Gifts: Difference between revisions

From Dies Irae
Jump to navigation Jump to search
Line 241: Line 241:
|-
|-
| Heightened Senses || The werewolf with this Gift tunes in to the world around him, increasing his senses vastly. When in Homid or Glabro form, her senses become as sharp as those of a wolf, allowing him to hear sounds beyond his normal range, granting him superior night vision and making his sense of smell stronger than that of any dog. In wolf forms, his senses become preternaturally potent, allowing him to perform feats that border on precognition. This Gift has drawbacks as well. If a fire alarm were to go off around a Garou using this Gift, it might render him helpless. Cities can barrage the werewolf with a sensory overload. Wolf-spirits teach this gift. || The player spends a Gnosis point. The effects last for one scene. In Homid or Glabro forms, the werewolf’s Perception difficulties decrease by two, and he may roll Perception + Primal-Urge to perform sensory feats impossible for humans (such as tracking by scent). In Crinos, Hispo and Lupus forms, Perception difficulties decrease by three (which is not cumulative with the ordinary Lupus-form Perception bonuses), and the werewolf gains an extra die to Primal-Urge dice pools. || Core book revised; 20th Anniversary Edition || Black Furies Tribe. Galliard. Lupus
| Heightened Senses || The werewolf with this Gift tunes in to the world around him, increasing his senses vastly. When in Homid or Glabro form, her senses become as sharp as those of a wolf, allowing him to hear sounds beyond his normal range, granting him superior night vision and making his sense of smell stronger than that of any dog. In wolf forms, his senses become preternaturally potent, allowing him to perform feats that border on precognition. This Gift has drawbacks as well. If a fire alarm were to go off around a Garou using this Gift, it might render him helpless. Cities can barrage the werewolf with a sensory overload. Wolf-spirits teach this gift. || The player spends a Gnosis point. The effects last for one scene. In Homid or Glabro forms, the werewolf’s Perception difficulties decrease by two, and he may roll Perception + Primal-Urge to perform sensory feats impossible for humans (such as tracking by scent). In Crinos, Hispo and Lupus forms, Perception difficulties decrease by three (which is not cumulative with the ordinary Lupus-form Perception bonuses), and the werewolf gains an extra die to Primal-Urge dice pools. || Core book revised; 20th Anniversary Edition || Black Furies Tribe. Galliard. Lupus
|-
! Gift !! Description !! System !! Source !! Metis
|-
|-
| Shed || The Garou knows the trick of shedding and growing fur at an alarming rate. This Gift makes the Garou especially difficult to grapple successfully; opponents find themselves holding tufts of fur instead of their target. The Garou can also slide through tight spaces using his shedding fur as natural lubrication. A lizard-spirit or snake-spirit teaches this Gift. || The Garou may use his slick outer coating to avoid being grappled. With a successful Dexterity + Primal-Urge roll (difficulty 7), he can free himself from any successful grappling attack. The fur also reduces by two the werewolf’s difficulty whenever he squeezes through tight spaces or slips restraints, such as handcuffs. || Player’s Guide Second Edition || Metis
| Shed || The Garou knows the trick of shedding and growing fur at an alarming rate. This Gift makes the Garou especially difficult to grapple successfully; opponents find themselves holding tufts of fur instead of their target. The Garou can also slide through tight spaces using his shedding fur as natural lubrication. A lizard-spirit or snake-spirit teaches this Gift. || The Garou may use his slick outer coating to avoid being grappled. With a successful Dexterity + Primal-Urge roll (difficulty 7), he can free himself from any successful grappling attack. The fur also reduces by two the werewolf’s difficulty whenever he squeezes through tight spaces or slips restraints, such as handcuffs. || Player’s Guide Second Edition || Metis
Line 275: Line 273:
|-
|-
| Umbral Tether || Although most Theurges would never admit it, even they can become lost in the spirit world from time to time. This Gift allows the werewolf to spin a spiritual line, resembling spider silk, behind her as she explores the Umbra. Only the Garou using the Gift can see the trail, thus increasing the Theurge’s reputation as master of the spirit world. A spider-spirit teaches this Gift. || The player does not need to roll to create the trail, but must spend one Gnosis point for every hour of Umbral travel to maintain it. At every dawn, the player must spend an additional Gnosis point to maintain the trail in the physical world. Although only the werewolf using this Gift can see her trail, some Gaffling pests occasionally sever or alter the trail without knowing it. || Player’s Guide Second Edition (where it was rank 2); 20th Anniversary Edition || Theurge
| Umbral Tether || Although most Theurges would never admit it, even they can become lost in the spirit world from time to time. This Gift allows the werewolf to spin a spiritual line, resembling spider silk, behind her as she explores the Umbra. Only the Garou using the Gift can see the trail, thus increasing the Theurge’s reputation as master of the spirit world. A spider-spirit teaches this Gift. || The player does not need to roll to create the trail, but must spend one Gnosis point for every hour of Umbral travel to maintain it. At every dawn, the player must spend an additional Gnosis point to maintain the trail in the physical world. Although only the werewolf using this Gift can see her trail, some Gaffling pests occasionally sever or alter the trail without knowing it. || Player’s Guide Second Edition (where it was rank 2); 20th Anniversary Edition || Theurge
|}
|-
| Sense Trauma || As the counselors of the Garou Nation, the Philodox have a keen nose for those whose minds have been shattered by trauma or supernatural forces. A Lune teaches this Gift. || The player rolls Perception + Empathy (difficulty 6) and the werewolf spends an action concentrating. If successful, he can sense that a target suffers from a Derangement and can identify the type by scent. This Gift can also sense those under the influence of Delirium, and at what stage. || Changing Ways W20 || Philodox
|-
| Fangs of Judgement || It falls upon the Philodox to levy not only judgment but also punishment against those who have fallen from their proper stations. This Gift, taught by an ancestor-spirit, causes the werewolf’s claws and fangs to burn with the righteous power of law. || The player spends one Willpower point. For the next full day, all of the Garou’s natural weaponry attacks do two extra dice of damage to all beings who have fallen from their original purpose to the service of the Wyrm (such as Black Spiral Dancers, fomori, and corrupted nature spirits; Banes which came into existence as agents of the Wyrm are, regrettably, exempt from this Gift’s sanction). || 20th Anniversary Edition || Philodox
|-
| 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. || 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. || Players’ Guide to Garou (revised) || Philodox
|-
| Moon Lore || Using this Gift, the werewolf can learn the phase of the moon that heralded the birth of another. Although it can determine auspice, Moon Lore gives no clue to whether the subject is a werewolf or even if it is supernatural in any way; being born under a waxing gibbous moon means much more to a Garou than it does to a normal human. Any moon-spirit can teach this Gift. || A single success on a Perception + Primal-Urge roll (difficulty 6) is required to determine the moon’s phase at the time of the subject’s birth; two successes determine whether it was waxing or waning. || Book of Auspices || Philodox
|-
| Truth of Gaia || As judges of the Litany, Philodox have the ability to sense whether others have spoken truth or falsehood. A Gaffling of Falcon teaches this Gift. || The player rolls Intelligence + Empathy (difficulty of the subject’s Manipulation + Subterfuge). This Gift reveals only whether the target speaks the truth or lies. || Core book revised || Philodox
|-
| Scent of the True Form || This Gift allows the Garou to determine the true nature of a person. This information is conveyed as an olfactory sensation — it is actually a scent of the target’s natural form. Any spirit servant of Gaia can teach this Gift. || The Garou can tell automatically when someone is a werewolf; anything else requires a Perception + Primal-Urge roll. It takes two successes to detect vampires, faeries or other shapeshifters as such, and it takes four to detect fomori or mages. || Core book revised || Philodox
 


|}
|}

Revision as of 00:45, 6 August 2024

File:Image.png

Garou Gifts

Rank 1 Gifts
Gift Description System Source Type
Wyld Resurgence Bent to Gaia’s service, the creative, living essence of the Wyld roars through the Fury’s body, shining beneath her skin as a rippling wave of prismatic energy which focuses on and shines out through her wounds. This surge supercharges the werewolf’s regenerative powers, quickly mending even the most grievous of wounds. A servant of Pegasus teaches this Gift. The Fury spends a turn in concentration and the player spends one Gnosis point. The werewolf immediately heals either three levels of bashing damage or two levels of lethal damage. With the expenditure of a Willpower point in addition to the Gnosis point, one level of aggravated damage may be healed instead. Damage caused by silver weapons cannot be healed with this Gift. 20th Anniversary Edition Black Fury Tribe
Man’s Skin Distasteful though it may be, the Black Furies sometimes find it necessary to pass unnoticed through the world of men. This Gift allows a Fury to effectively change gender in the eyes of onlookers. Her features and build become decidedly more masculine, and her garb seems of a masculine cut. Her hair, eye and skin color remain the same; the result is a man who shows a slight family resemblance to the Fury. Despite this Gift’s name, it works equally well when male metis Furies employ it to disguise themselves as women. The Gift is taught by an ancestor-spirit or a seahorse-spirit. The player rolls Charisma + Subterfuge (difficulty 7). The illusion lasts for one scene per success, or until the Fury shifts form. The disguise withstands casual tactile contact, although heavy or violent contact will reveal the truth. 20th Anniversary Edition Black Fury Tribe
Arion’s Burden The Black Furies had many tribeswomen among the ancient Scythians, who were renowned for their use of cavalry. During their battles with other Garou tribes, the Furies often surprised their enemies by showing that they too could employ cavalry, thanks to this Gift. Most animals shy away from creatures of high Rage, and even the Glabro form tended to make a werewolf heavier than the horse could handle. But this Gift perfectly calms the mount’s mind and makes the Black Fury as light as a child to it. It is taught by an avatar of Pegasus. The Black Fury rolls Charisma + Athletics (difficulty 6). A simple success is all that is needed to keep this Gift active for the rest of the scene. While this Gift works to calm any animal normally friendly to the Black Fury, it is most commonly employed on horses. Riding in Crinos form, even with this Gift, is a tricky business, requiring a Dexterity + Athletics (difficulty 7) roll. Players’ Guide to Garou (revised) Black Fury Tribe
Moonshadow Camp: Moon-Daughter With this Gift, a Daughter of the Moon may step sideways using a patch of moonlight. In addition, the difficulty is lowered by one. N/A Tribebook: Black Furies Black Fury Tribe
Owl Speech Black Furies may invoke the kinship between their tribe and the owls of Athena. This Gift combines the effects of the Galliard Beast Speech Gift and the Philodox King of the Beasts Gift, though it only works on owls. This Gift is common among the Temple-Keepers of Artemis and the Sisterhood. Many of their Kinfolk share this Gift, and new sisters often receive it as an initiation Gift. N/A Tribebook: Black Furies Black Fury Tribe
Sense Wyld The Garou may sense Wyld energies or spirits in the nearby area. Any Gaian spirit can teach this Gift. The Garou rolls Perception + Enigmas against a difficulty determined by the Storyteller, based on the strength of the presence. Umbra Black Fury Tribe
Spirit Smuggler Camp: Sisterhood Members of the Sisterhood frequently make deliveries through countries with broad laws against contraband; they might also wish to carry a weapon into an area interdicted by metal detectors or the like. Spirit Smuggler makes this much easier for them to do, and it is useful in a wide variety of situations. When the character wishes to hide an item from searches, she can use this Gift to push the item into the Gauntlet for a short time; it will return to the character’s possessions in the physical realm after a few minutes have passed. This Gift is taught by a Raccon-spirit The character rolls Dexterity + Subterfuge and spends a point of Gnosis to push a small item (5 pounds or less, no more than a gallon in volume) through the Gauntlet into the Umbra; the difficulty on this roll is the local Gauntlet rating. If she achieves 2 or more successes, the item now resides in the Gauntlet, and cannot be sensed or manipulated by anyone in the Realm (unless a searcher can see into the Umbra). The item will return to the character’s physical possessions at the end of the scene. Should the character achieve only one success, the item is pushed through into the Gauntlet but will not return of its own accord, and has to be fetched by stepping sideways. A botch on the Dexterity + Subterfuge roll means that the item is lost in the Umbra, or that a spirit pickpocket has made off with it. This Gift does not halt the flow of time for the smuggled object – and explosions in the Gauntlet can have strange effects on both the local spirit world and the physical plane, for those who might consider using this Gift to stow a live bomb. Tribebook: Black Furies (Revised) Black Fury Tribe
True Shot Camp: Amazons of Diana. The accuracy of Artemis on the hunt could not be equaled by any other; this Gift allows Maidens to replicate their aunt’s spectacular feats of archery on the battlefield or on the hunt. It is less effective for Mothers and Crones than for Maidens, but still gives them some benefit. This Gift is taught by a Lune. Spend one Rage and receive +3 to your dice pool for a single arrow shot. Mothers and Crones receive only a +2 bonus; Luna is said to favor those Garou who replicate her own aspect as Artemis. This Gift can be used in conjunction with Flurry of Arrows, below, but can be used for only one arrow per turn. Tribebook: Black Furies (revised) Black Fury Tribe
Watchful Eyes Since time immemorial, the Black Furies have been able to determine the location of those that break the laws of Gaia. Such beings (human, Garou, or spirit) are not always Wyrm- or Weaver-tainted; as in the classic example, Orestes was not under the influence of any supernatural being when he killed his mother Clytemnestra, but he did break Gaia’s laws by doing so. This gift has been the Furies’ tool for such a hunt; with a few moments’ concentration, the Black Fury who uses Watchful Eyes can roughly determine the distance and direction to the nearest such criminal. This Gift is taught by an Owl-spirit. The player spends 1 Gnosis an rolls Perception + Investigation (difficulty 6). Success indicates the distance and direction to the nearest violator of Gaia’s laws (as interpreted by the Storyteller). Note that this Gift does not identify the lawbreaker, an it is somewhat vague: i has a margin of error of roughly 10% of the distance between the Garou and her quarry (that is, if the nearest violator is ten blocks away, the Gift will point out a one-block area). A botch causes this Gift to wrongly identify a potential target. Tribebook: Black Furies (revised) Black Fury Tribe
Breath of the Wyld As the Furies see it, the problem with most humans (and some Garou) is that they have forgotten that the energy of Creation is nourishing, refreshing and ever present. With this Gift, the Black Fury may instill a feeling of vitality and life in a living being. A spirit servant of Pegasus teaches this Gift. The Fury must touch her target’s skin, and this Gift must be used outdoors in a natural setting (a city park is natural enough for the Gift to function). The player rolls Gnosis (difficulty 6 for humans, 5 for Garou). Success grants a rush of energy and clarity of thought. In game terms, this Gift grants one extra die on all Mental rolls for the next scene. It also adds one to the difficulty of any Rage rolls the target makes in that time. Core book revised. Black Fury Tribe
Trash is Treasure The refuse of humanity provides all the canny Bone Gnawer needs. Through the use of this Gift, any broken object can be temporarily restored to full functionality and usefulness. A raccoon-spirit teaches this Gift. The player takes hold of a broken object and rolls Wits + Crafts. The object functions perfectly for one turn per success, and also supplies its own power, fuel, or ammunition — a dull knife cuts, a busted microwave runs (without being plugged into anything), an old rusty Saturday night special fires even without bullets, a junked car starts up and runs. The lifespan of the object’s renewed usefulness can be extended to one full day by spending a point of Willpower, but the object requires proper power, fuel, and ammunition in such circumstances. 20th Anniversary Edition Bone Gnawer Tribe
Scent of Sweet Honey A target the Garou touched at some point during the last hour begins to exude a wonderfully sweet aroma, and becomes slightly sticky to the touch. All manner of vermin quickly appear and coat the victim. The resulting coat of gnats, flies, bees and beetles crawls, stings, and generally impairs vision and hearing. Insect-spirits teach this Gift. The player spends one Gnosis point and rolls Wits + Subterfuge (difficulty 7). The target suffers a –1 penalty to all actions for one hour per success; the smell will not wash off during this time. 20th Anniversary Edition Bone Gnawer Tribe
Stench and the City Many city Garou use this Gift when facing off against just about anything with a particularly sensitive nose: this can include other Garou, Black Spiral Dancers, and a host of normal animals or Wyrm-creatures. The Gift incapacitates its target by overwhelming its sense of smell with the stink of the city: sweat, blood, human waste, rot, smoke, and car exhaust. Garou have been known to use this Gift to pull one of their own out of the thrall of frenzy, or to incapacitate a crazed wolf without permanent injury. The Black Spiral Dancers are said to be quite familiar with Stench and the City as well, and are perfectly willing to use it on Gaian Garou. The Garou should select a target with a sense of smell better than a human, spend a point of Rage, and roll Stamina + Primal-Urge (difficulty of the target’s Stamina + 5, maximum of 9). For every success rolled, the target loses one die from all actions for the next turn; if five successes are rolled, the target is incapacitated for the scene. The target may resist by holding its breath, if he is aware; if he does so he must follow the rules for suffocation on p.189 of Werewolf. This Gift is taught by a skunk-spirit. Book of the City Bone Gnawer Tribe, Homid
Kitchen Chemistry With ten minutes, a bit of rage, and everyday household chemicals, you can unleash a firestorm of vengeance against an uncaring world. You have a deep and instinctive understanding of the principles of modern chemistry, one that allows you to scratch-build and detonate explosives. (This Gift exists to cancel out the need for any sort of “realistic” explosive rules in the game.) Rat-spirits teach this Gift, occasionally with the help of a few furtive cranks on the internet. One scene. One Rage. At least three household kitchen chemicals approved by the Storyteller. The Result? An explosion inflicting an amount of aggravated damage equal to the character’s permanent Rage. Detonating the explosives properly is the difficult part. At the end of the scene in which the chemicals are cooked, the character attempts an Intelligence + Science roll (difficulty 6). With one success, the explosives will detonate at the specified date and time. Three successes allow them to be thrown (Dexterity + Athletics, distance equal to the Garou’s Strength in yards) or triggered by remote (line of sight). Five successes allow for a complex trigger, such as a timed matchbox fuse, trip wire, weight-sensitive pressure plate, or sound of a particular television personality’s voice. On a botch, of course, the bomb goes off in the Garou’s face. Tribebook: Bone Gnawers (Revised) Bone Gnawer Tribe
The Mark The Garou can mark a person or place with a scent only other werewolves can sense. The mark is subtle; placing it isn’t. This Gift is taught by lost-dog-spirits. Using this Gift requires one Gnosis and a stream of the Garou’s urine. The Garou must use his own fluids to mark his victim. Any Garou with at least one dot in Primal-Urge can sense the mark within line of sight. With three dots in Primal-Urge, the Garou can sense it up to a mile away. If the user of this Gift has five dots in Primal-Urge, he always knows where the mark is. The effects last for twelve hours, then persist until the following sunset or sunrise (whichever comes first). Tribebook: Bone Gnawers (Revised) Bone Gnawer Tribe
Desperate Strength In times of great trauma, desperate people have displayed amazing feats of strength and endurance. With a burst of adrenaline, a mother can lift a truck off a pinned child, or a father may smash through a wall to save his family. Through strength of will, a Bone Gnawer may channel that same desperate energy. If another packmate has fallen or been captured, the Garou may use this hideous strength in a desperate effort to help his pack. After rolling on the Feats of Strength table, the Garou can burn a point of Willpower and roll one die for each Health Level he has remaining. For each success he can take an extra level of aggravated damage to increase his number of successes by one; he does not need to trade all of his successes in this fashion. Tribebook Bone Gnawers (Revised) / 20th Anniversary Edition Bone Gnawer Tribe
Declamation By spending at least an hour studying a written text, the Garou can memorize vast passages of information word for word. The effects work like a cross between speed-reading and eidetic memory. Actually understanding or accessing the information is difficult, but repeating it by rote is simple. Lupus Garou cannot learn this Gift, but remarkably enough, illiterate homids can; for the Gift’s duration, they can decipher all sorts of “funny little squiggles” on paper. The Garou must be fluent in speaking the language he is reading. This Gift is often taught by Rat Finks and Frankweilers. Rat Finks use this Gift to transfer sensitive information in a format that’s difficult to steal. Frankweiler Galliards use this Gift repeatedly on their favorite plays and novels. This Gift is taught by a bookworm-spirit, a favorite Gaffling of Frankweilers. After the Garou spends one Gnosis, he can repeat, word for word, anything he reads over the next eight hours. As a rough guideline, the Garou can read about a hundred pages in an hour; each time he “studies,” he must concentrate for at least an hour. As a side effect, for the duration of the Gift, the user can add one die to any one Knowledge-based dice pool related to the information. Repeating the information word for word can take hours; however, a second Garou with the Gift: Mindspeak can sift through the information in the Gift user’s head in one scene if he doesn’t resist. A supernatural creature can try to steal this information with a mind reading ability (such as the vampire Discipline: Telepathy or an application of a mage’s Mind sphere). If this happens, the Garou can resist with a contested Willpower roll (difficulty 4) in addition to any other defense he would normally have against the ability. Tribebook: Bone Gnawers (Revised) Bone Gnawer Tribe
Urban Ward If your home has no walls, sleeping can be a nightmare. There’s no guarantee that someone won’t sneak up on you to steal your stuff… or even take your life. Some werewolves solve this problem by sleeping in packs, but it never hurts to take extra precautions. Rural Garou set twigs and branches that easily snap underfoot; Bone Gnawers rig the same warnings with tin cans, tripwires, or even broken glass. With a little mystical aid, a werewolf can enlist spirits in similar defenses. The werewolf can never be sure exactly where the boundary of the urban ward is set but he may be paranoid enough to spend more time setting multiple layers of trash around his encampment. This Gift is taught by a Rat-spirit, who usually warns its student to always collect trash and shy things for just this purpose. By spending one Gnosis, a Bone Gnawer can ward an area against intrusion. The “area” can be anywhere between the size of a room and the size of a building. Trash is set around the periphery, usually junk that makes noise when its disturbed. If anyone crosses this imaginary boundary, the Bone Gnawer hears the spirits scream a silent warning to him. This ward remains in effect for eight hours (or in some cases, from dusk ’til dawn). The Storyteller secretly rolls the characters Wits + Enigmas (difficulty 6). Any supernatural creature attempting to use its powers to overcome the Urban Ward (for instance, with the vampire Discipline: Obfuscate) must score more successes on its roll to activate the proper supernatural power than the Garou did. For more mundane creatures, like humans, crossing the boundary automatically warns the Garou, who may consciously decide whether to wake up. If the trespasser is also using Stealth the sleeping Garou can make an opposed Perception + Alertness roll without penalty, as if he was awake. Creatures that “teleport” in by means of Gifts such as Shadow Step still count as having crossed the boundary; instantaneous passage through the Umbra is still Umbral passage across the boundary. Tribebook: Bone Gnawers (Revised) Bone Gnawer Tribe
Smell of Success You’re good at sizing people up. With a few sniffs, you can smell how successful someone really is. Even on a bad day, you can sense whether he’s got money in his pocket, a steady job, or a place to stay. When passing by street folk begging for change, some people claim they don’t have anything to give. By repeatedly sizing up people on the street, Bone Gnawers learn to distinguish a real bad-luck case from a cheap bastard who doesn’t give a damn. After mastering this elemental talent, the Garou can then sniff out deeper secrets from passers-by. This insight can also be used on people who beg for food, money, or assistance from the Garou; for instance, Hoods use this ability to distinguish someone who really needs help from a scam artist. Either way, this Gift is taught by a rat-spirit, usually while the student sits on a street corner asking for help over and over again; the rat gets a cut of any handouts during the time of training. Spend one Gnosis and roll Perception + Streetwise (difficulty 6). Pick a person within about a city block you can see. One success reveals one of the following facts: whether the person has money in his pocket, whether he has a job, or whether he has a home (your choice). Three successes either answer all three questions or give more detailed information about one of them: how much money he’s got on him, what his occupation is, and what kind of place he lives in. If you score five successes, some telltale clue also reveals more specific information. With spiritual insight, you can narrow down four or five choices of where his home may be, what company he works for, or the last item he just bought. Specific information may come as a vision of facts whispered by a helpful Gaffling. (“Guess what a little rat told me.”) Alternatively (at the Storyteller’s discretion), it can reveal the number of dots a character has in his Resources Background. This Gift may be unreliable on creatures other than humans. Most supernatural creatures can resist this ability with Willpower (difficulty 6) or Perception + Subterfuge (difficulty 7). If a supernatural creature is impersonating someone else (say, with the Obfuscate Discipline or the Doppleganger Gift), you must beat the number of successes on the initial roll for that talent. Figuring out a vampire’s haven or where he draws his financial resources takes a bit of work, but it can be done. Tribebook: Bone Gnawers (Revised) Bone Gnawer Tribe
The Hungry Hound / Nose of the Hungry Hound A Garou with this Gift can hunt down the closest source of discarded, safe, edible food. The user might find a bag of nacho puffs dropped out of a passing car window or the one perfect warm slice of cheese pizza buried at the bottom of a dumpster. The Gift may also reveal people who are willing to give a handout or spare some munchies. The Hungry Hound reveals food that’s available for free. For instance, it won’t automatically detect the hot dogs in a vendor’s cart, but if the man selling them would be happy to give one away to a hungry-looking wolf-dog, the chance of finding them improves considerably. This Gift is taught by a raccoon-spirit, often in exchange for liberating a few choice treasures the spirit really wants. Roll Perception + Primal-Urge (difficulty 7). One success produces an unremarkable snack. More successes can either uncover more food (like a feast of discarded donuts or cold pizza) or tastier food (like a single heavenly untouched eclair). This Gift is somewhere between a specialized version of hunting and the lupus Gift: Sense Prey. A successful roll means that the scent of tantalizing food has just wafted past the werewolf’s nose. Three successes and a couple of sniffs can give more details about the “prey,” even from a great distance. (“Wait! It smells like… a birthday cake… there’s writing on it…”) Tribebook: Bone Gnawers (Revised) Bone Gnawer Tribe
Cardboard Mansion When it rains, it pours. Thankfully, Bone Gnawers with this Gift don’t need to worry about that. The Gift turns any appropriately sized box into a windproof, waterproof, soundproof home that is always warm and dry, regardless of what it’s like outside. If large enough, the box may house more than one person as long as everyone is friendly toward each other. The Bone Gnawer may also set up a house for someone else, but that person must accept a gesture of affection (a handshake is sufficient) from the Bone Gnawer first. The Gift is taught by a hearth-spirit After finding an appropriate box, all the Bone Gnawer needs to do is spend one Gnosis point the box gains no real resistance to actual physical damage, but is otherwise comfortable and resilient. Sleep tight. Players’ Guide to Garou (revised) Bone Gnawer Tribe
Tagalong Commonly used by Bone Gnawers residing in a sept controlled by other tribes, this Gift ingratiates the Bone Gnawer to a pack’s or caern’s totem for a short time. While the Gift is in effect, the Gnawer is treated as a member of a pack with regards to using the totem’s blessings and any pack tactics the pack knows. If used on a caern totem, the totem looks favorably upon the Bone Gnawer. The Gnawer may then perform the Rite of the Opened Caern, if he knows it, without fear of retribution. A lost-dog-spirit, a spirit servant of Rat, teaches this Gift. The Bone Gnawer must know the name of the totem in question. He must also prostrate himself before the caern’s center or the pack’s leader and wiggle forward on his stomach like a begging dog. The player rolls Charisma + Subterfuge. The difficulty varies based on the totem’s opinion of the Bone Gnawer, which is left to the Storyteller’s discretion. Success indicates that the character gains the previously mentioned benefits for one day, and that the totem will not look favorably on a Garou who mistreats the Bone Gnawer without cause. This Gift usually won’t cause any bad feelings from the sept or pack in question as long as the Bone Gnawer minds his manners. However, using it too often certainly will. Core book revised. Bone Gnawer Tribe
Resist Toxin 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. Core book revised. Bone Gnawer & Fianna Tribe
Cooking The Garou must have a small pot (a coffee can will do) and a ladle or spoon to use this Gift. He places whatever he can find into the pot — trash, beer cans, old newspapers, etc. — adds water (spit counts) and stirs. The result is a pasty, bland-tasting mush that is nevertheless edible and filling. The player rolls Wits + Survival. The difficulty depends on the items “cooked.” Inedible but harmless material is difficulty 6, while actively toxic substances are difficulty 10. Core book revised. Bone Gnawer Tribe
Brother’s Scent Drawing upon the universal brotherhood of all creatures of Gaia, the werewolf seems to fit in wherever he goes. Those given no reason to suspect the Child’s presence simply overlook her. A servant of Unicorn teaches this Gift. The player spends a Gnosis point and rolls Appearance + Empathy (difficulty 6). All individuals not specifically on guard against intruders overlook any incongruity in the Garou’s appearance — for example, a naked man covered in blood and carrying a grand klaive walking through a high-society ball would draw no particular notice, nor would a wolf wandering through a residential neighborhood. The Garou isn’t invisible, he simply doesn’t stand out when he otherwise should, and his appearance is considered unremarkable even when he’s interacted with. If the werewolf’s actions alone would draw attention to himself (shouting, starting a fight, attempting to kick down a locked door) the Gift’s illusion is immediately broken. Those specifically on the lookout for individuals who don’t belong (security guards at a private facility, for example) don’t succumb to this Gift unless their Willpower is lower than the Garou’s successes on the activation roll. 20th Anniversary Edition Children of Gaia Tribe
Swallow Rage This Gift allows the Child of Gaia to overcome her innate savagery, although at a dangerous cost. By use of this Gift, the Child may stop a frenzy and reduce her Rage by directing it inward. The inward battle is visible for several minutes and can take the form of a shuddering concentration or even a masochistic heating. An ancestor-spirit teaches this Gift. When the Garou falls into frenzy, the player may make a reflexive Rage roll, difficulty 7; this Rage roll, unlike others, cannot in itself induce frenzy. Even one success on this roll immediately brings the werewolf out of frenzy. However, each success does one health level of lethal damage to the Garou, and reduces her temporary Rage by a similar amount. The player must decide at the moment of entering frenzy whether to use this Gift or not; once the Garou has fully succumbed to frenzy, she cannot focus enough to use this Gift. Tribebook: Children of Gaia (Revised) Children of Gaia Tribe
Jam Weapon The Garou may stop any Weaver-born weapons from working within the range of his voice. A dove-spirit teaches this Gift. The Garou shouts a single, strange word and spends a Gnosis point. The player rolls Perception + Expression, difficulty of the Willpower of the nearest armed person. For each success, all manufactured weapons will not function for one combat round. This includes guns, crossbows, flame-throwers, and even tasers or cattle prods {anything with moving parts). It does not include natural weapons (retractable claws don’t count as moving parts). Tribebook: Children of Gaia (Revised) Children of Gaia Tribe
Water-Conning The Child may purify water by dipping her hand or bowing her forehead to the surface. An avatar of Unicorn teaches this Gift as a sign of his favor. The Garou touches the surface and rolls Perception + Primal-Urge. Water that is poisoned by animal dung or parasites has a 5 difficulty. The difficulty is 7 for chemical waste and 9 for Wyrm taint. Each success purifies enough water for one person for one day. Tribebook: Children of Gaia (Revised) Children of Gaia Tribe
Mercy Children of Gaia see no use for lethal force when they are not fighting minions of the Wyrm, but even they succumb to frenzy. This Gift, used chiefly by Children of Gaia with high Rage or in duels, allows the Garou to use her natural weaponry and Rage without fear of killing her opponent. A dove-spirit teaches this Gift. The player spends on Gnosis point. For the rest of the scene, all damage that the Garou inflicts with her own body (claws and teeth, but no weapons of any kind) is considered bashing. A creature “killed” by such damage merely falls unconscious, and he may heal the wounds at the usual rate for bashing damage. Core book revised. Children of Gaia Tribe
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. Core book revised. Children of Gaia, Wendigo, Get of Fenris Tribe
Mother’s Touch Camp: Order of Our Merciful Mother (Black Furies). Camp: Wise Guys (Glass Walkers).The Garou is able to heal the wounds of any living creature, aggravated or otherwise, simply by laying hands over the afflicted area. The Garou may not heal herself, spirits or the undead with this Gift. A bear- or unicorn-spirit teaches this Gift. The player spends on Gnosis point and rolls Intelligence + Medicine (difficulty of the wounded individual’s Rage, or 6 for non-Garou). Each success heals one health level. The Theurge may heal even Battle Scars in this manner if the Theurge uses the Gift in the same scene in which the scar was obtained and she spends a second Gnosis point. There is no limit to how many times this Gift may be used on a person, but each use requires the expenditure of one Gnosis. Core book revised / 20th Anniversary Edition / Glass Walker Tribebook Children of Gaia, Black Furies, Glass Walkers (Camp) Tribe. Theurge.
Two Tongues The glib words and clever schemes of the Fianna are wasted on a single mark. This Gift teaches the werewolf to talk out of both sides of her face, literally carrying on two conversations simultaneously, and to decide who hears what. An ancestor-spirit teaches this Gift. The player spends a Willpower point. For the rest of the scene, the Fianna may simultaneously carry on two conversations at the same time, which need have no relation to one another. She decides which listeners hear which version of the words she’s speaking. Anyone suspecting something odd about the Fianna’s behavior must roll Perception + Alertness (difficulty 9) to detect the Garou’s other conversation and to understand what she’s saying there. 20th Anniversary Edition Fianna Tribe
Salmon Leap / Hare’s Leap / Leap of the Kangaroo The old legends relate of Fianna warriors leaping over enemies and crossing rivers without getting their feet wet; this Gift is one way they did it. Taught by a salmon-spirit or ancestor-spirit, this Gift is functionally identical to the Lupus Gift: Hare’s Leap. Hare’s Leap: By invoking this Gift, the werewolf may leap incredible distances. Hare-, frog- and cat-spirits usually teach this Gift. The lost Bunyip knew this Gift as Leap of the Kangaroo, however marsupial-spirits seem loath to aid werewolves these days. Today, many werewolves call this Gift “Leap of the Kangaroo” in their fallen cousins’ honor. The player rolls Stamina + Athletics (difficulty 7). If successful, she may double her normal jumping distance. Fianna Tribebook (revised) / 20th Anniversary Edition / Rage Across Australia Fianna Tribe. Lupus
Faerie Light The Garou can conjure a small, bobbing sphere of light. The sphere illuminates only a three-foot area, but that is usually enough to provide the necessary light — or to lead foes into ambush. A marsh-spirit or faerie teaches this Gift. The player rolls Wits + Enigmas (difficulty 6). The light can appear anywhere within the Garou’s line of sight. It can move, bobbing along at 10 feet per turn, if bidden to do so. The light lasts for one turn per success, but the player can spend a point of Gnosis to make it last for the entire scene. Core book revised / Tribebook: Fianna (revised) Fianna Tribe
Persuasion This Gift allows a homid to become more persuasive when dealing with others, in such a way that his statements and arguments are imbued with added meaning or credibility. An ancestor-spirit teaches this Gift. The player rolls Charisma + Subterfuge. If successful, the Storyteller reduces the difficulties of all Social rolls by one for the remainder of the scene. In addition, any successful Social rolls may have significantly more impact than they would without the Gift. A werewolf could win arguments with hard line opponents, or cause a cold-hearted psychopath to relent (at least for a little while). Core book revised / 20th Anniversary Edition Fianna, Glass Walker Tribe. Homid.
Lightning Reflexes Fenrir are Gaia’s ultimate warriors, effortlessly switching from offense to defense as the needs of battle demand. A mongoose-spirit teaches this Gift. The player reflexively spends one Willpower point. For the next day, the character need neither make a Willpower roll nor spend a Willpower point to abort to a defensive action. 20th Anniversary Edition Get of Fenris Tribe
Sigurd’s Stride When Odin imprisoned Brunhilde in a ring of fire, it was Sigurd who dared the fires and rescued her. Like Sigurd, Get of Fenris with this Gift need not fear flame. The Gift is taught by a fire spirit. The Fenrir spends one Gnosis and rolls Stamina + Primal Urge (difficulty 4). Each success provides an automatic level of soak against fire damage for the rest of the scene. Players’ Guide to Garou (revised) Get of Fenris Tribe
Snow Running The Fenrir have spread far and wide, but their home is in the North. This Gift has served them well in their homelands, allowing them to run over snow or ice as if it were solid ground without sinking in or leaving footprints. The player spends a Gnosis point. The effects last for a day. Tribebook: Get of Fenris (Revised) Get of Fenris Tribe
Safe Haven Few Garou are as territorial as the Get of Fenris. This Gift enables a Fenrir to keep a close supernatural watch on his territory, becoming instantly aware of any trespassers marked by the Wyrm. Owl-spirits teach this Gift. The player must spend one Gnosis to establish this early warning system, and one Gnosis per day to maintain it. Whenever a Wyrm-tainted person or creature crosses into the Fenrir’s territory, if the werewolf is at home or within a mile, the player may roll Perception + Occult (difficulty 7) to detect the intrusion. The more successes, the more accurately the werewolf pinpoints the intruder’s location. Note that this Gift may be used to protect only that territory that the Fenrir can rightfully call his own; this Gift cannot, for instance, protect a shared caern unless used by the caern Warder (who can be considered to “own” the territory for the purpose of this Gift). Tribebook: Get of Fenris (Revised) Get of Fenris Tribe
Visage of Fenris The Get appears larger and more fearsome, commanding respect from peers and cowing his foes. A wolf-spirit teaches this Gift. The player rolls Charisma + Intimidation. Only one success is necessary to affect non-Garou and Garou of equal rank. To affect Garou of higher rank, the player must score a number of successes equal to twice the difference of rank between the Garou and the target. For example, for a Rank 1 Garou to affect a Rank 5 Garou would require eight successes (not very likely). Allies and peers affected by this Gift see the Get as impressive and noble (-1 difficulty bonus to all Social rolls). Foes pause for a moment to summon the resolve necessary to fight such a monster (losing one from their initiative ratings). This Gift lasts for one scene. Core book revised. Get of Fenris Tribe
Razor Claws By raking his claws over stone, steel, or another hard surface, the Ahroun hones them to razor sharpness. Either a cat- or bear-spirit teaches this Gift. The player spends one Rage point, and the Ahroun takes a full turn sharpening her claws. All claw attacks do two additional dice of damage and are made at -1 difficulty for the rest of the scene. W20 Get of Fenris Tribe. Ahroun
Master of Fire Once humans tamed fire to keep them warm and to drive off the wild beasts, they were humanity’s ancient pact with the spirits of fire. The spirits of flame agree to hold back their hunger when the werewolf touches them. An ancestor spirit or a fire-spirit grants this Gift. This Gift allows a werewolf to heal fire damage as if it were bashing. This requires the expenditure of a Gnosis point; the effects last for a scene. Core book revised / 20th Anniversary Edition Get of Fenris Tribe. Homid
Sheng-Nong’s Eyes The Boli Zouhisze can see from the perspective of his tools and draw on their concentration for the task at hand, allowing him to perform multiple actions with ease. While this was originally used to wield two swords with equal dexterity, any tools can be used; even the werewolf’s own hands count as a “tool.” Either a monkey-spirit or a spirit of war teaches this Gift. The player spends one Gnosis point to receive an extra action. For the rest of the scene, the Garou need not be able to see his opponents in order to attack them. No visibility modifiers or off-hand penalties affect his actions while this Gift is in effect. Glass Walker Tribebook (revised) Glass Walker Tribe
Tommy’s New Trick Camp: Wise Guys. While one of the Wise Guys favorite gun Gifts (Trick Shot, rediscovered from the Iron Riders by Gianluigi Lucci) eventually leaked to the whole tribe, this one may well go with them to their grave. This Gift ensures that when spraying bullets from an automatic gun, not a single bullet misses its target. A bird spirit (though never a pigeon) teaches this Gift. The player spends one point of Gnosis and makes a standard Dexterity + Firearms roll to make a spray attack. However, the standard +2 difficulty does not apply. Before the attack is resolved, the Wise Guy may spend one Willpower point to turn one failed die into a success, and this may be repeated until all dice are considered successes. The only exception to this is if the roll is a botch, in which case no Willpower may be spent and every bullet misses their target by exactly an inch. In addition, not one bullet is left at the scene, nor will any bullet hit anything but the Wise Guy’s opponents. This Gift cannot be used on a single enemy; the attack must be a spray involving at least two targets. Glass Walker Tribebook (revised) Glass Walker Tribe
Network Terminal Camp: Random Interrupts. Computers have grown more and more connected in recent years, most prominently via the Internet. Meanwhile, no matter how good your computer is, there’s probably someone with a better computer and you’re likely connected to it. This Gift connects the Random Interrupt to the theoretical better computer, making all work much easier. A Pattern Spider teaches this Gift. The player rolls Gnosis, difficulty 7. Every success adds one die to any roll involving the Computer Knowledge. The Gift doesn’t provide you with a computer; you actually need to be seated at a computer that has some form of network connection. Glass Walker Tribebook (revised) Glass Walker Tribe
Plug and Play All of the Weaver’s works are connected through the same web, the same song. The Glass Walkers exploit this truth to draw more power from the modern profusion of technology, making their devices compatible with almost everything. A Net Spider teaches this Gift. The player spends one Willpower point. For the next day, any computer the Glass Walker uses — no matter how simple — becomes fully compatible with any other digital device, regardless of obstacles such as different operating systems, lack of physically compatible access ports, or even the complete absence of any means of receiving or interpreting a wireless signal. Generally, Glass Walkers use this Gift to turn their smart phones into omni-compatible access keys to computer networks, security feeds, and even car GPS systems. 20th Anniversary Edition Glass Walker Tribe
Weaver’s Eyes Garou with this Gift gain an insight into the Weaver’s deep and subtle patterns for hiding information inside of other information and to the invisible patterns buried in large prime numbers. Encryption algorithms mean nothing to these Glass Walkers; using Weaver’s Eyes, they can even pierce magical shrouding of data. The Garou must have the data to be decrypted in some form — generally, residing on a local computer. Weaver’s Eyes cannot be directly used to break open the encryption on a live connection between two computers, but it will help the Garou use his own abilities to break through that encryption. The player spends one Willpower and rolls Perception + Computer (difficulty of 10 – the local Gauntlet). The number of successes necessary depends on the encryption used on the message or connection that the character is trying to pierce. Encryption created by ordinary mortal programmers requires one success to pierce; mundane encryption created by the top echelon of mortal programmers requires two successes to pierce. Magical encryption, such as that created by the Gift: Encrypt or similar magical abilities performed by non-Garou, requires three or more successes — generally speaking, the character must achieve more successes on the Weaver’s Eyes roll than his opposite number got on an Encrypt roll. If the character comes across an encrypted connection between two computers, Weaver’s Eyes can help him break the connection in a hurry, but since the data traffic is far from him, the Gift cannot pierce the encryption directly. However, it will provide one extra success on the Perception + Computer roll used to break the encryption, and it will allow the character to attempt to break through magical encryption. This Gift is taught by a raccoon-spirit. Book of the City Glass Walker Tribe
Agro Culture Camp: City Farmer. The Garou can cause plants to take root and grow in places where it is usually impossible for plants to grow. This Gift does not make plants grow supernaturally fast; it simply gives them a chance for life where none existed before. The plants must still be tended to and watered. However, the plants can use artificial substances such as concrete and plastic for soil. They dig their roots in and grow. Plants can even be coaxed to grow out of walls, as long as they are nurtured during the process. This Gift is taught by plant spirits. The Garou must plant seeds in the area to be fertilized. If this is a concrete wall, he must place the seeds in cracks within the surface. He then rolls Charisma + Science (or Herbology) against a difficulty dependent on the toxicity of the area. An abandoned lot might be 5, a typical city building bathed in the smog of passing cars might be a 6 or 7, while an oil spill site might be 9. Glass Walker Tribebook Glass Walker Tribe
Well-Oiled Running Camp: Dies Ultimae. The greatest toll a Soldier has is her equipment. The worst enemy she has is the possibility of it failing. This Gift greatly reduces those chances by safeguarding machinery against environmental factors. It is taught by a dust, war, or water-spirit. The player spends one Gnosis point and rolls Stamina + Crafts (difficulty 7). The Garou safeguards one machine against natural corrosion or adverse weather for one day per success. This machine can still be damaged by direct attacks. Tribebook: Glass Walkers (Revised) Glass Walker Tribe
Last Ditch Camp: Dies Ultimae. When the chips are down and your back’s to the wall, risks need to be taken. This Gift makes those last choices a little less risky by allowing for some instinctual co-ordination to be taken. A bee or ant-spirit teaches this Gift. The Soldier looks toward an ally and spends one point of Gnosis before rolling Intelligence + Primal Urge (difficulty 7). The ally does not need to spend Gnosis or roll, but must also know the Gift. As long as one success is rolled, the players of each character may formulate a detailed plan out of character, which both characters instinctually grasp simply from making eye contact. Each character adds two bonus dice to his or her next roll, but for the rest of the scene after that they lose two dice from all actions. Tribebook: Glass Walkers (Revised) Glass Walker Tribe
Cool Mind Camp: Cyber Dogs. Too many Garou are afraid of advancing beyond the limits of their bodies. To counter this, the Cyber Dogs have a Gift that banishes fear, anxiety or any other emotion. People targeted by this Gift lose their emotion temporarily, able to think perfectly logically. A Pattern Spider teaches this Gift. The Cyber Dog spends one Willpower and rolls Intelligence + Investigation (difficulty 7) in a resisted roll against the target’s Wits + Primal Urge (difficulty 7). The target can choose not to resist, and you may target yourself. If successful, the target becomes cold and impersonal for as many turns as successes achieved, thinking entirely with intellect and ignoring emotion. Emotions do still exist as abstract concepts; a target can still think, “I love this man, so it would not be to my benefit to harm him.” This Gift cannot counter the effects of the Delirium. Garou under this Gift’s effects suffer a +2 difficulty on Rage rolls, though frenzy will disrupt the Gift. Tribebook: Glass Walkers (Revised) Glass Walker Tribe
Budget Approval Process Camp: Corporate Wolves. As any underpaid and underprivileged office worker will tell you, getting any budget approved involves knowing whom to ask. Those types would find this Gift a blessing, as would many other types. This Gift lets you find the weak point of any social group, which person can be leaned on to get results. It is taught by either an ant- or bee-spirit. The player spends one Willpower and rolls Perception + Etiquette (difficulty 5). If successful, the Garou automatically knows which member of a group it would be best to approach to get results in her efforts. The number of success determines how large a group can be scanned. Working out which punk to hit in a street gang to make the rest run would only require one success, working out which guy needs to bribing to bring down an entire corporation would require at least five. The Storyteller also is fully within his rights to suggest that no one person holds all the cards in a group and that the Gift simply won’t work. Tribebook: Glass Walkers (Revised) Glass Walker Tribe
Skyscraper Vision Whilst the urban jungle offers many new possibilities for the hunter, it also presents its share of difficulties. One of the most troublesome of these is the possibility of their prey slipping into a crowd and simply disappearing. With this Gift, the Glass Walker can see through the eyes of a glass spirit in a skyscraper window to pick out their prey from above. The City Father or a glass-spirit teaches this Gift. The player makes a Gnosis roll (difficulty 6). For every success rolled, the character can see from the perspective of any window in the area (about half a city block) for one turn. If used to find specific details, the Storyteller may ask for a second roll using Perception + Alertness, adding one bonus die for each success gained in the initial Gnosis roll, to see if the mark can be spotted in time. Difficulty should be set by Storyteller to reflect the elusiveness of the target. Tribebook: Glass Walkers (Revised) Glass Walker Tribe
Trick Shot This Gift, once an acquired taste, has undergone a recent surge in popularity. It allows the Garou to execute brilliant feats of sharpshooting, such as shooting a weapon from an opponent’s hand or firing down the barrel of an enemy’s gun. The Garou cannot use this Gift to harm an opponent directly, however, and he can use Trick Shot only with rifles or pistols. Air-spirits teach this Gift. The player adds the character’s permanent Glory rating to his dice pool when performing a really outlandish shooting trick. Again, this Gift does not allow direct damage to targets (“I’ll shoot him between the eyes!”), but it can be used to injure opponents indirectly. (“I’ll shoot the rope that’s holding the chandelier over his head!”) The effects are permanent. Core book revised. Glass Walker Tribe
Diagnostics At a glance, the Glass Walker can tell what is wrong with a machine. He can then enlist the aid of the machine’s spirit in repairing the faulty device. Any technological spirit can teach this Gift. The player rolls Perception + Crafts to determine the problem. She then spends one Gnosis point as the Garou mentally convinces the spirit of the device to aid her in fixing it. (Most such spirits are happy to do so — they don’t want to be junk!) The time to fix the device is halved, and the player may subtract any successes on the Perception + Crafts roll from the successes necessary to fix the device. Core book revised. Glass Walker Tribe
Control Simple Machine The Garou may command the spirits of the simplest machines, causing levers to flip, doors to unbolt, pulleys to roll and so on. Any technological spirit can teach this Gift. The player spends a Willpower point and rolls Manipulation + Crafts (difficulty 7). The Garou’s control lasts until the end of the scene. Core book revised. Glass Walker Tribe
Paranoia Lords of the Summit don’t remain such for long unless they can see their enemies coming. This Gift gives the Lord a heightened sense of awareness, and also reveals a few details about the enemies he’s about to face. A Stormcrow teaches this Gift. The Lord rolls Perception + Awareness (difficulty 7). A single success is all that’s needed to determine the number of opponents in the area. Two reveals the type(s) of opponents, while three or more reveal progressively more detailed information. The effects of the Gift last for a scene. Shadow Lord Tribebook (revised) Shadow Lord Tribe
Ears of the Bat This Gift allows the Shadow Lord to use sonar like a bat. He may act in complete darkness without impairment. Shadow Lords with this Gift have large, bat-like ears. Even in Homid form, they have abnormally large ears. 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 Lord’s exact location. Shadow Lord Tribebook (revised) Shadow Lord Tribe
Shadow Weaving Slightly flexing her fingers or claws, the Garou pulls and weaves shadows as she desires — lengthening or shortening them, lightening or darkening, or even twisting them into grotesque and frightening shapes. A shadow-spirit teaches this Gift. The player spends one Gnosis point and rolls Dexterity + Occult (difficulty 7). For the rest of the scene, the Shadow Lord may warp shadows within 100 yards (91 m) as she wishes. Among other creative uses, this lowers the difficulty of all Stealth and Intimidation attempts by 1. 20th Anniversary Edition Shadow Lord Tribe
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 favored by the Lords never went hungry. A Stormcrow teaches this Gift. 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 achieved, 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. Players’ Guide to Garou (revised) Shadow Lord Tribe
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. The Shadow Lord spends one point of Gnosis and rolls Perceptions + Primal-Urge. The difficulty of discovering the information is increased by 1 for each success (up to a maximum modifier of +3). Tribebook: Shadow Lords Shadow Lord Tribe
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-sprit. By spending on point of Gnosis, a Child of Crow can reduce the difficulty of overhearing a conversation or witnessing a secretive activity by 2. Tribebook: Shadow Lords Shadow Lord Tribe
Whisper Catching Secrets are an important commodity, and those who strive to keep their secrets may very well be hiding something dangerous. This Gift was developed to root out potential traitors or plotters against the Garou, but has been open to… certain abuses ever since. The Shadow Lord may supernaturally eavesdrop on whispered conversations nearby, giving her an edge over those with something to hide. This Gift is taught by a crow-spirit. The player spends a Willpower point. For the duration of the scene, any whisper within earshot is as audible to the Shadow Lord as if the speaker were speaking loudly and clearly. The player may still have to make Perception checks to hear whispers within earshot if obstacles or distance would make even an ordinary conversation difficult to hear. The Murmur Rite blocks this Gift; the Shadow Lords are not willing to violate the privacy of a shadow moot, even for their own personal gain. Shadow Lords Tribebook Revised Shadow Lord Tribe
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 favor. A spirit servant of Grandfather Thunder teaches this Gift. The player spends on 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 lasts for one scene. Core book revised Shadow Lord Tribe
Fatal Flaw The Shadow Lord can discern a target’s weakness, granting an advantage in combat. A Stormcrow teaches this Gift. The Shadow Lord must concentrate for one full turn. The player rolls Perception + Empathy (difficulty of the target’s Wits + Subterfuge). Success grants the Garou an extra die of damage during combat with that target. Additional successes grant knowledge of further weaknesses (although no further damage bonus is gained). Five successes reveal all of the target’s flaws. Core book revised Shadow Lord Tribe
Aura of Confidence The Garou projects a demeanor of control and superiority, preventing attempt to find flaws or read auras. This Gift does not prevent supernatural attempt to read the Garou’s thoughts, although it may make doing so difficult (Storyteller’s discretion). An ancestor-spirit teaches this Gift. The player rolls Charisma + Subterfuge (difficulty 7) to activate the Gift; the effects lasts for one scene. Core book revised Shadow Lord Tribe
Visions of Dust The werewolf’s eyes become cloudy and pale as she attunes her vision to the ashen landscape of the Underworld. An owl-spirit teaches this Gift. The player spends one Gnosis point and rolls Perception + Occult (difficulty 7). For the rest of the scene, the character can see (and hear) ghosts and detect haunted areas with another Perception + Occult roll (difficulty corresponds to the severity of the haunting). This Gift bestows no power to touch or communicate with the dead, however — that usually requires the use of the Descent into the Underworld rite. A botch causes the Garou’s eyes to shine as beacons in the underworld, drawing the notice of broken, vengeful shades. 20th Anniversary Edition Silent Strider Tribe
Heavens’ Guidance This practical Gift prevents the Silent Striders who have it from ever being lost. Under a cloudy night sky and without the benefit of a chart or compass, a Strider can still make his way through unfamiliar territory. Although he cannot tell exactly where he is at all times, the Strider will always have a perfect sense of direction. Also, he always knows the exact distance he has traveled. Various star-spirits and other inhabitants of the Aetherial teach this Gift. Once learned, this Gift’s effects are always active from twilight to dawn. The werewolf gains an innate sense of direction; he always knows which way is north, and the path he took to reach where he is. 20th Anniversary Edition Silent Strider Tribe
Tireless Running Young Silent Striders quickly learn the need for extraordinary speed and stamina — often the message that even untested youths are asked to carry cannot wait for the message bearer to sleep or eat. A Garou with this Gift can run from moonrise to moonrise subsisting on nothing more than her spiritual energy, crossing almost four hundred miles, but as soon as she breaks her run she must eat and rest. This Gift is taught by a wolf-spirit. The player spends one Gnosis point. The character (who must be in Lupus form) may long run for twenty-four hours without the player making a Stamina roll. After twenty-four hours, and each twenty-four hour period thereafter, the player must spend one point of Gnosis and one point of Willpower to allow the character to continue running; otherwise, she must stop. Whenever the character stops running, for whatever reason, she suffers -2 dice to all pools until she has a chance to eat and rest, unless she has run a number of hours that is less than her Stamina. Tribebook: Silent Striders (revised) Silent Strider Tribe
Heavens’ Guidance A Strider with this Gift is never lost while the stars shine in the sky. This Gift is taught by a spirit servant of the North Star. Once learned, this Gift’s effects are always active from twilight to dawn. The werewolf gains an innate sense of direction; he always knows which way is north, and the path he took to reach where he is. Tribebook: Silent Striders (revised) Silent Strider Tribe
Speed of Thought The Garou doubles her running speed. A roadrunner- or cheetah-spirit teaches this Gift. The player spends one Gnosis point. The Gift lasts until the end of the scene. Core book revised / 20th Anniversary Edition Silent Strider, Red Talon (Kucha Ekundu) Tribe
Inspiration / Grim Resolve Camp: Harbingers (Silent Striders). Other werewolves look to the Ahroun for leadership in combat. The Gift of Inspiration is one reason. The Garou with this Gift lends new resolve and righteous anger to his brethren. Either a lion- or wolf-spirit teaches this Gift. The player spends one Gnosis point. All comrades (but not the Gift’s user) receive one automatic success on any Willpower rolls made during the scene. Core book revised / Tribebook: Silent Striders (revised) / 20th Anniversary Edition Silent Strider (Camp: Harbingers), Silver Fangs Tribe. Ahroun
Full Moon Cleansing Camp: Moon Lodge (Waning Cycle). This Gift allows a Garou to turn her own Rage against her Harano, thereby defeating it like any other enemy. The werewolf learns this Gift in ritual combat with a blood-warrior spirit, who must be defeated and burnt in an Umbral fire. The Garou then marks himself with the glyph for her own auspice and the Ahroun glyph. Thus, she learns how the anger of the Full Moon may be made part of herself. The player must spend one point of Rage and make a Rage roll (difficulty 7, difficulty 6 for Ahroun) to activate the Gift. The character may then ignore the effects of Harano for one scene per success rolled. Tribebook: Silver Fangs (revised) Silver Fang (Camp: Moon Lodge (Waning Cycle))Tribe
New Moon’s Laughter Camp: Moon Lodge (Waxing Cycle). This Gift allows a werewolf to make others around her more receptive to criticism and less obsessed with their own pride, thus showing them the wisdom of the New Moon. To learn this Gift, the werewolf must trick a Lune into revealing the Gift. The player must spend a point of Gnosis and roll Gnosis (difficulty 6). For one hour per success scored, the gathering that the character attended takes on a lighter mood. All Social rolls with a positive intent are at -1 difficulty, while all Social rolls intended to provoke argument, insult or misery are at +1 difficulty. If the character using the Gift is a Ragabash, the bonus and penalty are doubled. Tribebook: Silver Fangs (revised) Silver Fang (Camp: Moon Lodge (Waxing Cycle)) Tribe
Harrier’s View This Gift allows a pack alpha to have a perfect sense of where his packmates are, relative to his own position. This allows him to howl or shout orders more effectively and plan the tactics of the group better. A harrier-spirit teaches this Gift. The player spends one Gnosis to activate the Gift. For the remainder of the scene he has an uncanny sense of his packmates’ location. All Leadership rolls involving packmates are at -2 difficulty and all participants in any pack tactic gain an extra die on their roll(s) to complete the tactic. Tribebook: Silver Fangs (revised) Silver Fang Tribe
Osprey’s Eye Osprey can spot his prey in the water from high in the air above, despite the distorting effect of the water itself. She gives her children the same ability, so they may hunt the enemies of Gaia as easily in the water as in the air. This Gift is taught by an osprey spirit, or by her ally, Salmon. The player spends a point of Gnosis. For the rest of the scene, the character can see into water as if there was no distortion at work. In addition, if the character is submerged in the water, he is at -2 difficulty to any vision-based Perception roll. Tribebook: Silver Fangs (revised) Silver Fang Tribe
Ice Dance This Gift is a legacy of the tribe’s deep roots in Russia and the frozen north. The Wyrm often chooses its battlegrounds with cunning, using Gaia’s own snow and ice against Her defenders. This Gift allows the Fangs to face the Wyrm on equal terms, or even turn Gaia’s own beauty to their advantage by moving freely across snow and ice, as if it was a flat plain of green grass. An ice elemental teaches this Gift. The player spends a single Gnosis point to activate this Gift. Its effects then last until the next sunrise. All Dexterity-based rolls while on ice or snow are at -1 difficulty and the werewolf may move at normal speed across both deep snow and ice. As this is a Gift of balance, Philodox gain more from it than most: their Dexterity rolls on snow and ice are at -2 difficulty and they may double their normal running speed when they are on snow or ice. Tribebook: Silver Fangs (revised) Silver Fang Tribe
Eye of the Falcon Falcon is a great predator, with keen eyes and a sharp beak. As he soars in the sky, he can spot the tiny movement in the grass that betrays the location of his prey at great distances. He shares this Gift freely with his children so they may spot their foes easily and lead the Garou into battle with confidence. Any Falcon’s brood may teach this Gift. All visual-based Perception and Alertness rolls are at -1 difficulty. The same applies to all long-range weapon attacks, such as a bow or gun. This Gift costs one Gnosis point to activate, and lasts for a scene. Tribebook: Silver Fangs (revised) Silver Fang Tribe
Call the Breeze / Wind of Buzzard’s Wings The Garou calls up a strong (20 mph), cold breeze and directs it at whim. This breeze chills anyone not prepared for it, and it disperses (or redirects) clouds of vapor (including tear gas or airborne toxins) or swarms of insects. A wind-spirit teaches this Gift. The Garou simply whistles to call the breeze. Anyone caught in it loses one die from Perception rolls as long as the breeze lasts. Core book revised / Tribebook: Silver Fangs (revised) Silver Fang (Camp: Crescent Moon), Wendigo Tribe
Lambent Flame The Garou causes her body to ignite with silver light. A Lune teaches this Gift. The player spends one Willpower point to ignite the light. The glare illuminates a 100-foot area. Any hand-to-hand attacks made against the Garou take a +1 difficulty penalty, while missile attacks receive a -1 difficulty bonus. Core book revised Silver Fang Tribe
Falcon’s Grasp / Implacable Grip 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 the Silver Fang version of this Gift. A gila monster or alligator-spirit teaches the Uktena version. The player spends one 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. Core book revised / Tribebook: Uktena (revised) Silver Fang, Uktena Tribe
Iron Resolve Through the blessings of the spirits, the Stargazer’s resolve is tempered like steel, allowing great feats through application of sheer will. An ancestor-spirit teaches this Gift. Once per scene, the Stargazer may spend one Willpower to gain two automatic successes on an action, rather than one. 20th Anniversary Edition Stargazer Tribe
Muladhara Awakening the Serpent Fire Gift: The Serpent Fire gifts must be learned in order, from 1 – 5. The base chakra is awakened and the energy stirs. The character can call on this energy to help himself root or center for meditation, or summon energy to stave off fatigue. This also includes the Svadhisthana or sacral chakra, governing the sex organs. 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 success 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. Stargazers Tribebook (revised, 1st ed.) Stargazer Tribe
Sense the Demonic Camp: Demon Eaters. The difference between a servitor of the Wyrm and a demon-possessed mortal is subtle. While most demons emanate perceptible Wyrm-taint, strangely some seem able to mask themselves and escape such notice. Plus, Sense Wyrm doesn’t identify the nature of the taint, so the nature of the creature (that it’s a demon) goes unknown until it’s potentially too late. This Gift helps circumvent that problem. It doesn’t provide a literal sense so much as a spiritual one – the eye in the Demon Eater’s mind registers the disruption in the fabric of reality, and senses the demonic source. This Gift is taught by a chimerling. The player rolls Perception + Occult. The difficulty is dependent upon the proximity and intensity of the demon (or demon-possessed victim). Sensing a single demon in the same room would be difficulty 6, sensing a demon across a busy city street would be 7, and detecting a demon’s infernal influence after the creature has already left would be a difficulty 8. Stargazers Tribebook (revised) Stargazer Tribe
Seed of Speech Mantra Gift. The spoke mantra for this Gift is Aum-Vak-Bija. It represents the primal nature of speech and gives the Stargazer using this Gift a preternatural understanding of the underlying force behind all words and names. Merely by intoning the mantra and activating this Gift, the Garou is capable of harmonizing with the very fundamental nature of spoken sound and the knowledge that comes with it. This Gift is taught by an avatar of Cuckoo. The player spends one Gnosis point after the Stargazer speaks the mantra. For the duration of the scene, the werewolf gains the ability to understand the basic subject/verb structure of all sentences spoken to him, regardless of the language used. For instance, “What are you doing here?” would translate (to the Stargazer) as “You do?”; or “Put down that idol,” may translate to “You drop.” This Gift only captures the most basic essence of a sentence spoken (the “seed”), but when being spoken to in a completely foreign tongue, this can make all the difference. Stargazers Tribebook (revised) Stargazer Tribe
Channeling Rage is both a boon and a bane to the Garou, and the Stargazers feel this doubly so. Rage, while certainly a vital resource, is also a dangerous element. Many Stargazers seek new ways to harness and direct their Rage, and those with this Gift have at least one more option. A Garou using this Gift can channel her Rage into a single action, helping her perform that one action as best as she is able. This Gift is taught by a fire-spirit. Once per game session, the player may spend up to three of the Garou’s temporary Rage on a single action. Each point spent in this manner gives the Garou an extra die for that roll. Stargazers Tribebook Stargazer Tribe
Imbalance A Stargazer possessing this Gift causes considerable problems to all attackers. Those attacking find themselves clumsier and less nimble with every successful strike. An earth elemental teaches this Gift. At the beginning of close combat (this Gift cannot be activated after the first turn of combat), the player spends a Gnosis point. If an attacker completes a successful hit against the Stargazer, the attacker’s next roll to strike is at +1 difficulty. Each turn thereafter, the Stargazer may spend a Rage point to continue the +1 difficulty to hit for another turn. Stargazers Tribebook (revised) Stargazer Tribe
Paper Butterfly Ancient court magicians of the Chinese emperor were able to conjure a cloud of paper butterflies out of thin air. Stargazers who have mastered this trick use it to create a mood of tranquility, or can use them to distract an opponent. This Gift is taught, appropriately enough, by a butterfly or moth-spirit. The player spends one Gnosis point and rolls Wits + Performance (difficulty 6). A flock of fluttering butterflies (a dozen per success) made of varying colors of paper appears in the air around the Stargazer’s head. The butterflies may be instructed to head in any direction (up to a number of yards equal to the werewolf’s Willpower score). If the Stargazer is using this Gift as a distraction to an opponent, the butterflies take one turn to reach the opponent. The successes on the roll to activate the Gift subtract successes away from the next non-reflexive roll the opponent attempts to make. This happens on a two-to-one basis, however. Every success on the roll to activate the Gift subtracts two successes from the opponent’s. (In other words, if the Stargazer scores three successes, it can take away a full six successes from the opponent’s roll if able.) If the Stargazer has successes left over, they can apply to the opponent’s next action next turn. Stargazers Tribebook (revised) Stargazer Tribe
Balance The Stargazer is able to walk across any ledge, rope, etc., no matter how thin or slippery. Wind-spirits teach this Gift. No point expenditure or roll is required. Difficulties for climbing decrease by three. Core book revised Stargazer Tribe
Inner Strength After brief meditation, the Garou may convert her inner anger into iron resolve. Stargazer ancestor-spirits teach this Gift. The Garou concentrates for five minutes; the player rolls Wits + Enigmas (difficulty 8). Each success converts one point of Rage into a point of Willpower. Core book revised Stargazer Tribe
Falling Touch This Gift allows the Garou to send her foe sprawling with but a touch. Any aerial spirit can teach this Gift. The Garou’s player rolls Dexterity + Medicine (difficulty of the opponent’s Stamina + Athletics). Even one success send the victim to the ground. Doing so counts as an action; activating this Gift and striking a foe with intent to harm are two separate things. Core book revised Stargazer Tribe. Ahroun.
Spirit of the Lizard The werewolf’s hands and feet spout hundreds of tiny hooks, allowing her to climb across or cling to any surface — even sheer horizontal surfaces and ceilings. A gecko-spirit teaches this Gift. The player spends one Gnosis. For the rest of the scene, the character can move across any solid surface at her normal walking speed. Staying attached to a vertical surface or ceiling while taking any more strenuous movement (fighting, moving faster than walking speed, attempting to dislodge a steam grate) requires a reflexive Stamina + Athletics roll, difficulty 7. 20th Anniversary Edition Uktena Tribe
Pull Water Using a forked stick or a smooth stone, a Garou can locate water hidden underground or within a succulent plant and pull it to the surface to be used. This Gift may tap into underground wells, water locked within loamy ground, moisture held within cacti or deep streams far beneath the desert floor. Some Uktena have used this Gift to help their Kinfolk in desert nations irrigate their fields, while others have kept a pack from dying of thirst when crossing badlands and open desert. Spirit servants of Uktena teach this Gift. The player rolls Perception + Enigmas (difficulty 6). For each success, he may call upon enough water to sustain a single person for one day. Croatan Song Uktena Tribe
Moonstruck Path Garou are well versed in hunting and tracking prey, yet there are times when they have no idea where such a trail starts or which journey to undertake first when a choice presents itself. The Gift of the Moonstruck Path allows the Garou to perceive the beginning of the path he must take in a given situation, even if she herself is not sure of its ultimate purpose. When the Gift is utilized, a ghostly pale blue-white beam of moonlight points to the correct direction for one scene. Sometimes, as when the Garou doesn’t know why she needs to move in a certain direction or what to do once she reaches her destination, it becomes a leap of faith, with the werewolf starting on an unknown path and only later discovering why. This Gift is taught by one of Uktena’s spirit brood. The Gift must be utilized after dark, though there need not be a moon in the sky. It can even be used underground or in windowless structures so long as it is dark outside. The player makes a Perception + Survival roll (difficulty 8). Only one success is needed. Croatan Song Uktena Tribe
Fast Track Camp: Scouts. This Gift strengthens the Garou’s stamina and allows her to travel much more quickly than would normally be 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. 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. Uktena Tribebook Uktena Tribe
Strut This Gift, taught by a crane- or turkey-spirit, allows a Garou to appear physically grander and more impressive than he truly is. By taking a turn to strike a pose (puff up the chest, brandish a weapon while sounding a war-whoop, and so on) while the player makes a Manipulation + Intimidation roll (difficulty 6), the werewolf appears to be bigger, better and more impressive. This can be used to throw an advancing Black Spiral Dancer off his stride or convince the biker he should find another chick to flirt with. The effects last for a scene, or until the Garou’s impressive appearance is in some way belied (like getting knocked on his tail for instance). Tribebook: Uktena (revised) Uktena Tribe
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 on 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. Core book revised Uktena Tribe
Sense Magic The Uktena can discern magical energies, whether they emanate from Garou Gifts, vampiric wizardry or even human magic. A spirit servant of Uktena teaches this Gift. The player rolls Perception + Enigmas. The difficulty is based on the strength and subtlety of the magic. The Uktena cannot tell the exact nature of the magic, although vague clues such as “Gaian” or “blood magic” might be granted with sufficient successes. The radius is 10 feet per success. Core book revised Uktena Tribe
Spirit Speech This Gift allows the Garou to communicate with encountered spirits. The Garou is thus able to address them whether they wish to be adddressed or not. Of course, nothing (usually) prevents the spirit from ignoring the Theurge or leaving. Any spirit can teach this Gift. Once learned, this Gift allows the Garou to understand the communication of spirits intuitively. Particularly alien spirits may be difficult — or, in the case of many Banes, outright painful — to understand. Core book revised Uktena Tribe. Theurge.
Snow Sight The Garou gains the ability to see clearly even in the harshest of blizzard or “white-out” conditions. Any arctic spirit teaches this Gift. The Garou concentrates for one turn and spends a point of Willpower. The use of this Gift cancels any disadvantage due to reduced visibility caused by bad weather conditions, whether heavy falling snow, rain, fog or glare. Croatan Song Wendigo Tribe
Beat of the Heart-Drum The werewolf becomes an inescapable hunter, drawn ever onward by the beat of his prey’s heart until that heart grows still. A spirit servant of Great Wendigo teaches this Gift. The Garou must have an object belonging to his target, a piece of the victim (a blood sample, a lock of hair), or must have tasted his quarry’s blood in the past. The player spends a point of Gnosis and rolls Perception + Survival (difficulty 7). The Wendigo can hear her quarry’s heartbeat for one day per success, no matter how far away they may be. The beat grows louder as the werewolf draws near, making tracking effortless. 20th Anniversary Edition Wendigo Tribe
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. 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. Players’ Guide to Garou (revised) Wendigo Tribe
Ice Echo The Wendigo conjures a perfect reflection of himself. The image is identical to the Garou, except that it is reversed, as though seen in a mirror (so any writing on the Garou’s clothing would be backwards, scars would be on the wrong side, etc.) The Wendigo can control the image easily, giving it voice and guiding its motion. An ancestor-spirit teaches this Gift. The player spends a point of Gnosis to create the Ice Echo at any point within 100 feet (30 m). The Echo moves and sounds exactly like the Garou in addition to taking on her precise appearance, but gives off no scent or heat, and is intangible. Discerning which is the echo and which is the original requires a Perception + Enigmas roll (difficulty of the Garou’s Gnosis). Wendigo Tribebook (revised) Wendigo Tribe
Lift-Your-Leg A Garou may mark her territory using a spot of her blood, urine, or saliva, and invoking her totem or ancestral spirit. The mark she leaves is identifiable as her own personal sigil, generally a unique variation of the totem’s sign, and causes no damage to the surface it is inscribed upon. This marking of territory fades after an entire cycle of Luna has passed. A wolf-spirit teaches this Gift. The player spends a point of Gnosis. Garou are able to see the mark without further effort until it fades a month later. Others with knowledge of the supernatural can identify the mark by making a Perception + Enigmas roll, causing the scent of the sigil to rise, and the inscription to become visible. Note that the mark does not convey knowledge of the character’s identity unless the viewer is familiar with his scent or his mark. Wendigo Tribebook (revised) Wendigo Tribe
Nose-to-Tail As a wolf curls into a ball to keep warm, tucking her snout beneath her bushy tail, curving her spine inward to capture body heat, so the Garou may make herself resistant to cold. The Gift is more effective if the Garou is in Crinos, Hispo or Lupus form, but can be used in Homid or Glabro form in extremis. An ancestor-spirit teaches this Gift. The player rolls Stamina + Survival. The difficulty of keeping warm depends upon the severity of the cold; sub-freezing night only presents a difficulty of 6 (and few proud Wendigo would bother using a Gift to resist such a trifle), while a full-blown ice storm is difficulty 9. The character should physically assume the nose-to-tail position, or curl up, to activate the Gift, but once it has taken effect, she may move about normally. The difficulty increases by 2 for Garou in Homid or Glabro form. The power lasts for a scene, and does not protect the Wendigo from cold-based attacks or spirit abilities, but rather only ambient cold temperatures. Wendigo Tribebook (revised) Wendigo Tribe
Camouflage The Wendigo blends in with the surrounding wilderness, which makes him very difficult to see. A deer-spirit teaches this Gift. The difficulties to spot the Garou increase by three, provided that he is in the woods. The werewolf invokes the effects at whim. Core book revised Wendigo Tribe
Claw-to-Thumb (Camp: Sacred Hoop). 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. The player spends one Gnosis point and rolls Intelligence + Empathy (difficulty 7). Success indicates that the Garou knows what 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 their desires secret. Note that this Gift by no means reveals the wisest or most rational decision, just the most popular one. This Gift works as the Silver fang Gift: Empathy, except that the Wendigo learns to better observe and understand the wishes and emotions of humans and Kinfolk, not of other Garou. Core book revised / Wendigo Tribebook (revised) Wendigo Tribe (Camp: Sacred Hoop)
Apecraft’s Blessings 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. 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. 20th Anniversary Edition Homid
City Running Garou with this Gift find that moving vertically is just as easy as moving horizontally; whether they are walking along a sidewalk, climbing stairs, or scaling the side of a building, their pace doesn’t change in the slightest, nor do they tire out more rapidly. This Gift doesn’t make it any easier or less dangerous to climb in precarious circumstance — a ten-story fall is still a ten-story fall, and a sheer surface remains sheer — but the Gift does make sure that the character can climb as quickly as he walks. The player spends a point of Rage. For the next scene the Garou’s movement rate is unchanged whether he is climbing or walking; he moves at Dexterity +5 meters per turn, period. This Gift does not decrease the difficulty for Athletics rolls used to climb, but it does allow the Garou to run, or make an Athletics roll to improve his speed, just as he could while moving across an empty plain. This Gift is taught by a monkey-spirit. Book of the City / 20th Anniversary Edition Homid
Smell of Man Creatures of the wild have learned well that where man goes, death follows. With this Gift the werewolf enhances the human scent around him greatly, causing wild animals to feel uneasy and nervous. However, the scent also causes domestic animals to recognize the werewolf as their master. An ancestor-spirit teaches this Gift. All wild animals (not including supernatural creatures in animal form) lose one die from their dice pools when within 20 feet of the Garou (save when defending themselves or running away), and they are likely to flee. All domesticated animals recognize the werewolf as a friend and refuse to harm him. For example, an attack-trained dog ordered to take down the werewolf would run up to the character and wag its tail. If the domesticated animal is harmed, then it will revert to acting naturally. The Garou may use this Gift at will. She simply states when she is activating it or turning it off. Core book revised Homid
Predator’s Arsenal One of the most unnerving aspects of the Homid shape is its lack of proper weapons. This Gift remedies that problem (while still retaining much of the Homid shape’s ability to blend in with the human world), granting the Garou battle-ready claws and teeth in Homid form. It is taught by a wolf-spirit. The werewolf concentrates for a turn to gain access to bite and claw attacks in Homid form for the rest of the scene, or until she dismisses the transformation. These attacks inflict lethal rather than aggravated damage, and may be concealed by simple expediencies such as the werewolf keeping her mouth closed, wearing long sleeves, or keeping her hands in her pockets. She can even speak normally without giving herself away, as long as she’s careful not to open her mouth too wide or smile so that her teeth show, although her voice sounds rough and a bit distorted (attempting to discern that there’s something amiss with a Garou taking such precautions requires a Perception + Alertness roll, difficulty 9). 20th Anniversary Edition Lupus
Prey Mind The wolf is not always the predator, as lupus sorely realize. Humans’ capability for destruction grows ever greater, and more wolves die at their hands every day. When the predator becomes prey, it is this Gift that comes to the fore and assists the Garou in evasion, showing them places to hide, ways to run, and even chances to attack back. A lamb or deer-spirit teaches the Gift. The player rolls Wits + Primal-Urge, difficulty 7 in wilderness environments, 9 in urban environments. Success guides the wolf in how to best evade her pursuers; she gains three dice to any pool made to escape, outdistance, hide from or evade pursuit. the Gift’s effects last for one turn per success, so if the lupus hasn’t thrown pursuit by then, she’s on her own. Players’ Guide to Garou (revised) Lupus
Find Water This gift allows a Garou to locate any body of water within 20 miles. One or two successes will indicate the general direction of the water. Three or four success will indicate the distance, and five successes will allow the Garou to determine if the water is contaminated in any way. The Garou makes a Perception + Survival roll against a difficulty of 6 to use this Gift. Ways of the Wolf Lupus
Sense Prey Werewolves used this ancient Gift during hard winters to feed their packs. The Gift lets Garou locate enough prey to feed a pack. In the urban environment, this Gift guides the lupus to prey within the city, usually in parks, sewers, animal shelters and even zoos. The Gift will tell the werewolf the location of large numbers of prey within 50 miles in the wilds, and within the limits of a city and its suburbs. Humans do not register as prey animals, although some say that the Red Talons know a variant of this Gift that can find them. A wolf-spirit teaches this Gift. The hunter’s player rolls Perception + Primal-Urge. The difficulty is 7 in wilderness environments and 9 in urban environments. Success indicates the location of enough prey to feed a large pack. In the case of multiple sources, the Gift guides the werewolf to the nearest source (although not necessarily the easiest or safest). Core book revised Lupus
Heightened Senses The werewolf with this Gift tunes in to the world around him, increasing his senses vastly. When in Homid or Glabro form, her senses become as sharp as those of a wolf, allowing him to hear sounds beyond his normal range, granting him superior night vision and making his sense of smell stronger than that of any dog. In wolf forms, his senses become preternaturally potent, allowing him to perform feats that border on precognition. This Gift has drawbacks as well. If a fire alarm were to go off around a Garou using this Gift, it might render him helpless. Cities can barrage the werewolf with a sensory overload. Wolf-spirits teach this gift. The player spends a Gnosis point. The effects last for one scene. In Homid or Glabro forms, the werewolf’s Perception difficulties decrease by two, and he may roll Perception + Primal-Urge to perform sensory feats impossible for humans (such as tracking by scent). In Crinos, Hispo and Lupus forms, Perception difficulties decrease by three (which is not cumulative with the ordinary Lupus-form Perception bonuses), and the werewolf gains an extra die to Primal-Urge dice pools. Core book revised; 20th Anniversary Edition Black Furies Tribe. Galliard. Lupus
Shed The Garou knows the trick of shedding and growing fur at an alarming rate. This Gift makes the Garou especially difficult to grapple successfully; opponents find themselves holding tufts of fur instead of their target. The Garou can also slide through tight spaces using his shedding fur as natural lubrication. A lizard-spirit or snake-spirit teaches this Gift. The Garou may use his slick outer coating to avoid being grappled. With a successful Dexterity + Primal-Urge roll (difficulty 7), he can free himself from any successful grappling attack. The fur also reduces by two the werewolf’s difficulty whenever he squeezes through tight spaces or slips restraints, such as handcuffs. Player’s Guide Second Edition Metis
Primal Anger The metis learns to focus the anger within her heart and use it to increase her Rage. The anger takes a physical toll on the werewolf, and it is up to her to unleash it on her enemies. The spirits of ancient metis teach this Gift. Few members of other breeds have suffered enough shame and suffering to learn this Gift. A character with this Gift may sacrifice a single health level, once per scene, and gain two extra points of Rage in exchange (even if doing so takes her above her permanent Rage rating). The health level is treated as aggravated damage for purposes of recovery. Core book revised / Past Lives Metis
Create Element The metis has the power to create a small amount of one of the four basic elements — fire, air, earth or water. In this way, she can replenish the air supply in an airtight room, make a rock to throw at someone, create a fire without matches or wood, or even fill a bathtub without any faucet or pipes. The metis cannot create specialized forms of any element. Precious metals (especially silver), lethal gases and acid are beyond his reach. This Gift creates only natural air, earth, fire and water. Elementals teach this Gift. The werewolf’s player spends one Gnosis point and rolls Gnosis. Each success allows the character to create approximately one cubic foot of the desired element, to a maximum weight of 100 lbs, anywhere he can see within 60 feet. The element remains in existence until used up (breathed in the case of air or burned up in the case of fire without any fuel to keep it going). The flames created with this Gift are genuinely hot, but they are no substitute for a flame-thrower. They inflict one health level of damage per success, to a maximum of three health levels of damage. Core book revised Metis
Disguise Fetish Werewolves covet one another’s treasures as much as anyone else. The clever Ragabash can hide the true nature of his fetishes to deflect curious eyes. A raven-spirit teaches this Gift. The player rolls Manipulation + Subterfuge (difficulty 6) to create the illusion that one fetish or talen carried or touched by the character is just a mundane object. Klaives look like ordinary steel daggers, Jarlhammers seem much smaller than they are, and any glyphs or precious stones that ornament the fetish appear as cheap decorations. Gifts and other supernatural powers that could sense the nature of the fetish must overcome the number of successes rolled by the Ragabash’s player to accurately identify the object as something extraordinary. The illusion ends if the fetish is used in its intended fashion. Otherwise, the effect lasts for the scene. Changing Ways W20 Ragabash
Liar’s Face The Ragabash wraps herself in such a deceitful attitude that nothing she says can be trusted — not even the clear and unvarnished truth. The werewolf may make a single truthful statement, and no human who hears it will believe her. A platypus-spirit teaches this Gift. After the character makes a truthful statement, the player spends one Willpower point and rolls Charisma + Subterfuge (difficulty 7). This Gift is automatically effective on humans, causing them to believe the Ragabash is lying. Supernatural listeners whose Willpower rating is lower than the Ragabash’s successes also refuse to believe the Ragabash’s words. 20th Anniversary Edition Ragabash
Infectious Laughter Laughter is the tool with which Gaia’s tricksters promote enlightenment and the knife that slashes through the veil of Rage. When the Ragabash laughs, those around her are compelled to follow along, forgetting their grievances. A coyote- or hyena-spirit teaches this Gift. The Ragabash must make some comment mocking the present situation in which she finds herself, then laugh at it. The player then rolls Manipulation + Expression (difficulty of the highest Rage rating of anyone listening). Success causes those who hear the Ragabash’s comment and laughter lose hold of their ire, and forget what it was that had them upset in the first place — although their temper will return if they are reminded of what the New Moon has made them forget. 20th Anniversary Edition Ragabash
Hush Though Ragabash are teachers, one thing they can’t always teach is when to keep one’s mouth shut. Maybe a brash Ahroun is about to say something unfortunate to a bigger Ahroun, or perhaps a talkative cub is about to reveal too much about what she knows. In such situations, this Gift acts as a temporary stopgap; it makes the target fumble for words, lose his train of thought or become momentarily distracted. Beside keeping friends from saying stupid things, the Gift can also be used against insulting rivals or the fomori calling in reinforcements. Because of the bond between packmates, it is easier to use this Gift within the pack — after all, it’s for the greater good, right? A mockingbird-spirit teaches this Gift. The player rolls Wits + Subterfuge (difficulty is the target’s Wits + 4; for a packmate reduce the difficulty by one). Every success stalls the target for one turn, preventing the target from communicating verbally (although other forms of communications, such as sign language or writing, are still possible. Book of Auspices Ragabash
Scent of Running Water The Garou can mask her scent completely, making herself virtually impossible to track. A fox-spirit teaches this Gift. The difficulties of all rolls to track the Garou increase by two. This Gift becomes an innate ability to the Garou who learns it. She need not expend any points or make any rolls. However, the Ragabash may still leave a scent behind if she decides to do so voluntarily (which may be necessary to blend in with wolf packs). Core book revised Ragabash
Open Seal With this Gift, the Garou can open nearly any sort of closed or locked physical device. A raccoon-spirit teaches this Gift. The player rolls Gnosis (difficulty of the local Gauntlet rating). Core book revised Ragabash
Blur of the Milky Eye The Garou’s form becomes a shimmering blur, allowing him to pass unnoticed among others. Once the Garou has been seen, however, this Gift is negated until the viewer has again been distracted. A chameleon-spirit teaches this Gift. The player rolls Manipulation + Stealth (difficulty 8). Although he doesn’t become truly invisible, each success increases the difficulties of all Perception rolls made to detect him by one. Core book revised Ragabash
Hear the Silence In tune with all things hidden, the Theurge can hear the tell-tale whispers of secret-spirits whenever someone nearby bears the burden of hidden knowledge. A crow- or raven-spirit teaches this Gift. The player spends one Gnosis point, and the werewolf becomes aware of anyone in her immediate vicinity with an important secret weighing on his mind, hidden either from her specifically or from the world at large. The importance of the secret depends on how it’s perceived by the one who keeps it. The Theurge gains no insight into the nature of the secrets; she only knows who keeps them. Changing Ways W20 Theurge
Spirit Snare The Theurge casts out an invisible, mystic net which entangles hostile spirits, confounding them with a mixture of magical force and long-broken but still potent Gaian law. An owl-spirit teaches this Gift. The player spends one Gnosis point and rolls Intelligence + Occult (difficulty 8) as an attack directed at a spirit within 30 feet, which can be defended against normally. Rather than inflicting damage, this attack reduces the spirit’s effective Willpower by two for the purpose of all combat actions for the rest of the scene. Multiple applications of this Gift don’t stack. 20th Anniversary Edition Theurge
Sense Weaver The Garou may sense Weaver energies or spirits in the nearby area. This Gift is taught by any Gaian spirit. The Garou rolls Perception + Science against a difficulty determined by the Storyteller, based on the strength of the presence. Umbra Theurge
Sense Chiminage Theurges have ways of knowing all manner of secret things other Garou would wish stayed hidden; with this Gift, they can learn where the balance of chiminage lies with any spiritually aware being with a glance. The Gift reveals if the target has paid all proper obligations to the spirits, if he has ignored a debt or engaged in blasphemy against his totem or other spiritual patrons. An owl-spirit teaches this Gift. A Perception + Subterfuge roll (difficulty 7) reveals the target’s state of debt in the spirit worlds; with three or more successes, the Theurge may learn the name of the one spirit the target most recently egregiously wronged, if such a being exists. Book of Auspices Theurge
Airt Perception Using this Gift, a Theurge can roughly identify a spirit by its airt — the trail left in the wake of a spirit’s passing. This works essentially like tracking in the corporeal world, and is no more informative — a hunter can tell deer tracks from bison tracks, but can’t learn anything meaningful about an unknown creature. Also, powerful and subtle spirits are often able to disguise their airts. Any ancestor-spirit renowned as a great hunter can teach this Gift. Treat this exactly as a Garou identifying and tracking animals (by scent or by looking for tracks, at the Theurge’s discretion), but apply it to spirits instead. Note that Garou may not be able to go everywhere spirits do to follow the trail — remember, spirits can fly. Book of Auspices Theurge
Umbral Tether Although most Theurges would never admit it, even they can become lost in the spirit world from time to time. This Gift allows the werewolf to spin a spiritual line, resembling spider silk, behind her as she explores the Umbra. Only the Garou using the Gift can see the trail, thus increasing the Theurge’s reputation as master of the spirit world. A spider-spirit teaches this Gift. The player does not need to roll to create the trail, but must spend one Gnosis point for every hour of Umbral travel to maintain it. At every dawn, the player must spend an additional Gnosis point to maintain the trail in the physical world. Although only the werewolf using this Gift can see her trail, some Gaffling pests occasionally sever or alter the trail without knowing it. Player’s Guide Second Edition (where it was rank 2); 20th Anniversary Edition Theurge
Sense Trauma As the counselors of the Garou Nation, the Philodox have a keen nose for those whose minds have been shattered by trauma or supernatural forces. A Lune teaches this Gift. The player rolls Perception + Empathy (difficulty 6) and the werewolf spends an action concentrating. If successful, he can sense that a target suffers from a Derangement and can identify the type by scent. This Gift can also sense those under the influence of Delirium, and at what stage. Changing Ways W20 Philodox
Fangs of Judgement It falls upon the Philodox to levy not only judgment but also punishment against those who have fallen from their proper stations. This Gift, taught by an ancestor-spirit, causes the werewolf’s claws and fangs to burn with the righteous power of law. The player spends one Willpower point. For the next full day, all of the Garou’s natural weaponry attacks do two extra dice of damage to all beings who have fallen from their original purpose to the service of the Wyrm (such as Black Spiral Dancers, fomori, and corrupted nature spirits; Banes which came into existence as agents of the Wyrm are, regrettably, exempt from this Gift’s sanction). 20th Anniversary Edition Philodox
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. 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. Players’ Guide to Garou (revised) Philodox
Moon Lore Using this Gift, the werewolf can learn the phase of the moon that heralded the birth of another. Although it can determine auspice, Moon Lore gives no clue to whether the subject is a werewolf or even if it is supernatural in any way; being born under a waxing gibbous moon means much more to a Garou than it does to a normal human. Any moon-spirit can teach this Gift. A single success on a Perception + Primal-Urge roll (difficulty 6) is required to determine the moon’s phase at the time of the subject’s birth; two successes determine whether it was waxing or waning. Book of Auspices Philodox
Truth of Gaia As judges of the Litany, Philodox have the ability to sense whether others have spoken truth or falsehood. A Gaffling of Falcon teaches this Gift. The player rolls Intelligence + Empathy (difficulty of the subject’s Manipulation + Subterfuge). This Gift reveals only whether the target speaks the truth or lies. Core book revised Philodox
Scent of the True Form This Gift allows the Garou to determine the true nature of a person. This information is conveyed as an olfactory sensation — it is actually a scent of the target’s natural form. Any spirit servant of Gaia can teach this Gift. The Garou can tell automatically when someone is a werewolf; anything else requires a Perception + Primal-Urge roll. It takes two successes to detect vampires, faeries or other shapeshifters as such, and it takes four to detect fomori or mages. Core book revised Philodox



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

Only Wyrm aligned are able to take these 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 Philodox
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 Ragabash
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 Lupus
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 Metis
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 Homid
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 Philodox
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 Ahroun
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 Galliard
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 Galliard
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 Theurge
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 Homid
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 Ahroun
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 Philodox
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
Rank 3 Black Spiral Dancer Gifts
Gift Description System Source Type
Gift of the Tainted Totem A twisted version of an Uktena Gift, a Dancer can not only bar a pack totem from aiding its children, she can temporarily replace the totem with her own pack or personal totem. The horror of having a Wyrm spirit binding a Gaian pack, even temporarily, is disorienting, and the taint left behind might be difficult to explain. Nexus Crawlers teach this Gift. As the Uktena Gift: Banish Totem. If the player succeeds on the Gnosis roll, the pack not only loses all traits associated with their totem, they gain all traits associated with the Dancer’s totem. The effect lasts for a number of turns equal to the number of successes. Upon departing, the tainted totem leaves behind enough Wyrm taint to show up to users of Sense Wyrm for the rest of the scene at difficulty 7. If a member of the pack used any of the totem’s powers, the lingering Wyrm taint remains for a day, and is difficulty 5 to detect. [Banish Totem System]: The Uktena must concentrate for a full turn, and he must know which totem his victims follow. The player spends one Gnosis point and one Willpower point, and he rolls Gnosis at a difficulty of the pack’s combined Totem scores (maximum of 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. Book of the Wyrm General
Ichor Blade The Spiral’s arm changes into a black blade dripping with dark green poison. The ichor poisons the blood of anyone injured by the blade, causing crippling agony. Harpies and Wakshaani teach this Gift. The player spends a point of Rage to transform one hand into a blade. For the rest of the scene, she may use her arm like a sword, rolling Dexterity + Melee (difficulty 6). Such attacks inflict Strength + 1 aggravated damage. The poison causes excruciating pain, forcing the target to subtract two from his dice pools for a turn per success. Resist Toxin and Resist Pain both negate the effects of the poison. Book of the Wyrm W20 General
Claws of Corrosion One of the greatest Black Spiral Gifts, this wicked magic allows the werewolf to poison a spirit with mystical toxins that slowly corrupt it into a servant of the Wyrm. A variety of Banes teach this Gift. When the Black Spiral Dancer makes a successful claw attack against a spirit, the player may spend one point each of Rage, Willpower, and Gnosis, and roll Intelligence + Occult (difficulty 6). This infects the spirit with a number of ‘corruption points’ equal to the successes rolled; multiple applications of this Gift are cumulative, and corruption points dissipate at a rate of one per day. Should a spirit ever have more corruption points than its current Essence, over the next lunar month it suffers a slow, painful transformation into a Bane. Book of the Wyrm W20 General
Feast of Essence The Black Spiral Dancer’s claws are covered with barbed hooks, which catch and absorb the tattered power of slain spirits, refreshing the werewolf. A Thinbones teaches this Gift. The player spends one point of Willpower when the character deals a blow that destroys the last of a spirit’s Essence. The character gains Gnosis depending on the power of the destroyed spirit: one point for a Jaggling, two for a Gaffling, and three for any stronger spirit. This cannot raise the character’s Gnosis points above her maximum value, but is in addition to any Gnosis gained by harvesting the depleted spirit. Book of the Wyrm W20 Theurge
Thousand Teeth Sharp teeth are the hallmarks of the ultimate predator, and the ways of the Wyrm’s wolves celebrate nothing if not excess. The muzzle of a werewolf using this Gift erupts with dozens of extra teeth. Black Spiral Dancers learn this Gift from Scrags, while Gaian Garou occasionally learn it from shark-spirits. The player spends one Rage point and rolls Stamina + Primal Urge (difficulty 5). She enjoys +3 damage dice on bite attacks. The Gift lasts for one bite attack per success; any remaining boosted bites are lost at the end of the scene. Book of the Wyrm W20 Lupus
Visceral Agony The werewolf’s claws change to barbed, wicked talons dripping with black venom. While wounds caused by these claws cause no extra damage, the pain alone they inflict is crippling. A pain-spirit teaches this Gift. The player spends a Rage point before the character attacks. Any wound penalties the target suffers as a result of this attack are doubled (i.e., a foe at Wounded would lose four dice). If the target is in frenzy or otherwise resistant to pain, he still suffers normal wound penalties. Book of the Wyrm W20 Metis
Nobody’s Bastard Nobody wants to recognize a metis, and with this Gift, nobody will. A metis using this Gift is unrecognizable to all who see her. A Bane of abandonment teaches this Gift. The player spends one Gnosis point and rolls Manipulation + Stealth (difficulty 7). If the roll succeeds, nobody who sees the metis will know who she is for the rest of the scene. Observers don’t mistake her for anyone else; they simply see her as an unknown stranger. Their memories remain even after the scene – they don’t suddenly remember that the Garou using this Gift is the stranger. Book of the Wyrm W20 Metis
Call the Rust By whistling softly through his teeth, the werewolf can summon sudden and destructive rust onto any metal within his immediate vicinity. Guns corrode and jam, knives crumble, and cars become flaking hunks of junk. This Gift is taught by a water elemental. The player spends a point of Gnosis and rolls Wits + Crafts, with a difficulty depending on the amount of metal being corroded. A gun or knife would be difficulty 6, while a car might be difficulty 8. Book of the Wyrm W20 Homid
Icy Chill of Despair The Shadow Lord with this Gift can appear to grow larger and more imposing, becoming a terrible, shadowy version of herself. This change in aspect can severely intimidate any onlookers. A Stormcrow teaches this Gift. The werewolf concentrates for a turn; the player spends one Gnosis and rolls Manipulation + Intimidation, difficulty 7. Anyone who means the Shadow Lord harm must make a Willpower check, difficulty 8, and score more successes than the Lord does in order to act normally. Failure means that the victims must spend Willpower to attack, take action against or even verbally oppose the Shadow Lord. This Gift doesn’t give the Lord actual control over her intimidated victims – they’re simply too spooked to actively oppose her. 20th Anniversary Edition General
Blue Breath This Gift enables the Dancer to exhale asbestos fibers in a deadly cloud of dust. This Gift is taught by Shush’thull, the Bane spirit of asbestos. The Dancer must spend one Gnosis point. Anyone inhaling the dust will begin to choke, suffering three Health Levels of aggravated damage, if she fails a roll of Stamina + Medicine (difficulty 8). Players must state that their characters are holding their breath; otherwise, they inhale the dust. A Garou who uses the Resist Toxin Gift in the same turn is immune to the effects. Rage Across Australia General
Allies Below Howl, you crazy bastard! If you let forth a rousing yawp, the spirits of the Earth will answer you. Wyrm creatures far beneath the Earth’s crust will cause minor tremors in the ground above them. Although the terrible quakes caused by this Gift seem awful, they merely reflect the sort of test the Galliard must endure in the Shattered Labyrinth to learn it. The worst scenario is one in which the labyrinth collapses in on itself. The extent of the damage inflicted depends on the amount of Gnosis channeled into the Galliard’s “rousing yawp.” One point of Gnosis causes a minor tremor, possibly throwing people to the ground. Three points can collapse underground tunnels, knock down trees, or open sinkholes. Five points can cause structural damage to a building, collapsing walls on anyone within several feet of it. In each case, victims should roll Dexterity + Dodge or Dexterity + Athletics to stay on their feet, escape from collapsing buildings, or dive for cover. Book of the Wyrm Galliard
Blood Omen By examining the entrails of a freshly-killed creature, a Black Spiral Theurge can gain insights into a possible future. As expected, the vision is almost always tragic or violent. A Theurge can receive this Gift during the Dance of Cunning. Sometimes this visionquest involves the dismemberment of the mystic, who watches the violation of her own body. This grants her insights into her true nature by an examination of her own internal organs. This burns one point of Gnosis and requires an Intelligence + Enigmas roll; the difficulty depends on the type of creature used — 7 for a Garou, wolf or human, or 9 for any other warm-blooded creature. More successes will grant a clearer picture of the possible atrocity to come. Book of the Wyrm Theurge
Touch of the Eel The Black Spiral Ragabash releases a current of electricity through conductive materials nearby. If he is touched in any way during the use of this talent, the assailant receives an even greater shock. Only a Ragabash has the patience and deviance to learn this Gift. With the assistance of a servitor of its Bane-totem, the Black Spiral must capture an electricity elemental. In most urban environments, this may take several hours. The dancer then torments, taunts and tortures the spirit until it offers him this Gift. Alternatively, the Ragabash might have to survive a Dance of Endurance involving electricity. The Gift burns one point of Rage. The resultant charge can carry up to 30 yards if transmitted through the proper conductor. At a distance, it does three dice of damage (difficulty 7 to soak); by touch, it does four dice. Book of the Wyrm Ragabash
Unseelie Faerie Kin The Black Spiral can call upon changelings, just as Fianna do, but his fae allies will be members of the Unseelie Court. This Gift cannot be learned in the Shattered Labyrinth. However, an Unseelie noble or Shadow Court instigator may offer to teach the proper rituals of this Gift in return for a quest or geas. In some instances, the changeling may also learn to summon the Black Spiral’s pack! As with the Gift: Bane Protector, the petitioner must explain his dilemma, usually in rhyme or dance (in some cases, this performance is particularly violent or destructive). He must then burn a point of Gnosis and roll Manipulation + Leadership. Book of the Wyrm General
Dagger of the Mind The Black Spiral can command a Bane to seed a particularly dark emotion in the mind of his prey. The emotion is chosen when the Gift is learned (e.g., paranoia, despair, remorse, lust; “rage” is not an option, for obvious reasons). The Black Spiral calls upon the proper Urge Wyrm; one of its servitors then evokes the proper emotion from the victim. Within the Shattered Labyrinth, the Dance of Endurance tests the limits of a dancer’s self-control. If the initiate survives, one of the Urge Wyrms will show him how to inflict similar tortures on his enemies. Curiously enough, Stormcrows have learned this Gift; they guard their knowledge carefully. Theurges often use this rite to weaken their enemies before battle; Philodox use it to give themselves an edge in negotiations. The invocation burns a point of Gnosis and requires a Gnosis roll; the victim can resist this with a contested Willpower roll. Unless the victim can overcome his emotional struggle, he succumbs to the desired emotion for a full hour. For an additional Willpower point, the temporary dementia is accompanied by a brief, revelatory illusion. Book of the Wyrm General
Landwaster This Wyrm Gift allows the fallen tribe to steal life in order to gain Gnosis. Relshab the Faceless Eater (see Book of the Wyrm) teaches this Gift. The Garou kills a living thing of their own mass or greater, whether this is a mother and her children, a redwood tree, or a buffalo. The killing must involve physical contact between the Garou and his victim. For each living thing killed, the Dancer gains one Gnosis. One additional Gnosis is gained when an intelligent creature dies in pain. Any Gaian Garou using this Gift is considered to have fallen to the Wyrm. Apocalypse General
Foaming Fury The Dancer’s mouth bubbles and foams with a noxious, greenish fluid. His eyes widen and roll in their sockets, showing the whites. The Dancer yips, barks and howls madly (and uncontrollably) as if in the grip of a rabid madness — a contagious one. The player of anyone bitten by a Dancer using this Gift must succeed in a Stamina roll (difficulty 8, 6 if the Garou has Resist Toxin), lest the character fly into a rabid frenzy. (In effect, the character enters the Thrall of the Wyrm). Core book revised. General
Burning Scars Black Spiral Dancers often carve stylized scars representing their devotion to the Wyrm into their bodies. With this Gift, a Dancer can draw upon that devotion to inflict horrible injuries on her foes. When invoked, this Gift causes the Dancer’s scars to glow with an unwholesome brilliance that almost seems to crawl into the victim’s body through his eyes, nose, mouth and ears, burning him from the inside out and leaving horrible burns that mimic the Dancer’s own scars. The Dancer must grab the target, and the player must spend two Rage and roll Wits + Primal-Urge (difficulty is victim’s Stamina + 2). Each success inflicts one level of unsoakable aggravated damage that appears upon the victim’s body as a mirror of the Dancer’s glowing scars. These marks of the Wyrm may prove a powerful social handicap, and it may take some effort to remove them. Core book revised. General
Rank 4 Black Spiral Dancer Gifts
Gift Description System Source Type
Howl of the Bane The Dancers have their own fearsome spirits to call, and in a blatant mockery of the Wendigo, a Spiral dances in a Blight or Hellhole, hooting, laughing, and slashing profane glyphs into the air. A bane of the user’s choosing coils from the darkness, taking a description of the target before it leaves on its murderous quest. Any powerful Bane can teach this gift. As the Wendigo Gift: Call the Cannibal Spirit. The user can choose which Bane to summon, so long as its Essence rating is no higher than 30. [Call the Cannibal Spirit System]: The Garou must dance for three full turns. The player spends one Rage point and one Gnosis point, then rolls Charisma + Occult (difficulty 8). If the roll botches, or if the Wendigo is somehow prevented from killing its target, it will return to kill the summoner. Book of the Wyrm W20 General
Stolen Hide The Black Spiral Dancer can don tormented spirits like a cloak, consigning them to oblivion to protect himself. A Nihilach teaches this Gift, but only to those who have already mastered Grave Claws. The character can only use this Gift against a ghost that she has created with Grave Claws. She spends a turn in concentration and her player spends one point each of Gnosis and Willpower, then makes a contested Stamina + Primal Urge roll against the ghost’s Willpower. Success stretches the ghost’s tortured plasm across the Dancer’s body as a kind of grotesque ablative armor. The werewolf gains two additional Bruised health levels for each ghost worn in this manner. These health levels are the first lost to damage, and when they both disappear, the ghost used to create them is destroyed. Book of the Wyrm W20 General
Hungry Rust The werewolf summons a Bane and invests it into a mechanical device. The Bane awakens when someone next uses the device, spewing corruption throughout. The tool rusts and twists, both degrading and attempting to bond with its user. A gun might fuse to a person’s hand, coating her arm in plates of stamped metal and loops of corroded casings, while a vehicle might partially absorb its driver into the seat and seal his hands to the steering column. A Nexus Crawler teaches this Gift. The player spends two Gnosis and rolls Intelligence + Craft against a difficulty based on the size and complexity of the device. A revolver would be difficulty 6, a vehicle 9. The next individual to use the cursed tool must gain more successes on a Wits + Occult roll than the werewolf, or fuse with the tool. This transformation is permanent for humans, but Garou may forcibly tear themselves loose from the intruding technology at a cost of (activation successes) levels of lethal damage. Book of the Wyrm W20 General
Howl of Death A Talon blessed with this Gift may infuse her howl with Rage and pain, causing grievous wounds to one target. The werewolf must be able to see her target clearly, and the target must be able to hear the howl. Only the intended target is affected by the Gift, though anyone else who hears it is disquieted and frightened. The player rolls Charisma + Primal-Urge (difficulty 6). Each success inflicts one level of lethal damage, which the target may soak if he is able. The damage manifests, should anyone care to look, as massive internal damage, as if the target’s innards suddenly rupture. Book of the Wyrm W20 Galliard
Silver Reprisal Luna’s servants only rarely extend her blessing to those who have danced the Black Spiral, but some Banes can add their own retributive curse to the Garou’s vulnerability to silver. Rather than protecting the Dancer, as Luna’s Blessing does to Gaian Garou, this Gift causes silver to burn its wielder in the same moment it harms the werewolf. A Furmling teaches this Gift. The player spends one point of Gnosis. For the rest of the scene, anyone who uses silver to inflict damage on the character suffers debilitating pain and burns on the hand used to strike the blow, receiving one level of unsoakable aggravated damage — as if caused by silver, in the case of Garou — per damaging attack delivered. The attacker must make a Stamina roll against difficulty 8 or drop whatever they’re holding in that hand; even if she succeeds, increase the difficulty of all attacks using that hand by 2. Book of the Wyrm W20 Ragabash
Cassandra’s Blessing The Wyrm’s tricksters use division and isolation as instructive tools, particularly against their many enemies. The victim of this Gift’s ‘blessing’ will find that nobody will believe anything she has to say, no matter how much evidence she has to back it up. A Nocturnae teaches this Gift. The Black Spiral Dancer must touch her target. Then his player spends one Gnosis point and rolls Wits + Subterfuge (difficulty of the target’s Willpower). Nobody will believe anything the target says for a number of hours equal to the successes rolled. Book of the Wyrm W20 Ragabash
Feast of Man-Flesh The Black Spiral Dancers know of the power locked away in the flesh of men. By eating the uncooked flesh of a human being, the werewolf may temporarily borrow that person’s knowledge and skills. A cannibal spirit teaches this Gift. The Gift’s effects are permanent. By eating at least one pound of human flesh, the Spiral Dancer may absorb up to (Gnosis rating) of the following: dots of Abilities the victim possessed (up to the maximum of the victim’s rating in the Abilities in question) or facts that victim knew (chosen by the Dancer’s player). These stolen benefits continue for (Rage rating) days. The Dancer may retain Abilities and information from only one victim at a time. Non-human beings wearing human forms such as homid Garou, changelings, fomori, and vampires do not count as human for the purposes of this Gift, but Kinfolk, ghouls, Imbued hunters, and mages do. Book of the Wyrm W20 Homid
Open Wounds As the Shadow Lord Gift. Shadow Lord Gift: The Garou may cause the next wound he inflicts to bleed profusely, weakening the target further. A pain-sprit teaches this Gift. The player spends one Gnosis point and rolls Strength + Medicine (difficulty 7). If the Shadow Lord’s next attack does any damage, the target will bleed continuously, losing one health level per turn for a number of turns equal to the number of successes rolled. This hemorrhaging is considered lethal damage. Book of the Wyrm General
Summon Wyrm Elemental The Dancer performs a short dance around a piece of a pure element. The dance corrupts the element and summons forth a Wyrm Elemental (Hogling, Furmling, H’ruggling, or Wakshaani). A Wyrm elemental teaches this gift. As the Uktena Gift: Call Elemental. Black Spiral Dancers only bother trying to make a Wyrm elemental amenable if they need a specific task completed. Many often summon Wyrm elementals simply to wreak havoc. [Call Elemental System]: The player spends one Gnosis point and rolls Gnosis (difficulty of the area’s Gauntlet). She must then roll Manipulation + Occult (difficulty 7) to make the elemental look favorably upon the Garou. The elemental vanishes at the end of the scene. Book of the Wyrm W20 General
Beautiful Lie When the Veil is endangered, Gaia protects the minds of the innocent with the Delirium, granting false memories and delusions. Since Black Spirals commit particularly grisly crimes, they can use this Gift to channel the Delirium, producing further misdirection or even summoning false evidence to cover up their activities. Spirits serving Kirijama and Hakaken are both proficient in this sort of activity. They typically employ subterfuge to deceive those they wish to suborn. If a werewolf recruits enough servants for their scheme, this Gift may be taught in exchange. A Black Spiral with a particularly ingenious Dance of Cunning may also learn this Gift in the Shattered Labyrinth, especially if he exposes (or perpetuates) a particularly brilliant lie. A Black Spiral observing a particularly unsubtle crime may attempt to cover it up with a “beautiful lie.” He begins to chant a story of what humans nearby are actually seeing. The Dancer spends one point of Gnosis and rolls Wits + Subterfuge; the difficulty is 6 (as long as the story is vaguely plausible). Mass delusions follow, and ephemeral evidence (e.g. animal footprints, a bloody chainsaw, saliva from a rabid dog) remains for an entire hour to obfuscate the truth. Book of the Wyrm General
Doppelganger The Garou may take the exact likeness of any other human, wolf or Garou. A chameleon-spirit teaches this Gift. The player spends one Gnosis point and rolls Charisma + Performance (difficulty 8). Traits aren’t duplicated, but everything else, including voice, posture and scent, is identical. The effects last for one day per success. Core book revised. General
Crawling Poison When the Dancer calls upon this Gift, his fangs turn black with venom, and his breath grows more foul than is normal. The venom kills humans and animals slowly, and, the victim suffers terrible agony as the venom spreads through his body. A Garou’s regeneration will protect her from the pain and eventual death, but only at the cost of her normal rapid healing. After making a successful bite attack that inflicts damage after soak, roll the Dancer’s Gnosis (difficulty is the victim’s Stamina, or Stamina +2 if the victim has Resist Toxin). Each success inhibits the victim’s regeneration for one hour. When used on humans or animals, the poison subtracts one from all Physical Attributes each hour. If Strength or Dexterity reach zero, the victim may not move without assistance. If Stamina reaches zero, the victim dies a painful and messy death. The toxin may be stopped only by supernatural means. Mother’s Touch (difficulty as normal) can negate it on a one-for-one success ratio, but the Garou using it must spend one Gnosis point per success. Core book revised. General
Rank 5 Black Spiral Dancer Gifts
Gift Description System Source Type
Cloak of Anthelios Sculpted from Halo of the Sun, the character speaks the sacred word of Helios while drawing on his own Wyrm-tainted powers. The character is wreathed in violent red flame that drapes about him as a cloak. A servant of Helios who breaks under torture can teach this Gift, as can fallen Children of Gaia who know the sacred word of Helios. The gift is exceedingly rare, if even acquired as of yet. The player spends one Gnosis point, and the effect lasts one scene. The character adds two dice of aggravated damage to all Brawl-based attacks in all forms. Any attack that causes more than three health levels of any kind of damage burns the glyph of Anthelios into the flesh of the victim. The victim bears Wyrm taint (detectable by Sense Wyrm at difficulty 4) until he is cleansed. Anyone looking directly at the werewolf adds two to all attack difficulties due to the glare. Vampires are unaffected by the Cloak of Anthelios. Book of the Wyrm W20 General
Mask Taint As the Skin Dancer Gift. Scryers also teach this Gift. [Skin Dancer Gift]: A Skin Dancer possessing this Gift may completely camouflage Wyrm-taint from all senses, including Gifts that detect such taint. This Gift is taught by a servant of Minotaur. The player spends one Gnosis point, rolling Perception + Subterfuge (difficulty 8). The effect lasts for one scene per success scored. Book of the Wyrm W20 General
The White Howl Once the most sacred blessing of the White Howlers, this mighty Gift is still passed down among the ranks of the Black Spiral Dancers as a reminder of the past to their Garou enemies. The sound of the White Howl is sufficient to rend both the workings of the Wyrm, and the hearts of Garou who hear it and realize how much Gaia has lost. It was once taught by an avatar of Lion, but no spirit teaches this Gift in the modern age; it survives entirely through a history of Black Spiral Dancers handing it down from warlord to warlord. The player spends two points each of Gnosis and Rage. The character spends a turn unleashing a mighty, full-throated howl, and the player rolls Charisma + Primal Urge (difficulty 6). Every Wyrm-tainted being within earshot suffers a number of levels of unsoakable lethal damage equal to the successes rolled — including the Black Spiral Dancer herself — and any of her nearby packmates. Each Gaian Garou who hears the howl, by contrast, loses one point of Willpower per success rolled, as they recognize the lost purity of the White Howlers, and must face the reality of all that Gaia has lost to the hunger of the Wyrm. Any Garou reduced to 0 Willpower by this Charm (sp) falls into Harano. Book of the Wyrm W20 General
Strength Without Limit Wyrmish power suffuses the flesh and bones of the warrior who uses this Gift, exaggerating his power beyond the limits of his body. His muscles bulk up until they tear through his skin, and his flesh peels back from wildly elongated teeth and claws; even his nerves thicken until they pulse like veins. The player spends two points of Rage and the character suffers one level of unsoakable aggravated damage. For the rest of the scene, the werewolf adds one dot to each physical Attribute, and two dice to the damage of all Brawl attacks. Book of the Wyrm W20 Ahroun
Madness The metis struggles his whole life to find a place, a purpose and a sense of stability in his horrifying existence. With this Gift, he can force others to face their inner demons, including insanity and madness. The nature of the derangement varies among individuals, but it will always be severe, making it impossible for the victim to function normally. Lunes, along with spirits of trickery and madness teach this Gift. The player spends a Gnosis point and rolls Manipulation + Intimidation (difficulty of the victim’s Willpower). The insanity lasts a number of days equal to the successes rolled on the attempt. During this time, the metis can increase or decrease the effects of the madness, granting the victim lucidity and then driving him into psychosis. Even after the Gift has ended, the repercussions from the bout with madness often haunt the target for the rest of his life. Book of the Wyrm W20 Galliard
Omen Claws The Black Spiral Dancer’s claws become blades of anti-light, the area surrounding them suffused with a false glow as a contrast to their nullity. Anyone struck by these terrible claws suffers visions of the Apocalypse. An avatar of the Maeljin teaches this Gift. The player spends one point of Gnosis and rolls her character’s Rage. This Gift’s effects last for one turn per success. Any character that takes damage from Omen Claws must roll Willpower against a difficulty of the Dancer’s (Gnosis + levels of damage inflicted, maximum 9) or be incapacitated by nightmare visions of everything they love tortured by the talons of the Wyrm. The victim cannot do anything when so afflicted, and loses one point of Willpower per turn. The victim’s player may attempt another Willpower roll to break free each turn. Book of the Wyrm W20 Philodox
Patience of the Wyrm This Gift allows incredibly elaborate acts of sabotage and revenge by allowing the Spiral Dancer to dictate the moment her curses strike her foes. A Black Spiral Dancer must petition a Nexus Crawler to teach this Gift. This Gift can enhance any other Gift that affects another character, as long as it does not deal damage. Spend a point of Willpower in addition to the other gift’s cost. The Black Spiral Dancer then dictates when the enhanced Gift will take effect, either in simple measures of time, or a set of conditions that she can utter as a single sentence. For example, she might lay Cassandra’s Blessing on an enemy spy stating that the Gift will not take effect until the victim attempts to relate what she has learned. Book of the Wyrm W20 Ragabash
Instincts Unbound Gaia’s warriors must explain the behavior of their fallen cousins as madness – why else would a wolf seek to despoil the world? The greatest among Black Spiral lupus use this Gift to teach the Garou the folly of their thinking by showing them the joys of unbound freedom. Psychomachia teach this Gift. The Black Spiral Dancer’s player spends one Gnosis point and one Rage point, and rolls Wits + Primal Urge against a difficulty of her victim’s Willpower. For one day per success, the target cannot resist her instincts. She takes what she wants, kills when the urge is upon her, and gives in to her least impulse. If the target possesses Rage, all Rage rolls are at difficulty 4; if the target is a vampire, all rolls to resist or control frenzy are against difficulty 9. The target may reduce the duration of this Gift by 12 hours per point of Willpower spent. Book of the Wyrm W20 Lupus
Totem Form This powerful Gift allows a Black Spiral to take on the appearance — and much of the power — of her pack’s Bane totem. For instance, a Dancer sword to the Dark Fungus might sprout slime molds and toadstools in place of fur, radiating a cloud of halluciongenic spores, while a bastard of the Green Dragon might swell into a draconian war form the equal of any Mokolé. This Gift is only taught by the pack’s totem spirit, and only to the Dancer who shows the most promise. Some packmates have been known to horribly maim one another in the process of proving who is worthy to learn this Gift. The Dancer must spend a point of Willpower and roll Stamina + Primal-Urge (difficulty 7) to make the shift. It takes a full turn to transform, although the form lasts for the duration of the scene. The Storyteller must best adjudicate the appearance and abilities of the totem form; for instance, one of the Hakkan’s bastards might radiate fear so intense that opponents have to make Willpower rolls just to act against him, much less confront him. The result, of course, should always be impressive. Book of the Wyrm General
Balefire The Dancer can hurl balls of sickly green flame at her enemies. Balefire, as the very lifeblood of the Wyrm, is very dangerous to werewolves. It often inflicts hideous and life-threatening mutations, as well as tainting the victim heavily. It’s impossible to dodge Balefire — it moves with a malicious intelligence. It can only be resisted. Roll Dexterity + Athletics, taking the standard ranged-combat modifier into account. The victim resists with Stamina (difficulty 8), and his roll must equal or exceed the Dancer’s successes. If the victim fails to resist, the Balefire’s influence mutates her. Treat each success over resistance as one level of aggravated damage for the purposes of healing/rejecting the mutation. This damage is not soakable (the resistance roll is the soak roll). Afflicted werewolves may grow extra (useless) eyes, lose all of her fur and hair, go blind, deaf or anosmic (no sense of taste or smell) temporarily. Until she rejects the mutations and undergoes a Rite of Cleansing, she registers a strong taint to the Gift: Sense Wyrm. Core book revised. General
Avatar of the Wyrm The Dancer assumes an awful and horrific visage, perhaps even a facet of the Wyrm itself (albeit a small one). The Dancer increases in size, its skin becomes scaly and greenish-gray, and his claws increase in length to jagged, vicious knives dripping with venom. His howl becomes a terrifying roar. Only a Maeljin Incarna, one of the Wyrm’s most powerful avatars, can teach this Gift. Spend one Gnosis point and one Rage point. The Dancer must concentrate for a full turn, at the end of which the transformation occurs. The Dancer shifts to Crinos automatically (if he wasn’t already in that form) and adds an additional dot to all Physical Attributes, and one Bruised health level. Additionally, his claws inflict an additional die of damage and are unsoakable. Finally, treat Delirium as three levels worse to onlookers. Core book revised. General

This will probably never be learned by a PC.

Rank 6 Black Spiral Dancer Gifts
Gift Description System Source Type
Prelude to Apocalypse As the Gaian Gift As In the Beginning, this version might be learned by a Black Spiral Theurge and summons Wyrm-spirits of all kinds. No Black Spiral Theurge has yet learned this Gift, but it might be taught by a Maeljin Incarna. The Theurge can tear away aeons of the Weaver’s works for a short while. This Gift rips down the Gauntlet entirely, merging the worlds of flesh and spirit as they were in the days of legend. Moreover, this mended region acts as a shining beacon to Gaian spirits, calling a flood of nature-spirits and other allies to assist the Theurge. An avatar of Gaia Herself teaches this Gift. The player spends three points of Gnosis and rolls Wits + Occult (difficulty of the local Gauntlet). The Gauntlet is torn open within the local area. The thinner the Gauntlet, the wider the rip: from a few rooms in the midst of a skyscraper to an entire mile of landscape in the depths of the Amazon. Friendly spirits of the Storyteller’s choosing come flooding out to aid the Theurge — the more successes, the greater the number or power. The Gauntlet is permanently lowered by 1 in an area where this Gift has been used; this benefit doesn’t stack with repeated use. Book of the Wyrm W20 Theurge

Hakken Gifts

Kinfolk Gifts


Bastet Gifts

Corax Gifts

Ratkin Gifts

Ajaba Gifts

Gurahl Gifts

Kitsune Gifts

Mokole Gifts

Nuwisha Gifts

Rokea Gifts

Anansai Gifts