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|+ Rank 2 Black Spiral Dancer Gifts
|-
! Gift !! Description !! System !! Source !! Type
|-
| Submit || Stolen from the Black Furies, with a snarl, a Black Spiral Dancer can force a target to kneel before him, agony coursing through her body until she submits. Spirals with this gift delight in forcing a proud Garou to the ground just to kill her while she’s on her knees. Raptors teach this Gift. || As the Black Fury Gift: Kneel. Any target who resists the Gift subtracts two from their dice pools for the Gift’s duration. This penalty can only be offset with the Gift: Resist Pain. [Kneel System]: The Fury rolls Manipulation + Intimidation (difficulty of the subject’s Willpower). Her target falls to his knees unless he spends a Gnosis point to resist the Gift’s effects (other supernatural beings may spend their own form of mystic energy, such as blood or quintessence, but mortals remain helpless). The target kneels for one turn per success. || Book of the Wyrm W20 || General
|-
| Hidden Killer || As the Red Talon Gift, but the werewolf can also choose to alter the evidence to match another Garou so long as she has a piece of the target, such as hair or blood. Abliphets teach this Gift. || As the Red Talon Gift. To change the forensic evidence to match another Garou, the player must roll Intelligence + Larceny (difficulty 8). Success means the physical evidence remains unchanged, but forensic evidence changes to match the target. [Red Talon Gift System]: After a battle, the Garou must lick each wound she inflicted once. The player spends one Gnosis point and rolls Intelligence + Stealth (difficulty 7). If the roll succeeds, the wounds alter themselves so that they resemble stabbing wounds rather than bite marks, and any hair, saliva, blood or other physical evidence from the werewolf’s body disappears. Any peripheral damage (smashed furniture, for example) remains as it was, however. || Book of the Wyrm W20 || General
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| Grave Claws || The werewolf’s claws and fangs become obsidian daggers, capable of tearing the soul loose from Gaia’s cycle and pinning it to the Dark Umbra. Any creature slain by this Gift is guaranteed to leave behind a ghost, which is anchored by dark magic to its killer. Outside of risky Umbral quests, only killing the Black Spiral Dancer who used this Gift can return a victim’s soul to Gaia. A Nihilach teaches this Gift. || The player spends one point of Gnosis. Anyone killed by the character’s claw or bite attacks for the rest of the scene is guaranteed to linger as a wraith. A wraith created using this Gift cannot directly harm the Black Spiral Dancer, and is tormented by dark urges. || Book of the Wyrm W20 || General
|-
| Tar Shadow || The Ahroun’s shadow becomes solid and sticky, trapping unwary foes and making them easy prey. A H’ruggling teaches this Gift. || The player spends one Gnosis point. For the rest of the scene, any character making a close-combat attack against the Dancer must make a reflexive Dexterity + Athletics roll (difficulty 8). If they fail this roll, the attacker is stuck in the Ahroun’s shadow until she can pull herself free with a Strength + Athletics roll (difficulty 6). While stuck in place, characters cannot move and all attempts to dodge attacks automatically fail. || Book of the Wyrm W20 || General
|-
| Shadows of the Impergium || The Red Talon becomes the embodiment of all of humanity’s primal fears of the wolf, carrying a heavy miasma of ancient terror about her. A fear-spirit teaches this Gift. || The werewolf inflicts the Delirium in Hispo form, though observers are considered to be at +2 Willpower when judging their reaction. Anyone who succumbs to the Delirium because of seeing the werewolf in Crinos form is considered to have a Willpower five points lower than their true rating (minimum 1) for the purposes of determining reaction. This Gift’s effects are permanent, though they can be suppressed for a scene if desired. || Book of the Wyrm W20 || General
|-
| Howl of the Hunter || Setting a particular quarry in her mind, the Black Spiral Dancer crafts a howl specifically designed to elicit terror in her prey. If her victim can hear the howl, it strikes terror into his heart, haunting him whenever he tries to find rest. A Nocturna teaches this Gift. || The player spends a Gnosis point and rolls Charisma + Primal Urge (difficulty 7). If the desired target hears the howl he will be jolted awake if asleep, and rendered unable to sleep for the next (successes x 3) hours; every time he attempts to rest, the howl will echo in his ears as though uttered from mere feet away. The terror increases the difficulty of most Mental and Social actions by +2 (maximum 9) until the character can sleep. || Book of the Wyrm W20 || General
|-
| Poisoned Gauntlet || The Black Spiral Dancer can breathe spiritual toxins into the wall between worlds, turning the Gauntlet into a deadly trap. A Rust Spider teaches this Gift. || The werewolf spends a turn in concentration, and then her player spends on Gnosis point and rolls Intelligence + Occult against a difficulty of the local Gauntlet. Until the sun next crosses the horizon, anyone stepping sideways within (Gnosis x 100) yards of the point where this Gift was used takes one die of aggravated damage per success rolled. This Gift: Resist Toxin can protect against this Gift’s effects. || Book of the Wyrm W20 || General
|-
| Power Surge || By speaking with electricity spirits, the Garou causes a blackout over a widespread area. An electricity elemental teaches this Gift. || The player spends one Gnosis point and rolls Wits + Science (difficulty 7). The number of successes determines how large of an area is blacked out. One success would black out a single room, while five would cut the power to a whole neighborhood. || Book of the Wyrm W20 || General
|-
| Howl of the Banshee || The werewolf emits a fearful howl that causes those who hear it to run in terror. A Banshee — a mournful spirit of the dead — teaches this Gift. || The player spends a Gnosis point and rolls Charisma + Intimidation. All who hear the howl must roll Willpower (difficulty 8; 6 for allies of the Fianna) or flee in terror for one turn per success on the Garou’s roll. || 20th Anniversary Edition || General
|-
| Burrow || Those who learn this Gift gain the ability to burrow through the earth. They make a real tunnel, and others can follow them through it. The digger creates a burrow just large enough for her to go through. Others may follow, but they are limited by the size of the hole. The werewolf must be in Crinos, Hispo or Lupus form to use this Gift as she needs her claws for digging (although even metis without claws can use this Gift). The tunnel is not structurally sound, and it will collapse over time. Mole kindly teaches this Gift to all metis who seek him. || The player rolls Strength + Athletics against a difficulty depending on the substance to be excavated (4 for loose mud, 9 for solid rock). Some alloyed metals (such as titanium steel) and other reinforced structures will not yield to the werewolf no matter how hard she digs. The character can burrow one yard per turn for each success. After the initial roll, the character does not need to roll again to continue at the same speed. || 20th Anniversary Edition || General
|-
| Horns of the Impaler || This talent endows the Black Spiral with a pair of spiraling, chitinous black-and-green horns. Usually, they’re worn as antlers, although some Dancers have learned to protrude them from other parts of their bodies. This Gift is usually taught by a Dratossi. A Bane inside a physiologically freakish fomor might also bless an ally with this talent. || This appendage inflicts the same damage as a Bite attack; it can be used a maximum of twice each round of combat. A horned Black Spiral may instead choose to charge his enemies; this increases the amount of damage to Strength +5 dice, but only one such charging attack can be made that round. || Book of the Wyrm || General
|-
| A Thousand Voices || The Black Spiral Philodox can distort the sound of his own footsteps, creating a series of illusory noises. Instead of one werewolf, enemies will hear an entire pack. Howls, shadowy apparitions, footfalls and even illusory scents are all possible. During the Dance of Rage, a dancer may learn this Gift as his anger multiplies many times over. Kirijama’s servants also offer mastery of this talent. || For each point of Willpower the user currently possesses, one illusory ally can be created. The Storyteller should secretly roll Perception + Alertness for each witness present; the difficulty depends on the immediate surroundings (difficulty 4 in a dense forest; difficulty 9 on a vast plan). The Black Spiral using this Gift should remain hidden; once he is spotted, the Gift fails. || Book of the Wyrm || General
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| Wyrm Hide || The Black Spiral hardens his skin into a leathery hide, covering himself with pustulent, discolored flesh. If he’s actually wounded, the skin around the wound takes on a bluish tinge. The second circle of the labyrinth requires a Dance of Rage. Sometimes the initiate is wounded repeatedly until he is forced into an unrelenting fury. If he survives, he may then discover how to harden his spirit against such assaults, developing his Wyrm Hide in the process. This Gift may also be taught by a Dratossi. || The Dancer expends a point of Rage by stamping about and taunting his foes. His mystically thickened hide gives him an additional three dice for soaking damage; these bonuses last for the scene: || Book of the Wyrm || General
|-
| Sprint in Shadow || The Black Spiral Dancers live beneath the surface of the Earth, down in the chthonic darkness and close to the inhuman gibbering monsters that they worship as incarnations of their god. A Garou’s long run is difficult through the tunnels, as it depends on having plenty of room to run in straight lines and periodic sustenance. The Black Spirals turned in their earliest days to the spirits that cavort in the wake of Thunderwyrms, hoping that such spirits could teach them magics to increase their speed when traveling under the earth. || The character spends a point of Rage and rolls Stamina + Primal-Urge. If one success is earned, the Black Spiral can undertake a Long Run (Werewolf, p. 197) despite being underground and in occasionally close tunnels. Each additional success on the Stamina + Primal Urge roll increases the Long Run speed by a factor of one (so two successes means that the character runs twice as fast as an ordinary Long Run; three successes means three times as fast, and so on). || Apocalypse || General
|-
| Plague Child || The favored children of the Plague Rats (Apocalypse, p. 90) may choose to learn this Gift to represent their fallen totem’s favor. The fallen werewolf who knows this Gift finds that ordinary diseases just can’t take hold in his system. He does act as a carrier, though, and can inadvertently (or deliberately) infect passersby with a cough or sneeze. Plague Child does not especially protect against supernatural plagues. || The character is immune to non-magical, non-biowarfare diseases. No roll or expenditure is needed. Magical plagues (like the Metamorphic Plague that troubles the Black Furies) can still infect the werewolf, and specially engineered germ warfare agents also remain dangerous. The werewolf remains a carrier of these diseases — they live on or in him, but do him no harm. A Plague Rat or Black Spiral Dancer with this Gift may find that those he encounters fall ill with one of the dozens of diseases from tuberculosis to malaria. Plague Child doesn’t make these diseases any more virulent, but a healthy and mobile carrier is always better able to spread a disease than one incapacitated by it. || Apocalypse || General
|-
| Wyrm Hide || A Dancer may use this Gift to transform her skin into a lumpy, leather, odious sickly hide that grants her additional protection from harm. Once the Wyrm Hide wears off, it slides oozing and bubbling off the Black Spiral Dancer, leaving a congealing, smelly mess where she stood. || The Dancer must spend one pint of Rage to activate Wyrm Hide, and the player must roll Stamina + Survival. Each success grants the Dancer one additional soak die. This Gift lasts until the end of the scene. Until then, other Garou pay pick up her scent at two lower difficulty, due to the stench the power generates. || Core book revised. || General
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| Terrify || The Dancer with this Gift is more intimidating and terrifying than normal. A sneer from her is as effective as a full-throated grown from another. || Roll Charisma + Intimidation (difficulty is the target’s Willpower). If successful, the difficulties for Social rolls made against that target decrease by one — but only if intimidation could conceivably alter the outcome in the Dancer’s favor. The target’s difficulty to strike the Dancer in combat is one higher as well. || Core book revised. || General
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| Patagia || The Dancer can extrude large flaps of skin under her arms, resembling a flying squirrel’s membranes. When not in use, the flaps usually shrink into the Dancer’s arms and sides, where they are not detectable. || The Dancer stretches her arms and leaps from a height. She may glide at 25 mpg, but the player must make Dexterity + Athletics rolls (at the Storyteller’s discretion) to avoid losing altitude. || Core book revised. || General
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| Ears of the Bat || This Gift allows the Black Spiral Dancer to use sonar like a bat. He may act in complete darkness without impairment. Black Spiral Dancers with this Gift have large, bat-like ears. Even in Homid form, they have abnormally large ears. Corrupted bat-spirits teach this Gift. || This Gift can be counteracted with some means of generating confusing ultrasonic sounds. Garou who make a Perception + Alertness (or Primal-Urge in Lupus) roll can hear the sonar. With three or more successes, she can determine the Dancer’s exact location. || Core book revised. || General
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Revision as of 21:52, 5 August 2024

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Garou Gifts

Homid

Apecraft’s Blessings (Level One) — Though many of Gaia’s children use tools, none have mastered them so thoroughly as humanity. The homid focuses this mastery into the tools she uses, causing their spirits to awaken and lend her aid. An ancestor-spirit or spirit of a man-made object teaches this Gift. System: The werewolf spends a turn concentrating, and then the player rolls Wits + Crafts (difficulty 7). Each success reduces the difficulty by one on the next roll she makes for her character to employ a tool made by human hands. The purpose is irrelevant—this Gift is equally efficacious for attempts to repair an engine, drive a car or fire a gun.
Source: W20 Pg 152.

City Running (Level One) — Humans are creatures of the city, raising their steel and glass nests high into the sky. This Gift allows a homid to easily scale the concrete canyons and navigate the tangled back alleys and rooftops of the urban landscape. Some lupus derisively refer to this Gift as “Climb Like an Ape.” It is taught by an ancestor-spirit or an urban city-spirit. System: The player spends a point of Rage. For the rest of the scene, the character may climb urban features at her full movement speed, and the difficulty of all Athletics rolls to navigate through cities (running down cluttered alleys, climbing the side of buildings, leaping from rooftop to rooftop) is reduced by two.
Source: W20 Pg 152.

Master of Fire (Level One) — Fire-spirits were among the very first to make pacts with humanity, allowing men to warm themselves, drive off wild beasts, and clear the land. The cornerstones of civilization were laid in these simple acts, granting the spirits of flame much prestige. Homid Garou remember and continue to call upon these ancients pacts to protect themselves as the final fires of the Apocalypse loom. An ancestor-spirit or fire elemental teaches this Gift. System: The player spends one Gnosis point. For the rest of the scene, fire inflicts bashing rather than aggravated damage to the Garou.
Source: W20 Pg 152-3.

Persuasion (Level One) — This Gift imbues a homid’s words with intrinsic credibility and conviction, causing them to ring true to the ear and lay heavy on the heart. An ancestor-spirit teaches this Gift. System: The player rolls Charisma + Subterfuge (difficulty 7). Success lowers the difficulty of all social rolls by one for the rest of the scene, and allows successful rolls to have uncommonly strong impact (such as changing long-held political views, or causing an addict to seriously reconsider the course of his life).
Source: W20 Pg 153.

Smell of Man (Level One) — To creatures of the wild, man’s scent is death. To creatures of the city, it is authority, comfort, easy meals. This Gift, taught by an ancestor-spirit, enhances a werewolf’s human scent, infusing it with spiritual power. System: Non-supernatural wild animals lose two dice from their dice pools when interacting with the Garou, save when defending themselves or running away, and will be inclined to flee rather than attack if possible. Domesticated animals recognize the werewolf as a friend, and even trained attack dogs will do no more than wag their tails at the character unless attacked first. This Gift’s effects are permanently active.
Source: W20 Pg 153.

Homid

Jam Technology (Level Two) — With a slight gesture, the werewolf unbalances the Wyld and Weaver energies within technological devices, either suffusing them with destructive chaos or amplifying their inherent stasis until they refuse to do anything at all. Computers crash, guns jam, cars stall, and even the simplest of shaped objects refuse to function. A gremlin — a type of Wyldspirit that enjoys breaking things — teaches this Gift. System: The player spends one Gnosis point, rolls (Manipulation + Crafts) and chooses the level of complexity she intends to jam. All technological devices (i.e. any devices shaped from fabricated materials like metal or plastic) of that complexity within 50 feet (15 m) cease to function for two turns per success. The devices remain unchanged, but inert — knives won’t cut, gunpowder won’t ignite, gears won’t turn, and so on. The difficulty of the roll is based on the following chart:
Device Difficulty
Computer 4
Phone 5
Automobile 7
Gun 8
Knife 9
Source: W20 Pg 153-4.

Mark of the Wolf (Level Two) — The werewolf marks those she comes in contact with, leaving them to carry the same aura of the predator the Garou does. This subtle curse can wreak havoc in a target’s private or professional life, and is a favorite of many homids looking to provoke discord in the ranks of the enemy. A Lune teaches this Gift. System: The player selects a target that has had some interaction with the Garou during the scene (even something as simple as light conversation in an elevator counts), then rolls Manipulation + Primal-Urge (difficulty 7). The target inherits the Curse (see p. 262) as though she had a Rage rating equal to that of the Garou for one day per success.
Source: W20 Pg 154.
Speech of the World (Level Two) — This Gift allows Gaia’s warriors to read and wield the spirit of speech, bypassing the need to learn different languages and dialects. The Garou may speak and understand any human language she encounters, though she speaks with an obvious accent, marking her as an outsider. Speech of the World doesn’t convey literacy, nor is it an encyclopedia of cultural information. An ancestor-spirit teaches this Gift. System: The player rolls Intelligence + Academics (difficulty 7). The effect lasts for one scene.
Source: W20 Pg 154.

Staredown (Level Two) — Rage burns in a werewolf’s eyes, striking fear into the hearts of mortals and animals, causing them to flee for their lives. Used against another werewolf, the target will freeze in place rather than run. A ram- or snake-spirit teaches this Gift. System: This Gift affects only one target at a time. The player rolls Charisma + Intimidation (difficulty 5 + the target’s Rank, if applicable). The victim flees for one turn per success, though he may spend a point of Willpower to resist the effects of the Gift for one turn. Should the player roll five or more successes, the victim flees for the rest of the scene. Garou and other shapeshifters with Rage do not flee, but may not attack while the Gift is in use.
Source: W20 Pg 154.

Homid

Calm the Savage Beast (Level Three) — Even the most callous of homids can sympathize with the Rage that moves their fellow Garou in the final days. This Gift allows the werewolf to lend a frenzying Garou the will to escape her Rage’s hold over her. It is taught by an ancestor-spirit. System: The player spends a Willpower point and rolls Manipulation + Primal-Urge (difficulty 8). If successful, the Willpower point soothes a frenzying Garou within 30 feet (9 m), canceling the frenzy. By spending an extra point of Willpower, this Gift may affect non-Garou in a state of frenzy, such as other shapeshifters or vampires.
Source: W20 Pg 154.

Cowing the Bullet (Level Three) — The spirits of tools recognize man as their master; as a result, they become reluctant to harm the homid. A Weaver-spirit teaches this Gift. System: The player spends a Gnosis point. For the rest of the scene, the Garou gains two additional soak dice against all crafted weapons not made of silver.
Source: W20 Pg 154.

Disquiet (Level Three) — Pulling the mercurial tide of the target’s emotions to their lowest ebb, this Gift makes its target feel inexplicably depressed and withdrawn. The subject finds his emotions muted and concentration difficult. An ancestor-spirit teaches this Gift. System: The player rolls Manipulation + Empathy against a difficulty equal to the target’s Willpower. If successful, that opponent will be unable to recover Rage for the duration of the scene, and all difficulties for extended actions increase by one. Moreover, the target becomes listless and generally less inclined to stir himself to pursue any action of dubious necessity, such as investigating strange noises.
Source: W20 Pg 154.

Reshape Object (Level Three) — The Garou can shape once-living (though not undead) material into something else instantly. Trees may become shelter, buck antlers spears, animal hides armor, and flowers sweet perfumes. The item will resemble the object from which it was created (e.g., the aforementioned spear will be made of antler, not wood). A Pattern Spider teaches this Gift. System: The player rolls Manipulation + Crafts against a difficulty defined by the scope and complexity of the transformation (a broken tree limb into a spear would be difficulty 5, while a fallen tree into a canoe would be 8) and spends a Gnosis point. The transformation persists for one scene per success, or permanently with five or more successes. Expending an additional Gnosis point allows a created weapon to inflict aggravated damage for the remainder of the scene in which it is created.
Source: W20 Pg 154.

Homid

Body Shift (Level Four) — Garou raised in the shifting maze of human society are well-prepared for the endless adaptations Gaia demands of her protectors. An ancestor-spirit teaches this Gift. System: The Garou can use her shapeshifting to alter her physical Attributes: a dot of Dexterity can be shifted to Strength or Stamina, and so forth. The player rolls Stamina + Primal-Urge (difficulty 9). For each two successes, one physical Attribute dot can be shifted for the rest of the scene.
Source: W20 Pg 154.

Bury the Wolf (Level Four) — The war against the Wyrm isn’t always a matter of slashing claws and righteous fury — sometimes duplicity is required. A werewolf can temporarily “restrain” her inner wolf and appear to be a normal human. An ancestor-spirit teaches this Gift. System: The player spends one Gnosis point and rolls Gnosis (difficulty of her own Willpower). Success causes the character to appear human to all supernatural scrutiny. The Gift also nullifies the Curse and makes spending Rage impossible, and locks her in homid form so long as its effects persist. The number of successes determines the Gift’s duration; to “free the wolf” before that time elapses requires a full turn of concentration and another point of Gnosis.
Successes Duration
One One scene
Two 12 hours
Three One day
Four One week
Five One lunar cycle
Source: W20 Pg 154-5.

Cocoon (Level Four) — The werewolf wraps himself in a thick, opaque, chitinous sarcophagus, immobilizing himself but also becoming nearly impervious to harm. The cocoon provides immunity to fire, starvation, gas, high pressure, cold, and similar environmental hazards. An insect- or Weaver-spirit teaches this Gift. System: The Garou spends one Gnosis point. While the werewolf remains in the cocoon, any attack that strikes him must do damage at least equal to his Stamina + Rituals; the cocoon keeps him safe from any lesser amount of damage, but is destroyed if it’s pierced. The cocoon lasts for one day, but its duration may be extended by spending more Gnosis to renew it. The Garou may emerge from it at any time he chooses.
Source: W20 Pg 155.

Spirit Ward (Level Four) — This Gift allows a werewolf to protect herself from spirits by performing a quick warding rite. The werewolf traces an invisible pictogram in the air that frightens and unnerves any nearby spirits, and which travels with the Garou for as long as it persists. An ancestor-spirit teaches this Gift. System: The player spends one Gnosis point and rolls Manipulation + Rituals (difficulty 7). Spirits within 100 feet (30 m) of the character must subtract one from their dice pools for each success. Any spirit that comes within 50 feet (15 m) of the character (except a caern spirit or the character’s pack totem) loses one point from its Essence per turn for each success the player rolled. This Gift lasts for one scene.
Source: W20 Pg 155.

Homid

Assimilation (Level Five) — A werewolf with this Gift blends smoothly into any culture, no matter how strange or unfamiliar he might normally find it. He could slip among Bedouin nomads as if he were one of them, or he could shop in a Chinese market without anyone noticing that he doesn’t belong. The Gift doesn’t hide racial differences, but it does allow the werewolf to mimic the behaviors and mannerisms of a native. It also grants the ability to speak and understand the culture’s language, although this knowledge vanishes as the Gift ends. It is taught by Ancestor-spirits. System: The player rolls Manipulation + Empathy. If successful, the character interacts with members of another culture as if he were one of them. The difficulty depends on how alien the culture is. Another Garou sept would be 5, while a Black Spiral hive or foreign country could be as high as 9. The character suffers no Social penalties when interacting with members of the culture, although he will enjoy no special benefits either. The Gift lasts for one scene, plus one day per Willpower point spent when activating it.
Source: W20 Pg 155.

Beyond Human (Level Five) — The Garou is human plus — Human plus strength, agility and health. Human plus devoted, assured spirituality and meaning. Human plus animal instinct and lightning reflexes. Human plus righteous fury with which to meet the Apocalypse. He is as man, but greater. Every Garou radiates this to some extent, but this Gift warps that perception, changing the Garou from a figure to be avoided to one to be admired or adored. An ancestor-spirit teaches this Gift.
Source: W20 Pg 155.

Part the Veil (Level Five) — This potent Gift immunizes a human from the Delirium for a scene. However, the human will forget much of what he knows if exposed to the Delirium at a later date. An ancestor-spirit teaches this Gift. System: The player spends a Gnosis point and rolls Charisma + Empathy. Only one success is needed.
Source: W20 Pg 155.

BSD Gifts

Rank 1 Black Spiral Dancer Gifts
Gift Description System Source Type
Bale Aura Twisted from the grandeur of Lambent Flame, a Dancer can shroud herself in the green light of balefire. The light causes no physical damage, but shadows cast by the light seem to move of their own accord and the whispers of the Wyrm crackle within the green flames, stoking the Rage within the Garou. Furmlings and Harpies teach this Gift. The player spends one Willpower point to activate the gift. The light illuminates a 50-foot area around the character for the rest of the scene. Garou and Fera require one fewer success to frenzy, and to enter Thrall of the Wyrm, as the whispers taunt them from the shadows. Book of the Wyrm W20 General
Repress Taint In order to infiltrate the Gaian Garou, a Black Spiral must be able to hide the touch of the Wyrm. This Gift allows him to repress his taint, hiding it from the prying eyes of the suspicious. The werewolf must still take care, however, as more talented Garou might sniff him out. Scryers teach this Gift. The player rolls Perception + Subterfuge difficulty 7. Every success increases the difficulty to detect the character’s taint by one, to a maximum of 9. The effect lasts one scene. Book of the Wyrm W20 General
Spiral-Shadow Dance The Black Spiral Dancer learns to twine herself through the darkness, becoming swift as a scream. A variety of Banes teach this Gift. Whenever the Black Spiral Dancer is concealed by poor lighting (no brighter than the light of the half-moon), she adds +3 to her Initiative. This Gift’s effects are permanent. Book of the Wyrm W20 General
Bale Armor The Black Spiral Dancer’s body is limned in a terrible green-black radiance that saps the strength from her enemies’ blows and inflicts toxic burns upon their flesh. A Furmling teaches this Gift. The player spends one Willpower point to activate the Gift. The light illuminates a 100-foot area around the Dancer for the rest of the scene. All attacks against the werewolf suffer a -1 die penalty while this Gift persists, and anyone who lands a Brawl attack against the Dancer takes one level of bashing damage. Book of the Wyrm W20 General
Acid Talons The Black Spiral Dancer’s claws become a vibrant mixture of black, red, and yellow, and burn anything they cut. A Wakashaani teaches this Gift. The player spends one point of Rage. For the rest of the scene, the werewolf’s claw attacks inflict one extra die of damage, and the difficulty to soak her claw attacks rises by 1. Book of the Wyrm W20 General
Bestowing the Predator's Shadow It would be fair to say that Black Spiral Dancers have even less tolerance for being tricked or mocked than other werewolves. This valuable Gift helps Dancer Ragabash survive the fallout of their Auspice’s duties by passing their identity onto someone else. Phantasmi teach this Gift. The Black Spiral Dancer must secure a tiny bit of her body on someone else. A bit of spit or blood, or a lock of hair or fur will do the trick. The player then spends one Gnosis point and rolls Manipulation + Subterfuge (difficulty 6). The target will look and sound (but not smell) like the Black Spiral Dancer to everyone but himself for one hour per success. Book of the Wyrm W20 General
Ways of the Urban Wolf The Black Spiral Dancers are free to indulge in those natural urges that Gaia bids her defenders to restrain: to hunt man through the streets of the cities, to revel in his fear-stench, to drink his blood and eat his flesh. This Gift, taught by Wyrm elementals, makes the Dancer a master of such urban hunts. Reduce the difficulty of all Perception, Stealth, and Survival rolls to track and hunt prey in urban environments by 2. The effects of this Gift are permanent. It doesn’t enhance any rolls once combat begins, and can only be used to track intelligent prey such as humans, Garou, and vampires. Book of the Wyrm W20 General
Bleed The metis can leak phantasmal blood, manifesting false injuries if she is unwounded, or producing enormous quantities of blood from minor wounds. Many Spirals use this Gift to ‘play dead’ when a battle is going poorly, or to frame innocents for vicious attacks. A Crimson Pestilent teaches this Gift. The player spends one Gnosis point. For the rest of the scene, the character may issue fake blood in whatever quantities she likes, so long as it doesn’t exceed the volume actually contained in her body (assume 10 pints in Homid, 20 pints in Crinos, and 7 in Lupus). She can’t drown her enemies in a tsunami of blood. Since the ichor is fake, she takes no damage; it fades at the next sunset. Book of the Wyrm W20 General
Aura of Poison The Black Spiral Dancer surrounds herself in a toxic miasma strong enough to cause even a human’s dull sense of smell to pick up the reek of a lethal stew of mercury, sulfuric acid, formaldehyde, and countless other chemicals. The message is clear: the Dancer is death, and should not be trifled with. A Halassh teaches this Gift. After a turn spent concentrating and the expenditure of a point of Gnosis, the werewolf is surrounded by a lethal scent for the rest of the scene. No creature lacking a Rage rating will initiate violence unless attacked first. Book of the Wyrm W20 General
Resist Pain Through force of will, the Philodox is able to ignore the pain of his wounds and continue acting normally. A bear-spirit teaches this Gift. The player spends one Willpower point; his character may ignore all wound penalties for the rest of the scene. 20th Anniversary Edition General
Cloud of Night As the Uktena gift Shroud: The Garou can create a field of inky blackness through which only she can see. A night-spirit teaches this Gift. The player spends one Gnosis point and rolls Gnosis (difficulty varies: 3 for twilight, 6 for indoors, 9 for bright sunlight). Each success blacks out a 10′ by 10′ by 10′ area. The Garou can choose any area within his line of sight. The metis Gift: Eyes of the Cat can see through the conjured darkness. Book of the Wyrm General
Resist Toxin As the Bone Gnawer/Fianna Gift. Bone Gnawer/Fianna Gift: Many Bone Gnawers learn a preternatural resistance to poisons and toxins of all kinds, doubtless due to their diet of refuse and American beer. A trash-spirit teaches this Gift. The player rolls Stamina + Survival. Success nullifies the effects of most conventional poisons, and adds three dice to the Garou’s Stamina for purposes of resisting Wyrm-enhanced poisons. The effects last for the scene. Book of the Wyrm General
Smell Fear A Philodox employing this Gift can tell if anyone nearby is threatened by her, as well as the degree of her victim’s fear. In any area of the Shattered Labyrinth, an initiate can experience the many subtle flavors and variations of fear. Spirits serving Hakaken and Sykora also know this Gift intimately… and teach it that way. This requires a Perception + Empathy roll; the difficulty is equal to the target’s Willpower. For every hour this sense is active, the Black Spiral loses one Gnosis, but as a side effect, she can also tell if anyone is using Sense Wyrm on her. Book of the Wyrm General
Bane Protector The Black Spiral can summon Banes to aid her. Before these servitors can act, the Black Spiral must convince them of her intent. Her actions must be in the best interest of the Wyrm. The servitors can fight for her, but will not allow themselves to be bound or destroyed. The spirits will also try to arrange a bargain, agreeing to help the summoner if she performs a service (or sacrifice) for them afterward. This Gift is taught in the first circle of the Spiral Labyrinth. The dancer may find a way to deceive the Banes that torment her, convincing them to aid her instead. Alternatively, a Black Spiral who performs an especially difficult task for a Bane-totem might receive this knowledge in return. Use of this Gift burns a point of Gnosis and requires a Manipulation + Leadership roll. Book of the Wyrm General
Toxic Claws The Dancer can cause toxic waste to ooze from her claws, coating them with an unhealthy greenish-gray slime. Wounds left by these claws tend to leave unhealthy-looking scars. This Gift requires the expenditure of one Rage point and a turn of full concentration. For the remainder of the scene, the Dancer’s claws inflict an additional die of damage and leave residual Wyrm-taint on anything she slashes. Core book revised. General
Sense Wyrm The werewolf can sense manifestations of the Wyrm in the nearby area. This Gift involves a mystical sense, not a visual or olfactory image, although werewolves using the Gift sometimes say things like, “This place stinks of the Wyrm” (with a few more colorful adjectives). Garou should remember that the Wyrm’s taint can cling to relatively blameless souls. Werewolves may sense an innocent person who happens to work in a Wyrm-controlled factory or who has eaten tainted food. This power requires active concentration. Any spirit of Gaia may teach this Gift. The player rolls Perception + Occult. The difficulty depends on the concentration and strength of the Wyrm’s influence. Sensing a single fomor in the next room would be difficulty 6, while detecting the stench of a Bane that was in the room an hour ago would be difficulty 8. Vampires register as Wyrm-tainted, save those with Humanity Traits of 7 or higher. Core book revised. General
Rathead The Dancer can squeeze her body through any opening no smaller than a quarter in diameter. This Gift looks very disturbing to the unsuspecting onlookers. Corrupted rat-spirits teach this Gift. The Dancer’s player rolls Gnosis. If successful, she can squirm through any opening no smaller than a quarter. Doing so typically takes a single turn, depending on the opening’s length. The Gift remains active until the Garou has passed entirely out of the constricted space. Core book revised General
Rank 2 Black Spiral Dancer Gifts
Gift Description System Source Type
Submit Stolen from the Black Furies, with a snarl, a Black Spiral Dancer can force a target to kneel before him, agony coursing through her body until she submits. Spirals with this gift delight in forcing a proud Garou to the ground just to kill her while she’s on her knees. Raptors teach this Gift. As the Black Fury Gift: Kneel. Any target who resists the Gift subtracts two from their dice pools for the Gift’s duration. This penalty can only be offset with the Gift: Resist Pain. [Kneel System]: The Fury rolls Manipulation + Intimidation (difficulty of the subject’s Willpower). Her target falls to his knees unless he spends a Gnosis point to resist the Gift’s effects (other supernatural beings may spend their own form of mystic energy, such as blood or quintessence, but mortals remain helpless). The target kneels for one turn per success. Book of the Wyrm W20 General
Hidden Killer As the Red Talon Gift, but the werewolf can also choose to alter the evidence to match another Garou so long as she has a piece of the target, such as hair or blood. Abliphets teach this Gift. As the Red Talon Gift. To change the forensic evidence to match another Garou, the player must roll Intelligence + Larceny (difficulty 8). Success means the physical evidence remains unchanged, but forensic evidence changes to match the target. [Red Talon Gift System]: After a battle, the Garou must lick each wound she inflicted once. The player spends one Gnosis point and rolls Intelligence + Stealth (difficulty 7). If the roll succeeds, the wounds alter themselves so that they resemble stabbing wounds rather than bite marks, and any hair, saliva, blood or other physical evidence from the werewolf’s body disappears. Any peripheral damage (smashed furniture, for example) remains as it was, however. Book of the Wyrm W20 General
Grave Claws The werewolf’s claws and fangs become obsidian daggers, capable of tearing the soul loose from Gaia’s cycle and pinning it to the Dark Umbra. Any creature slain by this Gift is guaranteed to leave behind a ghost, which is anchored by dark magic to its killer. Outside of risky Umbral quests, only killing the Black Spiral Dancer who used this Gift can return a victim’s soul to Gaia. A Nihilach teaches this Gift. The player spends one point of Gnosis. Anyone killed by the character’s claw or bite attacks for the rest of the scene is guaranteed to linger as a wraith. A wraith created using this Gift cannot directly harm the Black Spiral Dancer, and is tormented by dark urges. Book of the Wyrm W20 General
Tar Shadow The Ahroun’s shadow becomes solid and sticky, trapping unwary foes and making them easy prey. A H’ruggling teaches this Gift. The player spends one Gnosis point. For the rest of the scene, any character making a close-combat attack against the Dancer must make a reflexive Dexterity + Athletics roll (difficulty 8). If they fail this roll, the attacker is stuck in the Ahroun’s shadow until she can pull herself free with a Strength + Athletics roll (difficulty 6). While stuck in place, characters cannot move and all attempts to dodge attacks automatically fail. Book of the Wyrm W20 General
Shadows of the Impergium The Red Talon becomes the embodiment of all of humanity’s primal fears of the wolf, carrying a heavy miasma of ancient terror about her. A fear-spirit teaches this Gift. The werewolf inflicts the Delirium in Hispo form, though observers are considered to be at +2 Willpower when judging their reaction. Anyone who succumbs to the Delirium because of seeing the werewolf in Crinos form is considered to have a Willpower five points lower than their true rating (minimum 1) for the purposes of determining reaction. This Gift’s effects are permanent, though they can be suppressed for a scene if desired. Book of the Wyrm W20 General
Howl of the Hunter Setting a particular quarry in her mind, the Black Spiral Dancer crafts a howl specifically designed to elicit terror in her prey. If her victim can hear the howl, it strikes terror into his heart, haunting him whenever he tries to find rest. A Nocturna teaches this Gift. The player spends a Gnosis point and rolls Charisma + Primal Urge (difficulty 7). If the desired target hears the howl he will be jolted awake if asleep, and rendered unable to sleep for the next (successes x 3) hours; every time he attempts to rest, the howl will echo in his ears as though uttered from mere feet away. The terror increases the difficulty of most Mental and Social actions by +2 (maximum 9) until the character can sleep. Book of the Wyrm W20 General
Poisoned Gauntlet The Black Spiral Dancer can breathe spiritual toxins into the wall between worlds, turning the Gauntlet into a deadly trap. A Rust Spider teaches this Gift. The werewolf spends a turn in concentration, and then her player spends on Gnosis point and rolls Intelligence + Occult against a difficulty of the local Gauntlet. Until the sun next crosses the horizon, anyone stepping sideways within (Gnosis x 100) yards of the point where this Gift was used takes one die of aggravated damage per success rolled. This Gift: Resist Toxin can protect against this Gift’s effects. Book of the Wyrm W20 General
Power Surge By speaking with electricity spirits, the Garou causes a blackout over a widespread area. An electricity elemental teaches this Gift. The player spends one Gnosis point and rolls Wits + Science (difficulty 7). The number of successes determines how large of an area is blacked out. One success would black out a single room, while five would cut the power to a whole neighborhood. Book of the Wyrm W20 General
Howl of the Banshee The werewolf emits a fearful howl that causes those who hear it to run in terror. A Banshee — a mournful spirit of the dead — teaches this Gift. The player spends a Gnosis point and rolls Charisma + Intimidation. All who hear the howl must roll Willpower (difficulty 8; 6 for allies of the Fianna) or flee in terror for one turn per success on the Garou’s roll. 20th Anniversary Edition General
Burrow Those who learn this Gift gain the ability to burrow through the earth. They make a real tunnel, and others can follow them through it. The digger creates a burrow just large enough for her to go through. Others may follow, but they are limited by the size of the hole. The werewolf must be in Crinos, Hispo or Lupus form to use this Gift as she needs her claws for digging (although even metis without claws can use this Gift). The tunnel is not structurally sound, and it will collapse over time. Mole kindly teaches this Gift to all metis who seek him. The player rolls Strength + Athletics against a difficulty depending on the substance to be excavated (4 for loose mud, 9 for solid rock). Some alloyed metals (such as titanium steel) and other reinforced structures will not yield to the werewolf no matter how hard she digs. The character can burrow one yard per turn for each success. After the initial roll, the character does not need to roll again to continue at the same speed. 20th Anniversary Edition General
Horns of the Impaler This talent endows the Black Spiral with a pair of spiraling, chitinous black-and-green horns. Usually, they’re worn as antlers, although some Dancers have learned to protrude them from other parts of their bodies. This Gift is usually taught by a Dratossi. A Bane inside a physiologically freakish fomor might also bless an ally with this talent. This appendage inflicts the same damage as a Bite attack; it can be used a maximum of twice each round of combat. A horned Black Spiral may instead choose to charge his enemies; this increases the amount of damage to Strength +5 dice, but only one such charging attack can be made that round. Book of the Wyrm General
A Thousand Voices The Black Spiral Philodox can distort the sound of his own footsteps, creating a series of illusory noises. Instead of one werewolf, enemies will hear an entire pack. Howls, shadowy apparitions, footfalls and even illusory scents are all possible. During the Dance of Rage, a dancer may learn this Gift as his anger multiplies many times over. Kirijama’s servants also offer mastery of this talent. For each point of Willpower the user currently possesses, one illusory ally can be created. The Storyteller should secretly roll Perception + Alertness for each witness present; the difficulty depends on the immediate surroundings (difficulty 4 in a dense forest; difficulty 9 on a vast plan). The Black Spiral using this Gift should remain hidden; once he is spotted, the Gift fails. Book of the Wyrm General
Wyrm Hide The Black Spiral hardens his skin into a leathery hide, covering himself with pustulent, discolored flesh. If he’s actually wounded, the skin around the wound takes on a bluish tinge. The second circle of the labyrinth requires a Dance of Rage. Sometimes the initiate is wounded repeatedly until he is forced into an unrelenting fury. If he survives, he may then discover how to harden his spirit against such assaults, developing his Wyrm Hide in the process. This Gift may also be taught by a Dratossi. The Dancer expends a point of Rage by stamping about and taunting his foes. His mystically thickened hide gives him an additional three dice for soaking damage; these bonuses last for the scene: Book of the Wyrm General
Sprint in Shadow The Black Spiral Dancers live beneath the surface of the Earth, down in the chthonic darkness and close to the inhuman gibbering monsters that they worship as incarnations of their god. A Garou’s long run is difficult through the tunnels, as it depends on having plenty of room to run in straight lines and periodic sustenance. The Black Spirals turned in their earliest days to the spirits that cavort in the wake of Thunderwyrms, hoping that such spirits could teach them magics to increase their speed when traveling under the earth. The character spends a point of Rage and rolls Stamina + Primal-Urge. If one success is earned, the Black Spiral can undertake a Long Run (Werewolf, p. 197) despite being underground and in occasionally close tunnels. Each additional success on the Stamina + Primal Urge roll increases the Long Run speed by a factor of one (so two successes means that the character runs twice as fast as an ordinary Long Run; three successes means three times as fast, and so on). Apocalypse General
Plague Child The favored children of the Plague Rats (Apocalypse, p. 90) may choose to learn this Gift to represent their fallen totem’s favor. The fallen werewolf who knows this Gift finds that ordinary diseases just can’t take hold in his system. He does act as a carrier, though, and can inadvertently (or deliberately) infect passersby with a cough or sneeze. Plague Child does not especially protect against supernatural plagues. The character is immune to non-magical, non-biowarfare diseases. No roll or expenditure is needed. Magical plagues (like the Metamorphic Plague that troubles the Black Furies) can still infect the werewolf, and specially engineered germ warfare agents also remain dangerous. The werewolf remains a carrier of these diseases — they live on or in him, but do him no harm. A Plague Rat or Black Spiral Dancer with this Gift may find that those he encounters fall ill with one of the dozens of diseases from tuberculosis to malaria. Plague Child doesn’t make these diseases any more virulent, but a healthy and mobile carrier is always better able to spread a disease than one incapacitated by it. Apocalypse General
Wyrm Hide A Dancer may use this Gift to transform her skin into a lumpy, leather, odious sickly hide that grants her additional protection from harm. Once the Wyrm Hide wears off, it slides oozing and bubbling off the Black Spiral Dancer, leaving a congealing, smelly mess where she stood. The Dancer must spend one pint of Rage to activate Wyrm Hide, and the player must roll Stamina + Survival. Each success grants the Dancer one additional soak die. This Gift lasts until the end of the scene. Until then, other Garou pay pick up her scent at two lower difficulty, due to the stench the power generates. Core book revised. General
Terrify The Dancer with this Gift is more intimidating and terrifying than normal. A sneer from her is as effective as a full-throated grown from another. Roll Charisma + Intimidation (difficulty is the target’s Willpower). If successful, the difficulties for Social rolls made against that target decrease by one — but only if intimidation could conceivably alter the outcome in the Dancer’s favor. The target’s difficulty to strike the Dancer in combat is one higher as well. Core book revised. General
Patagia The Dancer can extrude large flaps of skin under her arms, resembling a flying squirrel’s membranes. When not in use, the flaps usually shrink into the Dancer’s arms and sides, where they are not detectable. The Dancer stretches her arms and leaps from a height. She may glide at 25 mpg, but the player must make Dexterity + Athletics rolls (at the Storyteller’s discretion) to avoid losing altitude. Core book revised. General
Ears of the Bat This Gift allows the Black Spiral Dancer to use sonar like a bat. He may act in complete darkness without impairment. Black Spiral Dancers with this Gift have large, bat-like ears. Even in Homid form, they have abnormally large ears. Corrupted bat-spirits teach this Gift. This Gift can be counteracted with some means of generating confusing ultrasonic sounds. Garou who make a Perception + Alertness (or Primal-Urge in Lupus) roll can hear the sonar. With three or more successes, she can determine the Dancer’s exact location. Core book revised. General

Hakken Gifts

Kinfolk Gifts


Bastet Gifts

Corax Gifts

Ratkin Gifts

Ajaba Gifts

Gurahl Gifts

Kitsune Gifts

Mokole Gifts

Nuwisha Gifts

Rokea Gifts

Anansai Gifts