every action. The Galliard naturally draws people's attention. A "social Gaffling" of the Great Green Cheese Spirit (a traditional Bone Gnawer ally) teaches this Gift. This fact is scandalous to most Silver Fangs.
System: To learn this Gift, the Garou must best the spirit in a word contest (Wits + Enigmas, difficulty 8). The player spends a point of Gnosis for the Garou to use this Gift. All Social Skills are -1 difficulty for the duration of the scene. Galliards who use this Gift are -3 difficulty on all Social rolls.
Luna's Armor
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.
Reason
The Silver Fang who uses this Gift may temporarily free himself from Harano and Derangements. This Gift may also be used to partially defend against all sanity-endangering attacks. Examples of such attacks include the Galliard Gift: Headgames, and Malkavian Dementation Discipline and invasive uses of Mind magick. A Firebird-spirit teaches this Gift.
System: The player must spend a Gnosis point and roll Willpower (difficulty 7). The Garou overcomes all mental dysfunctions for a number of scenes equal to the number of successes rolled. All psychic attacks against the Garou's sanity are reduced by one die. If the player botches the roll, the character's dementia becomes painfully intense for a day.
Truce of Helios(Sun Lodge)
Helios is, among other things, a spirit of reason and diplomacy. Garou who follow him are often skilled diplomats. This Gift helps ensure that the other side at least listens to the Garou's words. Helios is also an honorable Celestine; the Silver Fang may not use this Gift as a ruse to gain momentary advantages (gain time to set an ambush, for example). A Garou may learn this Gift from one of the Children of Karnak or from a Firebird-spirit.
System: The player must roll Charisma + Etiquette (difficulty 7). If successful, the Silver Fang negotiates under a spiritually enforced flag of truce. All those whom he negotiates with must make Willpower rolls (difficulty 9, two successes needed) to attack the Garou. The truce lasts one hour for each success rolled. If the Silver Fang breaks the words of the truce, the effects of the Gift end and will never work on the same target again. Additionally, the Silver Fang loses three points of temporary Honor. This Gift costs a Gnosis point to use.
Word of Honor
To a Silver Fang, honor is everything. This Gift imbues a Garou's words with his honorable bearing. As long as the Silver Fang speaks the truth, others believe him. An Eagle spirit teaches the Silver Fangs how to speak clear and true.
System: By spending a Gnosis point, the Silver Fang can make every word he says bear the ring of truth. Anyone who listens hears that the Gift user speaks true. Listeners are not necessarily inclined to obey the Fang or follow his suggestions, but the facts are clear. The Silver Fang must speak the truth, or the Gift automatically backfires.
Rank 3
Claim of Authority
There are times when a Silver Fang cannot be present at important moots or meetings, and must send another Garou in her place. To make sure that any advantages to be gained aren't neglected, a Silver Fang with this Gift can grant her messenger some of her own natural authority. It is taught by an ancestor spirit.
System: The Silver Fang spends on one point of Gnosis and one point of Willpower before selecting a Garou as her representative. For a week thereafter, the representative is considered to possess the same level of Pure Breed as the Silver FAng, so long as she notes the name of the Silver Fang she speaks for. This Gift may not be used on an unwilling target.
Dominance Blow
Smart Garou know to pay the Silver Fangs their due. Stupid ones openly challenge them, and force the Silver Fangs to assert their dominance. This Gift allows a Silver Fang to easily knock down would-be rebels by connecting physical dominance with rightful leadership. When this Gift is working, might does make right. Lupus Silver Fangs are fond of this Gift, which resembles wolf understandings of alpha standing. A wolf-spirit teaches this Gift
System: The player spends one point of Rage, and rolls Charisma + Brawl, difficulty 7. If the rolls succeeds, then every blow the Silver Fang strikes against a specific target grants the Silver Fang an additional die in all Social rolls against that target, allowing him to browbeat or intimidate the target more easily. The blow need not be full force to grant the bonus, which lasts for one day.
Half-Moon Mnemonics
Luna's Philodox aspect is the teacher of ways and the keeper of memories. The Garou who learns this Gift may recall any moment with crystal clarity, freezing it forever in her mind. The Garou may then study the moment at her leisure, coming at it from almost any angle. Silver Fang Philodox are forever replaying captured memories, and thus seem especially distant to others. A Sea-spirit teaches this Gift; the Garou hears indistinct water-spirit voices throughout her training. Ideally, the Silver Fang stares into water when using this Gift to recall a memory.
System: The player must spend one point of Gnosis for the character to "photograph" a moment, and must make a Wits + Alertness roll, difficulty 6. If the Garou attempts to access the memory later, the player must make an Intelligence + Occult roll (difficulty 7; 5 when the Fang is looking into water). A botch means the image disappears forever, leaving an actual hole in the Garou's memory. A Fang may have on more memories "on file" than her permanent Gnosis score, but may "dump" unwanted images at will.
Princely Bearing
This Gift allows a Garou to temporarily raise her Rank. During this time, she is considered to be of that Rank, and thus can issue challenges and rulings appropriate to that Rank. This Gift is not used in the presence of other Silver Fangs, but traditionally only used when interacting with the lesser tribes.
System: The Garou must roll Charisma + Leadership at a difficulty of 9 and spend a Willpower point. One rank is gained for 1 success, 2 ranks if three successes are rolled, and so on. The maximum rank that can be gained is limited by their leadership score. A botch reveals the Silver Fang's perfidity.
Silver Bullets
The Gift allows the Silver Fang to change the composition of his ammo. As he fires each shot, the bullet changes to deadly silver. Lunes and Ancestor-spirits teach this Gift.
System: The player spends a Gnosis point as he fires his gun. The bullet changes to silver and causes regular damage to normals, but it inflicts terrifying wounds on Garou. The bullet remains silver after it strikes (whether what it hits is its target or not). The altered bullets do not reduce the Silver Fang's Gnosis unless he recovers them.
Taught by: Lune or Ancestor-spirit
Book: Wild West Companion
Silver Claws
The Garou can turn her claws into silver, making her a terror against other Garou on the battle field. 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 agony. 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.
Talons of Falcon
This deadly Gift turns the Garou's claws into impaling weapons, allowing her to cut muscle, bone and sinew as if it were paper. Combined with the Gift: Razor Claws, this is a truly devastating attack. A falcon of the Great Flock teaches this Gift.
System: The player spends one Gnosis point and makes the usual Dexterity + Brawl roll to attack. The Garou makes a screeching sound like that of a bird of prey as she strikes. The attack does Strength + 3 damage and all healing powers (such as Mother's Touch) are at +1 difficulty to treat the wound.
Undisputed Ruler
This Gift allows a Garou to take over the leadership of a small gathering of humans (whether a paramilitary group of town council) or a group of spirits for a period of up to 6 months. During this time, the targeted group accepts the Garou as their leader, rendering her the honor, respect and obedience due her position. The group demonstrates a high degree of loyalty, obeying the Garou's instructions in a manner approrpriate to her position (as orders if they are paramilitary, or as legally binding decisions if the position is akin to that of a town mayor, for instance). If the Garou uses this Gift in the Umbra, the targetted 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). The Gift lasts for a period of time as follows.
Success | Duration |
---|---|
One | One week |
Two | One month |
Three | Two months |
Four | Four months |
Five | Six months |
This Gift is only successful against mortals and spirits of no greater than Jaggling status, although "borderline" supernaturals such as ghouls and Kin are susceptible.
Wrath of Gaia
The Garou is revealed by 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 less 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.
Honor Pact
The Honor Pact is another Gift of diplomacy. All participants must enter into the pact willingly. Those who participate exchange blood (most often by cutting their palms open) and swear oaths to Falcon. Spiritual bonds connect participants, and they may not work against each other's interests in any way. (The Storyteller has final say in what constitutes the edict.) Packmates bound by this oath are highly resistant to the tendrils of the Defiler Wyrm. The Children of Karnak teach this Gift.
System: Three temporary Gnosis points must be spent by each participant, while four must be spent by the user of the Gift. The players must also make a Charisma + Rituals roll (difficulty 7). Previous rivalries or differences between pactmakers are greatly lessened, reducing the difficulties of all Social rolls among themselves by -2. All attempts by agents of the Defiler Wyrm to corrupt those under an Honor Pact are at +2 difficulty. Garou who invoke this Gift but who frequently squabble or fight destroy the Gift's effects over time. The effects of the Gift last forever or until a participant breaks faith. The person who does so suffers five Health Levels of aggravated damage (as he is rent by the spirit-talons of Falcon), and is marked as an oath-breaker (as the Stone of Scorn rite).
Rank 4
Command the Heart of Rage
The Silver Fang can reach into the heart of another Garou and stifle her opponent's Rage. Even a frenzied Garou must obey the Fang's command. An avatar of Falcon teaches this Gift.
System: The player spends one Willpower point and selects a target. The Fang and the victim make resisted Willpower rolls. If the Silver Fang wins, she can dictate when and how much Rage the victim spends. This Gift works on frenzied Garou as well.
Crescent Moon Fata (Moon Lodge, Theurge)
Garou with this Gift can examine the tapestry of fate itself, carefully discerning individual threads to learn something of an object's past or destiny.
System: To learn this Gift, a Garou must best a potent spider or firefly Jaggling of Moira (a moon incarna). The challenge is usually a contest of arcane game-craft (Wits + Occult or Enigmas; difficulty 9; 7 for Theurges). If the roll is botched, the Jaggling becomes offended and leaves, stealing three temporary Gnosis in the process. The player must make a Perception + Enigmas roll (difficulty 5) and spend a point of Gnosis to activate this Gift. The Garou sees one "thread" per success. The Storyteller should be inventive, though somewhat cryptic, in relating visions of fate. The Garou may see the fate of a given person, place or thing. (A Garou with four successes could apply one thread to four separate targets, or all four threads to one target). The Garou may see into the past or future (character's choice); to see into both, two threads must be applied to the same target. A thread grows indistinct the further it stretches into the past or future. How far the Garou sees depends on how many successes are applied in either direction. One success allows him to see several hours into the past or a few minutes into the future. Five successes applied in a single direction may allow the Garou to see several days into the future or hundreds or years into the past.
Enthronement
The Garou can create small or simple objects out of thin air - including mist, 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. Alternatively, 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. This gift is taught by a spirit of Zarok.
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 their 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.
Ignore Death Blow
Tales say that the first Silver Fang died and was reborn; since that time, the Fangs have passed down this Gift. A Fang with this Gift can choose to ignore what would be a killing blow. This Gift is taught by a Lion spirit.
System: Once per scene, the Fang can spend a Willpower point and ignore all damage from a single attack. The damage simply does not occur; no special handicaps take effect, either.
//Alternative Versions:
The Fangs claim they rule by divine right, and after seeing this Gift in action, few garou disagree. The Silver Fang simple ignores a blow that would otherwise kill him. Seeing a blade swung with perfect accuracy toward someone's neck and watching it fail to sever the head is something few Garou will forget - especially if they were swinging the sword. A lion-spirit or avatar of Falcon teaches this Gift.
System: Once per scene, the Fang can spend a Willpower point and ignore all damage from a single attack.//
Mastery
The Garou can command other Garou (including Wyrm-tainted Garou such as Black Spiral Dancers) to do her bidding. This Gift is taught by a Falcon spirit.
System: The Garou rolls Charisma + Leadership (difficulty of the target's Wits + 3). The Garou can cause the target to obey any non-suicidal command for one turn per success. This Gift works only against Garou.
Mindblock
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.
Rank 5
Divine Regalia
The Silver Fang girds himself in shimmering, mystical armor, and a terrible light plays about his countenance. His very appearance causes even the boldest warriors to flee, but brings hope to the hearts of his packmates. This Gift is taught by an avatar of Falcon.
System: THe player spends one Rage and one Gnosis to invoke the armor; the effects last for a scene. While the Gift is in effect, the Fang gains three extra soak dice, which can be used to soak even silver. Anyone meeting the Silver Fang's eyes (for example, if attempting to Dominate the Fang) must make Willpower rolls, difficulty 9, or immediately flee in panic as if entering a fox frenzy. For as long as his packmates are within line of sight of the Fang, they gain one extra die on all their dice pools, and two bonus successes on all Willpower tests.
Divine Regalia cannot be invoked if the Garou is already wearing armor of any sort, whether mundane mail or a Gift such as Luna's Armor.
Grand Jesture
By bestowing appropriate gifts on an individual or a 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 favourably 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. This Gift lasts for an entire scene. When the effects of the Gift come to an end, the individuals affected may still continue to regard the Garou with some residual respect depending on their experiences while the Gift was active. This gift is taught by a spirit of Zarok.
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.
Luna's Avenger
The Garou can transform her entire body 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 to those conferred by the Silver Claws Gift (level three Ahroun). In addition, the Garou gains two extra Stamina levels, and an extra Ok Health Level. The effect lasts for one scene.
New Moon Legerdemain (Moon Lodge, Ragabash)
This no-moon Gift represents Luna's deepest mysteries. Garou who invoke this Gift attract and command dozens of invisible, minor trickster spirits (strangelings, chimaera and Wyldlings). The creatures dance maddeningly around the Garou in the Penumbra, protecting her from harm, but causing consternation among those in the area. The spirits play tricks on everyone around them, saving their most dangerous pranks for the Garou's enemies. However, the nature of this Gift only allows the spirits to be summoned at night.
System: An avatar of Luna herself teaches this Gift, and learning it puts a Garou in Luna's service forever. Only Garou who perform a great service in Gaia's name may learn this Gift. It costs a permanent point of Gnosis to learn, and the spirits it attracts stay with the Garou until she dies. Although the spirits generally like "their Garou", they do not always listen to her orders and may even play minor pranks on her. (Furthermore, those who fail to keep their spirits in line may suffer penalties to Social rolls.) Keeping one's spirits under control should be roleplayed, but should not interfere too much with the game. The spirits are semidormant most of the time, playing only the occasional halfhearted prank. They become genuinely active during a New Moon or when the Garou wishes it. To awaken the spirits requires a Gnosis roll (difficulty 6), and the player must spend one Gnosis point. The spirits awaken for one night per success. The Garou may also put them back to sleep until needed again with the expenditure of another Gnosis point and with another roll (two successes are needed). When activated, mischievous spirits beset all the Garou's enemies in a 25-foot radius, pinching and tripping them. All rolls made by the Garou's enemies are at a +2 difficulty, and their Dice Pools are reduced by two. The spirits can also steal one item from one enemy in a given battle, as long as that enemy is in the Umbra. The nature of the item is completely random (Storyteller's discretion), but usually of little worth. The creatures may or may not show their treasures to their Garou, depending on how they regard her. Some powerful creatures (Jagglings or Incarna) may temporarily disperse a Garou's spirits by spending Gnosis. Otherwise, the spirits fade away completely during the day.
Paws of the Newborn Cub
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 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) for one turn.
The Secret of Gaia
When the Great White Wolf died to save Gaia, he learned her secrets. The nature of the actual "Secret of Gaia" is obscure, but few question that the Silver Fangs have a deep and ancient connection with the Earth Mother. This Gift is a powerful aspect of this relationship. The Garou who uses this Gift becomes completely aware of her immediate vicinity in vivid detail. The Fang is aware of the area's topography, wildlife and the local spirit population. The Silver Fang also becomes aware of Gaia's condition in the area, but in a very general sense - Gaia is pained, feels trapped, whatever. An avatar of Gaia teaches this Gift, but only to the worthy. Silver Fangs of any auspice may learn it, but it is most common among Theurges and those of House Wise Heart.
System: The Secret of Gaia is a more powerful version of the Theurge Gifts: Spirit Speech and Pulse of the Invisible. The player rolls Gnosis (difficulty 7) and spends one point of Gnosis to activate this Gift. The Garou becomes preternaturally aware of a one-mile radius for each success, almost becoming part of it. The Garou can automatically see into the Penumbra and all Perception rolls are at -3 difficulty. Furthermore, all local non-Wyrm spirits are well-disposed toward the character, granting +2 on all Social rolls involving them. Finally, one extra die is added to all Dice Pools (save those involving combat) while the Garou is in the higher state bestowed by this Gift. The Gift's effects last one hour for each point of permanent Gnosis the Garou possesses. If the player botches the roll, the character becomes acutely aware of Gaia's agonies and succumbs to the most severe pangs of Harano for an entire scene.
Rank 1
Balance
The Garou is able to walk across any ledge, rope, etc no matter how thin or slippery. This Gift is taught by Wind spirits.
System: No point expenditure or roll is required. Difficulties for climbing are reduced by 3.
Dreamchaser
The Galliard can tap into the unconscious of a sleeping person and follow the course of his dreams. Although she cannot participate, she recalls all of the dream and can view it objectively. A Dream-spirit teaches this Gift.
System: The player spends one Gnosis point and must remain within "arm's reach" of the target (i.e., walls, partitions, furniture or other physical obstacles may come between user and target, but no more distance than the length of the user's arm) for one night's sleep. If the sleeper dreams, the Garou can experience the chaotic events as they unfold. What information she gleans from the vision is up to the Storyteller.
Fearless
Whatever odds she may face, the Stargazer maintains an aura of complete serenity. Whether hanging from a rock face 300 feet in the air or staring into the very maw of the Abyss, the Garou with this Gift knows no fear. A spirit of Fear teaches this Gift.
System: By spending a Willpower point, the player automatically passes any fear-related tests for the entire scene. This Gift also negates the power of other Gifts that cause fear, such as Cry of the killer, or Howl of the Banshee.
Lambent Sight
This Gift allows 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. This 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.
Muladhara
The base chakra is awakened and the energy stirs. The character can call upon this energy to help himself root or centre for meditation, or summone energy to stave off fatique. This also includes the Svadhisthana or sacral chakra, governing the sex organs.
System: The player must declare which effect he is trying to achieve before he rolls. He then rolls Stamina + Rituals and spends one Gnosis point. Each sucess lowers the difficulty of any roll involving meditation by one; or, when resisting frenzy, each success raises the difficulty of the roll by one - although the character must perform no other action that turn or the next. In all cases, Stamina roll difficulties related to fatigue are lowered by one for the rest of the scene.
Sense Wyrm
The Garou can sense manifestations of the Wyrm in the nearby area. This Gift involves a mystical sense, not a visual or olfactory image, although Garou using this Gift are likely to say, "This place stinks of the Wyrm." This power requires active concentration. This Gift is taught by any spirit servant of Gaia.
System: The Garou rolls Perception + Occult. The difficulty for this Gift is based on the concentration and strength of the Wyrm's influence (sensing a single formor in a room would have a difficulty of 6). Vampires can be sensed using this Gift, but only those with Humanity scores lower than 7.
Rank 2
Disguise the True Form
The Stargazer can avoid revealing her true nature to other Gift users or supernaturals. Even in Crinos form, the Garou registers as a normal human. An avatar of the Chimera teaches this Gift.
System: Any powers used to detect the Stargazer's true nature fail. The Stargazer appears to be a perfectly normal human, despite her current form.
Harrying Wind (Kailindorani )
This Gift summons a Wind spirit to harass and bewilder an opponent during combat.
System: The player rolls Manipulation + Leadership. For one turn per success, the Kailindorani's opponent has the difficulty of all his actions increased by 1. The effects of Harrying Wind are not cumulative; using the Gift multiple times on the same opponent provides no extra advantage.
Inner Light
The Stargazer can step sideways into the Umbra using only his own inner light; he has no need of a reflection of a bright light to guide him. This Gift is taught by an Epiphling of Truth.
System: The player must still roll Gnosis as usual, and the Stargazer can still be "caught". He may lead pack mates into the Umbra as per usual
Inner Strength
The Garou, after brief meditation, convert her inner anger into iron resolve. This Gift is taught by Ancestor spirits of the Stargazers.
System: The Garou concentrates for five minutes and rolls Wits + Enigmas (difficulty 8). Each success converts one point of Rage into Willpower.
Manipura
The solar plexus chakra stirs, allowing the character access to powerful energy and strength which can greatly aid Kailindo maneuvers.
System: The player rolls Stamina + Rituals. Each success adds one to the character's Strength for the purpose of resisting grapples or initiating holds, but not for lifting objects or causing damage. This lasts for one scene.
Reason
Using gestures to her chakras, as Klaital did, the Stargazer can resist wordly, mental and spiritual temptations, including corruption. This Gift is taught by an Earth-spirit.
System: The player rolls Wits + Rituals and spends one Gnosis point. Each success raises others' difficulties to ensorcel or supernaturally coerce the character bye one. For instance, a vampire trying to Dominate the Garou would find it harder to succeed. Against non-supernatural coercion, this Gift automatically succeeds. This, mundane con artists and temptresses have no power over the Stargazer.
Surface Attunement
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) animals usually overlooked by the other Garou, but honored by the Stargazers.
System: The Garou concentrates for a turn and rolls Dexterity + Athletics (difficulty 6). The effects last for a scene.
Rank 3
Anahata
The heart center stirs, opening the Garou up to normally unseen perceptions concerning others. She can sense what they are feeling and know the best way to make them listen to her (although they cannot be coerced into acting against their wills).
System: The players rolls Charisma + Empathy and spends one Gnosis point. For the rest of the scene, the Stargazer can sense the surface emotions (anger, frustration, joy, etc) or those who directly interact with her. After three or more turns of interacting with that person, the player may make a Perception + Empathy eoll; each success lowers difficulties on any rolls to sway that person, and he will be especially receptive to wisdom or advice from the Stargazer. The Stargazer can also attempt to avert any angry action against herself in such ways.
Whispering Wind
This Gift allows the Kailindo practitioner to know what his opponent's next combat maneuver will be. The spirits of the wind whisper the opponent's attack plan to the Garou.
System: The player must roll Perception + Kailindo, difficulty equal to his opponent's combat skill (Brawl, Melee, Kailindo, etc) + 4, and spends a Gnosis point. The Kailindorani receives a -1 to his difficulty to attack his opponent next action (in addition to any other modifiers). The Gift user also automatically gains as many successes to his initiative roll as her gained on his roll.
Walk the Web
The Stargazer can walk through Weaver Realms without attracting attention. Pattern spiders will ignore her and go about their business. The Garou must chant a mantra through sub-vocalisation. However, if the Stargazer takes direct action against any Weaver minions, the effect of the Gift is canceled and the spiders will come. This Gift is taught by various Enigmatics.
System: No expenditure is necessary, however while the Stargazer is chanting the mantra, they are at a -2 dice penalty to all actions, reflecting the concentration needed to maintain the effect.
Moonriver
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 moon), the effects of the Gift end and the Garou may have to swim or wade to shore.
System: The players rolls Dexterity + Occult. Only one success is needed 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.
Merciful Blow
The Garou can subdue a for 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 a soak is rolled, the Garou may then roll Perception + Medicine (difficulty of the opponents Wits + Dodge). One or two successes on this roll cause the opponent to keep over helpless for the next turn; three or more paralyse the foe for the entire scene.
Gathering Storm
This Gift summons a group of Wind spirits that engulf one opponent in a cyclone, buffeting her with debris and hurling her aside.
System: The player spends a Gnosis point and rolls Manipulation + Primal Urge. The opponent is thrown two yards for each success scored and also loses one Health Level per success. The opponent may soak this damage normally.
Conundrum
A Stargazer with this Gift can introduce an unsolvable problem into a victim's mind. Depending on the effectiveness, the target could be completely immobilised by her new, fascinating train of thought. The effect varies with every individual, but it usually derives from the target's personality: A computer hacking Glass Walker might try to discover the last digit of pi, while a Bone Gnawer might try to reason why, indeed, did the chicken cross the road. An avatar of the Chimera teaches this Gift, but the Garou must first solve her instructor's puzzle.
System: The Stargazer rolls her Manipulation + Subterfuge (difficulty of the opponents Wits + Enigmas). The number of successes indicates the complexity of the problem and the extent to which the target is distracted. Each success also subtracts one die from the target's Dice Pools for an equal number of rounds. Each Willpower point the target spends reduces the effectiveness of this Gift by 1.
Clarity
The Garou is able to see through fog, pitch darkness and even recognise illusions or invisibility. The 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 must match or beat that which were achieved when establishing the illusion.
Rank 4
Avoid Fate
With this Gift, the Stargazer can dodge the wheels of fate for the moment. Through a preternatural connection between herself and the universe, she avoids certain disaster. A cat spirit teaches this Gift to Garou.
System: Once per scene, the player can spend a Gnosis point to reroll any failed roll.
Imaginal Mantra
The Stargazer can chant a mantra to banish Banality from the area and awaken Glamour. During the chanting, he must imagine the area is being inherently magical, seeing the rocks, stones and buildings as living things - he must pretend to dream while awake. This Gift is taught by a Chimerling.
System: The player rolls Wits + Rituals and spends one Gnosis point. If successful, any Banality is banished for one scene. In addition, any fae are revealed in their true forms.
Mooncat
This Gift allows the Garou to assume form of a small white cat (one of Sokhta's favoured 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. This gift is taught by a spirit of Sokhta.
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 the 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 claw and bite attacks as usual. No successes means 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.
Preternatural Awareness
The Garou attunes all her senses to her surroundings, thereby becoming preternaturally aware of her opponent's doings and allowing her to anticipate them somewhat. This Gift is taught by a Wind spirit.
System: The Garou spends one Gnosis point and rolls Perception + Dodge (difficulty 7). All opponent's Dice Pools to hit the Garou are reduced by a number of dice equal to the number of successes. This applies even if the Garou cannot see the attack coming. The effect lasts for one scene.
Ultimate Argument of Logic
Those who speak with the Garou leave convinced of some fact might otherwise have disbelieved. If successful, the Garou can cause the target to believe implicitly in one aspect of existence (true or false) - from the "fact" that the sun revolves around the Earth to the "truism" that the wolf's inherent nature is that of the pawn. This Gift is taught by a Coyote-spirit.
System: The Garou needs three successes on a Manipulation + Performance roll (difficulty of the target's Wits + Enigmas).
Visuddha (Kundalini)
The throat chakra stirs, allowing the character immense control over his voice and breath. He can halt others with a bellow or command them to heed his words.
System: The players rolls Manipulation + Expression and spends one Gnosis point. For the next scene, anything the Stargazer says has a commanding quality to it. Each success on the roll lowers the difficulty on any roll to command others, and he may even ask them to act in ways contrary to their nature (although not acts which will directly harm them). In addition, he may issue a resounding Ki-ai at anytime, a bellow meant to scare opponents and give the Stargazer the initiative in combat. Roll Stamina + Expression; each success lowers an opponent's initiative and attack Dice Pools by one die for three turns. The ki-ai does not require a separate action; chracters do not have to split their Dice Pools to issue one in the same turn in which they attack. A Ki-ai may be effective against a single opponent only once per scene.
Rank 5
Astral Mind (World Tree)
The Garou with this Gift can project his consciousness from his body and into the higher Realms of the Umbra. From there, his mind can enter realms denied physical beings. Since Garou are physical in the Umbra, they cannot usually enter these realms. New abilities and powers can sometimes be discovered in these realms and many Stargazers go on sojourns for unique knowledge and understanding. The Storyteller is encouraged to create new abilities that can be gained on such travels. These realms are realms of thought, and many odd enigma spirits wait there to test trespassers with a riddle contest, a mathematical problem or a philosophical dilemma. While the Garou's mind travels the Umbra, his body sits in the physical world in the state it was left, and the Garou will appear to be in a coma. Finding one's way back to one's body is not always easy.
System: The player must make an Intelligence + Occult roll at difficulty 9, and spend two Gnosis points. Success means the mind is released to roam where it will. The number of successes determines how far the Garou can go. One success and he can traverse the Near Umbra, with three successes he can leave such everyday realms and travel deep into the Conceptual Umbra. To return to their body, the Gift user must success in a Willpower roll at a difficulty of 5.
Atma (Kundalini)
The crown chakra stirs and the third eye opens. The Stargazer gains immense wisdom and occult perception.
System: Rolls Wits + Enigmas and spend one Gnosis point. Each success lowers the difficulty of any Enigmas roll by one and adds one to the character's Enigmas skill. This effect lasts for one scene In addition, for the following scene, the character sees spirits interacting with the world, and knows if Gifts or other supernatural powers (Discplines, Spheres, Cantrips, etc) are active in his sight.
Circular Attack
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 highest Wits + 3 amongst the opponents faced). 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 6 foes, each with a Wits of 2, the Garou would roll 8 dice against a difficulty of 5. If he rolled four successes, he would avoid four attackers 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.
Cognitive Dissonance
The Stargazer uses controlled cognitive dissonance to temporarily confuse Paradox and banish it. With riddles and conundrums posed to the thin air, the Stargazer thus confuses the Weaver, who halts her spinning as she tries to solve the riddle. This Gift is taught by Chimera herself.
System: The player rolls Wits + Enigmas and spends one Gnosis point. If successful, a particular manifestation of Paradox is cancelled. In addition, the Gauntlet of the area drops for the rest of the scene by one point for each success gained. This is an immensely powerful Gift when put to use for a mage; however, Stargazers usually let mages learn from their own mistakes, intervening only if the Paradox threatens someone other than the unwise willworker.
Directing the Soul
Stargazers with this Gift can redirect the effects of their Rage and Gnosis. By attaining this higher control over their inner selves, the influence the world around them in their favour. This Gift is taught by an Enigmatic spirit.
System: After learning this Gift, the Stargazer can spend her Rage or Gnosis, instead of Willpower, to receive one automatic success on a roll.
Moon Dream
The Garou petitions 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 late. Once the Garou has entered her Moon Dream, she may not be awakened until the full eight hours has passed. This gift is taught by a spirit of Sokhta.
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 also involes the character's park 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 successses means that the character receives no dream while a botch gives the character an eight-hour long nightmre which she cannot remember but which results in a -1 penalty to all rolls involving Alertness.
Wisdom of the Seer
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 (ie: ask the Storyteller). The clarity of the information and it is rare to gain a complete and straightforward answer.
Rank 1
Fast Track
This Gift strengthens the Garou's stamina and allows her to travel much more quickly than would be normally possible. Using the Gift allows the Garou to determine the path of least resistance, so she can move from one place to another with great speed and less interference. While not a replacement for a Moon Bridge, Fast Track lets the Garou continue traveling long past the time she would normally become exhausted. She can effectively make a forced march that covers three times the distance she would normally cover in the same amount of time and arrive no more tired than usual. This Gift is taught by a Bear spirit.
System: The player must roll Stamina + Athletics (difficulty 7) and spend a point of Gnosis. A single success allows the Garou to make a forced quick-march by trotting at a ground-covering pace that does not exhaust her. This Gift is not meant to make the Garou a speed-demon, and cannot be used to escape pursuit or pursue fleeing foes by running faster. It can be used for those purposes if it is a matter of outlasting pursuers or pursued.
Sense Magic
The Garou is able to sense Garou rituals and Gifts, the Thaumaturgy of the Tremere, the Spheres of the mages, fetishes and other magical phenomena. This Gift senses the presence of magic and its general strength; it reveals only basic information about the magic itself. This Gift is taught by a spirit servant of Uktena.
System: The Garou rolls Perception + Enigmas. The difficulty is based on the strength and subtlety of the magic. The radius is 10 foot for each success.
Sense Secrets
Centuries of association with the fae people have taught the Uktena the nature of secrets. Things deliberately hidden, whether obscured by brush or dropped down a mineshaft, make their presence known to the Uktena. The Gift gives no indication as to the nature of a secret, only to its existence. A Squirrel-spirit teaches this Gift.
System: The player rolls Perception + Enigmas (difficulty 8). Every success improves the Uktena's sensitivity. One success detects cursory or slipshod concealment, such as tumbleweeds pulled across a cave's mouth; five successes detect the presence of the most painstaking obscurement, including hidden passsageways and the like.
Shroud
The Garou can create a patch of inky black darkness. This Gift is taught by a spirit of Night.
System: The Garou spends one Gnosis point and rolls Gnosis against a difficulty from 3 to 9, depending on the current conditions. For each success, a 10' by 10' area within the Garou's sight is covered in pitch-black darkness.
Uncloak the Hidden
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 seek beneath the disguise, determine the nature of a concealed weapon or tell what lies within a hidden wall safe - this trick reveals only that 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 characters' knowledge in general terms ("That man has some sort of disguise"; "The floor contains a hollow beneath the floorboards").
Rank 2
Coils of the Serpent
The Garou may summon serpentine ropes of darkness, mist or fog to grasp enemies and render them immobile. Each coil is four feet long and has the Strength, Dexterity and Brawl ratings as the Garou who summons it. A Snake-spirit teaches this Gift.
System: The player rolls Dexterity + Occult (difficulty 7) each success beings forth one coil from the air. The Garou must direct the coils' attacks if she wishes to target multiple opponents; otherwise, the coils focus on the person or creature closest to their manifestation. The coils may only grasp to immobilize; they aren't capable of greater manipulation. To break free, the victim must make a Strength roll, difficulty 7. If his successes exceed the number of coils, he’s free. If not, he’s still a prisoner. The tentacles last until the end of the scene or until the summoner decides to send them away.
Fetish Fetch
The Uktena need not carry her fetishes with her at all. She may draw them from a hidden cache whenever she needs them, no matter the distance. A Packrat-spirit teaches this Gift.
System: The first part of the Gift involves creating the secret hiding spot for the fetishes. The player spends one Gnosis and buries or covers her items. Once this ritual is complete, she needs to spend a Gnosis point to summon any or all of her fetishes. The fetish appears in her hand as if from thin air. Just one hiding spot can exist at any one time, but the Uktena can create a new spot at any time.
Medicine Dreams
When the humans began hunting animals, the animals retaliated by sending disease amongst the humans to kill them. Once they saw that their diseases killed good people as well as bad, they relented and herb-spirits came to medicine men in dreams to tell them how to heal the sick. Wise Uktena still know that medicine comes from these spirits in dreams, and this Gift allows them to call forth the herbs for wisdom. It is taught by the spirit of an aloe plant.
System: This Gift is used when an Uktena is attempting to heal someone seriously ill. Before the Uktena goes to sleep, the player spends one point of Gnosis and rolls Charisma + Occult, difficulty 8. If the roll is successful, then the Uktena will awaken with new insights in how to heal the sick person. Each success on the Occult roll adds one dice to any Medicine rolls for that day. Should this grant the Uktena more than ten dice on his Medicine dice pool, he may even attempt to cure incurable illnesses such as terminal cancer or HIV/AIDS. To do so, six or more successes are needed on appropriate Medicine rolls.
Natural Camouflage
By crouching down and remaining still in a natural environment (woods, desert, swamp), the Garou may appear as part of the landscape. Unless someone is actively searching for the Garou, she will be dismissed as a hummock, tree stump or some other natural feature. This Gift is taught by a taught by a Chameleon spirit.
System: The Garou merely needs to hunker down and think of blending in. Unlike the Ragabash Gift: Blissful Ignorance, the Garou does not actually become invisible, but becomes like an unnoticeable feature of the landscape. Someone searching for the Garou must roll Perception + Alertness (difficulty 9) to see through the camouflage. The Garou may spend a Gnosis point to negate being seen in this fashion. If mostly unobserved (ie: the searcher may be scanning the area but has his back to the Garou, only occasionally turning her direction), the Garou may remain camouflaged while moving slowly toward or away from the searcher, stopping whenever the searcher looks her way. Even slow movement while the searcher is looking in the Garou's direction will break the illusion, however.
Spirit of the Bird
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
The Garou may 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.
Uktena's Freezing Stare
Like a snake mesmerizing its prey, the Uktena can paralyze a foe merely by staring into its eyes. This Gift is taught by an avatar of Uktena.
System: The Garou must meet the eyes of whoever she wishes to paralyze, then her player rolls Manipulation + Intimidation (difficulty of the opponent's Willpower). The paralysis lasts one scene or until the foe is physically or magically attacked.
Umbral Compass (Sky Dancer)
This Gift helps the Garou cross the Gauntlet and traverse the Umbra more easily. Once in the Umbra, the Gift helps the Garou orient herself so she has less chance of becoming lost or confused as to where she is. Further, it seems to urge the Garou toward a direction she needs to travel. Thus, if something terrible is happening in the Umbra, use of this Gift will point the Garou right toward it. This could be a good thing or very inconvenient and potentially deadly, depending on the Garou's point of view and her ability to talk or fight her way out of difficult situations. This Gift is taught by a Bird spirit.
System: The player rolls Perception + Survival (difficulty 7). A single success allows the Garou to lower the difficulty of crossing the Gauntlet by one and to find her way through the Umbra with little difficulty. If she then needs guidance while in the Umbra, she may roll her Gnosis (difficulty 6) to find her way. Should the Garou using Umbral Compass botch her roll to cross through the Gauntlet, she is allowed to make a single Gnosis roll (difficulty 8) to escape the effects of the botch. Failure on this roll means the botch takes effect as normal, while a botched means the caught Garou is difficult for others to find and free.
Rank 3
Ancestral Recall
By accustoming themselves to a particular area or tribal group, the Earth Guides can "recall" pertinent information about tribal practices or traditions that may have been lost over time. This might uncover hidden lore of the tribe or simply reveal everyday information not generally known by outsiders. The Gift is taught by an Uktena Ancestor spirit. The Garou using this Gift need not have Past Life.
System: The Garou must have spent at least 24 hours in the presence of those whose tribal memories she is trying to access. The player then rolls Perception + Enigmas (difficulty 7). The number of successes determines the strength and obscurity of the information available. If the Garou can access hidden or forgotten lore, the player must spend a point of Gnosis to learn it.
Banish Totem
By speaking words of forbiddance, the Uktena can bar pack or personal totems from giving their children aid. Doing so also disrupts the spiritual rapport between packmates, making it difficulty for them to execute pack tactics or work in concert. An ancestor spirit teaches this Gift.
System: The Uktena must concentrate for a full turn, and he must know which totem his victim's follow. The player spends a Gnosis point and a Willpower point and he rolls Gnosis at a difficulty of the pack's combined Totem scores (max 10). If successful, the pack members lose all Traits associated with their totem, and they cannot use pack tactics or act in concert for the remainder of the scene.If the Uktena is rendered unconscious or killed, the Gift is cancelled.
Invisibility
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 his 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 Flame Spirit
The Garou may summon 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). A spirit's explosion inflicts two dice of aggravated damage plus another dice for each success rolled. A botch on the summoning roll calls a hostile spirit.
Scrying
By starting into a mirror or other reflective surface, the Uktena can witness distant events or spy on rivals. She can follow a comrade's progress into a dangerous ambush or sneak a peak into a Tremere chantry house. Other supernaturals, especially ones with similar abilities, may have defenses against this Gift, which is taught by a Fly-spirit.
System: After spending one Gnosis point, the player must roll Perception + Occult (difficulty 7). The difficulty increases to 10 if the Garou does not possess an item owned by the target or something taken from the chosen area. The Uktena can see everything as if she was the proverbial fly on the wall.
Taught by: Fly-spirit.
Secrets
Uktena are said to possess more hidden knowledge than any other tribe. This Gift may be one reason it is so. With Secrets, an Uktena can have one specific questions answered by touching somebody who knows the answer. The answer to any question - such as "Where is the vampire;s lair?" - leaps into the Garou's mind if, in fact, the target knows the answer in the first place. A Dream-spirit can teach this Gift after being caught.
System: After formulating a mental question, the Garou must touch the target. She must also roll Perception + Enigmas (difficulty 8) and spend one Gnosis point. The deeper the secret, the more successes are required. Learning a target's favourite colour requires only one success, whereas uncovering his secret lair might be four or more. If the target is aware of the mental intrusion, she may resist with a Willpower roll (difficulty 8).
Strength of the Guardian
This Gift provides Bane Tenders with extra power when attempting to bind or destroy a Bane (or other troublesome spirit) or keep it locked within its bindings. This is usually used against a Bane that the Garou is responsible for overseeing. Occasionally, another Bane Tender will be overcome, and the Garou must use this to regain control over the loosed Bane. Even more rare are those instances when a Garou is asked to locate and bind a particular Bane. This Gift is never used simply to overcome a Bane met by chance - it is too costly. The Gift is taught by a Wolf-spirit.
System: The player rolls Gnosis (difficulty 6). Each success allows her to boost a chosen Attribute by one point - even if goes beyond normal maximum. When used, the Garou decides whether she wishes to increase her Strength, Stamina, Charisma, Manipulation and/or Willpower to aid her in the battle. Thus a Garou who gets five successes might raise her Willpower by 2, her Charisma by 1 and her Strength by 2. The cost of this over-exertion is a conmeasurate exhaustion. When the Gift comes to an end, the Garou loses an equal number of points from the Attributes and Willpower raised as she gained. This loss remains for 24 hours. Raising one's Attributes beyond their normal doubling is very dangerous, for if they then fall below zero, the Garou dies unless immediately healed with Mother's Touch.
Sing Down the Rain
By intoning a ritual chant, the Garou can call down rain for the purpose of cleansing or watering the ground, or, adversely, to cause flooding or mudslides. This Gift is taught by a Frog spirit.
System: The player spends a point of Gnosis and rolls Wits + Occult (difficulty 7). The number of successes indicates the amount of rainfall summoned. One success calls down a light drizzle; three successes results in a full rain shower. For or more successes causes a torrential rain to fall. The effect lasts for one scene, although the Garou may extend the duration by continuing to spend Gnosis. Depending on the affected terrain and the Garou's intent, this Gift can cleanse a piece of ground ravaged by acid rain, return moisture to a parched field or cause rivers to overflow their banks.
Wyrm Whispers
Considered too dangerous by the other tribes, this Gift gives the Uktena insight into the thoughts of Wyrm creatures. The Uktena can read even the most vile thoughts of Banes, if the Garou can hold her stomach. A Dream-spirit teaches this Gift.
System: The player rolls her Perception + Enigmas (difficulty 8). With one success, she can detect nearby sentient Wyrm creatures. For every additional success, she telepathically reads one complete thought from the creature's mind. If she receives five or more successes, she must make a frenzy roll. Regular use of this gift can cause Derangements or even Wyrm-taint.
Rank 4
Bare the Heart
This Gift is only taught to those who join the Earth Guide camp and utilises the Uktena's noted penchant for delving into the deepest secrets. The Earth Guides use this Gift to examine Bane Tenders for signs of Wyrm-taint. Using the clear sight granted to him by this Gift, the Uktena can look beyond outward manifestations, internal manipulations and even magical disguises that might mask Wyrm-taint, corruption or evil intent and pierce straight to the heart of the truth. Thus, the Garou might note that an otherwise normal-looking person is really a fomor or a Black Spiral Dancer by use of this Gift. Garou using the Gift could also determine that someone is disguised (via cosmetic means or magical change), but only if that person has evil intent (ie: intends to commit some evil - as defined by the Garou's concept of evil - while so disguised. Thus, if a bank robbery was in the offing, the Garou might not see through the mask unless he cares about that bank, but he would unmask someone intending to clear-cut a virgin forest). This Gift is taught by an Incarna avatar.
System: The Garou using this Gift must spend at least one turn intently observing the person he wishes to examine. While doing so, he attunes himself to the person's innermost core, the truth of the heart, and spend two points of Gnosis. The player then rolls Perception + Empathy (difficulty 6). Even one success uncovers a falsehood if one exists and the nature of the mask (cosmetic, magical, etc). Two successes pinpoint how deeply the taint runs and the exact nature of the hidden heart (ie: the target is Wyrm-corrupted, a Bane, a vampire, etc) while three successes allows the Garou to discover such a creature's immediate intent (ie: what its plans are for the rest of the scene).
Call Elemental
The Garou is able to call one of the four classical elementals (air, earth, water, fire) of his choice to him. This Gift is taught by an elemental spirit.
System: The Garou spends one Gnosis point and rolls Gnosis (difficulty of the area's Gauntlet) to summon the elemental. He must then roll Manipulation + Occult (difficulty 7) to cause the elemental to look favourably upon him. At the end of the scene, the elemental will return from whence it came.
Call Forth the Wyld (Wyld Children)
Using this Gift, a Garou can summon the Wyld in its raw essence to disrupt manifestations of the Weaver. This energy must be concentrated to interfere with the working of machinery or technological items to be effective. Unlike the Homid Gift: Jam Technology, Call Forth the Wyld permanently disrupts the devices it affects. Barring costly repairs and replacements of fizzled parts, the item will never work properly again. Not that items cease to function; they just work in an odd, and unforeseen manner. Rather than merely creating a glitch, this Gift actually disrupts Weaver energy by overpowering it with the chaos of the Wyld. Devices may function in reverse of normal (clocks run backward, cars only drive in reverse, computers print out information upside down) or may function in some totally random fashion (guns explode when used; missiles reprogram themselves to hit a random target after initiating their own countdown and firing sequence; cars only function underwater). Creative anarchy should reign. Obviously, this Gift can be highly dangerous - Wyld Chyldren use it with glee and teach it to any one who asks who is not too tainted with Weaver or Wyrm energy.
System: The player must roll Manipulation + Repair (difficulty 6) and spend a Gnosis point to use the Gift. One success is sufficient to discombobulate most small technological targets. Storytellers may require more successes or higher difficulties to affect larger or more complex targets.
Curse of Corruption (Bane Tender)
This Gift allows a Bane Tender to take part of the taint from the Bane he is tending and infuse the one cursed with it. This takes the form of some physical loss or mental instability that makes functioning much more difficult; it may whither limbs, inflict the target with a permanent nausea,make her bones brittle and likely to shatter or cause paralysis. It can also cause unstable personality quirks (foolish risk-taking, being insulting to those of greater rank, refusing to obey orders or cooperate with one's pack, complete unreasoning cowardice) or reduce the target to idiocy. Effects last for one full lunar cycle from the time the curse is inflicted. This Gift is taught by an Incarna avatar.
System: The Garou must choose to afflict her target either mentally or physically. She then spends two points of Gnosis and rolls Manipulation + Intimidation (versus a difficulty equal to her target's Gnosis). One success inflicts a minor effect, or one that only functions sporadically, while more successes cause more serious afflictions or ones that constantly affect the target throughout the length of the curse. Storytellers should be creative, but fair, when assigning curses.
Hand of the Earth Lords
The Garou can telekinetically move substances weighing up to 500lbs. This Gift is taught by an earth elemental and an air elemental.
System: The Garou spends one Gnosis point and rolls Dexterity + Occult (difficulty 6). The effect lasts one turn per success.
Point the Bone
The Garou can inflict ranged damage simply by pointing a bone at an opponent. After gathering the bone from a corpse herself, the Uktena can change it into a devastating weapon. A vulture spirit can teach this Gift in exchange for a few scraps.
System: The player rolls Perception + Athletics (difficulty 7) and spends one Gnosis point. The number of successes equals the number of aggravated Health Levels the attack causes to the target (this damage can be soaked as normal). The bone shatters after one use, but any properly harvested bone will suffice.
Alternative Versions
System: This Gift may also be used to inflict a delayed damage upon the victim. By spending an additional Gnosis point, the damage may suddenly occur a number of days after the attack equal to the successes rolled. This is most common when the Gift is used to execute an offender. Many victims, certain of their own death, are reduced to simply walking aimlessly in this time.
Sideways Attack
The Uktena, ever delving into spirit matters, have learned the secrets of attacking Banes in the spirit world without ever leaving the physical realm. The Uktena's arms seem to blur and vanish as she strikes into the Umbra. This Gift is taught by a spirit servant of Uktena.
System: The werewolf must first use the Gift: Umbral Sight or some other method to locate their opponent. She may then spend a Gnosis point to attack anything she sees in the Penumbra, including spirits that are not materialised. She rolls her normal attack maneuver (Dexterity + Brawl). The attack difficulty is two higher.
Spirit's Horse
This Gift allow a Garou to make her body a temporary vessel for an ancestral or legendary spirit for a finite length of time determined during the activation of the Gift. It differs from the manifestations of Past Life in that the host does not merely gain the Attributes, Abilities and memories of the inhabiting spirit - she actually "becomes" the spirit for the Gift's duration. The Uktena usually combine this Gift with the Rite of Invitation to the Ancestors (See below), and rarely practice it outside of moots or council gatherings. Its intention is primarily to give honour to an ancestor by allowing her the ability to experience fleshy pleasures and meet her tribal descendants. This Gift is taught by an Ancestor spirit.
System: The player rolls Charisma + Occult (difficulty 8) and spends a point of Gnosis while the Garou calls on a spirit to "ride" her body. The Storyteller may chose to lower the difficulty for those Garou who come from cultures whose spiritual beliefs incorporate the idea of being "ridden" by spirits. One or two successes summons an Ancestor-spirit for a brief sojourn (a scene). Three or four successes allows the Ancestor spirit to remain for a longer time (several scenes). Five successes allows such a complete rapport between spirit and host that the spirit remains until politely asked to return to the Umbra. No successes indicates that no ancestor head the summons or the called spirit refuses the invitation. A botch means that either the spirit refuses to leave its host voluntarily or else that an angry or hostile ancestor (perhaps from one of the Wyrmcomer tribes!) enters the host and must be placated before she will depart. Note that a Garou need not possess the Past Life Background to use this Gift. The Garou who uses this Gift must make a Willpower roll (difficulty 7) in order to remain aware of her surroundings while her body hosts the ancestor. A failure in the roll indicates that the host's consciousness has become dormant. The Storyteller may allow a player to attempt a second Willpower roll (difficulty 8) to reawaken the character's awareness if the first roll fails. Other characters may converse with the ancestor, thus benefiting form her advice and counsel. Once the spirit departs, the host Garou makes a final Willpower roll (difficulty 7) to remember what happened while her body served as the Spirit's Horse.
Strange Rain
The Garou can evoke a rain of something truly strange and unnatural; frogs, cockroaches, slugs, etc. This can be extremely unnerving to enemies or even allies. This acts like the Bone Gnawer Gift: Infest in every way.
System: The Garou spends one Gnosis point and rolls Manipulation + Animal Ken (difficulty 7). The size of the horde is determined by the number of successes; one success will cause a certain amount of bafflement from those affected, while five will attract tabloid reporter and crackpots from miles around for years to come.
Whisper in the Dark
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 making the information public. This gift is taught by a spirit of Hakahe.
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 individuall 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 dishonour.
Rank 5
Fabric of the Mind
Garou with this Gift can bring their imaginations to life, creating a Dream Being from the fabric of their thoughts. This Gift is taught by a Chimerling.
System: The Garou makes and extended roll of Intelligence + Performance (difficulty 8). She can create any form of life she can imagine, assigning it one point of Traits for each success gained on the roll. The Garou can take as long as she wants 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 one point per scene if the Dream Being remains relatively inactive (such as cleaning the Garou's 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
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 no further damage is possible. Each failure on the roll subtracts one from the 10 possible dice and a botch destroys the doll without harming the victim.
Rank 1
Call the Breeze
The Garou may summon a strong (20 mph), chill breeze and direct it at whim. The breeze will disperse clouds of vapours or insects, and will chill anyone not prepared for the cold. This Gift is taught by a spirit servant of Wendigo.
System: The Garou may call this breeze merely by whistling. Anyone relying at all on hearing will have one fewer die of any Perception roll related to that sense.
Camouflage
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.
Dead Stick
In these last days, the falling of any Garou is tragic, and the pain of losing a packmate digs deep. But it remains better to know for certain than wonder and futilely hope he might return. This Gift allows the Wendigo to know if a packmate is indeed dead, and if so, where the remains lie. The Wendigo stabs a stick into the ground and waits till morning. If the packmate is alive, the stick will stand perfectly upright. If not, the stick will heavily lean in the direction of his body.
System: The player rolls Perception + Occult, difficulty 7. A simple success is all that is needed for a correct divination. A failure will lead to the stick being blown out of the ground, while a botch always declares the packmate dead, and never points in the right direction.
Find the Heart's Flame
With this Gift the Garou can identify sources of energy or power, even when they are hidden or unfamiliar. The Garou must concentrte to detect the pulsations of power that emanate from even a dormant energy source. This becomes useful when travelling in some of the more alien reaches of the Umbra where familiar objects take on strange appearances. This Gift also enables the Garou to identify machinery such as generators or solar batteries regardless of their appearance or attempts to conceal them. Spirits tht 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 once scene.
Resist Pain
Through force of will, the Garou is able to ignore the pain of his wounds and continue acting normally. This Gift is taught by a Bear-spirit.
System: The Garou, by spending one Willpower pint, may ignore all wound penalties for the duration of the scene.
Truth of the Hunted
This Gift enables the Wendigo to follow his prey's passage regardless of the user's tracking skills. The Gift reveals course, speed, size and even the health of the target. All of the clues an accomplished tracker notices become blatantly obvious to the user of this Gift, which is taught by a Wolf-spirit.
System: The player rolls Perception + Survival (difficulty 7). He needs only one success to follow the target precisely. Multiple successes eliminate false trails and provide more detail - height, weight, state of mind (panicked, calm, etc.), general health (healthy, tired, wounded), etc.
Rank 2
Cutting Winds
The Garou may summon a painfully bitter blast of wind, which he may direct at foes. This Gift is taught by a spirit servitor 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 actions the next turn. The wind might also knock foes off ledges, into pits, etc. The wind lasts for a scene. The range is calculated according to the modifiers for firearms. The medium range is 20 years. Targets within a yard of the Garou are considered point-blank (difficulty 4).
Fog (Warpath)
As the Black Fury Gift: Curse of Aeolus. The Warpath camp acquired a Gift similar to the Black Furies' to cover their eco-terrorist activities. They learn this Gift from the Rain-spirits.
System: The Garou rolls Gnosis against a variable difficulty (4 near the sea, 5 near open water, 6 normally, 9 in a desert). The Garou's vision is unhindered by the mist, but all others halve their Perception rolls. Additionally, the mist is creepy and unnerving to enemies; -1 to all Willpower rolls.
Ghost Dance
Preying on the fears of the European settlers, the Wendigo use this Gift to seed doubt and guilt amongst the invaders. A vision of the walking dead clouds the judgment of the targets, causing them to panic and flee. An Ancestor-spirit teaches this Gift.
System: The player spends a Gnosis point to make the Gift active. He rolls Wits + Occult (difficulty 7). The number of successes indicates the number of people affected. People caught in the Gift's spell see "spirits of the dead" rise from their graves and advance. Most humans flee from the illusion. Garou and other supernaturals may try to interact with or even fight the visions.
Ghost Pack
This Gift allows the Wendigo to call upon the aid of their ancient relatives. Much like the Past Life Background, the Ghost Pack can aid the Garou when she is in trouble or needs advice. The Ghost Pack whispers secrets to the Wendigo and often follows her around even after the Gift expires. A Buffalo spirit teaches this Gift.
System: The player must spend one Gnosis, and roll Charisma + Occult (difficulty 7). The number of successes equals the number of ancestor spirits that come to the user's aid. Although the ghosts cannot affect the physical world - they are simply memories and not actual wraiths -they can provide information and skills as per the Past Life Background.
Salmon Swim
The character may move upon a river, lake or any other body of water as he does on land. This Gift is taught by a Salmon spirit
System: The player spends a Gnosis point and may walk and/or run upon water for a number of turns equal to the successes scored on a Dexterity + Athletics roll (difficulty 7). In addition, he may perform a jump similar to that provided by the Lupus Gift: Leap of the Kangaroo, as long as he starts and ends on water.
Speak with the Wind-Spirits
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.
Rank 3
Bloody Feast
Great Wendigo, as a hungry cannibalistic spirit, can teach his favoured children the ability to gain added strength from an enemy's flesh and blood. An avatar of Great Wendigo teaches this Gift.
System: To activate this Gift, the Garou must first bite his opponent and be able to taste blood - meaning he must inflict at least one health level of damage, and his victim must be something that bleeds. If his opponent has toxic blood or none at all, this Gift will not work. The player then rolls Gnosis at a difficulty of the opponent's Stamina +3 (max 10). The Wendigo gains one extra dot in Strength for every two health levels inflicted by the bite (maximum of +5). The extra Strength bonus lasts for one turn per success on the Gnosis roll. However, flesh and blood can be addictive - the Wendigo's player must make an immediate frenzy roll the turn after activating the Gift.
Wisdom of the Ancient Ways
All Garou have an innate connection to their ancestors, a form of racial unconscious accessible through intense meditation. The Garou, by tapping into these deep memories, can remember ancient facts and lore. This Gift is taught by a Garou Ancestor-spirit.
System: The Garou must meditate for a short time, concentrating on the past. The Garou then rolls Gnosis (difficulty 9, -1 for each point of Past Life the Garou possesses).
Sky Running
The Garou gains the ability to run at 80kph through the skies. The Garou must continually remain in motion of 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.
Ride the Solar Winds
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 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 the Garou 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 reduces the journey to a week. A character may use some of her extra successes to allow others to travel with her and the remaining ones to speed up travel time.
Haunting Stare
For Wendigo, the emotional impact is more guilt than horror. The Garou summons her hereditary instability and focuses it into her stare. Going into the eyes of the metis leaves the victim choking with horror. An Ancestor-spirit teaches this Gift.
System: The user must spend a turn in concentration to focus her will, but the Gift takes effect immediately. Upon making eye contact, the victim must successfully roll her Willpower (difficulty 8) or be unable to act during her next turn. The difficulty to use Haunting Stare increases by one against Garou who are insane (including Silver Fangs).
Chill of Early Frost
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 20C 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 further if it was already winter). Anyone without a natural fur coating subtract two from all Dice Pools and may suffer damage from the bitter cold. The effect lasts for one hour per success.
Rank 4
Attunement
This Gift is similar to the Bone Gnawer Gift, but may be used only in the wilderness. By standing in a particular area, the character can commune with the spirits of the area, thus getting an overview of what exists or what has happening in the area - rough population, secret trails, places of note and so on. This Gift is taught by an Owl spirit.
System: The Garou spends one Gnosis point and rolls Perception + Survival (difficulty 6). The amount of information gained depends on the number of successes. On a botch, the spirits lie.
Call the Cannibal Spirit
The Garou must chant and dance for a full hour under the night sky to invoke this Gift. If the summons is successful, a Wendigo avatar will answer the summons. The avatar will track down a victim of the Garou's choosing (the Garou must have an article or part of the victim) to eat his heart. Great Wendigo sends an avatar to his most worth Children to teach them this Gift.
System: The Garou spends a Gnosis point and one Rage point. She then rolls Charisma + Occult (difficulty 8). If the roll botches, or the Wendigo avatar is thwarted in its mission, it will return to kill the summoner.
Counting Coup
The Garou invoking this Gift can steal Renown from another Garou by touching them, but doing no actual damage. The Garou is in effect demonstrating that he could have severely damaged his opponent, and only did not because he chose so.
System: Before a combat, the player must spend a Gnosis point to activate this Gift. Then onward, they can declare that they are trying to count coup against their opponent - they make an attack roll with a +2 difficulty penalty (it is harder to know when to pull the blow). If the attack succeeds, they effectively pull one point of temporary Glory from their opponent for themselves.
Great Bison
For centuries, the bison provided the Pure Ones and their Kinfolk with all they needed. With the incursion of the Europeans, both Garou and human, the bison population dwindles and the open plains vanish. With this Gift, the Wendigo summons a ghostly stampede of spirit bison to trample his enemies. A Bison-spirit teaches this Gift.
System: The player spends one Willpower, one Gnosis and one Rage point to summon the stampede. The stampede, 50 yards wide and 100 yards long, tramples everything in its path and causes 10 dice of damage. The bison are spirits and pass through man-made obstacles, such as buildings, to crush anyone inside. The targets can find safety out of the bison's path, to either side of the stampede, or by climbing trees and the like.
Hand of the Sun
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 encounters the victim in the future immediately recognise the mark as a sign of that person's treachery, dishonour or other grave crime. Vampires ignite when touched by the Hand of the Sun. This gift is taught by a spirit of Katanka-Sonnak.
System: The Garou spends a point of Rage and then 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.
Harano
The Wendigo can inflict a state of Harano on a single victim. The target feels the tragic history of all the world's oppressed peoples, including the Garou themselves. Rumours that this power would not affect Native Americans have been dispelled by a Shadow Lord who swindled the Gift out of a naive Wendigo - who found himself the victim of a Gift he'd just taught. The Shadow Lord has not been heard from in recent days. A wind-spirit teaches this Gift.
System: For one scene, the Garou can inflict an artificial Harano with a Manipulation + Expression roll (difficulty 8). Five or more successes can result in permanent mental injury. During the duration the victim is too depressed to perform any actions without a successful Willpower rolls (difficulty 6).
Alternative Versions
System: The player spends one point of Rage and rolls Manipulation + Expression (difficulty 8). More than five successes inflicts permanent Harano upon the victim; otherwise, the suffering lasts for the rest of the scene. (See rules for Harano.)
Hero's Stand
The Garou plants herself on a patch of ground and channels the very force of Gaia through her body, essentially becoming one with the earth. She may not retreat or even move from her chosen "turf" (and no force on Earth can make her), but she gains many powers thereby. Only when all foes are defeated may she retreat or leave. This Gift is taught by an earth elemental.
System: The Garou rolls Willpower (difficulty 8). Each success grants her one extra die to all her Dice Pools. Additionally, she may not be surprised, and all attacks against her are considered frontal. Any supernatural attempts to make her leave must obtain twice as many successes as the Garou did on the Willpower roll.
Wsitiplaju's Bow
This Gift allows a Garou to shoot an arrow that can wrap around corners and hit targets out of sight. An Ancestor spirit teaches this Gift.
System: The player spends a Gnosis point and rolls Perception + Archery (difficulty 9). The range of the weapon does not change. The Wendigo must know roughly where her opponent is, although she need not know precisely; "a few feet down that alley over there" can suffice, for example.
Rank 5
Cleansing Flame
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 first does not spread beyond the target area of person and can not 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 not tainted by the Wyrm. This gift is taught by a spirit of Katanka-Sonnak.
System: The player sacrifices a permanent point of Rage and rolls her Willpower. The difficulty is 8 to affect and area; 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 the shock. The flame destroys fomori utterly; Black Spiral Dancers who survive the Stamina roll must make Gnosis rolls, difficulty 9, or lose their Wyrm-taint and its accompanying Derangement. Such purified Garou are stripped of all Rank and Gifts; they may well fall again to corruption, but they are given a second chance.
Heart of Ice
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 of other internal organs begin to turn to ice, gripped by the curse of Wendigo. This Gift is taught by a spirit servant of Wendigo.
System: The Garou spends on Gnosis point and rolls Wits + Enigmas (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 coagulate, losing five Blood Points per success; if this reduces them to zero, they enter torpor.
Invoke the Spirits of Storm
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 difficulty determined by the Storyteller (depending on the current climate and the change desired). The effects cover a 10-mile area per success rolled; if a thunder-storm is called, each additional Gnosis point spent allows the Garou to call down a lightning bolt or tornado on his enemies (Dexterity + Occult, difficulty 6, to hit; 10 dice normal damage).