Gifts: Difference between revisions

From Dies Irae
Jump to navigation Jump to search
Line 706: Line 706:
</tab>
</tab>
<tab name="Rank 3">
<tab name="Rank 3">
'''Homid'''<br>
{| class="wikitable sortable"
<br>
|+ Rank 3 Gifts
• '''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.<br>
|-
'''Source:''' W20 Pg 154.<br>
! Gift !! Description !! System !! Source !! Type
<br>
|-
• '''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.<br>
| Wings of Pegasus || The Fury can sprout majestic wings when in Hispo form, allowing her to fly at will. || The player spends a Gnosis point to produce the wings capable of 50 miles per hour (80 kph) flight, which last until dismissed. Fine flying maneuvers require a Dexterity + Athletics roll at a difficulty determined by the Storyteller. || 20th Anniversary Edition || Black Furies Tribe
'''Source:''' W20 Pg 154.<br>
|-
<br>
| Heart Claw || The Fury breaks one of her claws off in a wound, imbuing it with all of her killing intent. The claw continues to burrow into her opponent’s flesh, and will not stop until it finds his heart. || Upon making a successful claw attack, the player spends one point of Willpower. The burrowing claw inflicts one automatic level of unsoakable lethal damage each subsequent turn until it either kills the target or is dug out of the wound (a Dexterity + Medicine action, difficulty 7, requiring a turn’s full concentration). || 20th Anniversary Edition || Black Furies Tribe
• '''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mercurial tide of the target’s emotions to their lowest ebb, this Gift makes its target feel inexplicably depressed and withdrawn.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.<br>
|-
'''Source:''' W20 Pg 154.<br>
| Flames of Hestia || The Fury produces white flames around her hands that purify whatever they touch; cleansing tainted food or water, and reducing damage inflicted by radiation, poison, or disease. || The player spends one Gnosis point and makes a Gnosis roll against difficulty 8. Each success reduces damage inflicted by radiation, poison, or disease by one level per success. Flames do one level per success in aggravated damage to Banes and fomorii if the Fury scores a successful hit during hand-to-hand combat. || Tribebook: Black Furies || Black Furies Tribe
<br>
|-
• '''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.<br>
| Winged Delivery || The character pushes a small item into the Umbra and gives it to an Owl Jaggling, which will deliver the item to a well-identified person or location. || Spend one Gnosis and roll Charisma + Empathy (difficulty the local Gauntlet). On a success, the item enters the Owl Jaggling’s talons in the Umbra, and the Jaggling will deliver it to a clearly defined recipient. The Owl Jaggling travels at roughly 100 miles per hour through the spirit world, and will deposit the item in the immediate vicinity of the target unless the target is somehow protected against the spirit world or prevailing Gauntlet exceeds 7. || Tribebook: Black Furies (Revised) || Black Furies Tribe
'''Source:''' W20 Pg 154.<br>
|-
<br>
| Flames of Hestia || The Fury produces white-hot spiritual flames around her hands, enabling her to purify a person, spirit, or object. || Spend one Gnosis and roll Gnosis with a difficulty of 8. Success enables the Fury to cleanse tainted food or water, or heal damage caused by radiation, poison, or disease at one Health Level per success. Flames of Hestia do one level of unsoakable aggravated damage per success on the Gift roll if used against a Bane or fomor in hand-to-hand combat. || Tribebook: Black Furies (revised) || Black Furies Tribe
|-
| Barring the Will || The Mother can sacrifice her anger and spirit energies to replenish her strength of purpose. || A Mother using this Gift rolls Intelligence + Occult with a target of her own permanent Willpower; she spends one point of temporary Rage and one temporary Gnosis, and refills her Willpower pool if she achieves 2 or more successes. || Tribebook: Black Furies (revised) || Black Furies Tribe
|-
| Bacchantes’ Rage || The Black Furies can use this Gift to inflict extra damage in the wilds. || The Garou spends two Gnosis points to activate the Gift. During combat, she may spend Rage points to deal extra damage after a wounding hit; every point spent causes one additional, unsoakable Health Level of damage. || Player’s Guide Second Edition || Black Furies Tribe
|-
| Song of the Siren || The sound of the Garou’s voice can entrance anyone who hears it, making an opponent pause before a fight. || The player rolls Charisma + Performance versus the target’s Willpower and spends one Gnosis point. Enchanted targets cannot perform any actions for a number of turns equal to the number of successes rolled. The audience can spend Willpower to overcome the enchanting effects; to act freely, a listener must spend one point for each of the Galliard’s successes. || Player’s Guide Second Edition / 20th Anniversary Edition || Black Furies Tribe
|-
| Visceral Agony || The werewolf’s claws change to barbed, wicked talons dripping with black venom, inflicting crippling pain. || 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. || Core book revised || Black Furies Tribe
|-
| Coup de Grace || The Garou studies her foe, looking for the best place to strike, setting herself up for a devastating attack. || The player spends one Willpower point and rolls Perception + Brawl (difficulty of the target’s Stamina + Dodge). If successful, the player doubles her damage dice on the Garou’s next successful attack. || Core book revised / 20th Anniversary Edition || Black Furies Tribe
|-
| Gift of the Skunk || With this Gift, the Garou can swell his musk glands, allowing him to spray musk like a skunk. || The spray is directed with a Dexterity + Primal-Urge roll (difficulty 7, maximum range of 10 feet). A target struck by this attack must spend a Willpower point to do anything but spend the first turn retching. Afterwards, he subtracts one from his dice pools for the rest of the scene for every two successes rolled. Immersion in water negates this Gift, and it is ineffective against targets with no sense of smell. || 20th Anniversary Edition || Bone Gnawers Tribe
|-
| 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. || 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. || 20th Anniversary Edition || Bone Gnawers Tribe
|-
| Dumpster Diving || This Gift allows Bone Gnawers and their packs to venture from one shrine of the Great Trash Heap to another. || The totem decides when to open and close these gateways and assigns their destinations. When the pack goes dumpster diving, the highest-ranking Bone Gnawer makes a Gnosis roll (difficulty 4) when entering the trash pile; the travel time is the same as for stepping sideways. This ability cannot be used more than once per day, and it only works at the totem’s behest. Keeping these pathways open is difficult so the traveler and his pack must return to their original site within three days, If they don’t make it back in time, they’ll have to travel back by more conventional means. || Tribebook: Bone Gnawers (Revised) || Bone Gnawers Tribe
|-
| Cooter’s Revenge || Followers of the tribe’s automotive totem train extensively with automotive tools, and wouldn’t be caught dead without them. This Gift makes proper repairs easier and can make the tools deadlier weapons. || For one Gnosis this Gift reduces the difficulty of any automotive repair roll to 4, (but only if you’re using the right tool). For one Rage, the Gift can make the tool a deadlier weapon. You can use your chosen tools to inflict Strength + 3 lethal damage for one scene. As an added bonus, you can do the same damage with all four hubcaps, the four wheel wells, and the spare tire of a car as ranged weapons. || Tribebook: Bone Gnawers (Revised) || Bone Gnawers Tribe
|-
| Rant and Rave || Suffused with the pure energy of the Wyld, the user of this Gift rants and raves in a torrent of nonsensical language, which only members of his pack or the Bone Gnawer tribe can understand. || The ranting Garou spends one Gnosis for each werewolf he wants to receive his secret message; the duration is one scene. Roll the ranter's Appearance + Expression (difficulty 6); the number of successes limits how far away his recipient can be. || Tribebook: Bone Gnawers (Revised) || Bone Gnawers Tribe
|-
| Laugh of the Hyena || Hyena follows no one; instead, he laughs and mocks anyone who tries to command him. A Garou who can actually convince a Hyena-spirit to teach him such defiance can steal the spirit’s mocking laughter. || The Bone Gnawer has a -2 difficulty to any Willpower roll used to resist mental domination or control. This includes the Gift: Roll Over; all effects of the vampire Discipline: Dominate; all effects of the mage Mind Sphere; and all effects of the wraith Arcanos: Puppetry. || Tribebook: Bone Gnawers (Revised) || Bone Gnawers Tribe
|-
| Streets Tell Stories || By touching a road, sidewalk, or path of some kind, you receive a flash of impressions about what has transpired there during the last twenty-four hours. || Spend one Gnosis and roll Perception + Streetwise (difficulty 6). One success reveals a brief sensory impression with any one sense other than sight. Three successes give a rush of images (described rapid-fire by the Storyteller); you may ask questions about any one of them and receive more specific details with all five senses. Five successes give you access complete recall about everyone who’s passed within the last day, including impressions from all five senses. || Tribebook: Bone Gnawers (Revised) || Bone Gnawers Tribe
|-
| Lucky Bastard || By performing an epic feat to please the spirits, you’ve found a way to overcome the curse of your jackal’s blood. || This Gift can be used once per game session. The Garou spends one Gnosis; the person roleplaying him can then reroll any one dice pool for that character. The effects only apply if the roll is “better” (that is, scores more successes) than the original roll. || Tribebook: Bone Gnawers (Revised) || Bone Gnawers Tribe
|-
| Gift of the Termite || The Bone Gnawer can cause wood and paper to rot with astonishing speed. Furniture falls apart, documents disintegrate, and even buildings collapse. || After spending one Gnosis point, the character rolls Intelligence + Repair (difficulty 7). The number of successes determines the amount of wood or paper destroyed: One success can rot a ream of paper, three successes can deteriorate a wall, and five successes can collapse the roof of a small building. || Player’s Guide Second Edition || Bone Gnawers Tribe
|-
| Beg || By groveling or telling her particular sob story, a clever Bone Gnawer can gain favor with people who have too much anyway. || The player must spend one Gnosis point and roll Manipulation + Performance. The difficulty depends on the target: a charitable Child of Gaia might be a 4, whereas an overbearing Get of Fenris might be a 9. The number of successes determines the amount of pity generated and the generosity of the favor. || Player’s Guide Second Edition || Bone Gnawers Tribe
|-
| Friend In Need || This Gift allows a Bone Gnawer to risk all, even his own life, to aid a packmate or tribemate. || When a packmate or fellow Bone Gnawer is in danger, the Bone Gnawer may “lend” him what he needs, be it a Gift the Bone Gnawer knows, his Rage, his Willpower, or even his own life (in the form of health levels). The player must spend one Willpower point and roll Willpower (difficulty 7) and must succeed for the transfer to take place. This Gift lasts until the end of the scene unless the recipient decides to terminate it early. If the recipient dies before the Traits are returned, the Bone Gnawer loses them permanently. || Core book revised. || Bone Gnawers Tribe
|-
| Reshape Object || The werewolf can shape once-living material into a variety of objects instantly. || The player rolls Manipulation + Crafts against a variable difficulty (5 to turn a broken tree limb into a spear, 8 to turn a plant into a floatable raft) and spends a Gnosis point. The created object will last a length of time according to a specific chart. Expending an additional Gnosis point allows a created weapon to inflict aggravated damage for the scene’s duration or until the object returns to its original form. This effect can be made permanent with the sacrifice of a permanent point of Gnosis if the object itself is changed permanently. || Core book revised. || Bone Gnawers Tribe
|-
| Speech of All Things || The Garou can understand, read, write and speak any language as fluently as she physically can. She can emulate various Changing Breeds' languages, the secret rune language of dead magi, and even the dread tongues of the Wyrm. || The character can understand any language once she has learned this Gift. With an Intelligence + Academics roll (difficulty 7), she can read and write in those languages for the scene. If the language is not in common usage or lacks a written form, the difficulty increases to 9. || Rage Across the World W20 || Children of Gaia Tribe
|-
| Calm the Savage Beast || This Gift allows the werewolf to lend a frenzying Garou the will to escape her Rage’s hold over her. || 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. || 20th Anniversary Edition || Children of Gaia Tribe
|-
| Pain Chain || This Gift helps them go after the Wyrm itself by sensing who’s pulling whose strings, and even understanding who’s pulling theirs in turn. || The player spends one point of Gnosis and rolls Perception + Investigation (difficulty 8). Each success lets you move “up the chain” one step, revealing the name and face of the next person delivering orders to your target. || Players’ Guide to Garou (revised) || Children of Gaia Tribe
|-
| Good Faith || This Gift causes all those in his presence to become filled with a sense of higher purpose, making them reasonable and inspired to take reasonable positions. || The Garou rolls Wits + Expression against a difficulty of 6. Anyone who actively wants to resist finding common ground or negotiating in good faith must make a resisted Willpower roll (difficulty 6) against the Garou’s number of successes. If he fails to resist, his opposition will be betrayed by his sudden flatulence. || Tribebook: Children of Gaia || Children of Gaia Tribe
|-
| Parting the Velvet Curtain || The Garou with this Gift may open the Gauntlet, physically transporting creatures other than shapeshifters into the Umbra. || The Garou must touch the creature to be affected; the player spends a Gnosis point and rolls Gnosis against a difficulty equal to the local Gauntlet plus one per creature affected. If the affected creature wants to resist either the initial transition or the return to the physical world, she may make a resisted Willpower roll against the Gift-wielder (difficulty 6 for both rolls). || Umbra || Children of Gaia Tribe
|-
| The Cleaving Hoof || This Gift allows the Garou to focus inner strength into a single blow, ending a fight before further harm can take place. || The player spends a Gnosis point before rolling to hit. If he successfully strikes his opponent, the dice gained from Strength in his damage pool count as automatic successes rather than dice. Dice in the damage pool gained from weapons, claw damage, or extra successes on the attack roll must be rolled as usual. || Tribebook: Children of Gaia (Revised) || Children of Gaia Tribe
|-
| Lover’s Touch || The Garou can restore what another lacks: not only wounds healed, but also strength of will and even spiritual essence. || The player spends a Gnosis point and rolls Intelligence + Medicine; each success heals one level of bashing or lethal damage, or restores one point of Willpower or Essence (if the target is a spirit). The player may choose to divide the successes among multiple results. Alternately, the Garou may suppress a Derangement for one day per success. || Tribebook: Children of Gaia (Revised) || Children of Gaia Tribe
|-
| Words of the Alpha || This Gift allows a leader to seek the best course of action for a particular goal. || The Garou meditates on the chosen goal, spends a Gnosis point, and rolls Intelligence + Leadership (difficulty 8). For each success, she gains one fragment of insight into the right way to lead this group toward her chosen end. || Tribebook: Children of Gaia (Revised) || Children of Gaia Tribe
|-
| Soothe the Savage Beast || By being the catalyst for any sort of soothing music, the Garou makes it more difficult to Rage. || The player rolls Gnosis, difficulty 7. Each success increases the difficulty of Rage rolls by 1 for all those in earshot (to a maximum difficulty of 10). The effects last for as long as the Child of Gaia is able to continue providing music. || Tribebook: Children of Gaia (Revised) || Children of Gaia Tribe
|-
| Guilt Trip || By unearthing buried guilt and remorse, the Child of Gaia can force another to perform an action against her own will. || The player must roleplay the plea; otherwise, the Gift automatically fails. The player must roll Manipulation + Empathy versus the target’s Willpower. The target can spend Willpower points to resist this Gift. || Player’s Guide Second Edition || Children of Gaia Tribe
|-
| Chant of Morpheus || The user of this Gift can induce a long, restful slumber in the target. || The number of successes on a Charisma + Enigmas roll (difficulty equal to the opponent’s Willpower) determines the number of hours that the target sleeps. The player spends one Gnosis point. For one hour after waking, the target must spend a Willpower point to take any hostile action against the user of this Gift. || Player’s Guide Second Edition || Children of Gaia Tribe
|-
| Spirit Friend || A Child of Gaia’s presence is generally more beatific than that of most werewolves, and although humans can’t sense this aura of peace, spirits can. || The player rolls Charisma + Empathy (difficulty 7). Each success adds one die to any rolls involving interactions with spirits for the duration of the scene. || Core book revised. || Children of Gaia Tribe
|-
| Dazzle || The Garou can flood a target’s mind with the glory and love of Gaia, rendering him harmless for a short while. || The player rolls Charisma + Empathy. The difficulty varies according to the target. Success indicates that the target sits down and stays there, contemplating Gaia’s love quietly, for the rest of the scene. Attacking the target will disrupt the effects of this Gift. || Core book revised. || Children of Gaia Tribe
|-
| Cairbre’s Tongue || This Gift allows the Garou to show the corruption of Wyrm-tainted individuals by causing splotches to appear on their face, lowering their Appearance. || The Garou using this Gift must spend a Gnosis point, then roll Manipulation + Performance against a difficulty of the opponent’s Willpower. If the roll succeeds, and the target is Wyrm-tainted, then she loses a point of Appearance for every success as incriminating blotches spread across her face and body. These marks last for a scene. || Fianna Tribebook || Fianna Tribe
|-
| Pin the Eagle’s Wing || A Fianna with this Gift can throw a spear as far as an arrow and sink it deep into its target, even piercing heavy doors or striking foes on rooftops. || The Fianna must concentrate on the weapon for one full turn and make a Willpower roll (difficulty 8). She then spends a variable number of Gnosis points. Each Gnosis grants two additional dice, which can be split between the attack roll and damage roll. Dice may also be used to increase the spear’s flight distance (20 yards per die allocated). || Fianna Tribebook (revised) || Fianna Tribe
|-
| Woadling || After painting woad on their bodies, Fianna can animate the paintings to harry an opponent. || Each painting can create one woadling that costs one Gnosis point to animate. The Fianna can release only one woadling per turn. Each time the player creates a woadling, she should roll Dexterity + Occult (difficulty 6). Every success subtracts one die from her opponent’s pool as the woadling dances and prances about the target. The woadlings vanish after the Gift ends. || Player’s Guide Second Edition || Fianna Tribe
|-
| Ley Lines || The Fianna can manipulate the spirits of nature and the Wyld to send a target in illogical directions, creating tracks impossible to follow. || The player spends one Gnosis point and rolls Wits + Occult (difficulty 7). Any attempts at tracking or orientation now require the would-be woodsman to obtain more successes than the Fianna’s original roll in a Perception + Occult roll, difficulty 8. || Players’ Guide to Garou (revised) / 20th Anniversary Edition || Fianna Tribe
|-
| Song of the Siren || The Garou can entrance anyone who hears her voice, causing them to be unable to act. || The player rolls Charisma + Performance versus the target’s Willpower and spends one Gnosis point. Enchanted targets cannot perform any actions for a number of turns equal to the number of successes rolled. The audience can spend Willpower to overcome the enchanting effects; to act freely, a listener must spend one point of each of the Galliard’s successes. || Player’s Guide Second Edition / 20th Anniversary Edition || Fianna Tribe
|-
| Faerie Kin || The Fianna can call upon ancient pacts with the fae, summoning faeries to help. || The player spends at least one Gnosis point and rolls Manipulation + Occult (difficulty 8). Spending more Gnosis increases the raw power of the faeries who respond, while more successes on the roll means that more faeries answer. Note that this Gift may summon changelings or dream-spirits called chimera, but it will call true fae only in strange Umbral reaches. || Core book revised. || Fianna Tribe
|-
| Sense the Unnatural || The Fianna can sense any unnatural presence and determine its approximate strength and type. || The player rolls Perception + Enigmas. The more successes he rolls, the more information he gains. The sensory input is somewhat vague and subject to interpretation. Interpreting the information properly might require an Intelligence + Occult roll (Storyteller’s option). || Core book revised / Fianna Tribebook || Fianna Tribe
|-
| Reshape Object || The werewolf can shape once-living material into a variety of objects instantly, such as turning trees into shelter or buck antlers into spears. || The player rolls Manipulation + Crafts against a variable difficulty (5 to turn a broken tree limb into a spear, 8 to turn a plant into a floatable raft) and spends a Gnosis point. The created object lasts for a length of time according to a chart, and expending an additional Gnosis point allows a created weapon to inflict aggravated damage for the scene’s duration or until the object returns to its original form. || Core book revised. || Fianna Tribe
|-
| Redirect Pain || If a Fenrir is struck in battle, he may retaliate by making his enemy experience the pain from wounds received by the Fenrir. || The player spends one Rage point and rolls Manipulation + Primal-Urge (difficulty 8). For one scene, the target incurs whatever wound penalties indicated by the Fenrir’s current wound levels, regardless of whether or not the Fenrir actually feels the pain. || 20th Anniversary Edition || Get of Fenris Tribe
|-
| Alberich’s Claws || This Gift allows the Garou to slice through stone, steel, or any other inanimate material as if it were butter. || The player spends one point of Rage. If the Fenrir’s next attack is performed with natural weaponry and strikes an inanimate object, it automatically does an extra ten levels of damage. || Players’ Guide to Garou (revised) || Get of Fenris Tribe
|-
| Loki’s Touch || This Gift allows the Garou to cause a target to go into uncontrollable fits of laughter or simply to have a better sense of humor. || The Garou must touch an opponent and roll Manipulation + Empathy (difficulty equal to the Rage plus the Rank of the target; maximum difficulty of 10). The fits of laughter will last for one round per success, during which time the target may not take any offensive action, although he may defend himself if attacked. || Get of Fenris Tribebook || Get of Fenris Tribe
|-
| Mark the Enemy || This Gift marks the target with a mystical brand that only other Swords of Heimdall can see. || By laying her hand on the target and successfully rolling Manipulation + Occult (difficulty 8), the Get can mark her enemy. Other Swords who know the Gift can see the mark with a successful Perception + Occult roll (difficulty 8). Any Garou who knows the Gift can remove the effect. || Player’s Guide Second Edition || Get of Fenris Tribe
|-
| Chill of Early Frost || The werewolf calls down a mystical chill from Great Wendigo himself, freezing the surrounding lands and anyone in it. || The player spends one Gnosis point and rolls Intelligence + Occult (difficulty varies: 4 if it is already winter, 6 for spring, 9 for summer). Success drops the temperature to a bit below freezing in a five-mile radius, or even further below zero if it was already winter. All creatures without a natural coat of fur lose two dice from all pools. This Gift wreaks pure havoc in urban environments, as pipes burst and roads freeze. This Gift lasts for one hour per success. || Core book revised / Get of Fenris Tribebook || Get of Fenris Tribe
|-
| Venom Blood || The Garou may change her blood into a black, acidic bile that poisons anyone unlucky enough to come into contact with it. || The player spends one Rage point and rolls Stamina + Medicine (difficulty 7). Anyone coming into contact with the Garou’s blood for the duration of the scene takes one die of aggravated damage per success on the first roll. || Core book revised || Get of Fenris Tribe
|-
| Might of Thor || The Garou can increase his strength tremendously, the better to slay his foes. || The player spends one Gnosis and one Rage, then rolls Willpower (difficulty 8). The Garou’s Strength doubles for one turn per success. After the Gift wears off, the Get is weakened considerably (Physical Attributes are considered 1 and Willpower is halved) until he can rest for at least one hour. || Core book revised || Get of Fenris Tribe
|-
| Whispers on the Street || This Gift allows communication exclusively between Garou through imbuing an object with a message. || The player spends one Willpower point and rolls Gnosis, difficulty 7. The number of successes determines how long the message stays within the object. One success means the message will endure for a scene, two successes a day, three successes a week, and four successes a year. Five successes make the message permanent. || Glass Walker Tribebook (revised) || Glass Walker Tribe
|-
| Universal Interface || The Garou can create an intangible computer using the Umbra. || The player spends one point of Gnosis and rolls Wits + Enigmas (difficulty 7). Only one success is needed to fashion the intangible computer. No more successes may be achieved using the computer than were achieved on the original Wits + Enigmas roll. The computer is connected to both the Internet and GWnet. || Glass Walker Tribebook (revised) || Glass Walker Tribe
|-
| Web Walker || The Garou may move across the Pattern Web in the Umbra, ignored by Weaver-spirits. || To activate this Gift, the Garou spends two Gnosis points, then rolls Charisma + Science (difficulty 7). Success enables the Garou to travel through the Umbra as though on a moon bridge, provided there are strands of the Pattern Web in the area. || Umbra || Glass Walker Tribe
|-
| Steel Blowfish || The Garou’s fur becomes metallic and puffs up to three times his normal size, making him immobile but excellent cover. || The player spends one Willpower point and rolls Stamina + Science (difficulty 7). Each success adds one die to the Garou’s soak pool; the final total is doubled. While activated, the Garou is three times his normal size and weighs too much to move. || Glass Walkers (Revised) || Glass Walker Tribe
|-
| Intrusion || The Garou can break almost any barrier, causing doors to unlock and padlocks to fall open. || The player spends one point of Gnosis and then rolls his Gnosis pool, difficulty 7. Each success keeps this Gift active for one minute. During this time, no door or barrier can stop the Glass Walker. Highly secure doors may require a Dexterity or Wits + Streetwise roll. Each success on the initial Gnosis roll adds one automatic success to such rolls. || Tribebook: Glass Walkers (Revised) || Glass Walker Tribe
|-
| Electroshock || The Garou can use electricity to directly damage opponents that are either touched or are touching a conductive material. || The player spends a number of Rage points. Each point of Rage spent inflicts three levels of aggravated wounds on the Glass Walker’s opponents. These levels of damage may be divided among as many opponents as the number of Rage points invested in this Gift. || Tribebook: Glass Walkers (Revised) || Glass Walker Tribe
|-
| Data Flow || The Garou can take control of a computer from across the room, ordering it to perform various actions. || A successful Wits + Computer roll (difficulty 7) plus the expenditure of one Gnosis point establishes contact with the computer. As long as the Garou keeps the target in sight, she can maintain contact and must make appropriate rolls to manipulate the computer. || Player’s Guide Second Edition || Glass Walker Tribe
|-
| Tongues || The Garou can read or write any human language encountered, no matter how ancient or obscure. || After spending one Willpower point, the player rolls Intelligence + Linguistics. The difficulty varies with the obscurity and age of the language. A common modern language is difficulty 4; an ancient, obscure tongue is difficulty 10. The number of successes determines the character’s fluency. || Player’s Guide Second Edition / 20th Anniversary Edition || Glass Walker Tribe
|-
| Elemental Favor / Yao’s Commands || The Garou can convince an urban elemental to manipulate or destroy her earthly shell. || The player rolls Charisma + Subterfuge (difficulty of the spirit’s Gnosis). The Storyteller determines the precise effects. || Core book revised / Glass Walker Tribebook (revised) || Glass Walker Tribe
|-
| Control Complex Machine || The Garou may converse with and command the spirits of electronic devices such as computers and cars. || The player spends one Willpower point and rolls Manipulation + Science (or Computer). The Storyteller sets the difficulty based on the machine’s complexity (usually 8). The Garou’s control lasts for one scene. || Core book revised || Glass Walker Tribe
|-
| Reshape Object || The Garou can shape once-living material into a variety of objects instantly. || The player rolls Manipulation + Crafts (difficulty 5-8) and spends a Gnosis point. The created object lasts according to the chart. Spending an additional Gnosis allows a created weapon to inflict aggravated damage for the scene’s duration. This effect can be made permanent with the sacrifice of a permanent Gnosis point. || Core book revised || Glass Walker Tribe
|-
| A Thousand Eyes || The Garou melds his consciousness with that of a swarm of bats, allowing him to see and hear through them for one full night. || The player spends three Gnosis and rolls Perception + Primal-Urge (difficulty 8). With one success, the Garou sees and hears what the bats do but cannot control them. With three or more successes, the Garou can subtly direct the swarm. || Shadow Lord Tribebook (revised) || Shadow Lord Tribe
|-
| Patagia || The Garou can extrude large flaps of skin under her arms, allowing her to glide. || The player must make Dexterity + Athletics rolls (at the Storyteller’s discretion) to avoid losing altitude. || Shadow Lord Tribebook (revised) || Shadow Lord Tribe
|-
| Under the Gun || The Garou lays a curse on her foe, making missile weapons more likely to hit the target. || The player spends a Gnosis point and rolls Manipulation + Firearms. The curse lasts for one day per success, reducing the difficulty to strike the target with missile weapons by two. || 20th Anniversary Edition || Shadow Lord Tribe
|-
| Interrogator || This Gift terrifies victims into confessing their crimes. || The player spends a Willpower point and rolls Manipulation + Subterfuge or Interrogation (difficulty 8) against an opposed Willpower roll (difficulty 8). Success paralyzes the target with fear, forcing them to confess the gravest crime committed in the last lunar cycle. This Gift may only be used once per target per lunar month. || Tribebook: Shadow Lords Revised || Shadow Lord Tribe
|-
| Shadow Cutting || The Garou can attack an opponent by striking their shadow, making attacks difficult to dodge. || The werewolf activates the Gift by spitting into her opponent’s shadow and spending a Gnosis point. The victim has two fewer dice to dodge attacks aimed at their shadow and cannot parry such attacks. || Shadow Lords Tribebook Revised || Shadow Lord Tribe
|-
| Raven's Wings || The Garou can manifest a spirit avatar in the form of a raven to spy for him. || The player spends a Gnosis point and rolls Wits + Occult (difficulty 6). The raven can be sent up to five miles away for each success rolled. The Lord must concentrate to see through the raven’s eyes. || Shadow Lords Tribebook (Revised) / Outcasts || Shadow Lord Tribe
|-
| Icy Chill of Despair || The Garou appears more imposing, intimidating onlookers. || The player spends one Gnosis and rolls Manipulation + Intimidation (difficulty 7). Opponents must make a Willpower check (difficulty 8) and score more successes than the Lord to act normally. || Shadow Lords Tribebook Revised || Shadow Lord Tribe
|-
| Summon Stormcrow || The Garou can summon a Stormcrow to spy or deliver messages. || The player spends one Gnosis point and rolls Charisma + Intimidation (difficulty 8). The Stormcrow will obey one order of reasonable complexity. || Player’s Guide Revised || Shadow Lord Tribe
|-
| Curse of Corruption || The Garou curses a target, making them appear dishonest. || The player rolls Gnosis against the target’s Gnosis. The curse lasts for a number of turns equal to the successes rolled, making everything the target says sound dishonest. The player must spend a Willpower point to activate this Gift. || Player’s Guide Second Edition || Shadow Lord Tribe
|-
| Dark Aerie || The Garou can fly or hover, enveloped in shadows. || The player spends one Gnosis point. The Garou can fly at 20 mph and hover as desired. Combat maneuvers increase in difficulty by one. The Gift lasts for one hour. || Core book revised / Shadow Lord Revised || Shadow Lord Tribe
|-
| Paralyzing Stare || The Garou paralyzes a target with a terrifying glare. || The player spends one Gnosis point and rolls Charisma + Intimidation (difficulty of the target’s Willpower). Each success freezes the target in place for one turn. || Core book revised || Shadow Lord Tribe
|-
| Direct the Storm || The Garou can direct the primal instincts of a frenzied Garou, friend or foe. || The player spends a point of Gnosis and rolls Willpower (difficulty of the target’s Rage). Success allows the Garou to control the target’s frenzy. || Core book revised || Shadow Lord Tribe
|-
| Mark of the Death-Wolf || The Silent Strider uses his claws to gouge an eerie sigil into a nearby surface, which fascinates and attracts the unquiet dead. || The player spends one Gnosis point upon making the mark, which takes a full turn, and then rolls Wits + Occult (difficulty 7). The mark retains its mystic potency for one week per success, leaving the area around it badly haunted if there are any ghosts in the area at all. Destroying the mark can end this Gift’s effects prematurely. || 20th Anniversary Edition || Silent Strider Tribe
|-
| Death Track || The Silent Strider can follow the trails of a spirit until they find the ghost, even after the person has died. || The player spends one point of Gnosis and rolls Perception + Occult, difficulty 7. One success is needed to smell the direction of the ghost from the body. Each day the search continues, another Perception + Occult roll must be made, with one additional success required for each day spent searching. The Storyteller determines how far away the ghost is. || Players’ Guide to Garou (revised) || Silent Strider Tribe
|-
| Ghost Touched || This Gift harnesses a Garou’s deathly aura, weaving it into a protective shield against the attacks or special abilities of ghosts. || Once learned, this Gift is always in effect; no roll need be made. The difficulties of all rolls made by ghosts (wraiths or specters) to affect the character are made at +2 difficulty (maximum 10). This includes effects that would be beneficial. || Tribebook: Silent Strider (revised) || Silent Strider Tribe
|-
| Scale of Ma'at || The Silent Strider can invoke the judgement of Ma’at on the living, seeing through lies to find the ugly truth beneath. || The player rolls Intelligence + Empathy (difficulty of the subject’s Manipulation + Subterfuge). Success indicates that the character knows which of the subject’s statements are true and which are false. To delve more deeply into any statement, the player must succeed at a Perception + Empathy roll against the same difficulty. || Tribebook: Silent Striders (revised) || Silent Strider Tribe
|-
| Long Running || This Gift allows the Silent Strider to reduce the travel time on a lengthy journey. || The player rolls Dexterity + Athletics (or Drive) at a difficulty equal to the local Gauntlet and spends one Gnosis point. For every success, the travel time diminishes by 5 percent. A botch increases travel time by 25 percent or indicates that travel has stopped altogether. || Player’s Guide Second Edition || Silent Strider Tribe
|-
| Great Leap || The Strider with this Gift can jump truly astounding distances. || The player spends one Willpower point and rolls Strength + Athletics. Each success allows the character to jump 100 feet. || Core book revised || Silent Strider Tribe
|-
| Adaptation || The Garou takes no damage from poison or disease and can exist in any environment, regardless of pressure, temperature, or atmospheric condition. || The player spends one Gnosis point and rolls Stamina + Survival (difficulty 7). Each success extends the Gift’s effects by one hour. || Core book revised || Silent Strider Tribe
|-
| Claim of Authority || Grants another Garou the Silver Fang's authority for a limited time. || The Silver Fang spends one point of Gnosis and one point of Willpower before selecting a Garou as her representative. For a week thereafter, the representative is considered to possess the same level of Pure Breed as the Silver Fang, so long as she notes the name of the Silver Fang she speaks for. This Gift may not be used on an unwilling target. || Players’ Guide to Garou (revised) || Silver Fang Tribe
|-
| Dominance Blow || Knocks down would-be rebels by connecting physical dominance with rightful leadership. || The player spends one point of Rage, and rolls Charisma + Brawl, difficulty 7. If the roll succeeds, every blow the Silver Fang strikes against a specific target grants the Silver Fang an additional die in all Social rolls against that target, allowing him to browbeat or intimidate the target more easily. The blow need not be full force to grant the bonus, which lasts for one day. || Players’ Guide to Garou (revised) || Silver Fang Tribe
|-
| Half Moon Mnemonics || Allows the Garou to remember a moment with perfect clarity. || The player must spend one point of Gnosis to store a memory and then rolls Wits + Alertness (difficulty 6) to fix it in the character's mind. The roll is at difficulty 5 for a Philodox. The character can store one memory for every point of permanent Gnosis she has. To recall the memory, the player must make an Intelligence + Occult roll (difficulty 7, 6 if the character is a Philodox, 5 if the character is a Philodox and staring into water). A botch means the memory vanishes, leaving a permanent hole in the character’s memory. The character may dump memories at any time, leaving her only a normal fallible recollection of the event. || Tribebook: Silver Fangs (revised) || Silver Fang Tribe
|-
| Half Moon’s Diplomacy || Prevents participants in a debate from saying anything inflammatory. || The player spends a point of Gnosis and rolls Manipulation + Empathy (difficulty 7). If the roll succeeds, anyone involved in the debate must concentrate for a turn by staying silent and then roll Willpower (difficulty 8) to say anything that they know is likely to make things worse. The effect lasts for one minute per success rolled. If a Philodox uses this Gift, the initial roll is at difficulty 6 and the participants in the debate must make a Willpower roll (difficulty 9) to inflame the argument. || Tribebook: Silver Fangs (revised) || Silver Fang Tribe
|-
| Honor Pact || Forms a spiritual bond between participants to ensure honest negotiation. || Each participant must spend three Gnosis, while the player of the user of the Gift spends four Gnosis. All players (and the Storyteller, if a Storyteller character is participating) make a Charisma + Rituals roll (difficulty 7). If the rolls succeed, all Social rolls between the group are at -2 difficulty. The effects of the Gift are permanent unless one of the participants breaks faith, in which case the breaking character suffers five health levels of aggravated damage and is marked as an oath breaker. || Tribebook: Silver Fangs (revised) || Silver Fang Tribe
|-
| Burning Blade || Causes a weapon to burn with deadly fire. || The player rolls Gnosis (difficulty 7) to activate the Gift. The weapon does two extra dice of fire damage (aggravated) and flammable objects struck by the blade catch fire. The fire burns for a number of turns equal to the number of successes rolled. || Tribebook: Silver Fangs (revised) || Silver Fang Tribe
|-
| Talons of Falcon || Transforms claws into sharp, impaling weapons. || The player spends a point of Gnosis and makes a Dexterity + Brawl roll to attack, as normal. The attack does Strength +3 aggravated damage and any attempts to use supernatural healing on the wound are at +1 difficulty. || Tribebook: Silver Fangs (revised) || Silver Fang Tribe
|-
| Wrath of Gaia || Overwhelms minions of the Wyrm with the Garou's splendor. || The player spends a Gnosis point and rolls Charisma + Intimidation. Any minions of the Wyrm who look upon the Garou for the next scene must roll Willpower (difficulty 7) and equal or exceed the player’s successes. Otherwise, they flee in terror. || Core book revised || Silver Fang Tribe
|-
| Silver Claws || Transforms claws into silver, inflicting greater damage on werebeasts. || The player rolls Gnosis (difficulty 7) to activate the Gift. The transformation lasts for the scene or until the Ahroun decides to end the Gift. Each turn, the Garou gains an automatic Rage point and non-combat difficulties increase by one. || Core book revised || Silver Fang Tribe
|-
| Walk the Web || Allows the Stargazer to walk through Weaver realms without attracting attention. || The character must chant a mantra through sub-vocalization (mouthing it silently). The player spends three Gnosis and rolls Perception + Primal-Urge (difficulty 8). Success indicates the character is ignored by Pattern Spiders and other Weaver minions for the duration of the Gift. If the Stargazer takes direct action against any Weaver minions, the effect of the Gift is canceled and the spiders will come. || Stargazers Tribebook || Stargazers Tribe
|-
| Cunning Koan || Cuts through any falsity, illusion, or deceit with a few choice words in the form of a haiku or koan. || The player rolls Wits + Expression and spends one Gnosis point. Any illusion designed to fool others is revealed as such, and anyone attempting to lie at that moment is revealed as a liar. || Stargazers Tribebook || Stargazers Tribe
|-
| Anahata || Awakens the heart center, allowing the Stargazer to sense others' emotions and make them more receptive. || The player rolls Charisma + Empathy and spends one Gnosis point. For the rest of the scene, the Stargazer can sense the surface emotions of those who directly interact with her. After three or more turns of interaction, the player may roll Perception + Empathy; each success lowers difficulties on rolls to sway that person. || Stargazers Tribebook (revised, 1st ed.) || Stargazers Tribe
|-
| Seven Mile Leap || Increases the tautness and tension of the Stargazer's muscles, allowing for incredible jumps. || Once learned, this Gift is always active. It allows the Stargazer to triple the distances she can jump. || Stargazers Tribebook (revised) || Stargazers Tribe
|-
| Bird Bones || Makes the Stargazer's bones light and hollow, allowing for agile movement over various surfaces. || The Trance Runner can run upon almost any surface without penalty. The roll is always Dexterity + Athletics, but the difficulty is variable depending on the danger, complexity, or frailty of the surface. || Stargazers Tribebook || Stargazers Tribe
|-
| Burning Fire-Mind || Punishes other Garou for spending Rage by causing them to feel searing pain. || The player rolls Manipulation + Primal-Urge (difficulty 6) and spends one Rage point. This Gift remains active for two turns per success rolled. Any Garou within ten yards of the Stargazer who spends Rage takes an automatic, unsoakable level of lethal damage per Rage point spent. || Stargazers Tribebook || Stargazers Tribe
|-
| Wind’s Returning Favor || Allows the Stargazer to disarm and take an opponent’s weapon upon their attack. || The player spends one Willpower point and rolls Dexterity + Athletics in response to an opponent’s close-range Melee attack (difficulty equals the opponent’s Wits + Melee). The Stargazer’s successes take away the successes on the opponent’s attack roll; if the Stargazer’s successes outnumber the opponent’s, she steals the attacker’s weapon and may use it on the following turn. || Stargazers Tribebook (revised) || Stargazers Tribe
|-
| Mouthpiece of the Successor || Records another's voice to replay it later. || The player rolls Perception + Empathy (difficulty 7). Each success allows up to two minutes of recording. To replay the conversation, the player spends one Gnosis. If the subject resists, they may roll Manipulation + Subterfuge (difficulty 7) to remove successes from the Gift-user's roll. || Stargazers Tribebook (revised) || Stargazers Tribe
|-
| Sense Balance || Detects an overabundance of Wyrm, Wyld, or Weaver energy in an area, person, or object. || The player spends one Gnosis point and rolls Perception + Enigmas (difficulty 8). Success allows the Garou to feel the balance, or lack thereof, within the target. The Garou must focus and be at peace for the Gift to work properly. || Player’s Guide Second Edition / 20th Anniversary Edition || Stargazers Tribe
|-
| Conundrum || Introduces an unsolvable problem into a victim’s mind, distracting them. || The player rolls Manipulation + Subterfuge (difficulty of the target’s Wits + Enigmas). Each success subtracts one die from the target’s dice pools for an equal number of rounds. Each Willpower point the target spends reduces the effectiveness of this Gift by 1. || Player’s Guide Second Edition || Stargazers Tribe
|-
| Merciful Blow || Subdues a foe in combat without harming them. || The player spends one Gnosis point and rolls Perception + Medicine (difficulty of the opponent’s Wits + Dodge). One or two successes cause the opponent to be helpless for the next turn. Three or more successes paralyze the foe for the entire scene. This Gift inflicts no actual health levels of damage. || Core book revised || Stargazers Tribe
|-
| Uktena’s Passage || Allows the Garou to calm or agitate water, such as rivers, streams, or lakes. || The player spends one Gnosis point and rolls Manipulation + Survival (difficulty 7). For each success, she may raise or lower the speed and/or roughness of the current within 100 yards by one degree (calm, slow, moderate, swift, turbulent). The change lasts for one scene. || Croatan Song || Uktena Tribe
|-
| Rending the Craft || The Garou’s claws burn with mystic force, disrupting ongoing magical powers enhancing the target. || After a successful claw attack, the player may spend a Willpower point to end the effects of ongoing magical powers. Permanent magical effects and innate powers cannot be disrupted. || 20th Anniversary Edition || Uktena Tribe
|-
| Chains of Mist || Creates misty streamers from the Garou’s claws that confound nearby spirits. || The Uktena concentrates for a turn; the player spends one Gnosis point and rolls Dexterity + Enigmas (difficulty 7). One spirit within 200 feet is affected per success, treating their Rage, Gnosis, and Willpower as one lower for all dice rolls for the rest of the scene. || 20th Anniversary Edition || Uktena Tribe
|-
| Strength of the Guardian || Provides extra power to bind or destroy a Bane or keep it locked within its bindings. || The player rolls Gnosis (difficulty 6). Each success boosts a chosen Attribute by one point (or Willpower to a maximum of 10) for the duration of the scene. After the Gift ends, the Garou loses an equal number of points from the Attributes and Willpower raised for 24 hours. || Uktena Tribebook || Uktena Tribe
|-
| Ancestral Recall || Allows the Garou to recall pertinent information about tribal practices or traditions. || The Garou must have spent at least 24 hours in the presence of those whose memories she is accessing. The player rolls Perception + Enigmas (difficulty 7). The number of successes determines the strength and obscurity of the information. Spend a Gnosis point to learn hidden or forgotten lore. || Uktena Tribebook || Uktena Tribe
|-
| Sing Down the Rain || Brings rain from the heavens to nourish crops or cause damage. || The player spends a Gnosis point and rolls Wits + Occult (difficulty 7; 8 in a cloudless desert, 6 in a temperate rainforest). One or two successes bring a misty drizzle, three successes cause heavy rain, and four or more successes result in torrents. The effects last one scene but can be extended by spending more Gnosis. || Tribebook: Uktena (revised) || Uktena Tribe
|-
| Death Trance || Allows the Garou to appear dead, fooling observers and forensics teams. || It takes a Gnosis point, a Wits + Occult roll (difficulty 6), and three turns to enter the death trance. Observers must roll Perception + Investigation (difficulty 7) to notice something is wrong. During the trance, the Garou’s perception rolls are at +2 difficulty. The Gift lasts as long as the Garou wishes. Waking up requires a successful Willpower roll (difficulty 4, increasing by 1 each day). || Tribebook: Uktena (revised) || Uktena Tribe
|-
| Secrets || Allows the Garou to know the answer to a specific question by touching someone who knows the answer. || The player rolls Perception + Enigmas (difficulty 8) and spends one Gnosis point. The number of successes required depends on the depth of the secret. If the target is aware of the intrusion, she may resist with a Willpower roll (difficulty 9). || Player’s Guide Second Edition || Uktena Tribe
|-
| Scrying || Allows the Garou to witness distant events or spy on rivals through a reflective surface. || The player spends one Gnosis point and rolls Perception + Occult (difficulty 7). The difficulty increases to 10 if the Garou does not possess an item owned by the target or something from the area. || Player’s Guide Second Edition || Uktena Tribe
|-
| Umbral Sight || Shifts the Garou’s sight into the Penumbra from the physical world. || The player spends one Gnosis point and rolls Perception + Alertness (difficulty of the area’s Gauntlet). This Gift works exactly like Peeking but from the physical world. The ability lasts for the scene or until the character moves to an area with a higher Gauntlet. || Player’s Guide Second Edition || Uktena Tribe
|-
| Invisibility || Allows the Garou to vanish from sight, moving slowly and avoiding attention. || The player spends one Gnosis point and rolls Intelligence + Occult (difficulty varies: 4 if concealed, 6 if in the open, 9 if in plain sight). Observers must roll Perception + Alertness (difficulty 8) and score more successes than the player did. || Core book revised || Uktena Tribe
|-
| Firewater’s Quench || Helps remove the desire for intoxicants from blood and spirit, aiding in overcoming addictions. || The player spends one Gnosis point and rolls Stamina + Primal-Urge. For each success, no deliberately-ingested intoxicant works on the character for a single day. || Wendigo Tribebook (revised) || Wendigo Tribe
|-
| Sky Running || Allows the Garou to run at 50mph (80kph) through the skies, leaving a track of fire. || The Garou concentrates for one turn and spends one Willpower point. The Gift lasts for four hours and may be replenished by further Willpower expenditure. || 20th Anniversary Edition || Wendigo Tribe
|-
| Eye of the Storm || Creates a place of calmness amidst severe weather, protecting up to ten people. || The Garou spends a point of Gnosis and rolls Willpower (difficulty 7). The effect lasts for the duration of a single storm. || Croatan Song || Wendigo Tribe
|-
| Blood of the North || Infuses the Wendigo with the essence of cold, granting immunity to cold penalties and extra soak against cold-based attacks. || The Wendigo ignores all penalties due to cold or chilling effects and gains an extra five dice of soak against cold-based attacks. All Survival rolls in cold environments are at –2 difficulty. This Gift’s effects are permanent. || 20th Anniversary Edition || Wendigo Tribe
|-
| Whiteout || Creates a blinding, disorienting whiteout that affects all within the area except the Gift user and other Wendigo. || The player spends a point of Gnosis and rolls Manipulation + Survival. The diameter of the whiteout dome is determined by the total successes, multiplied by five feet. Non-Wendigo characters lose one point of Willpower and one die from all Perception-based pools for the rest of the scene. || Wendigo Tribebook (revised) || Wendigo Tribe
|-
| Strength of Pine || Grounds the Garou to resist physical and electrical attacks, healing damage as long as she remains grounded. || The player spends a Gnosis point and rolls Gnosis + Survival. The difficulty varies based on the grounding location. Any physical damage is healed at the next turn if the Garou remains grounded. || Wendigo Tribebook (revised) || Wendigo Tribe
|-
| Icicle-Hide || Transforms the Garou into a crystalline ice form, granting increased soak but vulnerability to heat. || The player spends a Gnosis point and rolls Stamina + Subterfuge. The character gains additional lethal soak per success rolled but takes twice the damage from heat-based attacks. This form lasts for one scene or until the Garou wills herself to thaw. || Wendigo Tribebook (revised) || Wendigo Tribe
|-
| Bloody Feast || Grants added strength from an opponent’s blood. || The Garou must inflict at least one health level of damage with a bite. The player rolls Gnosis (difficulty of the opponent’s Stamina + 3). The Wendigo gains one extra dot in Strength for every two health levels of damage inflicted by the bite, lasting for one turn per success. The player must make a frenzy roll the turn after activating the Gift. || Core book revised || Wendigo Tribe
|-
| Wisdom of the Ancient Ways || Taps into deep ancestral memories to recall ancient facts and lore. || The character must meditate and the player rolls Gnosis (difficulty 9, -1 for each point of Ancestors the Garou possesses). The number of successes determines the detail and accuracy of the answer. || Core book revised / Tribebook: Uktena (revised) || Wendigo Tribe
|-
| Rally the Troops || The homid can gather people quickly with a single command, bending them to a common task. She can rally a small army to hunt her enemies, preside over a heroic rescue effort during a crisis, or rouse a crowd to heckling a speaker. An ancestor-spirit teaches this Gift. || The werewolf makes a short rallying cry, command, or speech to a group of non-supernatural humans and then the player rolls Charisma + Leadership (difficulty 6). The group can range from a few people lingering on a street corner to an audience of up to several hundred; all they need is to hear her. Each success adds one die to all rolls the player makes in that scene toward accomplishing one task with which the group could conceivably aid her. The difficulty of all these rolls is reduced by one if most of the group are Kinfolk. Individual characters with importance to the story may decline to help, at the Storyteller’s discretion, but even they feel the authority in the Garou’s directive. || Changing Ways W20 || Homid
|-
| Cowing the Bullet || 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. || 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. || 20th Anniversary Edition || Homid
|-
| Gaia’s Toolbox || This Gift allows the Garou to see how any tool fits into the greater “toolmaker puzzle”: the question of how humans can survive their own cleverness. A monkey-spirit teaches this Gift. || The Garou holds a tool or thinks of a task. She need not be in Homid form, but must be able to do what the Gift requires. She breathes carefully, asking Gaia’s will for the place of the tool or deed; the player rolls Intelligence + Primal-Urge. The Storyteller, based on the number of successes, will allow the Garou some insight into how the tool can be used to affect the web of life. Often in ways that are not obvious. As the Garou doesn’t receive the answer to any one particular question (other than “What can this object/deed accomplish in the greater scheme of things?”), this Gift is mainly useful for gaining “hints” from the Storyteller as needed. || Book of the City || Homid
|-
| Disquiet || This Gift makes its target feel inexplicably depressed and withdrawn. The subject finds it difficult to draw on his full emotion or to maintain any type of concentration. An ancestor-spirit teaches this Gift. || The player rolls Manipulation + Empathy against a difficulty equal to the target’s Willpower. If successful, that opponent will not be able to recover Rage for the duration of the scene. Furthermore, all difficulties for extended actions increase by one. || Core book revised || Homid
|-
| Shattering Howl || Unleashing a deafening howl that resonates powerfully, the lupus smashes the paltry fruits of mankind’s labor. Storm- and wind-spirits teach this Gift. || The werewolf spends a turn howling, and then the player spends a Rage point and rolls Charisma + Primal-Urge (difficulty 7). The resultant ear-piercing sound shatters all glass and anything brittle or fragile within a radius of (20 x successes) yards. It also knocks over anything precariously stacked or top-heavy, and shoddily-made things fall apart. || Changing Ways W20 || Lupus
|-
| Strength of Gaia || The Goddess blesses the lupus with the fullness of his might when he wears the most natural of his skins. While wearing lupus form, the Garou enjoys the full might of Crinos. A wolf-spirit teaches this Gift. || The player spends one Rage point. His Lupus form base strength increases by four, rather than the normal one, for the rest of the scene. || 20th Anniversary Edition || Lupus
|-
| Death Whispers || The ancient Greeks associated the wolf with death. Hecate wore three wolf heads, while Charon wore wolf ears. Lupus with this Gift echo that connection. By standing entirely still near a recently dead body, the lupus can hear the final worlds of the deceased. These words are often rambling and incoherent, but can provide clues and understanding of what happened at the moment of their death, or of their most prominent thoughts at the moment of their demise. || The lupus must stand next to the corpse and stay entirely still, trying to hear the very soft whispers. The player then rolls Perception + Occult (diff 7). To successfully hear the death whispers, the lupus must obtain more successes than the number of hours the body has been dead. More successes than required increase the clarity of the whisper. This Gift may be attempt only once per dead body. || Players’ Guide to Garou (revised) || Lupus
|-
| Monkey Tail || Although the lupus’ tail retains the appearance of a regular wolf’s tail, it gains far more agility and flexibility. Although incapable of fine manipulation, the tail can grasp objects, wrap around branches or allow the Garou to hang upside down. The tail can also attack from an unexpected direction. A monkey-spirit must be persuaded to teach a Garou this Gift. || After learning the Gift, the Garou’s tail automatically becomes prehensile whenever she likes. In order to manipulate the tail successfully, the player must make a Dexterity + Athletics roll (difficulty 6). The difficulty can increase for very delicate operations. If the Garou’s Strength exceeds her Stamina, she can use the tail to hang or swing. When attempting to life objects with her tail, the Garou’s Strength rating is halved. If used as an attack, the tail’s damage is Strength -1. || Player’s Guide Second Edition. || Lupus
|-
| Name the Spirit || A werewolf with this Gift becomes familiar with the ways of the Umbra. He can sense the type and approximate Trait levels (Rage, Gnosis, Willpower) of spirits. A spirit servant of the Uktena totem teaches this Gift. || The player spends one Willpower point and rolls Perception + Occult (difficulty 8). || Core book revised. || Lupus
|-
| Catfeet || This Gift gives the werewolf the agility of a cat, making him immune to falls under 100 feet (he lands on his feet just right). He also has perfect balance even on the most slippery surfaces, and the difficulties of all combat actions involving body slams and grappling decrease by two. Cat-spirits teach this Gift. Possom-spirits teach the Bunyip version. || This ability becomes innate to those who learn the Gift. || Core book revised / Rage Across Australia || Lupus
|-
| Rage of the Underdog || Among the Garou, the metis are the ultimate underdogs, born to a stigma they never asked for. Reminders of this can fuel their Rage in battle. An ancestor-spirit teaches this Gift. || Whenever the werewolf suffers wound penalties and makes a successful attack against a less-wounded opponent, he may spend one point of Rage to add dice of damage equal to the difference between his wound penalties and those of his target. If he deals enough damage to cause wounds at least as serious as his own, he regains the point of Rage he spent. This Gift’s effects are permanent. || Changing Ways W20 || Metis
|-
| Chameleon || Like the Gift’s reptilian namesake, the Garou can blend with her natural surroundings. Unlike the lizard, the werewolf shifts fluidly with changing backgrounds, thus allowing the Garou to move about and even attack. A chameleon- or octopus-spirit teaches this Gift. || The player spends one Gnosis point to activate the Gift. Anyone trying to see the werewolf, even in open ground, must make a Perception roll (difficulty of the Garou’s Wits + Stealth) to detect her. Once the Garou attacks, the difficulty drops by 3. The Gift affects only sight; it does not mask the Garou’s sound or scent. || 20th Anniversary Edition || Metis
|-
| Shell || Consider the state of a metis cub. He is outcast from birth, knows this from the moment he can talk, and is trapped within a body that reacts powerfully to his slightest emotional twinge. Once you appreciate this state, it becomes easy to understand how this Gift was first learned. Shell places an emotional and instinctual barrier around the metis. A turtle-spirit teaches this Gift. || The player rolls Willpower (difficulty of the character’s own Rage). Success insulates the metis for a scene behind a mystical and psychological barrier, immunizing him against mind-altering magic of all kinds for the rest of the scene. However, he cannot gain any successes on Empathy, Primal-Urge or Rage rolls, nor can he spend Rage points. || Players’ Guide to Garou (revised) / 20th Anniversary Edition || Metis
|-
| Frozen Form || Homids and lupus have no idea what it’s like to grow up as a metis, never changing from Crinos form for years upon years. This Gift, taught by any aerial spirit, lets a metis give other a taste of what spending extended time in Crinos is really like. || Spend a Willpower point and roll Stamina + Primal Urge, difficulty 6. For each success, the target must spend one full day in Crinos, consecutively if more than one success is rolled. This Gift works only on other Garou, including Black Spiral Dancers. || Guardians of the Caerns || Metis
|-
| Splintered Claw || This painful Gift causes the metis’ claws to splinter as they pierce flesh. Tiny bits of claw imbed themselves deep in the victim’s body, thus causing tremendous irritation. Healing such a wound without first removing the splinters is both painful and stupid. Unfortunately, the Gift’s user loses her claws until she spends a round regenerating new ones. A tree-spirit teaches this Gift. Glass Walkers or Bone Gnawers can learn this Gift from spirits living in houses or other wooden constructs. || After a successful attack that causes at least one Health Level of damage, the Garou may spend a Rage point to activate the Gift. Any damage that the target does not soak cannot be healed until he removes the bits of claw. As with all other werewolf claw attacks, the wounds are aggravated. The attacking Garou receives one automatic nonaggravated wound. The werewolf cannot soak this wound but can heal it as normal. Until the Garou heals the wound, he has no claws. || Player’s Guide Second Edition. || Metis
|-
| Mental Speech || This Gift grants mental communication, even over vast distances. The user must either know the target personally (although he does not have to be friends with that person) or have something that belongs to that person, such as a lock of his hair. Bird spirits and spirits of intellect teach this Gift. Owl is a particularly sought-after teacher, and those who learn from him claim to have enhanced abilities at night. || The player rolls Charisma + Empathy (difficulty 8) and expends a Willpower point; the effects last for a scene. His character may hold a mental conversation with a target at a maximum distance of 10 miles per success. It does not allow mind reading, but the werewolf may use social Abilities, such as Intimidation. || Core book revised / 20th Anniversary Edition || Metis
|-
| Eyes of the Cat || The werewolf may see clearly in pitch darkness. His eyes glow a lambent green while this power is in effect. Any cat-spirit can teach this Gift, although werewolves who make enemies of the Bastet will have trouble finding teachers. || The character must state when the Gift is in effect, but it requires no roll or expenditure. The character suffers no difficulty or dice-pool penalties from darkness. || Core book revised. || Metis
|-
| Terrain Shift || Nature accepts the Ragabash as an ally, and views his pursuers as enemies. Earth and stone move aside to create tunnels or footholds to climb, foliage gathers behind him impassably, and rivers create dry spots for him to cross. A Glade Child or earth elemental teaches this Gift. || The player spends one Gnosis point, and one feature of the terrain in the werewolf’s immediate vicinity shifts to either allow him passage where there should be none, or deny passage to anyone pursuing him. These shifts are minor and localized, limited to an area of up to a certain size (note: typo in book – no number listed); he couldn’t build a bridge to cross the Grand Canyon this way. If he wishes to create a feature where one didn’t exist, such as an earth bridge or tunnel, and then make it vanish behind him, he must activate the Gift twice. || Changing Ways W20 || Ragabash
|-
| Pathfinder || The werewolf can strike implausible trails through pristine wilderness and the urban jungle alike, locating the fastest and shortest routes from one place to another. A crow-spirit teaches this Gift. || The player rolls Perception + Survival (for wilderness) or Streetwise (for urban environments) against difficulty 7. The number of successes equals the quality of the path she blazes and how much she decreases her travel time. Every success reduces travel time by approximately 10 percent, up to a maximum of half the original travel time. The difficulty of any rolls to track the werewolf increase by two when this Gift is active; this decrease is cumulative with other similar effects, such as Scent of Running Water. || 20th Anniversary Edition || Ragabash
|-
| Liar’s Craft || The Ragabash can tell the most outrageous of lies and have them accepted as truth — for a while, at least. This Gift is taught by a fox-spirit. || The character first tells his lie, then the player rolls Wits + Subterfuge (difficulty of the target’s Wits + Subterfuge, or the highest rating in a group of listeners). One success convinces a single individual, while three successes are needed to dupe a crowd. Since the roll is made after the lie is told, this Gift always carries some element of risk. || 20th Anniversary Edition || Ragabash
|-
| Riddle || Taking their cue from numerous trickster legends, some Ragabash love to confuse their targets with unusual quizzes and mysterious puzzles. Those with this Gift add a little spiritual punch into the mix, slowly driving their targets mad with riddles. A spirit servant of Sphinx teaches this Gift. || The player must first create (or find) a riddle to be told. It must have a solid answer that can be understood by most people. After telling it to the victim, the player spends one Gnosis. From then on, the victim will be driven to distraction by the riddle and until he can solve it, he suffers a +1 difficulty to all rolls. In addition, every morning the victim loses one Willpower. Should this drain him entirely of Willpower, he will go a little crazy, most commonly by barricading himself in his room for a day and refusing to come out. At the end of the day, however, the riddle will no longer concern him. || Players’ Guide to Garou (revised) || Ragabash
|-
| The Usual Suspects || The wary Ragabash often wants to keep tabs on others, whether to know the location of a wandering cub or trail a suspicious government agent. The Usual Suspects allows the user to know the general whereabouts of several subjects at any time. Owl-spirits or urban spirits of Wisdom teach this Gift. || The Ragabash can keep tabs on a number of individuals equal to her Gnosis rating. To choose a target, the New Moon must either have an unobstructed view or have a strong scent trail of the target and make a Gnosis roll (difficulty 7). Thereafter, by spending a Gnosis point and concentrating for three turns (the player rolls Perception + Enigmas, difficulty 8 for physical beings or Gnosis rating for spirits) the Ragabash can sense the general location of the target. Successes increase accuracy; one success would give “Southwest, a mile or two away,” while five would allow “South-southwest, 1.3 miles, on the porch of his house.” If the Garou already has a maximum number of targets saved, she must “lose” one before acquiring another. || Book of Auspices || Ragabash
|-
| Impunity || One of the Ragabash’s jobs is to voice uncomfortable truths. Unfortunately, not all tolerate that role, and those who most need to hear the truth are often least willing to listen. No Moons must be quick on their feet to avoid a furious elder who’s been called on the carpet by a subordinate. With this Gift, the Garou may tell a respected leader he screwed up without becoming the dead messenger. The Gift is taught by a cat-spirit. || By succeeding in a Charisma + Subterfuge roll (difficulty 6), the Ragabash can avoid the worst repercussions of his statements. The target(s) must make a Willpower roll (difficulty 6 plus the No Moon’s successes) to punish or attack the speaker for the rest of the scene. Each attempted use of this Gift in the span of a lunar month adds an additional +1 to the No Moon’s difficulty. Note that whatever the Ragabash says must be clearly and completely true from the user’s point of view — no prevarication or double entendres are possible. For example, “Your nephew broke the Litany” would work if said Garou ate a policeman, but not if he failed to respect a Black Spiral’s territory. (Though a simple opinion, such as “You’re being an idiot,” is acceptable if heartfelt). The Storyteller is the final arbiter. If the Ragabash attempts to misuse this impressive Gift, not only will he not realize it didn’t work until after he speaks, but Cat will make her displeasure evident. || Book of Auspices || Ragabash
|-
| Fly Feet || Like an insect, the Garou can now cling to vertical surfaces. She can walk along walls or hang from a ceiling. The adhesive grip of the Garou can even assist her when catching falling objects or seizing handholds when she is falling! A fly-spirit, naturally, teaches this Gift. || The Garou can automatically activate this Gift with a Dexterity + Athletics roll. The difficulty depends on the surface. For instance, wood or stone is difficulty 5; glass or ice is difficulty 9. Moving along the ceiling increases the difficulty by 1. The Storyteller should halve all movement rates unless the player rolls five or more successes. || Player’s Guide Second Edition. || Ragabash
|-
| Open Moon Bridge || The Garou has the ability to open a moon bridge, with or without the permission of the totem of that caern. A Lune teaches this Gift. || The player spends on Gnosis point. See the Rite of the Opened Bridge for more information on opening moon bridges. The maximum distance that can thereby be covered is 1,000 miles. || Core book revised. || Ragabash
|-
| Gremlins || The Ragabash can cause a technological device to malfunction merely by touching it. This Gift actually disrupts the spirit energy within the device that aids its function. If the Garou can frighten the spirit sufficiently, it will flee the device, causing it to malfunction permanently. A Gremlin teaches this Gift. || The player rolls Manipulation + Intimidation; the difficulty is determined by the complexity of the item. The more successes the Garou obtains, the more the device is damaged. Five successes disable the device permanently (the spirit has fled). Good roleplaying might certainly warrant one to three additional dice at the discretion of the Storyteller. || Core book revised. || Ragabash
|-
| Watchful Eyes || As a mouthpiece for the spirit world, the Theurge may invite its denizens to witness the wrongs of her enemies and render silent judgment. She appears mysterious and terrible as a force of nature to those who would stand against her, whether they are consciously aware of the spiritual audience at her side or not. Any feline spirit can teach this Gift. || The player spends a point of Gnosis as the Garou’s presence becomes an invitation for spirits in the area, on either side of the Gauntlet, to gather and watch the proceedings. The spirits need not act, and the target need not know they even exist; their mere gaze adds an air of awe-inspiring mysticism to the Theurge’s actions. If using this Gift in the material world, the difficulty of any roll she makes to intimidate, persuade, or impress for the rest of the scene is reduced by (7 – local Gauntlet rating), to a minimum difficulty of 3. If it’s used in the Umbra, reduce the difficulty to 3 instead. If the watching spirits have an avenue to interact with the scene, they are generally more inclined to support the Garou than not, unless they’re aligned with the Wyrm. || Changing Ways W20 || Theurge
|-
| Umbral Camouflage || Although perfectly visible to all others, this Gift renders the werewolf undetectable to spirits. A wind-spirit teaches this Gift. || The player spends one Gnosis point, and for the remainder of the scene, she is completely invisible to spiritual senses. She may move about as normal but cannot make any attack actions without disrupting the Gift. || 20th Anniversary Edition || Theurge
|-
| Prophetic Vision || This Gift enables the Garou to receive a vision of the future based on the study of the night sky. The vision usually reveals itself in astrological terms (“Lu-Bat’s influence suggests an attitude of acceptance towards the events of the next several days” or “The intervention of Shantar indicates that changes may occur rapidly in the near future”). This Gift is taught by a star-spirit. || The Garou spends one Gnosis point and rolls Wits + Enigmas (difficulty 7). The number of successes indicates how precise a vision appears to the character. A single success provides vague information, while three of more successes allows the revelation of specific details. Storytellers should couch their visions in symbols appropriate to the Incarna and matter at hand; the seer should have to interpret the vision rather than be spoon-fed. || Rage Across the Heavens || Theurge
|-
| Umbral Tracking || Usually only the Garou who creates an Umbral tether can see it. If a Theurge has this Gift, that is no longer true. This Gift is taught by a fly spirit. || By spending one point of Gnosis, the Garou can see all active Umbral tethers around her. She does not know to whom the tethers belong, but can tell in what direction it extends to the Garou. If the Garou attempts to break the tether, the tether’s creator knows immediately and may make a resisted Strength + Occult roll at difficulty 6 against the Garou. If the attacker gains more successes, the tether is destroyed. || Players’ Guide to Garou (revised) || Theurge
|-
| Castigate || The Theurge calls upon the spirits to revoke their favor from another Garou; she must verbally state the target’s offenses against the spirit worlds, and the target must be present; if successful, the target loses both Renown and spiritual Gifts. A hyena-spirit teaches this Gift. || The player spends a point of Gnosis and rolls Charisma + Intimidation against a difficulty equal to the target’s [Gnosis + 3]. Each success causes the target to lose one point of temporary Renown for good. In addition, the target loses access to one Gift of the Theurge player’s choice for the remainder of the story, of a maximum level equal to the successes rolled. || Book of Auspices || Theurge
|-
| Evocation of the Ceremony || Rituals are not used only to evoke supernatural effects; they also have an inherent value to Theurges in and of themselves. Using this Gift, the Garou evokes a sense of awe, reverence and holy mystery through ritualistic behavior — anything from a Garou rite to a Catholic sacrament. Along with any normal mystical effect, the ceremony produces a sense of reaffirmation and cosmological belonging in everybody who participates. While Theurges usually use this effect to strengthen sincere spiritual devotions or build community among Garou, it’s just as easily abused to keep participants in a rite in ignorant, dogmatic fear of the supernatural world — the Theurge’s intent, not the nature of the Gift, determines which is the case. An enigmatic spirit teaches this Gift. || Any being can attempt to inspire, unify or cow an audience through ritualism with a Charisma + Rituals, Occult, Performance or Subterfuge roll as appropriate to the exact situation. Possession of this Gift increases the Charisma of the Theurge by four dots, only for the purposes of such attempts (to a maximum of nine). || Book of Auspices || Theurge
|-
| Spirit Path || The Umbra can often confuse the senses of even the most perceptive tracker. The Theurge who possesses this Gift can track a particular spirit anywhere in the spirit world. As long as the Garou knows the spirit’s name, she can find that spirit no matter which Umbral realm it takes refuge in. A cockroach-spirit can teach this Gift. || As long as the Garou knows the true name of the spirit, she can use this Gift. She must spend a Gnosis point to be able to find the spirit. A successful Perception + Enigmas roll (difficulty 8) reveals the location of the errant Umbral denizen. Some Realms and certain Charms can make this Gift more difficult to use. The Gift: Name the Spirit can be used in conjunction with Spirit Path. || Player’s Guide Second Edition || Theurge
|-
| Pulse of the Invisible || Spirits fill the world around the Garou, and none knows this fact better than the Theurge. This Gift grants constant awareness of the spirit world. Even in the physical world, the Theurge with this Gift can interact with spirits in the Penumbra at will. While most spirit activity is barely worth watching, the Theurge will be aware of any dramatic changes. Any spirit can teach this Gift. || If the Garou’s permanent Gnosis equals or exceeds the Gauntlet, he can see into the Umbra automatically. Otherwise, the player must roll Gnosis to pierce the Gauntlet (difficulty of the Gauntlet rating). Only one success is required. The effect lasts for an entire scene or until the character enters an area with a higher Gauntlet. || Core book revised || Theurge
|-
| Flow Like Water || As the river changes course to flow past the rock, so does the Philodox flow past his foe’s attack to bring the pain. He learns to balance his offense and defense in perfect harmony. A water elemental teaches this Gift. || The player spends one Willpower point. For the rest of the scene, whenever he splits his dice pool or spends Rage to take both a defensive and an attack action in the same turn, he reduces the difficulty of both actions by one. || Changing Ways W20 || Philodox
|-
| Scent of the Oathbreaker || Oaths sanctified before a Philodox are a serious matter indeed, so this Gift grants the judges of the Garou nation the ability to know when an oath has been broken and to track down the oathbreaker to correct him personally. A dog-spirit teaches this Gift. || The Philodox may spend one Gnosis point to sanctify any oath or promise he personally witnesses, no matter how formal or informal. If at any point in the future one of the individuals sworn to the oath breaks it, the Philodox immediately becomes aware of this, and all rolls for the werewolf to track the oathbreaker by scent drop to difficulty 4. This benefit lasts until the Philodox next stands in the oathbreaker’s presence. || 20th Anniversary Edition || Philodox
|-
| Bonds that Tie Us || The Philodox is mediator and judge, but is also investigator. The Gift assists a Philodox with such matters by revealing any emotions and opinions that exist between two people. Many Garou detest this Gift, since it is indiscriminate, revealing any emotion that may exist. It is taught by an ant-spirit. || The player spends one Rage as the Philodox taps deep into his own wellspring of emotion, connecting those emotions to those of his target. After this, the Philodox whispers the name of a person with whom the target has a relationship, and the Philodox will immediately feel every emotion toward that person that the target has. These emotions aren’t real (at least to the Philodox), but they certainly feel it, and it is wise to avoid the person to whom those emotions are directed for as long as the effect lasts (one scene). A Garou or other supernatural that does not wish to cooperate with the Gift may roll their Willpower (difficulty of the Philodox’s rage) with a success preventing use of this Gift. || Players’ Guide to Garou (revised) || Philodox
|-
| Divided Heart || The heart of the werewolf is filled with rage, and quite often, this internal fire can overcome a werewolf’s strength of will. With this Gift, taught by any tree spirit, a Philodox can briefly allow another to “hold back” the fury inside, lest a poorly made decision cause irreparable damage. || The purpose of this Gift is to help alleviate the difficulties a werewolf encounters when his Rage exceeds his Willpower (Werewolf, p. 126). For every success on a Manipulation + Primal Urge roll by the Philodox player, one penalty die is negated for the target character. The effects last for five minutes per success — a Philodox can temporarily alleviate the Curse, but never negate it. || Book of Auspices || Philodox
|-
| Sense Balance || As the arbitrators of the Garou Nation, the Philodox have developed an attunement with the precarious forces that balance the world and the individual alike. This Gift allows the user to detect an overabundance of any of the prime forces of the universe, whether Wyrm, Wyld or Weaver. It can point out a Bane manifestation at an industrial plant or mental instability in a packmate. A cat-spirit teaches a friendly Garou this Gift in exchange for a warm fire and promise not to chase her kin. || The Gift requires the expenditure of one Gnosis point. With a successful Perception + Enigmas roll (difficulty 8) the Garou can feel the balance, or lack thereof, within an area, person or inanimate object. Wyrm manifestation feels dense and oily, Weaver presence feels cold and unyielding and Wyld energies feel warm and trembling. Such manifestations are more subtle than ones detectable through Gifts such as Sense Wyrm. The Philodox must focus and be at peace for this Gift to work properly. Distractions, such as combat or exhaustion, disrupt any benefits of the Gift — the Garou can find only her own imbalance in such instances. || Player’s Guide Second Edition / 20th Anniversary Edition || Philodox
|-
| Weak Arm || Philodox are masters of judgment, and this trait extends even into the field of battle. By watching an opponent’s fighting style, the werewolf can evaluate his strengths and weaknesses. Snake- and wind-spirits teach this Gift. || The player rolls Perception + Brawl (difficulty 8). Each success gives her one bonus die to add to her attack or damage rolls against this opponent. For instance, a Philodox who gets four successes on this roll could add two dice to her attack rolls and two to her damage pool. This Gift can be used against a given foe only once per scene, and the benefits are lost at the end of the scene. The Garou must concentrate for a full turn to use this Gift. || Core book revised || Philodox
|-
| Social Butterfly || Flitting from one conversation to another, the Galliard makes herself associate to many but friend to none. Once she’s spent time schmoozing with the crowd, she and her pack can get information out of them as though they knew her from somewhere they can’t quite place, but that has positive associations. An insect-spirit teaches this Gift. || The character spends between a few minutes and an hour socializing with a group of people, and then the player rolls Charisma + Etiquette or Streetwise, depending on the situation. The difficulty depends on the size of the group; an intimate party with only 20-30 people would be difficulty 5, while a large gathering of hundreds at a performance or rally might be difficulty 8. For the next week, the Galliard and her packmates may treat the group as a temporary Contact Background consisting only of minor contacts in an area related to the gathering, at a rating equal to the successes on the activation roll (to a maximum of five). For example, if the werewolf used this Gift to socialize with the attendees of a gay pride parade, the pack would gain temporary Contacts in the LGBTQ community. || Changing Ways W20 || Galliard
|-
| Song of Heroes || Reciting a tale of ancient Garou heroism, the Galliard conjures up the spirit of fallen heroes and infuses those listening with some portion of their power. An ancestor-spirit teaches this Gift. || This Gift requires the full recitation of a story of epic heroism, taking at least several minutes. At the end of the tale, the player spends two Gnosis points and rolls Charisma + Performance (difficulty 8). Every two successes on this roll add one point to a single Ability score for all listening Garou and Kinfolk, much like the Ancestors Background (see p. 136). This bonus lasts until the sun rises. || 20th Anniversary Edition || Galliard
|-
| Sing the Spirits || The earliest incantations to the spirits were sung, and although the Theurges may be the auspice chosen to deal with them, the Galliards still know some songs with power in them. Such songs are many, but always have a similar construction. They begin by calling out the spirit’s name, and ordering it to stay away, and finish with a threat issued against it if it doesn’t. When done right, the spirit will be unable to approach the Galliard, or anyone she touches. The Gift is taught by a bird or fish-spirit. || The player spends one Gnosis and rolls Strength + Performance (difficulty 7). The spirit named must remain one meter per success away from the Galliard and anyone she is touching. The Galliard doesn’t need to know the exact name of a spirit, but must be able to name it appropriately. (Telling it what kind of spirit it is, such as “Cat” or “Nexus Crawler” is sufficient.). The spirit may attempt to break through this ward by rolling their Rage, difficulty 8; they must receive more successes than the Galliard did on their Performance roll. The effects of this Gift last one scene. || Players’ Guide to Garou (revised) || Galliard
|-
| Scent of Distinction || This Gift enables the Galliard to mystically “sniff out” the general spirit nature of her surroundings (i.e., influenced by the Weaver, Wyld or Wyrm; under the domain of a powerful Incarna; etc.), as well as the area’s history. For example, a werewolf who sniffed out a caern might learn about the totem and purview of the caern, when it was founded, important events that happened near it, etc. This Gift is taught by a wolf-spirit. || To activate the Gift, the Garou must physically sniff out the area (in any form), meditate for 10 minutes or so, spend a Gnosis point, and roll Intelligence + either Streetwise (for urban areas) or Survival (for wilderness/rural areas). The Storyteller determines the difficulty. The Gift may be used over as large an area as the character can physically sniff, but information is more specific for smaller areas. || Umbra || Galliard
|-
| View the Battlefield || Moon Dancers are renowned for their ability to be everywhere at once during a fight. Some onlookers say that Galliards have a sort of innate sense of where they need to be during a fight, either to witness a blood feud consummated or simply to help an overwhelmed packmate. This Gift is part of the reason for these tales, and allows the Galliard to see the entire battlefield in her mind’s eye. A hawk-spirit teaches this Gift. || The player spends one Gnosis point and rolls Wits + Alertness. The difficulty varies based on the size of the battlefield. One large room would be difficulty 5, while a football field would be difficulty 7 and an entire forest would be difficulty 9. If the roll succeeds, the character can see the entire battlefield as if from above (and can look through ceilings and the like to view the combatants below). This makes ambushing the character nearly impossible, and allows her to know if any of her allies are in immediate danger. Even if the character’s sight is somehow blocked (through the use of the Gift: Shroud, for example) she still instinctively knows the exact location of her packmates. This Gift lasts for one turn per success on the initial roll. || Book of Auspices || Galliard
|-
| Song of Rage || This Gift unleashes the Beast in others, forcing werewolves, vampires and other such creatures into frenzy and turning humans into berserkers. A wolverine-spirit teaches this Gift. || The Garou rolls Manipulation + Leadership (difficulty of the target’s Willpower). The victim flies into a violent rage (or frenzy, if naturally prone) for one turn per success. || Core book revised || Galliard
|-
| Eye of the Cobra || With but a look, the Garou can attract anyone to his side. A snake-spirit teaches this Gift. || The player rolls Appearance + Enigmas (difficulty of the target’s Willpower). The Garou needs three successes to bring the target to his side; fewer at least start the victim moving in the right direction. Once there, the target can do as he pleases, but he must try his best to get to the Galliard until then. || Core book revised || Galliard
|-
| Home Turf || When an Ahroun claims an area for his pack, he makes a challenge to all comers, daring them to invade at their peril. In this place, no packmate fears outside dangers, while those dangers have every reason to fear the united Garou. A wolf-spirit teaches this Gift. || The character howls his claim on an area around him with a radius of (10 x his Rage rating) yards, and the player rolls Charisma + Intimidation with a difficulty of (8 – number of packmates present, not counting himself). If he succeeds, rolls made to intimidate or cow the Ahroun’s packmates suffer a dice penalty equal to his Rage. Rolls his packmates make to intimidate or cow others gain the same as a dice bonus. This effect lasts for a number of hours equal to successes on the activation roll. The Ahroun himself only benefits from this Gift if he has at least one other packmate with him. || Changing Ways W20 || Ahroun
|-
| Wind Claws || The Ahroun’s claws and fangs pass through the flimsy protections of their enemies as though they were but air and hope. An air elemental teaches this Gift. || The player spends one Rage point. For the rest of the turn, all of the Ahroun’s natural attacks completely ignore any armor (mundane or magical) that targets might be wearing; the targets forfeit all soak dice from such protection. || 20th Anniversary Edition || Ahroun
|-
| Spirit Savage || In the spirit world, a warrior often finds himself dealing with hostile spirits much more often than he’d like. This Gift allows the Ahroun to brutally savage a spirit with a bite, impeding the spirit’s ability to attack or defend itself. Spirits find this Gift horrifying, and are unwilling to aid any warrior who uses it unjustly (such as against any Gaian spirit). It’s taught by wolverine-spirits, who care little for the opinion of their fellows. || The Garou must successfully bite his spirit opponent and spend a Rage point. The player then rolls Strength + Brawl, difficulty 4; if the successes equal or exceed the spirit’s Willpower, the spirit’s Rage is effectively reduced by one point, plus one point for every extra success, for the rest of the scene. This Gift can be used only once per scene against any given spirit, and it cannot reduce a spirit to zero Rage. For example, Tanya Riverjumper ignores the foul stench and clamps down on a Hogling. She gains six successes; three more than the Hogling’s Willpower. The Hogling loses four Rage for the rest of the scene; it now has only four dice to attack and defends itself, and it’s probably terrified to boot. || Umbra || Ahroun
|-
| Purity of Spirit || Many Galliards relate stories describing the werewolves’ weakness to silver as a kind of chiminage — the price Luna extracts from her children for the gift of Rage. Using this Gift, the werewolf can, at great cost, briefly shield himself against silver’s damaging power with his own spiritual energies. A Lune teaches this Gift. || The Garou spends a number of Gnosis points and immediately receives this many automatic successes to soak damage from silver, even if she has no dice to roll. The effects last for a number of turns equal to the Gnosis spent, not including the remainder of the turn in which it was activated. The Gift does not take an action to activate, and indeed can be activated immediately if the Garou has been struck by surprise with a silver bullet or blade to help ameliorate the damage… as long as the user hasn’t spent any Rage that turn, of course. This Gift cannot be active at the same time as Luna’s Armor; whichever is activated last cancels the prior Gift. || Book of Auspices || Ahroun
|-
| Shatter Bone || Victims with twisted arms or crushed legs are much easier prey. The Ahroun with this Gift can destroy bone with a single punch, regardless of the damage inflicted by the blow. A hyena-spirit teaches this Gift. || Before striking an opponent, the Ahroun must spend a Willpower point and a Rage point. The Garou must target a specific limb, which increases the attack’s difficulty. The player must score at least three successes. Also, he must spend the Willpower and Rage even if the blow does not connect or he scores fewer than three successes. The successful use of this Gift crushes whatever bone structure lies beneath the targeted flesh and causes a number of Health Levels of damage equal to the number of successes in the attack roll minus three. Broken arms and legs subsequently handicap an opponent in any combat. Broken ribs hinder movement and can possibly puncture a lung. A fractured skull renders the victim unconscious in most cases. A broken spine causes paralysis. This attack is unsoakable but does not cause aggravated wounds. || Player’s Guide Second Edition || Ahroun
|-
| Combat Healing || The Ahroun are famous for their ability to fight — it’s their purpose in life. This Gift allows a Garou to heal wounds during combat without hesitation or even a moment’s pause. While other Garou are licking their wounds, the Ahroun with this Gift keeps fighting. Wolverine-spirits teach this Gift, although they usually have to be bested in combat first. || The player spends two Rage points to activate this Gift. The Garou no longer need pause for a turn to heal a Health Level or roll Stamina to heal during combat. Every round, the Ahroun heals one nonaggravated Health Level, regardless of her actions. || Player’s Guide Second Edition || Ahroun
|-
| Heart of Fury || The Garou can steel himself against anger, suppressing his Rage and creating a mental dam against the explosive frenzies of his kind. This anger will catch up with him eventually, though, so he must vent it before it breaks free. A boar-spirit teaches this Gift. || The player rolls Willpower (difficulty of the character’s permanent Rage rating). Every two successes add one to the character’s frenzy difficulties for the scene, making it harder to frenzy. When the scene ends, however, past slights and injuries come rushing back to haunt the Garou, refilling the Garou’s heart and soul. He must spend one Willpower point or make a frenzy check immediately at the regular difficulty. || Core book revised || Ahroun
|}
</tab>
</tab>
<tab name="Rank 4">
<tab name="Rank 4">

Revision as of 07:15, 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
Canine Call Ever since the Impergium and the War of Rage, everything else on the planet has lived in awe and terror of the sound of wolves howling. Pitching her voice just so, the Galliard produces a call that only canines can hear (including homid werewolves). Humans and other creatures automatically ignore the sound, feeling safe in their ignorance. City Garou and those infiltrating enemy bases find this particularly useful. A wolf-spirit teaches this Gift. This Gift is used in conjunction with one of the Garou howls (W20, P. 58), or a howl performed as part of another Gift. The player spends one Gnosis point to achieve the effect. This Gift doesn’t work with rites, since the spirit world must hear any howls performed as part of a rite. Changing Ways W20 Galliard
Call of the Wyld The werewolf may send her howl far beyond the normal range of hearing and imbue it with great emotion, stirring the hearts of fellow Garou and chilling the bones of all others. A wolf-spirit teaches this Gift. The player rolls Stamina + Empathy; the number of successes determines how far away the Call can be heard (double the normal range for each success) and how stirring it is to those who hear it. This Gift should be used in conjunction with one of the Garou howls (see p. 58). The Storyteller determines the effects as appropriate to the purpose to which it is put, perhaps awarding a bonus die to revel participants for each two successes, or granting a point of Rage to all listeners for an exceptional battlefield howl. Core book revised / 20th Anniversary Edition Galliard
Memory Circle The Galliards are the Garou’s historians, charged with committing the legends and tales of their people to memory, perfect memory. Not all of them are particularly good at it. Thankfully, this Gift gives those Galliards a chance to make up for their weakness by planting Umbral “reminders” on their person. This Gift is taught by an elephant-spirit. This Gift is performed in two parts. When hearing words the Galliard wants to remember perfectly, he spends one point of Gnosis. As this happens, the Storyteller should write down exactly what he’s committing to Umbral memory. Later, when he wishes to retrieve the memory, he may spend one point of Willpower and ask the Storyteller to read it back verbatim. The use of this Gift leaves tiny clear spheres matted within the Garou’s fur that can be seen within the Umbra, the so-called “memory circles”. Should the Garou wish to remove a memory circle, they may do so simply by pulling it out of their fur while in the Umbra. Also, it is possible that a combat within the Umbra might break some of the circles (at the Storyteller’s option). Players’ Guide to Garou (revised) Galliard
Perfect Recall As mentioned earlier in this chapter, Galliards often share one trait even before the Change takes them. That trait is memory. Moon-Dancers often have good heads for detail; this Gift, however, accentuates that capacity. Any Weaver-spirit can teach this Gift, which is one reason it isn’t more common. The player spends one Gnosis point. The Garou can then remember any one detail, no matter how small, from her entire life. A name she only heard once, a scent that she only smelled faintly — whatever the memory, as long as she experienced it, she can call it to mind. Note that this Gift does not provide context for the memory, but using it can lower the difficulty on related rolls (remembering a conversation the character had with his father about cars might aid in fixing an engine, for example). The Storyteller has final say over whether or not the character has ever experienced a given detail. Book of Auspices Galliard
Mindspeak By invoking the power of waking dreams, the Garou can place any chosen characters into silent communion. A Chimerling teaches this Gift. The player spends one Willpower point per sentient being chosen and makes a Manipulation + Expression roll (difficulty of the victim’s Willpower) if the being is unwilling. All those included in the dream may interact normally through the Mindspeak, although they can inflict no damage through it. Their real bodies can still act, although all dice pools decrease by two. The Mindspeak ends when all the participants want it to, or on the turn the Galliard fails the roll against an unwilling member. The beings affected must be within line of sight. Core book revised / 20th Anniversary Edition Galliard
Beast Speech The werewolf with this GIft may communicate with any animals from fish to mammals. This Gift does not change their basic reactions; most animals are still afraid of predators such as werewolves. Any spirit of nature can teach this Gift. The player simply rolls Charisma + Animal Ken, although each separate encounter or type of animal requires a separate roll. Core book revised. Galliard
Rhythm of War So long as the Ahroun keeps fighting to the rhythm of his inner war drum, he can’t be stopped. Blows that would fell a lesser combatant are as mere wasp stings to the Garou’s mightiest warriors. A bear-spirit teaches this Gift. The player spends one Rage point. For the rest of the scene, as long as the werewolf makes an attack on every turn, he’s immune to stunning via massive damage and knockdown. The Gift’s effects end if a turn goes by in which he doesn’t attack. Changing Ways W20 Ahroun
Spur Claws Some Garou take the bee as a role model for their cause. The bee is so devoted to her queen that she attacks her enemies with no care to the inevitable fact that she will die in the attack. For those Garou who feel similarly, bee-spirits may teach them how to turn their claws into stingers that stick in their opponents. Such poison as they excrete won’t kill their opponents but neither will it kill the werewolf in question. The player spends one Rage. The next successful claw attack the character makes will bury her claws into the victim, where they stay stuck after they rip from the Ahroun’s fingertips. Until the victim takes the time to pull them out (which takes a full turn) they will suffer +2 difficulty on all actions. However, the Garou’s claws take a full turn to regenerate and can’t be used in that time. Players’ Guide to Garou (revised) Ahroun
Pack Tactics While the Ahroun’s role as the overall leader of Garou is questionable, there is no doubt at all who should take control of the pack during a battle. By taking the lead and coordinating pack actions, the Ahroun gifts all of her packmates with great competence in the heat of battle. A wolf-spirit teaches this Gift. The player spends a Willpower point before initiating a Pack Tactics maneuver (Werewolf, page 212), and divides a pool of extra dice equal to her Leadership score among everyone performing the maneuver. The dice should be divided as evenly as possible, although the player may choose where to distribute extra dice (or in case of the Ahroun’s Leadership score granting fewer dice than the number of packmates involved). Book of Auspices Ahroun
Empathy of Hatred Using this Gift, an Ahroun can tell at a glance how strongly a given individual is ruled by anger — both at the moment and over the course of their life. An Epiphling of Rage teaches this Gift. No roll is needed; the effect is automatic. By spending an action focusing on a person, the Ahroun can learn the permanent and temporary Rage that said person possesses. This is most useful for spirits and other shapechangers, of course, although some fomori may possess Rage as well. The Shadow Lord Gift: Aura of Confidence blocks the perception granted by this Gift completely. Book of Auspices Ahroun


Rank 2 Gifts
Gift Description System Source Type
Kneel By pointing a finger or claw at a target, a Fury can force him to his knees. Only the strongest-willed can do anything but strain and swear in response. This Gift is taught by one of Pegasus’s brood. 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. 20th Anniversary Edition Black Furies
Form Mastery This Gift empowers the Wyld spark that resides in all Garou, granting the character greater control over her shapeshifting abilities. A wolf-spirit teaches this Gift. When shapeshifting (see p. 285), all difficulties are reduced by 1. Additionally, when enacting partial transformations (see p. 286), the player need no longer spend a Willpower point, and the difficulty of the roll is 7. This Gift’s effects are permanent. 20th Anniversary Edition Black Furies, Fianna Tribe. Metis
Touch of the Muse With this Gift, the Fury invokes the spirits of art and artifice, allowing her to lower the difficulty of any Social Attribute rolls for the duration of the scene. A Gnosis roll (difficulty 8) reduces the difficulty of Social rolls by one per success. The roll itself depends on what the character attempts. A poetry reading, for example, would require Manipulation + Expression, whereas a seduction would involve Appearance + Subterfuge. Tribebook: Black Furies Black Furies
Truest Sacrament Camp: Order of Our Merciful Mother. The Order of Our Merciful Mother frequently leavens Christian ceremony with Gaian supplication, to better aid their flocks. Truest Sacrament enables them to do so without rousing the suspicion of the faithful; humans with faith in Christianity see Gaian ritual as innocuous and even appropriate, after this Gift’s application. Truest Sacrament can be used either before or after a Gaian ritual begins. Used before a ritual, the character must make a Charisma + Subterfuge roll, with a target equal to the highest Willpower of the surrounding crowd; she will need to achieve one success for every seven onlookers. Should the Fury succeed, the next Gaian ritual she participates in will seem innocuous and appropriate to the crowd on hand. If Truest Sacrament is used during or after a ritual – if one or more humans happen upon a group of Garou during a rite – the same dice pool as above is used, but the character must also spend one point of Gnosis. Note that Truest Sacrament will not cover up truly egregious or spectacular violations of the Veil – spattering blood, spirit fireworks, and so on, will be remembered and probably not thought of as harmless or normal. But if the rite is simpler, or the more hallucinatory effects can somehow be concealed from witnesses, the Furies may get away with it. The salutatory effects of this Gift on the psyches of the most reactionary and closed-minded humans should be roleplayed out over time; there is no explicit game effect. Tribebook: Black Furies (Revised) Black Furies
Spirit Loan Camp: Moon-Daughters. In extreme circumstances, a Moon-Daughter may find that another Garou has far more use for one of her Gifts than she does. To this end, Gaian spirits have shown the Daughters how to lend one of their Gifts to another werewolf for a limited duration. Roll Charisma + Occult (difficulty of the recipient’s Rage). Success allows the Fury to loan a single Rank 1 Gift to another Garou for a set period of time, to a maximum of three days per success. When that time is up (or if either the lender or receiver dies) the Gift returns to the lender. While the Gift has been lent out, the lender has no access to it and for all intents and purposes does not know it. The recipient uses the Gift as though she had learned it herself from the appropriate spirit: she uses her own dice pools for success, and spends her own Gnosis, Rage, or Willpower to activate it. A Black Fury can only lend one Gift out at a time, although there is no limit to the number of “loaned” Gifts a person may receive at any one time. She may loan out Gifts that ordinarily cannot be taught (for instance, she might loan a non-Black Fury the Amazons of Diana’s True Shot Gift, above), though if her tribemates discover her “indiscretion,” the social consequences might be dire. A Fury cannot use Spirit Loan to lend out Spirit Loan. Tribebook: Black Furies (revised) Black Furies
Omen of Power Camp: Freebooters. The Freebooters are famed among the Garou for their ability to find items and places of great magical power. Some believe that they follow Wyld-spirits in their nearly-random wandering through the Umbra; others say the Freebooters can sense the perturbations of even the weakest ley lines. Regardless of the true nature of their abilities, many Freebooters can sniff out the locations of dormant caerns (that is, those once opened whose power has since faded). Spend one Gnosis and roll Perception + Enigmas; the difficulty is known only to the Storyteller, and is based on the distance to the source of power. Success means that the rough distance and direction to a mystic power source is revealed to the Black Fury. The source of power can be an active or dormant caern, or a level 5+ fetish. The base difficulty for the roll is 7, if the source of power is within ten miles; decrease it by 1 if the distance is less than 1 mile, and increase it by 1 if the distance is between ten and twenty miles – Omen of power cannot detect sources of power greater than twenty miles distant. This difficulty is decreased by 2 if the source of power is an active caern, and increased by 1 if it is a fetish rather than a dormant caern. By default, this Gift is accurate to within about 20% – if a caern is within 10 miles, Omen of Power will give its distance and direction to within about 2 miles. Additional successes on the Gift’s activation roll decrease that margin of error by 5%. The Gift can be re-used as the Garou close in on the source of power, to further refine their target’s location. Omen of Power does not tell the Garou anything about the source of power other than its direction and distance; she will not even know whether it is a caern or fetish. Tribebook: Black Furies (Revised) Black Furies
Flurry of Arrows Camp: Amazons of Diana. The bow of Artemis slew many monsters of both human and Black Fury myth; the incarnation of Luna as maiden huntress was a swift and accurate shot with the bow. Appropriately, Luna has taught her children how to nock and release arrows more rapidly than a human might hope to follow. Spend a point of Rage; for the remainder of the scene, the character receives a free shot per turn from a bow (though not a crossbow) at no dice pool penalty. Thus, the character could simply take two bow shots, each at no penalty, or she might take three shots, and suffer a -2 on the first shot, -3 on the second, and no penalty on the shot granted by Flurry of Arrows. Tribebook: Black Furies (revised) Black Furies
Rend Camp: Bacchantes. The Furies of myth did not use swords or axes to destroy enemies of the Gods; the Black Furies of old did not use weapons to slay enemies of Gaia. They used teeth and claws, and sheer animal might. While many Bacchantes certainly do use the tribe’s ritual labrys and bow, and others carry klaives and other fetish weapons, when they frenzy they most often fight with their natural weapons. Even out of frenzy, the Bacchantes recognize the intimidation factor of rending a foe with fang and claw, and many revel in its primal nature. Spend 1 Rage and roll Strength + Primal Urge (difficulty 6). For each success, the Fury gains the ability to rip through tough substances for one turn. When wearing any of the three “war forms” (Glabros, Crinos, or Hispo) and using hand-to-hand maneuvers, the character ignores the first three dice of the target’s soak pool – the target rolls three fewer dice to soak. This ability to pierce defenses also applies to inanimate objects such as walls and doors, making it considerably harder to hide from Black Furies inside buildings or underground. In case that a given object does not have a soak or armor rating, treat the Fury’s Strength as being three higher for purposes of the Feat of Strength needed to rip through the object. Successful uses of Rend to destroy a wall, door, or enemy add 3 dice to the Fury’s next Intimidation roll against those who saw her do so. Tribebook: Black Furies (revised) Black Furies
Stoking the Soul’s Fire Every aspect of a Furies life has different strengths: the Maiden’s fury at Gaia’s pain is unmatchable, the Mother’s will is indomitable, and the Crone’s spirituality is beautiful and terrible. A Maiden Black Fury can use this Gift to replenish her natural strengths by sacrificing her suppressed natures. The Maiden’s greatest strength is her anger; she can sacrifice from her will and spirituality to stoke that rage to scorching intensity. This gift is taught by a Wolverine-spirit. A Maiden using this Gift rolls Intelligence + Occult with a target of her own permanent Rage; she spends one point of temporary Willpower and one temporary Gnosis, and refills her Rage pool if she achieves 2 or more successes. Tribebook: Black Furies (revised) Black Furies
Kali’s Tongue In the days of ancient myth, the Wyrm-creature Raktabija terrorized the Indian subcontinent. Raktabija could not be slain; every drop of blood that touched the earth sprang up another Raktabija. Soon after the battle against him began, the field was crowded with Raktabijas, each eager for the blood of Garou and Gaian spirits The mother-goddess Parvati (an aspect of Gaia) finally took to the field against Raktabija, in her guise as the hideous demon-warrior Kali. Kali spread her tongue out over the battlefield and prevented any of Raktabija’s blood from striking the Earth; she then commanded the Garou and gods present to destroy the Wyrm-creature, which they did. The Gift Kali’s Tongue removes a creature’s ability to heal damage; its effects are relatively short-term, but if a creature is destroyed while this Gift is in effect, that death is permanent. What the Mother gives, the Mother’s vengeance can take away. The Fury must first touch the victim, then the player spends one Rage and rolls Manipulation + Medicine (difficulty of the foe’s Rage, or Willpower -3, whichever is lower). Each success represents one turn during which the target creature cannot use any regenerative abilities, or heal inflicted damage naturally: Even supernatural healing Gifts like Mother’s Touch will fail on the target during this period. This Gift works equally well on humans, Garou, and materialized spirits; spirits entirely in the Umbra are immune to the Gift’s effects unless the Fury is also in the spirit world. Tribebook: Black Furies (revised) Black Furies
Trail of Pain First developed by the Amazons of Diana camp, this Gift allows the user to sense persons in agony. The Amazons use this Gift to uncover individuals suffering abuse. Other Black Furies use this Gift to track the abusers after wounding them. The Garou must focus and spend a Gnosis point. At least one turn is required for the Gift user to attune herself to the mental anguish of the target. A Perception + Empathy roll discerns a single sufferer amongst many. The Fury can sense any living being in tremendous pain, physical or emotional, within 50 yards. The user senses only the general direction and urgency, but that’s typically enough for an angry Black Fury. Player’s Guide Second Edition Black Furies
Messenger’s Fortitude Camp: Freebooters (Black Furies). The Garou can run at full speed for three days without rest, food or water. When the Garou reaches her destination, she has 10 minutes to complete whatever business brought her, then she must sleep for three days. A camel- or wolf-spirit teaches this Gift. The player spends one Gnosis point. The Garou may do nothing but run; stopping ends the Gift. For an additional Gnosis point, he may imbue another being with this Gift’s benefits. Core book revised Black Furies, Silent Striders Tribe
Curse of Aeolus The Fury calls up a thick, eerie fog that obscures vision and unnerves her opponents. The Fury can see through the fog, but all other have trouble navigating by sight. The player makes a Gnosis roll. The difficulty varies according to the surrounding terrain and humidity: 4 near the sea, 6 under normal circumstances, 9 in a desert. The Black Fury can see normally, but others caught in this fog halve their Perception scores (with regards to sight only). The fog is quite unnerving, and everyone except the Fury and her packmates loses a die from all Willpower dice pools. Core book revised Black Furies
Pulse of the Prey If he knows anything about his prey, the character can track it down as rapidly as he can travel. This unerring sense of direction operates anywhere, and it is useful for tracking spirits through the Umbra as well as finding beings on Earth. No roll is required unless the target is hiding actively (intent alone is not enough), in which case a Perception + Enigmas roll is made against a difficulty of the target’s Wits + Stealth. If the target is a spirit, the difficulty is the spirit’s Gnosis. Core book revised / 20th Anniversary Edition Black Furies, Silent Striders (Camp: Seekers, Red Talon, Get of Fenris (Camp: Hand of Tyr) Tribe. Ragabash
Guise of the Hound The Bone Gnawer masks herself so that she blends into the urban landscape, disguising her Lupus form so that it appears as a large dog rather than a wolf. Despite its enormous utility, most other tribes spurn this Gift as degrading to the dignity of the Garou. A dog-spirit teaches this Gift. The player rolls Manipulation + Subterfuge (difficulty 7). The disguise lasts for one scene per success. 20th Anniversary Edition Bone Gnawers
Cornered Rat When backed into a corner with nowhere to run, there are only two options — beg for mercy or turn and fight. Rat-spirits teach Bone Gnawers to excel at the latter. The player spends one Rage point and rolls Rage (difficulty 8). Each success grants the character an additional die to his Brawl pools for the rest of the combat. This Gift sends the Bone Gnawer into an automatic and unavoidable berserk frenzy; any magic that stops the frenzy also ends the Gift. 20th Anniversary Edition Bone Gnawers
Between the Cracks Urban blight is the very underbelly of the Wyrm, and the Bone Gnawers know it better than any other tribe. The werewolf’s instincts guide him to the nearest barren spot within an urban area — a place where no human has set foot in at least a week, one which is not only isolated and currently unoccupied, but also likely to remain so for the rest of the night. The player spends a point of Willpower and rolls Wits + Streetwise (difficulty 5). The more successes, the more secluded and difficult-to-locate the destination will be. 20th Anniversary Edition Bone Gnawers
Find the Prize The Garou employing this Gift closes her eyes and thinks about finding a thing of great value, either a specific item or a general class of things. She then spends a Gnosis point and rolls Perception + Enigmas (the difficulty depends on the rarity/uniqueness of the item being sought). Each success on the roll gives one clue concerning the whereabouts of this item. The clue is decided by the Storyteller and must be worked into the story: “Turning the corner, you see an ad for the Hound Dog Cafe… perhaps the Elvis plate could be there?” Note that just because an item has been located does not mean it can be easily gotten. Tribebook: Bone Gnawers Bone Gnawers
Hootenanny Bone Gnawer Hillfolk invented this Gift, and they’ve been teaching it to Galliards everywhere. A good old-fashioned hootenanny involves music played really fast and incredibly well – “Dueling Banjos” is currently the most common song used with it. While a Garou enacts this performance, every werewolf in his pack finds it easier to run, fight, jump, or perform any other rapid, strenuous physical activity. Unfortunately, everyone who hears the performance feels like dancing-they might stomp their feet, clap to the music, and even dance around if the music’s good enough. This gives the pack a decided edge in combat. When the hootenanny starts, the Garou using it spends a Gnosis, rolls Manipulation + Performance, and plays fast-paced, raucous music on a musical instrument. If the character scores three successes on the first turn, the Gift is activated; if he doesn’t he can continue to attempt the roll each turn until he does. For the duration of one scene, as long as he continues to perform, each Garou in his pack can add three extra dice to any Dexterity + Brawl or Athletics dice pool. A packmate can add these dice to only one action each round, or he may divide them among multiple actions, but he cannot use more than three bonus dice from this Gift in a turn. Any enemies listening should make willpower rolls when this power is activated. If an opponent hearing the music can’t score at least three successes on this roll, raise the difficulty of all his Dexterity + Brawl or Athletics dice pools by 2. (Melee and Firearm dice pools are not affected by this Gift.) Tribebook: Bone Gnawers (Revised) Bone Gnawers
On Patrol This Gift extends the duration and range of Scent of the True Form or Sense the Unnatural; the Garou needn’t have either one of those Gifts before learning this one, but this Gift is useless without them. Bone Gnawers who hang out on strategically chosen street corners have a chance to sniff out supernatural creatures in the neighborhood. Spend one Gnosis and roll Stamina + Occult (difficulty 6). The effects last for one hour and extend for a city block. (In the wilderness, the range depends on the Garou’s sense of smell.) Alternatively, a Garou with the Gift: Pulse of the Invisible can use it with On Patrol to watch activity in the Penumbra, even while hanging out in the physical world. As one would expect, a Bone Gnawer sitting on a street corner reacting to stuff that isn’t really there looks like he’s strung-out, drunk, stoned or insane. Even while “chemically enhanced,” he can still sense the taint of the Wyrm around him. Tribebook Bone Gnawers (Revised) Bone Gnawers
I Got a Rock Instead of throwing a weapon to cause greater injury, the werewolf throws projectiles with greater accuracy. This Gift is taught by an air-spirit. Large or unwieldy objects are usually more difficult to throw than aerodynamic ones; this is reflected by a greater difficulty on the Dexterity + Athletics roll to chuck it. In the turn this Gift is used, the Garou burns one Gnosis. The difficulty to throw an object is then 4, no matter how awkward it is to throw. If the Garou can lift it, he can throw it. The Storyteller may still increase the difficulty because of range or other modifiers, but with this Gift, a motorcycle becomes as aerodynamic as a baseball. Note that a werewolf can’t use Stone-Throwing Devil and I’ve Got a Rock in the same turn (one requires Rage and the other requires Gnosis). Also note that throwing a motorcycle like you’d throw a curve ball or knuckleball shreds the Veil. Tribebook: Bone Gnawers (Revised) Bone Gnawers
Stone-Throwing Devil Anything you can throw as a weapon becomes deadlier. If your Garou is the sort of bastard that throws rocks during city riots, dumps garbage on policemen from a fire escape, or tosses around furniture in bar brawls, then this Gift is for you. Burn one Rage and roll Dexterity + Athletics when the Garou throws a weapon. Add a number of dice equal to his temporary Rage to the Dexterity + Athletics roll. Of course, if the projectile hits, this means it may also do extra damage. Tribebook: Bone Gnawers (Revised) Bone Gnawers
Road Ward You’ve been tossed out of just about everywhere. Now the spirits help you survive falls that would cripple just about anyone else. Leaping out of a car on the freeway is a minor inconvenience. Getting pushed off a building is a bitch. Either way, this Gift can still reduce the damage from the fall. As a side effect, for one scene after you activate the Road Ward, you’ll always land on your feet. Wanderlust-spirits teach this Gift. Any use of this Gift requires one Willpower point and a Stamina + Survival roll (difficulty 6); you can immediately activate this Gift before you hit the ground. Falling out of a car moving up to 75 mph requires one success; every additional 25 mph requires an additional success. If you succeed, you take no damage and roll to a stop. Falling off a building reduces the damage by one story for each success. As a side effect, Road Ward cancels the Ahroun Gift: Falling Touch, as well as any trip attempt or leg sweep; it can be activated in response to any of those attacks. Tribebook: Bone Gnawers (Revised) Bone Gnawers
Dead End Through a bit of graffiti and casual sabotage, the Garou can discourage anyone who wants to track him, follow him, or even take interest in his affairs. The werewolf can alter a sign, spray-paint directional information, or perhaps just simply turn street signs the wrong way to misdirect people who find it. Using this Gift requires one Gnosis and enough time to spray-paint graffiti, turn around a street sign, or commit some other act of urban mischief. (If you need an exact number of turns, roll Wits + Survival, difficulty 4, and subtract the number of successes from 10; that’s the number of turns you’ll need) On any roll to track the Garou past this obstacle, increase the difficulty by 3. The effects last for a full week. Tribebook: Bone Gnawers (Revised) Bone Gnawers
Trash Magnet One of the crucial lessons for survival is simple: use whatever comes to hand. Bone Gnawers that know this Gift use one of the most common things to come to hand in the streets, that is, garbage. Upon using this Gift, a specific target is buried beneath rubbish and litter. The player rolls Charisma + Streetwise, difficulty 7. Each success dredges up a portion of any surrounding garbage and hurls it onto the Bone Gnawer’s target, adding +1 difficulty to all rolls that target makes until he spends a turn dragging himself free. If five successes were gained, the target is effectively buried. Note that this Gift only moves trash, it doesn’t create it. If a fight were to occur in an open courtyard, then the Storyteller might limit the number of successes possible to one or two. In a sterile laboratory, he could disallow it. Players’ Guide to Garou (revised) Bone Gnawers
Odious Aroma The Bone Gnawer can amplify his (probably already formidable) body odor to the point that it debilitates any who can smell it. A stinkbug-spirit teaches this Gift. The player spends one point of Gnosis. For the duration of the scene, all beings that can smell and are within 20 feet of the Garou subtract two from all dice pools as they fight to breathe. Core book revised Bone Gnawers
Blissful Ignorance The Garou can become completely invisible to all senses, spirits or monitoring devices by remaining still. A chameleon-spirit teaches this Gift. The Garou’s player rolls Dexterity + Stealth (difficulty 7). Each success subtracts one success from the Perception + Alertness rolls of those looking for the character actively. If no one is doing so, then just one success indicates complete concealment. Core book revised Bone Gnawers, Silent Striders Tribe. Ragabash
Unicorn’s Arsenal The werewolf’s claws and fangs become dazzling and pearlescent, shining with an inner multihued glory. Those wounded by these natural weapons lose the will to fight. An avatar of Unicorn teaches this Gift. The player spends one Gnosis point to initiate the transformation. Any opponent bearing a wound delivered by the Unicorn’s Arsenal loses two dice from all attack rolls until the wound has healed. 20th Anniversary Edition Children of Gaia
Para Bellum Though the Children love life, spring, and all that is good of Gaia, they aren’t pacifists; they always stand ready to protect their Mother. The werewolf’s Rage bursts forth in a torrent when another breaks the peace she so cherishes. A bear-spirit teaches this Gift. This Gift may only be used at the beginning of a battle that was not initiated by the Garou, her pack, or her allies. The player spends one point of Rage; for the rest of the scene, the character enjoys one additional dot of Strength and Dexterity when attacking the enemy who fired the first shot of the battle, or any character that has inflicted an injury on a member of the Child’s pack during the scene. 20th Anniversary Edition Children of Gaia
Stinging Blows The Children hate to admit it, but sometimes you can’t negotiate your way to a position of peace. Occasionally, you have to have faith in your own righteousness, and enforce you will upon those who are genuinely acting like children. But it you’re going to do it, at least you can make your claim as strongly as possible and prevent unnecessary damage. This Gift is taught by a wasp spirit. The Child of Gaia spends one Rage. For the rest of the scene, her attacks are so painful that anyone struck by her immediately ignores any other foes he may be facing and attack the Child (Willpower roll, difficulty 9 to resist). Usually this Gift is employed to break apart two foes who otherwise couldn’t be. It’s a risky gambit, but sometimes effective. Players’ Guide to Garou (revised) Children of Gaia
Spellbinding Oration Similar to Persuasion (level one Homid), this Gift allows a Child of Gaia to be persuasive when dealing with others. The Garou’s statements will take on an air of extra meaning and credibility. Those hearing him are likely to agree with him. This Gift is taught by a Unicorn spirit. The Garou rolls Charisma + Leadership against a difficulty of 6. If successful, the difficulties of all Social rolls are reduced by two for the remainder of the scene. If the Garou is actively trying to exhort his audience to anything other than combat (in any form), the difficulties of Social rolls are reduced by three. The Garou must orate for at least five minutes. The effects last for one scene. Tribebook: Children of Gaia Children of Gaia
Mule’s Bane This metis-specific Gift allows a metis to lash out at others by visiting his enemies with his own deformity. Mule-spirits teach this Gift. The player spends one Gnosis point and rolls Dexterity + Expression to “throw” the metis deformity; the difficulty is the opponent’s Willpower. The enemy gains the metis’ deformity for one turn per success, subject to Storyteller approval. If the metis botches, his own deformity becomes worse in some fashion for the remainder of the scene. Tribebook: Children of Gaia (Revised) Children of Gaia
Grandmother’s Touch This Gift heals as does Mother’s Touch, but can heal the user of the Gift. This Gift cannot heal spirits or the undead. A unicorn-spirit teaches this Gift. The player spends a Gnosis point and rolls Intelligence + Medicine (difficulty of the wounded individual’s Rage, or 6 for non-Garou). Each success heals one health level, and the Child may heal Battle Scars as well with the expenditure of an additional Gnosis point, as long as the Battle Scar was received in the same scene. Tribebook: Children of Gaia (Revised) Children of Gaia
Domestic Seeming Unicorn does not want humans to fear her children, even the lupus. Many lupus Children of Gaia learn this Gift in the interest of walking comfortably among humans. By using this Gift, a werewolf in Lupus form convinces observers that they see a dog, not a wolf. Ordinary humans look at the wolf and think “husky,” “malamute” or some other similar breed of dog. Even other supernatural beings (save spirits) can be fooled by the Gift, seeing what they expect to see rather than the truth. This Gift is taught by any spirit of peace. The player spends a Willpower point and rolls Manipulation + Animal Ken; the usual Manipulation penalties for Lupus form do not apply for the purposes of this Gift. If the player fails the roll, any observer can tell they’re looking at a wolf with a successful Perception + Animal Ken roll. If the player gains any successes, human observers cannot penetrate the disguise; supernatural creatures may make a Perception + Animal Ken (difficulty 7) opposed by the player’s roll to penetrate the illusion. Spirits of the Middle Umbra are not affected by the Gift at all; they recognize the werewolf as one of Gaia’s warriors as usual. The Gift’s effects last for a scene, or until the werewolf changes form. Tribebook: Children of Gaia (Revised) Children of Gaia
Luna’s Armor The Child of Gaia may call for Luna’s protection in battle. This Gift even allows limited resistance to silver. A Lune teaches this Gift. The Garou concentrates for one full turn, and the player spends a Gnosis point and rolls base Stamina + Survival (difficulty 7). The player may add one die per success to the Garou’s soak pool for the rest of the scene. These bonus dice may also be used to soak silver damage, but only these dice. For example, if the Garou’s Stamina is 4 and the player rolls three successes, the Garou has seven dice to soak non-silver damage and three to soak silver. Core book revised Children of Gaia, Shadow Lord, Silver Fang Tribe
Calm This Gift imparts the secret of quelling the anger in others. A unicorn-spirit teaches this Gift. The player spends one Gnosis point and rolls Charisma + Empathy (difficulty of the target’s Willpower). Each success removes one of the target’s Rage point, which may be regained normally. If used on a creature that has the capacity to frenzy but does not possess Rage (vampires, some fomori), the Gift cancels the frenzy if the player scores more successes than the target’s Willpower. Core book revised Children of Gaia
Flame Dance Pushing the fire in his heart into his limbs, the Fianna hurls himself unharmed through the ranks of Gaia’s foes. A mongoose-spirit teaches this Gift. The player reflexively spends one Rage point, allowing the character to dodge one attack with his full dice pool, regardless of what other actions he has taken during the round. Alternately, a Rage point may be spent to enhance a normal dodge action, adding three dice to the defense. 20th Anniversary Edition Fianna
St. Herve’s Folly According to an old folktale, St. Herve once preached to a wolf that had eaten the ox he used to plow with, and the wolf was so ashamed that he agreed to plough in the ox’s place. If the Fianna didn’t murder St. Herve for this, they wanted to. But they also learned a lesson from it, and mischief-minded Fianna now use this carnivalesque Gift to create similar, though more pleasing, results. It convinces a leader of any sort that his status is incorrect and rather that he should serve those whom he rules. It can convince a town mayor to clean the shoes of a homeless person, or an alpha to bow to the will of his omega. The Gift is taught, unfortunately, by an ox-spirit. The Fianna must have a chance to lecture the ruler on why he is incorrect in his position. The player spends one point of Willpower and rolls Manipulation + Expression, difficulty 8. A simple success convinces him to engage in ridiculous acts of subservience to gross lessers. Each success after the first continues this effect for one day. Garou and other supernaturals may resist this Gift by spending one point of Willpower, although if the Fianna continues her lecture and spends another point of Willpower, the victim must continue to resist. Effectively it becomes a bidding war between the victim and the Fianna; whoever has the most Willpower wins. Players’ Guide to Garou (revised) Fianna
Ceridwen’s Blood Blood has a power within it. With this Gift, a Fianna can tap the life-force within her own blood to restore a fallen ally. However, by doing so, she must suffer the wounds she heals. This Gift is taught by spirits allied to Stag. The Garou can heal an injured target by spilling her own blood (a small cut will do) and rolling Stamina + Medicine against a difficulty of 8. One would level is healed per success. However, the Gift-user suffers a number of wounds equal to the amount healed — she cannot soak this damage. The Fianna can heal aggravated wounds by spending a Gnosis point, although she will only take non-aggravated wounds in exchange. Fianna Tribebook Fianna
Fire in the Belly Anger and inner turmoil does wonders for creativity. Some Fianna use this principle in new and potentially dangerous ways, directing some of their inner Rage to fuel their creative urges. While the work is more intense, it is also colored by the Rage, reflecting the redirected fury of the Fiann’s soul. “Sublime” and “peaceful” are not words associated with works produced using this Gift. On the other hand, forged weapons take on the new resonance quite readily, attracting War and Rage spirits (-1 difficulty for Rite of the Fetish). Brigid herself teaches this Gift. The player spends a point of Rage and makes a Willpower roll (difficulty 7). A successful roll adds an automatic success to an appropriate Craft, Expression or Performance roll. A botch will require an immediate Rage roll for frenzy. Only one roll per project is possible. Using this Gift more than once a month is taxing and dangerous; each additional use during a span of a month increases the difficulty by one. Fianna Tribebook (revised) Fianna
Spear of Dancing The old tales tell of Fianna throwing spears while balanced on the beam of a chariot at full gallop, or even crossing an army by leaping from spearpoint to spearpoint. This Gift gives the Fianna the ability to balance on the smallest surfaces, whether tightrope, post or even a spearpoint. If successful, the Garou takes no damage from stepping or handstanding on sharp objects, but may otherwise be wounded normally. A bird-spirit or an ancestor-spirit may teach this Gift. The player spends a Gnosis point and rolls Dexterity + Athletics (difficulty varies: 5 to stand on the back of a trotting horse, 6 to stay aloft a rolling ball, 8 to jog across a tightrope, and 9 to balance on the point of a spear). Storytellers may require additional successes for more difficult feats (for example, the horse breaks into a gallop, or the tightrope is in a high wind). The effects last for a scene. Fianna Tribebook (revised) Fianna
Fair Fortune A Fiann with this Gift has a streak of luck a mile wide. She’s dealt a great hand, her prey is extra-clumsy today, or the wind shifts just in time to scent an ambush. A faerie or fortunespirit teaches this Gift. With the expenditure of one Gnosis point, the player may reroll any failed or botched roll. The decision must be made immediately after the failed or botched roll. This Gift is only usable once per scene. Fianna Tribebook (revised) Fianna
Howl of the Unseen Just as then ancient peoples had power in the connections between two halves (day/night, light half/dark half, etc), so do the Fianna draw on their connection of spirit world and physical realm to bridge the Gauntlet. This Gift allows a howl from one side of the Gauntlet to echo across to the other. It is taught by a Bean Si, as well as by the spirits of animals that make loud noise without being seen, such as frogs or insects. The Garou rolls Gnosis, difficulty of the Gauntlet, after which she may howl or speak for up to a full turn; the sound will be clearly audible on both sides of the Gauntlet. The Storyteller is free to determine how much can be said in the span of one turn. Fianna Tribebook (revised) Fianna
Reverie This Gift makes the victim’s mind wander down memory lane. While it may occasionally dredge up useful remembrances, it mainly serves to makes someone less observant or less focused on the task at hand. An ancestor-spirit teaches this Gift. Roll Manipulation + Enigmas (difficulty of the victim’s Willpower). For every success, the difficulty of the victim’s rolls related to Mental Attributes increases by one, to a maximum of 9 (representing stronger, more vivid memories). The effect lasts one minute per success or until the target’s attention is diverted. (For example, a guard under five minutes’ worth of Reverie probably won’t notice the Ragabash sneaking over the wall — but if he does, or if the Garou attacks him, the Gift’s effects end). The Fianna can’t directly control what fills the victim’s mind, but may be able to influence the subject (“Yeah, Gorm, remember that party at the Standing Stone? And the dancing girl, wasn’t she something…”). Fianna Tribebook (revised) Fianna Tribe. Galliard
Brew The Fianna are renowned for their ability to drink liquor. Part of this legend stems from their ability to make it. With Brew the Garou can mystically transform a pitcher of any liquid into an alcoholic substance. This Gift can surreptitiously inebriate unsuspecting targets. A grain-spirit, and in some cases a worm-spirit, teaches this Gift. After spending a Gnosis point, the player rolls Wits + Medicine (difficulty 7). The number of successes determines the quality and the potency of the concoction. One success can create cheap, domestic beer, low-budget wine or mediocre tequila, while five successes can create a high quality imported beer, fine vintage champagne or a top-shelf liquor. A botch creates a brew that induces massive hangovers (-1 penalty for the entire next day). Player’s Guide Second Edition Fianna
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. Core book revised / 20th Anniversary Edition Fianna
Glib Tongue This Gift makes listeners hear whatever they wish to hear. The Fianna can say anything, even total gibberish, but anyone listening will agree heartily. While this Gift is not a way to talk a millionaire into signing over all his goods, it is a superb method of talking one’s way into a party, making fast friends or avoiding being caught in a lie. A rabbit-spirit teaches this Gift. The player spends one Gnosis point and rolls Wits + Expression (difficulty of the listener’s Wits + Alertness). The effects last for one turn per success. Core book revised Fianna
Fangs of the North / Claws of Frozen Death The Wendigo version is called Claws of Frozen Death. Blue smoke rolls off of the werewolf’s claws and teeth, which are transformed into curving daggers of hardened ice. Wounds inflicted with these terrible weapons turn black and fester, all the warmth and life driven out of them. A snow-spirit teaches this Gift. The player spends one Gnosis point and rolls Wits + Survival (difficulty 7). The transformation lasts for the rest of the scene, or until banished voluntarily. Any individual wounded by the werewolf’s fangs or claws suffers a –1 penalty for the rest of the scene as chills wrack her body. Additionally, such wounds heal badly; mortals are likely to lose injured limbs as the tissue necrotizes, and beings capable of supernaturally swift healing (such as vampires or Black Spiral Dancers) are unable to heal these wounds for one day per success on the Gift’s activation roll. This Gift can’t be used in Homid, but applies fully to the claws and/or fangs of all other forms. 20th Anniversary Edition Get of Fenris, Wendigo Tribe.
Wearing the Bear Shirt Fear is for cowards; Rage is for warriors. The Fenrir who learns this Gift hardens himself against fear, even on an instinctual level. This Gift is taught by a bear-spirit. No roll is required; once this Gift is learned, the effects are automatic. The Fenrir who learns this Gift never enters fox frenzy; instead, he enters a berserk frenzy, regardless of the stimuli. In addition, the player can make a Willpower roll to resist any Gifts or other supernatural powers that incite fear, even if a resistance roll is normally not allowed. Tribebook: Get of Fenris (Revised) Get of Fenris
Troll Skin This Gift allows the Fenrir to draw on the power of earth for protection, just as the legendary trolls and even Jotunn were able to do. When the Get activates this Gift, her skins grow tough and thick, covered with warty knots of hard, armored flesh. This Gift is taught by an earth elemental. The player spends one Gnosis point and rolls Stamina + Primal-Urge (difficulty 7). For each success, the character receives one extra die on her soak roll. These extra soak dice cannot be used to soak silver damage; the Gift lasts for one scene, or until the Get chooses to dismiss it. Troll Skin is alas, quite disconcerting and unpleasantly pungent. While the Gift’s effects last, the difficulty of all Social rolls is increased by 1. Tribebook: Get of Fenris (Revised) Get of Fenris
Sense Guilt The Hand of Tyr camp specializes in the use and misuse of this Gift. By staring into the eyes of another, the Get can sense whether the target harbors guilt for some past offense. The most experienced Get can even get a feeling for what sort of crime transpired. Unfortunately, a few Get have been known to take advantage of this Gift by “sensing” guilt where none exists or by blackmailing Garou after a successful reading. A crow-spirit teaches this Gift. A successful Perception + Empathy roll (difficulty 8) reveals hidden guilty feelings. One success detects any sense of regret, whereas five successes reveal specific facts concerning the dirty issue. Player’s Guide Second Edition. Get of Fenris
Beastmind The Garou can reduce the mental faculties of his victim to that of an animal for a short time. An avatar of Griffin teaches this Gift. The player rolls Manipulation + Empathy (difficulty of the target’s Willpower). The effects last for one turn per success, during which the target listens to only his most base instincts and behaves like a wild animal. Core book revised / 20th Anniversary Edition Get of Fenris (Camp: Glorious Fist of Wotan), Red Talon Tribe.
Snarl of the Predator The Garou lets out a feral snarl that terrifies opponents and cows them into submission. A wolf-spirit teaches this Gift. The player rolls Charisma + Intimidation (difficulty of the opponent’s Wits + 3). Each success subtracts one die from an opponent’s dice pools on the next turn. This Gift takes one full turn to invoke. Core book revised. Get of Fenris
Halt the Coward’s Flight / Executioner’s Privilege The Garou may slow a fleeing (not charging) foe, making him easier to catch. A wolf-spirit teaches this Gift. The Garou must spend one turn concentrating, and the player rolls Charisma + Intimidation (difficulty of the target’s Willpower). If the roll succeeds, the target’s speed is halved for one scene. Core book revised / Shadow Lord Tribebook (revised) Get of Fenris, Shadow Lord (Judges of Doom) Tribe
Strength of Purpose Some Garou feel so strongly about their place in the pack, the tribe and the world that they can draw on this resolve in times of need. The Philodox can pull new resolve from his deepest reserves. A wolf-spirit teaches this Gift. Once per scene, the player may roll Stamina + Rituals (difficulty 7). For every two successes, the Philodox recovers one point of Willpower up to her maximum. Core book revised / 20th Anniversary Edition Get of Fenris (Camp: Fangs of Garm). Philodox
Sense of the Prey If he knows anything about his prey, the character can track it down as rapidly as he can travel. This unerring sense of direction operates anywhere, and it is useful for tracking spirits through the Umbra as well as finding beings on Earth. A wolf- or dog-spirit teaches this Gift. No roll is required unless the target is hiding actively (intent alone is not enough), in which case a Perception + Enigmas roll is made against a difficulty of the target’s Wits + Stealth. If the target is a spirit, the difficulty is the spirit’s Gnosis. Core book revised / 20th Anniversary Edition Get of Fenris (Camp: Hand of Tyr), Red Talon, Silent Striders (Camp: Seekers), Black Furies Tribe. Ragbash.
Fangs of the North / Claws of Frozen Death The Wendigo version is called Claws of Frozen Death. Blue smoke rolls off of the werewolf’s claws and teeth, which are transformed into curving daggers of hardened ice. Wounds inflicted with these terrible weapons turn black and fester, all the warmth and life driven out of them. A snow-spirit teaches this Gift. The player spends one Gnosis point and rolls Wits + Survival (difficulty 7). The transformation lasts for the rest of the scene, or until banished voluntarily. Any individual wounded by the werewolf’s fangs or claws suffers a –1 penalty for the rest of the scene as chills wrack her body. Additionally, such wounds heal badly; mortals are likely to lose injured limbs as the tissue necrotizes, and beings capable of supernaturally swift healing (such as vampires or Black Spiral Dancers) are unable to heal these wounds for one day per success on the Gift’s activation roll. This Gift can’t be used in Homid, but applies fully to the claws and/or fangs of all other forms. 20th Anniversary Edition Glass Walker
Wearing the Bear Shirt Fear is for cowards; Rage is for warriors. The Fenrir who learns this Gift hardens himself against fear, even on an instinctual level. This Gift is taught by a bear-spirit. No roll is required; once this Gift is learned, the effects are automatic. The Fenrir who learns this Gift never enters fox frenzy; instead, he enters a berserk frenzy, regardless of the stimuli. In addition, the player can make a Willpower roll to resist any Gifts or other supernatural powers that incite fear, even if a resistance roll is normally not allowed. Tribebook: Get of Fenris (Revised) Glass Walker
Troll Skin This Gift allows the Fenrir to draw on the power of earth for protection, just as the legendary trolls and even Jotunn were able to do. When the Get activates this Gift, her skins grow tough and thick, covered with warty knots of hard, armored flesh. This Gift is taught by an earth elemental. The player spends one Gnosis point and rolls Stamina + Primal-Urge (difficulty 7). For each success, the character receives one extra die on her soak roll. These extra soak dice cannot be used to soak silver damage; the Gift lasts for one scene, or until the Get chooses to dismiss it. Troll Skin is alas, quite disconcerting and unpleasantly pungent. While the Gift’s effects last, the difficulty of all Social rolls is increased by 1. Tribebook: Get of Fenris (Revised) Glass Walker
Sense Guilt The Hand of Tyr camp specializes in the use and misuse of this Gift. By staring into the eyes of another, the Get can sense whether the target harbors guilt for some past offense. The most experienced Get can even get a feeling for what sort of crime transpired. Unfortunately, a few Get have been known to take advantage of this Gift by “sensing” guilt where none exists or by blackmailing Garou after a successful reading. A crow-spirit teaches this Gift. A successful Perception + Empathy roll (difficulty 8) reveals hidden guilty feelings. One success detects any sense of regret, whereas five successes reveal specific facts concerning the dirty issue. Player’s Guide Second Edition. Glass Walker
Beastmind The Garou can reduce the mental faculties of his victim to that of an animal for a short time. An avatar of Griffin teaches this Gift. The player rolls Manipulation + Empathy (difficulty of the target’s Willpower). The effects last for one turn per success, during which the target listens to only his most base instincts and behaves like a wild animal. Core book revised / 20th Anniversary Edition Glass Walker (Camp: Glorious Fist of Wotan)
Snarl of the Predator The Garou lets out a feral snarl that terrifies opponents and cows them into submission. A wolf-spirit teaches this Gift. The player rolls Charisma + Intimidation (difficulty of the opponent’s Wits + 3). Each success subtracts one die from an opponent’s dice pools on the next turn. This Gift takes one full turn to invoke. Core book revised. Glass Walker
Halt the Coward’s Flight / Executioner’s Privilege The Garou may slow a fleeing (not charging) foe, making him easier to catch. A wolf-spirit teaches this Gift. The Garou must spend one turn concentrating, and the player rolls Charisma + Intimidation (difficulty of the target’s Willpower). If the roll succeeds, the target’s speed is halved for one scene. Core book revised / Shadow Lord Tribebook (revised) Glass Walker
Strength of Purpose Some Garou feel so strongly about their place in the pack, the tribe and the world that they can draw on this resolve in times of need. The Philodox can pull new resolve from his deepest reserves. A wolf-spirit teaches this Gift. Once per scene, the player may roll Stamina + Rituals (difficulty 7). For every two successes, the Philodox recovers one point of Willpower up to her maximum. Core book revised / 20th Anniversary Edition Glass Walker (Camp: Fangs of Garm)
Sense of the Prey If he knows anything about his prey, the character can track it down as rapidly as he can travel. This unerring sense of direction operates anywhere, and it is useful for tracking spirits through the Umbra as well as finding beings on Earth. A wolf- or dog-spirit teaches this Gift. No roll is required unless the target is hiding actively (intent alone is not enough), in which case a Perception + Enigmas roll is made against a difficulty of the target’s Wits + Stealth. If the target is a spirit, the difficulty is the spirit’s Gnosis. Core book revised / 20th Anniversary Edition Glass Walker (Camp: Hand of Tyr)
Device Jam The werewolf can cause technological devices to cease functioning, albeit temporarily. Even the simplest of shaped objects will refuse to perform its function. A Gremlin — a type of Wyld-spirit that enjoys breaking things — teaches this Gift. The player spends one Gnosis point and rolls Manipulation + Crafts. The werewolf may choose 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 cease functioning for one turn 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: Core book revised / 20th Anniversary Edition Glass Walker
Hidden Secrets Camp: Children of Crow. Children of Crow are terribly fond of blackmail, and this Gift does a lot to help their natural tendencies along. The Corax know this Gift as Dark Truths; the Shadow Lords learned the Gift from the raven-folk, and improved on it a bit. The Gift is taught by a fly-spirit. To use this Gift, the character rolls Perception + Manipulation (difficulty 7). Success indicates the Garou learns one of the target’s deepest and most embarrassing secrets. These secrets are of no use in combat, but make excellent blackmail material. Of course, not everyone has secrets of equal value. Shadow Lord Tribebook (revised) Shadow Lord
Song of the Earth Mother A more powerful version of Sense Wyrm, this Gift allows the user to sense the presence of Wyrm activity within a broad area. Essentially, the Garou communes with the earth and listens to what it says. The Gift is taught by an earth-spirit. The user spends 10 minutes communing with the earth, during which time she may take no other actions. The player then spends two Gnosis points and rolls Perception + Occult (difficulty 7). Success indicates that the earth tells her about any supernatural presence within an area of 100 yards (91 m) per success. While the Gift doesn’t offer specific information about the being or beings detected, it does indicate whether or not the presence is Wyrm-tainted. 20th Anniversary Edition Shadow Lord
Howls in the Night The werewolf sends a full-throated howl shivering into the night sky, evoking primal terror in Gaia’s enemies. Creatures of the Wyrm who hear the howl find themselves troubled and unable to rest easily while their enemies are on the prowl. A wolf-spirit teaches this Gift. The player spends a Gnosis point and rolls Charisma + Primal-Urge (difficulty 7). Creatures of the Wyrm who hear the howl will be jolted awake if asleep, and rendered unable to sleep for the next (successes x 3) hours. 20th Anniversary Edition Shadow Lord
Pure Identity Camp: Bringers of Light. A Bringer of Light can alter his appearance to suggest he belongs to another race. If he remains in homid form, he can appear as pallid as a vampire or as glamorous as an Unseelie changeling. If he desires to keep his “scent” as a Garou, he can affect cosmetic changes and appear as a Black Spiral. This Gift is taught by a Chameleon-spirit. The Lord spends three Gnosis, but need make no roll. The duration is one day. Close examination requires a Subterfuge roll to maintain the deception. Tribebook: Shadow Lords Shadow Lord
Cold Voice of Reason Shadow Lords are skilled manipulators, and are renowned for their ability to both stall for time and talk their opponents into going about their business. This Gift gives that character trait supernatural force, holding assailants at bay while the Lord himself either escapes or calls on others for support. It must be used strategically to be effective, but it can be powerful when used in this fashion. This Gift is taught by a crow-spirit. When the Lord is attacked in combat, or even merely threatened, the player may spend a Gnosis point and roll Manipulation + Subterfuge (difficulty 8) as a reflexive action. The Lord must be able to speak in a language his opponent can understand, although he needn’t express concepts more difficulty than “Are you sure you want to do that?” or the like. The attacker may not initiate hostile action against the Lord for one turn per success, provided the Lord and his allies do not, in turn, engage in hostilities against the attacker. If the victim is herself attacked, even by someone other than the Lord, the effects of the Gift end and she may resume her attack. A botch with this Gift drives the attacker into frenzy. Shadow Lords Tribebook Revised Shadow Lord
Disfigurement The Shadow Lord can place a nasty boil or dishonorable scar on the target. She can disfigure her rival in embarrassing ways that rob him of prestige in the presence of other Garou. Although the lesion isn’t physically handicapping, it certainly limits the victim’s social grace. A baboon-spirit or toad-spirit teaches this Gift. The player rolls Manipulation + Primal-Urge (difficulty 7) and spends a Willpower point. The disfigurement subtracts two dice from all the target’s Social rolls. The scar or blemish heals at the end of one scene. Player’s Guide Second Edition. Shadow Lord
Clap of Thunder The Garou slams her hands together and creates a mighty thunderclap that stuns those who hear it. A Stormcrow teaches this Gift. The player spends one Gnosis point. All characters within 10 feet, friend or foe, must succeed in a Willpower roll (difficulty 8) or be stunned and unable to act for one turn. On a botch, the effect lasts for one scene. The Garou must be in Homid, Glabro or Crinos form to use this Gift. Core book revised. Shadow Lord
True Fear The Ahroun can display the true extent of her power, scaring one chosen foe into quiescence for a number of turns. Spirits of fear teach this Gift. The player rolls Strength + Intimidation (difficulty of the target’s Willpower). Each success she achieves cows the enemy for one turn; the victim cannot attack at this time. He may defend himself if attacked and otherwise act normally, although his action will likely be guided by fear. Core book revised / Shadow Lord Tribebook (revised) / Wendigo Tribebook (revised) Shadow Lord (Judges of Doom & Lords of the Summit)
Speech of the World 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. The player rolls Intelligence + Academics (difficulty 7). The effect lasts for one scene. 20th Anniversary Edition Silent Strider Tribe. Homid
Axis Mundi By spending a Gnosis point, the lupus can center herself in relation to Gaia, and always know which direction she is traveling in or facing, no matter where she may be in the Gaia realms. In addition, the lupus carries her “territory” around with her, in a mystical sense. Wolves will detect this, and concede her right to travel through their territories and hunt there. Even other lupus must make a Willpower roll not to recognize this right. Other animals will also recognize this, and not attack the intruder. The player spends a Gnosis point. Ways of the Wolf / 20th Anniversary Edition Silent Strider Tribe. Lupus
Troubleseeker Camp: Harbingers. The Harbingers are noted for their intuitive ability to find trouble or Wyrm-corruption, no matter how well hidden. They sometimes appear from nowhere, just “happening across” some problem or threat. This Gift allows a Harbinger to discover trouble without really searching for it — he just starts down a road and sees where it takes him. Almost invariably, his path crosses some threat that needs seeing to. The Harbinger rolls Perception + Enigmas (difficulty 8). Success indicates that his travels will indirectly but quickly take him to a “trouble spot” of some gravity. Multiple successes on the roll allow the Harbinger to discover more dangerous or subtly hidden threats, at the Storyteller’s discretion. Tribebook: Silent Striders Silent Strider
Graceful Strike Camp: Dispossessed. This Gift was used in bygone days to assassinate corrupt officials or merchants who were the tools of vampires. Beautiful young Garou would dance for them, then strike when the target least suspected. The secrets of the dancer’s knife had been kept alive by members of the Dispossessed camp, who found it useful to play on their gypsy heritage. In these desperate times, it’s a common tool of the camp’s Galliards when a fight gets messy. This Gift is taught by a cobra-spirit. The player spends one point of Gnosis before making an attack roll as usual (Dexterity + Melee, difficulty dictated by the weapon), though the character’s attack is unusually fluid and dance-like. If the attack is successful, the player adds the character’s Performance skill rating in the dice to the damage roll. Tribebook: Silent Striders (revised) Silent Strider
Tread Sebek’s Back When activating this Gift, the Garou calls upon the spirit of Sebek the crocodile to bear her up as she runs across the water. The werewolf can also run across other liquids (a vat of industrial cleaner, sewage, or even lava), but this Gift provides no protection for her feet — any damage is greatly lessened as the harmful substance only comes into contact with a small part of her body, but she must soak it nonetheless. Particularly fast and spiritually attuned Silent Striders claim to have run across seas using this Gift. It is taught by a crocodile-spirit, or that of a crocodile bird. The player spends a Gnosis point and rolls Dexterity + Survival (difficulty 7). Each success allows the character to travel across water as if it were open ground for an hour. In areas inhabited by crocodiles, the difficulty to invoke this Gift drops to 5. Tribebook: Silent Striders (revised) Silent Strider
Summon Talisman The Strider can summon to herself any dedicated handheld object (see the Rite of Talisman Dedication). The item disappears from wherever it currently rests, even from somebody else’s grasp, and appears in the Garou’s grip. Striders use this Gift to bring special items to them once they have finished a journey or to recover items lost along the way. A packrat-spirit teaches this Gift. The Garou need only spend one Gnosis point and concentrate on the item. The Garou can call only half of his dedicated items — he must choose which ones upon learning this Gift. Player’s Guide Second Edition. Silent Strider
Messenger’s Fortitude The Garou can run at full speed for three days without rest, food or water. When the Garou reaches her destination, she has 10 minutes to complete whatever business brought her, then she must sleep for three days. A camel- or wolf-spirit teaches this Gift. The player spends one Gnosis point. The Garou may do nothing but run; stopping ends the Gift. For an additional Gnosis point, he may imbue another being with this Gift’s benefits. Core book revised Silent Strider, Black Furies Tribe.
Call to Duty Any spirit the Philodox knows by name is a potential servitor. With this Gift, the werewolf can summon and command any spirit she knows by name. Only one command is possible at a time, and the spirit departs after fulfilling the one request. An Incarna avatar teaches this Gift. The Philodox must learn the spirit’s name, which usually requires personal acquaintance or use of the Gift: Name the Spirit. The Player rolls Charisma + Leadership (difficulty of the spirit’s Willpower). If the player spends two Gnosis points, the werewolf can summon all Gaian spirits within one mile to protect or assist her, even if she does not know their names. Core book revised / Tribebook: Silent Striders (revised) Silent Strider (Camp: Wayfarers). Philodox
Pulse of the Prey If he knows anything about his prey, the character can track it down as rapidly as he can travel. This unerring sense of direction operates anywhere, and it is useful for tracking spirits through the Umbra as well as finding beings on Earth. A wolf- or dog-spirit teaches this Gift. No roll is required unless the target is hiding actively (intent alone is not enough), in which case a Perception + Enigmas roll is made against a difficulty of the target’s Wits + Stealth. If the target is a spirit, the difficulty is the spirit’s Gnosis. Core book revised / 20th Anniversary Silent Strider (Camp: Seekers), Black Furies, Red Talon, Get of Fenris (Camp: Hand of Tyr) Tribe. Ragabash
Blissful Ignorance The Garou can become completely invisible to all senses, spirits or monitoring devices by remaining still. A chameleon-spirit teaches this Gift. The Garou’s player rolls Dexterity + Stealth (difficulty 7). Each success subtracts one success from the Perception + Alertness rolls of those looking for the character actively. If no one is doing so, then just one success indicates complete concealment. Core book revised. Silent Strider, Bone Gnawers Tribe. Ragabash
Curse of Hatred The metis may verbalize the hatred in her heart, disheartening opponents with the intensity of her emotion. A spirit of hate teaches this Gift. The player spends on Gnosis point and rolls Manipulation + Expression (difficulty of the opponent’s Willpower). If she succeeds, her opponent loses two Willpower points and two Rage points. This Gift may be used on an opponent only once per scene. Core book revised / Tribebook: Silent Striders (revised) Silent Strider (Camp: Bitter Hex) Tribe. Metis
Unity of the Pack It is only natural for those guided by canny leaders to excel. This Gift allows the Silver Fang’s pack to enjoy the benefits of her unifying aura, making them deadlier warriors against the Wyrm’s minions. A wolf-spirit teaches this Gift. Whenever the Silver Fang is present, all members of her pack (including herself) gain one extra die on all rolls to execute Pack Tactics. This Gift’s benefits are permanent. The Silver Fang cannot benefit from this Gift when she is alone. 20th Anniversary Edition Silver Fang
Awe The Garou, simply by her bearing and strength, proves to others her mastery and right to rule other tribes. This Gift is taught by a Falcon spirit. The Garou rolls Appearance + Empathy (difficulty of the target’s Willpower). If successful, the difficulties for all Social rolls made by the Garou against that target are reduced by one, and the target’s difficulty to hit the Garou in combat is increased by one. Core book 2nd ed Silver Fang
Gibbous Moon Song Camp: Moon Lodge (Waning Cycle). The Gift allows a Garou to learn the benefits of a smooth tongue and social awareness. It makes the werewolf talkative, interesting and likable, the very life and soul of any gathering. The moon’s own light seems to make her more interesting and attractive than she normally seems. A Great Green Cheese spirit, a lively and somewhat aromatic member of Luna’s brood, best known to the Bone Gnawers, teaches this Gift. Arrogant Silver Fangs who will not deign to deal with such a spirit will struggle to progress on this cycle. The werewolf and the spirit engage in a battle of wits, to see who can come up with the cleverest word play. If the Garou wins, the spirit happily teaches the Gift. Thus, she makes the persuasiveness of the Gibbous Moon part of herself. The player rolls Wits + Enigmas (difficulty 8) to best the spirit. This roll may only be attempted once per month and only during a gibbous moon. Once the character knows the Gift, the player activates it by spending a point of Gnosis. All Social rolls gain an extra die for the remainder of the scene (three dice for Galliards). Tribebook: Silver Fangs (revised) Silver Fang
Crescent Moon’s Awareness Camp: Moon Lodge (Waxing Cycle). This Gift allows the character to make other around her more aware of the spirits of the place. Garou catch glimpses and hear incomprehensible whispers of the spirits in the Penumbra, while Kinfolk and other humans feel an unsettling awareness of an alien world that they are normally oblivious to and have no means of understanding. This teaches them the power of the Crescent Moon. To learn this Gift, the Fang must track down any one of Falcon’s brood and perform one, simple service for him. The player spends a point of Gnosis and rolls Gnosis (difficulty 7). If the roll succeeds, all creatures in her immediate area (20 yards or so) become aware of the Penumbra at the edge of their senses. Garou may then step sideways or communicate with spirits at -1 difficulty. Humans, Kinfolk and animals find the effect profoundly disconcerting and lose one die from all their rolls while the Gift is in effect. Crescent Moon Awareness lasts for one turn per success rolled. The effects are doubled when a Theurge uses this Gift. Tribebook: Silver Fangs (revised) Silver Fang
Truce of Helios Camp: Sun Lodge. Helios brings reason and tact to the werewolves who honor him. He teaches the Garou to temper their instinct and Rage with thought and logic. Thus, those who follow him often become skilled diplomats and negotiators. Often the biggest problem in achieving a truce, treaty or alliance is getting the other side to listen to the argument that the character is putting forward. This Gift forces them to listen to what the Silver Fang has to say. However, Helios values truth and justice. He does not force the listener to accept what is said. Neither does he allow his followers to use this Gift to gain a combat advantage over another by using it to delay the listener while an ambush or attack is organized. Any werewolf using the Gift in that way will find that it doesn’t’ work, and may find it never working for them again. Helios sends a Child of Kamak or a Firebird spirit to teach this Gift to those he finds worthy. To enforce a truce, the player spends a point of Gnosis and rolls Charisma + Etiquette (difficulty 7). If the roll succeeds, the negotiation proceeds under the force of a spiritually imposed peace. All those involved in the debate must make a Willpower roll (difficulty 9, minimum of two successes needed) to attack the speaker, ignore him or otherwise disrupt the proceedings. The truce endures for one hour per success rolled. However, should the Silver Fang calling upon this Gift break the truce, its effects immediately end and will never be effective against the same target again. Doing this is a terrible insult to Helios and results in the loss of three points of temporary Honor and may lead to the character’s expulsion from the Sun Lodge. Tribebook: Silver Fangs (revised) Silver Fang
Hand Blade Camp: Wyrmfoe. Many Silver Fangs specialize in klaive dueling and swordplay. On occasions, they are disarmed or attacked when they are unarmed. This Gift allows them to rely on their skill in swordplay by turning their arm into a razor-sharp blade that slices and cuts like the best-forged sword. An ancestor spirit, usually a former klaive dueling master, teaches this Gift. The player spends a point of Rage and rolls Gnosis to transform his hand. For the rest of the scene, he may use his arm like a sword, by rolling Dexterity + Melee (difficulty 6), doing Strength +2 aggravated damage, as his claws are part of the blade. However, each parry or other blade-to-blade maneuver the werewolf attempts costs him one level of lethal damage. More than three unregenerated levels of damage inflicted this way render the arm useless. Tribebook: Silver Fangs (revised) Silver Fang
Eagle’s Beak Camp: Wyrmfoe. The eagle’s beak is a sharp, tearing weapon that can tear its prey apart in seconds. An eagle spirit can teach a Silver Fang the secret of eviscerating his enemy swiftly through this Gift. The player spends a Rage point and spends a turn screeching his defiance at his enemy. For the remainder of the scene all bite attacks do two extra dice of damage. Tribebook: Silver Fangs (revised) Silver Fang
Deep Roots Camp: Wise Heart. This Gift allows the steadfast members of House Wise Heart to stand their ground against their foes. Nothing can move a werewolf rooted with this Gift, although he is as vulnerable to other forms of attack as ever. Any forest-dwelling spirit can teach this Gift. The player rolls Gnosis (difficulty 7). The character becomes rooted to that spot for a number of turns equal to the number of successes on the roll. Any attempt to push, pull, drag or lift the Garou automatically fails to move the character, although it can still do damage. Tribebook: Silver Fangs (revised) Silver Fang
Locate Spirit Tutor Camp: Wise Heart. The werewolves of House Wise Heart are renowned for their skill as tutors and mentors. However, they know that the spirits themselves are the best tutors for Gifts. This Gift allows a Silver Fang in the Umbra to locate the nearest spirit that can teach a particular Gift that he wishes his student to learn. From that point onwards, it is all up to the student and the spirit. A peregrine falcon-spirit teaches this Gift. The player spends a Willpower point and rolls Charisma + Leadership (difficulty 7). The more successes scored the better sense the character has of where an appropriate spirit resides. Tribebook: Silver Fangs (revised) Silver Fang
Hidden Meaning Camp: Unbreakable Hearth. Sometimes what someone doesn’t say is just as revealing as what they do say. This Gift allows a listener a sense of exactly what a speaker is concealing or avoiding saying. A heron-spirit teaches this Gift. The player rolls Perception + Empathy. If the roll succeeds, the character gains an idea of what worries the speaker most, even if they haven’t alluded to it in any way during the speech. The more successes achieved, the more information the Storyteller should provide. Tribebook: Silver Fangs (revised) Silver Fang
Merlin’s Call Camp: Blood Red Crest. This Gift allows the alpha of a pack to call out to her fellows, letting them know exactly where she is and allowing them to rally around her, even in complete darkness or other situations in which the werewolves are effectively blinded like heavy fog, or intervening walls. However, the sound that the alpha makes cannot be used by other creatures to locate the Garou. A merlin-spirit teaches this Gift. The player spends one Gnosis and rolls Charisma + Expression (difficulty 7). Any other member of the character’s pack knows exactly where she is, relative to his own position, for a number of turns equal to the successes rolled; any creature within earshot who is not a member of the pack hears nothing. Tribebook: Silver Fangs (revised) Silver Fang
Austere Mind Camp: Austere Howl. The Silver Fangs of House Austere Howl have always valued self-control. To this end, they successfully petitioned a stone elemental to teach them this Gift that grants them the emotional stoicism of a rock. The player spends one Gnosis; the difficulty to enter frenzy is raised by 3, and the character may add two dice to any roll to escape frenzy. This Gift’s effects last until the next sundown. Tribebook: Silver Fangs (revised) Silver Fang
Osprey’s Will Camp: Austere Howl. When Osprey hunts, she can hover over the water. She wishes her children to hunt over rivers just as easily, so she teaches this Gift to those who prove themselves worthy enough. The player spends a point of Gnosis. For the rest of the scene, the character may move over the surface of a river or lake as if it were solid ground. However, for the character to do anything other than just run across the water, the player must make a reflexive Dexterity + Athletics roll (difficulty 8). Failure sends the unfortunate werewolf to a humiliating bath. This Gift only applies to rivers and other freshwater bodies. It cannot be used on the sea or on saltwater estuaries. Tribebook: Silver Fangs (revised) Silver Fang
Reason's Grasp The Silver Fangs took up many burdens when they accepted the leadership role for the Garou Nation. One of the hardest of these to bear is the propensity towards Harano and the mental disabilities that beset members of the Tribe. However, the spirits took pity upon the tribe members who were suffering and failing at a time of need, so they sent a Firebird spirit to teach them this Gift. Reason’s Grasp allows a Silver Fang to free herself temporarily from Harano or mental illness. It can also protect against any sanity-altering attack, be it from a spirit, Wyrm creature, vampire, mage or demon. The player spends a point of Gnosis and rolls Willpower (difficulty 7). The character can ignore the effects of all mental disabilities for a number of scenes equal to the number of successes rolled. Alternatively, each success may reduce by one the number of successes scored on a roll to affect the character’s sanity made by an outside agency. Should the unfortunate player botch this roll at any point, the werewolf’s dementia runs out of control, completely dominating the character’s thought process for 24 hours. Tribebook: Silver Fangs (revised) Silver Fang
Word of Honor To a Silver Fang, honor is everything. This Gift imbues a Garou’s words with his honorable bearing. As long as the Silver Fang speaks the truth, others believe him. An eagle-spirit teaches the Silver Fangs how to speak clear and true. By spending a Gnosis pint, the Silver Fang can make every word he says bear the ring of truth. Anyone who listens hears that the Gift user speaks the truth. Listeners are not necessarily inclined to obey the Fang or follow his suggestions, but the facts are clear. The Silver Fang must speak the truth, as he knows it, or the Gift automatically backfires. Player’s Guide Second Edition. Silver Fang
Empathy To be a leader among wolves is largely a matter of physical dominance, but a human leader must understand his charges and follow their will to a degree. With this Gift, a Silver Fang can understand those around him and live up to their expectations. A falcon-spirit teaches this Gift. 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. Core book revised / Wendigo Tribebook (revised) Silver Fang
Sense Silver As consummate warriors, Ahroun must be prepared for every eventuality — including silver weaponry. This Gift, taught by Lunes, allows the Ahroun to detect the presence of silver. The Garou rolls Perception + Primal-Urge (difficulty 7). If successful, she can detect the presence of any nearby silver. Three successes allow him to pinpoint the silver’s location. Core book revised / 20th Anniversary Edition Silver Fang Tribe. Homid
Resist Temptation Using gestures to her chakras, as Klaital did, the Stargazer can resist worldly, mental, and spiritual temptations, including corruption. This Gift is taught by an earth-spirit. The player rolls Wits + Rituals (difficulty 6) and spends one Gnosis point. Each success raises others’ difficulties to ensorcel or supernaturally coerce the character by one for the rest of the scene. Against non-supernatural coercion, this Gift is automatically successful. Thus, mundane con artists and temptresses have no power over the Stargazer. Stargazers Tribebook Stargazers
Inner Light The Stargazer can step sideways into the Umbra using only his own inner light; he has no need of a reflection or bright light to guide him. This Gift is taught by an Epiphling of Truth. The character is always considered to be using a mirror when attempting to step sideways, regardless of the presence of any reflective surface. The player must still roll Gnosis as usual, and the Stargazer can still be “caught.” He may lead packmates into the Umbra as per the usual rules. Stargazers Tribebook Stargazers
Manipura Awakening the Serpent Fire Gift: The Serpent Fire gifts must be learned in order, from 1 – 5. The solar plexus chakra stirs, allowing the character access to powerful energy and strength which can greatly aid Kailindo maneuvers. The player rolls Stamina + Rituals. Each success adds one to the character’s Strength for the purposes of resisting grapples or initiating holds, but not for lifting objects or causing damage. This lasts for one scene. Stargazers Tribebook (revised, 1st ed.) Stargazers
The Teacher’s Ease Camp: Sacred Thread. The Stargazers of the Sacred Thread are teachers, first and forever. They hold a great love of sharing information and enlightening others to knowledge, and those with this Gift may find their students a little more “enlightened” than others. With it, a ksatriya may actually open a student’s mind a little further than it already was, allowing the learner to absorb more information, more quickly. This Gift is taught by a Stargazer ancestor-spirit. The player rolls Manipulation + Expression (difficulty is 10 minus the student’s Intelligence score). Each success gives the learner a number of bonus dice on a roll featuring a specific Ability. The learner may not use these bonus dice on any Ability, however; he may only use it on a single Ability of the ksatriya’s choosing. Stargazers Tribebook (revised) Stargazers
Word-to-Weapon Camp: Sacred Thread. The warrior-teacher caste of the Sacred Thread is able to focus in on the mystic power underlying each and every word. Even a ksatriya without a weapon may conjure one using nothing more than the sound of his own voice. This Gift is taught by a wind-spirit. The Stargazer invokes a prayer (taking a full turn to do so). The player then spends a Gnosis point and rolls Wits + Linguistics (difficulty 6). The first success conjures a ghostly, translucent scimitar out of thin air. The moon-curved blade has Strength base damage (lethal), with a difficulty of 7 to hit. Every two successes past the first, however, on the roll to activate this Gift increases the weapon’s damage roll for that weapon. If the player rolls three successes, it creatures an opaque blade (made essentially of icy wind) that does Strength + 1 lethal damage, with a difficulty of 7 to hit. The weapon lasts until the end of the scene, and then it disappears into a cloud of dust. Stargazers Tribebook (revised) Stargazers
Reverie of the Kol-Kin Camp: Demon Eaters. Demons are malicious tricksters bent on chaos. Their souls have been corrupted by the Wyrm so badly, there’s little real humanity left inside, regardless of how they appear on the outside. They can’t be trusted. They can’t be left alone. This Gift helps to trap them and keep them still for a time. The Stargazer’s eyes become pale mirrors, glowing faintly even in daylight. Any demon looking into the Stargazer’s eyes is held transfixed, unable to move or speak. It’s said that this ability was passed down from the group’s progenitor, Zhong Kui, who used it to hold one demon at bay while his pack eased in for the kill. This Gift is taught by a Lune. The player spends a single Gnosis point. No roll is necessary to activate the Gift. The Stargazer’s eyes become reflective, and any demon (or demon-possessed individual) looking into the Stargazer’s eyes are held in a kind of trance. The demon is allowed a single Willpower roll (difficulty 8) in the beginning to resist the allure of the werewolf’s eyes. This Gift is active as long as the Stargazer holds the gaze (blinking doesn’t disrupt it) or until the demon is attacked. This Gift only works on one demon or demon-possessed individual at a time. Stargazers Tribebook (revised) Stargazers
Sound of Suffering Mantra Gift. The spoken mantra for this Gift is Aum-Kama-Rudra. Life is suffering. Among the Stargazers this is not a philosophy, this is fact. Once someone realizes that suffering is the dominating force within the universe, he can move past it onto a fuller, richer life – or so the theory goes. With this Gift, a Stargazer can inflict a temporary “realization of suffering” onto a single individual. The individual affected by this Gift is beset by a swell of sadness, and they can’t help but break down into hitching, wracking sobs. For the duration of this power, the target is left feeling both empty of substance and full of the world’s pain. This Gift is taught by both pain- and rain-spirits. The player spends a single Willpower point and rolls Manipulation + Empathy (difficulty 6). The target is incapacitated for one turn per success rolled as she is afflicted by terrible sorrow and sobbing. The subject may defend if attacked, and she also may take action if circumstances are putting her own life at risk. Stargazers Tribebook (revised) Stargazers
Wuxing There is a mystical resonance — wuxing — that exists between the elements of water, fire, earth, metal, and wood. These elements are the basic forces underlying everything in the world, and the resonance between them is something that a Stargazer with this Gift can hear and tap into. The Stargazer can take the reverberation between elements and tweak it temporarily; the result is, for a short time, that one element can be changed into the other. This Gift may only be taught by an avatar of Chimera. The player rolls Manipulation + Enigmas (difficulty 7). Each success allows for one square foot of a particular element (water, earth, fire, metal, or wood) to be changed into an alternate type of the same group of elements. The dimension of the element doesn’t change – a fire in the fireplace still retains its “shape,” but may now be made of wood, earth, or even water. The effect lasts for a number of turns equal to the character’s permanent Gnosis score. Stargazers Tribebook (revised) Stargazers
Drunken Spider This Gift is primarily practiced by those Stargazers who feel that the Weaver is the true enemy of Gaia. With this ability, the Stargazer may affect the logic centers of any Weaver-spirit, jumbling its mind into sluggish discord. If the spirit isn’t part of any physical manifestation mirrored in the “real” world, the spirit is merely hampered and confused. If performed on a spirit that’s part of the soul of a machine, it actually makes the machine work significantly less efficiently, and thus makes it harder to use. A computer affected as such may not do what the user intends. Hitting “Enter,” for instance, might trigger the “Backspace” key instead. Or opening a document might cause it to appear as gibberish. This Gift can be taught by either a cockroach-spirit or a water-spirit. The player spends one Willpower point and rolls Charisma + Crafts (difficulty of the spirit’s Gnosis). If the spirit is “alone” and unassociated with any real-world device, then each success on this roll reduces the spirit’s Willpower rolls to act by one die. If the spirit is associated with a machine, then each success raises the difficulty to use the device by one as it acts oddly and performs erratically and slowly. The muddling effects last for the duration of the scene. Stargazers Tribebook (revised) Stargazers
Surface Attunement The Stargazer may attune herself to the surrounding environment, thereby gaining the ability to walk at normal speed across such surfaces as mud, water, snow, and quicksand without falling through or leaving tracks. The spirits of small animals that are often overlooked by other tribes (such as rabbits, sparrows, and mice) teach this Gift. The Garou concentrates for one turn; the player rolls Dexterity + Athletics. The effects last for a scene. Core book revised / Rage Across Australia Stargazers
Shadows at Dawn Sometimes, one must give information to get information. However, Uktena are notoriously tightfisted with secrets. With this Gift, the werewolf can share a bit of knowledge that later vanishes from the subject’s memory. An ancestor-spirit teaches this Gift. After relating a bit of lore, the player rolls Wits + Subterfuge (difficulty of the opponent’s Wits + Subterfuge). If the roll succeeds, whatever information the Uktena imparted completely vanishes from the target’s memory when the sun next rises. 20th Anniversary Edition Uktena
Sight of Hidden Places As the Uktena seek all things hidden, they may be gifted with the ability to find and see within unseen hollows such as caves, hollow trees, underwater caverns and hidden spaces. Objects and beings within the hidden area are seen as though lit by normal daylight and may even be examined utilizing other Gifts such as Sense Wyrm. Spirits of burrowing animals teach this Gift. The Garou concentrates on a single area no larger than a small hill for one turn. Keeping his eyes shut, he may then “see” any open areas inside that space (including any persons, treasures, hidden pools, etc. within the place). Rolling Perception + Enigmas (difficulty 6) allows the character to see to a depth of ten feet for each success. By spending a point of Willpower, he may also bring into play any Perception-based Gifts he possesses. Croatan Song Uktena
Fetish Fetch The Uktena need not carry her fetishes with her at all. She may draw them from a hidden cache whenever she needs them, no matter the distance. A packrat-spirit teaches this Gift. The first part of the Gift involves creating the secret hiding spot for the fetishes. The player spends one Gnosis and buries or covers her items. Once this ritual is complete, she need only spend a Gnosis point to summon any or all of her fetishes, or to return them to their hiding place. The fetish appears in her hand as if from thin air. Just one hiding spot can exist at any one time, but the Uktena can create a new spot at any time. 20th Anniversary Edition Uktena
Medicine Dreams When the humans began hunting animals, the animals retaliated by sending disease amongst the humans to kill them. Once they saw that their diseases killed good people as well as bad, they relented and herb-spirits came to medicine men in dreams to tell them how to heal the sick. Wise Uktena still know that medicine comes from these spirits in dreams, and this Gift allows them to call forth the herbs for wisdom. It is taught by the spirit of an aloe plant. This Gift is used when an Uktena is attempting to heal someone seriously ill. Before the Uktena goes to sleep, the player spends one point of Gnosis and rolls Charisma + Occult, difficulty 8. If the roll is successful, then the Uktena will awaken with new insights in how to heal the sick person. Each success on the Occult roll adds one dice to any Medicine rolls for that day. Should this grant the Uktena more than ten dice on his Medicine dice pool, he may even attempt to cure incurable illnesses such as terminal cancer or HIV/AIDS. To do so, six or more successes are needed on appropriate Medicine rolls. Players’ Guide to Garou (revised) Uktena
Call Forth the Wyld Camp: Wyld Children. Using this Gift, a Garou can summon the Wyld in its raw essence to disrupt the manifestations of the Weaver. This energy must be concentrated to interfere with the working of machinery or technological items to be effective. Unlike the Homid Gift of Jam Technology, Call Forth the Wyld permanently disrupts the devices it affects. Barring costly repairs and replacement of fizzled parts, the item will never work properly again. Not that the items cease to function; they just work in an odd and unforeseen manner. Rather than merely creating a glitch, this Gift actually disrupts the Weaver energy by overpowering it with the chaos of the Wyld. Devices may function in reverse of normal (clocks run backward, cars only drive in reverse, computers print out information upside down) or may function in some totally random manner (guns explode when used; missiles reprogram themselves to hit a random target after initiating their own countdown and firing sequence; cars only function underwater). Creative anarchy should reign. Obviously, this Gift can be highly dangerous. The player must roll Manipulation + Repair (difficulty 6) and spend a Gnosis point to use the Gift. One success is sufficient to discombobulate most small technological devices. Storytellers may require more successes or higher difficulty levels to affect larger or more complex targets. Uktena Tribebook Uktena
Umbral Compass Camp: Skywalkers. Note: the Skywalkers will teach this Gift to any fellow Uktena or Wendigo. This Gift helps Garou cross the Gauntlet and traverse the Umbra more easily. Once in the Umbra, the Gift helps the Garou orient herself so she has less chance of becoming lost or confused as to where she is. Further, it seems to urge the Garou toward a direction she needs to travel. Thus, if something terrible is happening in the Umbra, use of this Gift will point the Garou right toward it. This could be a good thing or very inconvenient and potentially deadly, depending on the Garou’s point of view and her ability to talk or fight her way out of difficult situations. This Gift is taught by any bird-spirit. The player rolls Perception + Survival (difficulty 7). A single success allows the Garou to lower the difficulty of crossing the Gauntlet by one and to find her way through the Umbra with little difficulty. If she then needs guidance while in the Umbra, she may roll her Gnosis (difficulty 6) to find her way. Should the Garou using Umbral Compass botch her roll to cross through the Gauntlet, she is allowed to make a single Gnosis roll (difficulty 8) to escape the effects of the botch. Failure on this roll means the botch takes effect as normal, while a botch makes the “caught” Garou difficult for others to find and free. Uktena Tribebook Uktena
Uktena’s Freezing Stare The Uktena can use this Gift to mesmerize an opponent by making direct eye contact. If the Gift is successful, the target freezes dead in his tracks. A spirit of Uktena teaches the Gift. First, the Uktena must make direct eye contact with an opponent; the player then rolls Manipulation + Intimidation to activate the Gift, with the difficulty equal to the target’s Willpower. The paralysis lasts one scene or until the opponent is physically or mentally attacked in some fashion. Tribebook: Uktena (revised) Uktena
Indian Giver Sometimes, one must give information to get information. Perhaps an explanation is necessary to get the curious to go away. However, Uktena are notoriously tightfisted with secrets. With this Gift, the Uktena can share a bit of knowledge that later vanishes from the subject’s memory. An ancestor-spirit teaches this Gift. Both Raiders and Pathdancers commonly learn this Gift, through it can be found throughout the tribe. When telling the choice bit of lore, the player rolls Wits + Subterfuge (difficulty is the opponent’s Wits + Subterfuge). The number of successes, shown below, determines the effects of the Gift. The Uktena decides beforehand how long the knowledge remains clear, but never longer than 24 hours.
Coils of the Serpent Using this Gift, an Uktena can call forth dark tentacles of mist or fog that wrap around enemies and hold them in a viselike grip. Each coil is four feet long and possesses the same Physical characteristics as the werewolf who summons the coils. Any snake-spirit can teach this Gift. The player rolls Dexterity + Occult, difficulty 7. Each success causes a single coil to come forth from the surrounding air. The coils focus on a single target, unless the player makes attack rolls against multiple targets, with the normal penalties to the rolls for multiple actions. The coils only bind; they can’t inflict damage. To break free, the victim must make a Strength roll, difficulty 7. If his successes exceed the number of coils, he’s free. If not, he’s still a prisoner. The tentacles last until the end of the scene or until the summoner decides to send them away. Tribebook: Uktena (revised) Uktena
Reveal the Hidden This Gift allows an Uktena to find non-supernatural items that may be eluding his search. This is a perfect tool to locate hidden passageways, concealed tomes of lore or a normal foe that may be successfully hiding from the werewolves. A Crow spirit teaches the Gift. Scouts (and their darker campmates, the Raiders) consider this Gift practically a requisite. The werewolf spends a turn to look around carefully, the player makes a Perception + Subterfuge roll. One success at difficulty 7 is all that is needed to spot the hidden object. However, a sentient creature that is hiding may counter with a Wits + Stealth roll; if his successes exceed that of the werewolf player’s roll, the Gift doesn’t work. Tribebook: Uktena (revised) Uktena
Another’s Moccasins The human cultures of Uktena Kinfolk are too-frequently ignored or derided by the mainstream; their wolf Kin are persecuted as a matter of course. This Gift opens the eyes of the ignorant to life on the other side, showing them a new and (for a while, at least) fascinating perspective. By speaking briefly with the subject about the culture or species in question, the Garou can instill curiosity or appreciation for the culture — or if particularly successful, an obsession with learning about and aiding the Kinfolk’s people. The Earth Guides in particular use this Gift to nudge adversaries (usually in government or the media) into the role of allies. An ancestor-spirit teaches this Gift. The character must have the subject’s undivided attention and engage in a brief conversation about the culture in question (for instance, the Navajo or wolves). The player rolls Manipulation + Subterfuge (difficulty is 9 minus the subject’s Intelligence). For one success, the subject may pick up a Hillerman novel, or admit to himself that wolves were important to the balance of nature, at least before humans changed things. For five successes, he might well involve himself in humanitarian efforts on the reservation, or spend his vacation trekking to Alaska in the hopes of having a Farley Mowat experience with a wolf pack. The Gift’s effects last about a week per success, but with luck a natural interest develops as the subject delves into his study of the culture. Tribebook: Uktena (revised) Uktena
Overlook It can be quite useful to be ignored at times. You can overhear what was not meant for your ears, or see armed guards look right past you. As long as the Uktena keeps a low profile, a supervisor will assume he’s just another tech, or the cowboys will see only “some tame Injun asleep by the hitchin’ post.” Some Ragabash call this the “Tonto goes to town” Gift; members of the Scouts also favor it. A cuckoo-spirit teaches this Gift. The character does his best to look nonchalant or otherwise occupied doing something low-key. The player rolls Manipulation + Subterfuge (difficulty varies depending on how well he blends in to start with: 6 if the Garou is dressed in the same manner and going through the same motions as the techies around him: up to 9 if he’s stark naked and carrying a bloody axe). To see the Garou as more than mere window-dressing, watchers must get more successes on Perception + Alertness than the player originally rolled. Should he draw attention to himself, by acting out of character or speaking loudly for example, the player must reroll with a penalty of +2 difficulty in order to maintain the effect. Tribebook: Uktena (revised) Uktena
Blending Intruder legends tell of the uncanny ability of native peoples to hide in plain sight, even only yards away. This Gift allows the user to blend into the landscape simply by crouching and keeping still. It isn’t invisibility; rather, the Garou draws the landscape into himself to appear to the unwary as a natural part of the terrain. This Gift is especially common among caern guardians. Any stealthy spirit, such as chameleon, teaches this Gift. The Garou stands among terrain features (trees, thickets, etc) or simply hunkers down and wills herself to be one with the environment. A searcher must make a Perception + Alertness roll (difficulty 9) to recognize the Garou as something more interesting than a stump, and the expenditure of a Gnosis point negates three successes (this includes scent as well as sight). If the searcher is looking directly away, the Garou may move slowly in any direction, but even the slowest movements while in the searcher’s field of view reveals her instantly. Tribebook: Uktena (revised) Uktena
Spirit of the Fish The werewolf blessed with this Gift can breathe underwater and swim as fast as he can run in Hispo form. Unsurprisingly, a fish-spirit teaches this Gift. The player spends one Gnosis and rolls Stamina + Animal Ken (difficulty 7). The effects last for one hour per success. Core book revised Uktena
Spirit of the Bird / Dark Aerie Uktena Gift Description: Few enemies would expect a werewolf to attack from above, which is precisely why the Uktena developed the means to do so. The Garou may hover, fly or float. Any bird spirit can teach this Gift. Shadow Lord Children of Crow Description: As per the Uktena Gift Spirit of the Bird. The Child of the Crow is enveloped in shadows while using this Gift, making her easier to spot during the day but harder to spot at night. It is taught by a crow-spirit. The player spends one Gnosis point. The Garou can fly at 20 mph and hover as she desires. The difficulties of all combat maneuvers increase by one. This Gift lasts for one hour. Core book revised / Shadow Lord Revised Uktena
Virgin Snow Camp: Ghost Dance. Nunavut, to many Wendigo, remains a symbol of hope and preserved purity among Garou and Kinfolk alike. The Ghost Dance has always trusted in the power that tradition holds, and it reveres the perfect and simple ways that have been imparted from generation to generation. This Gift rewards any Garou who chooses to follow the path of the old ways rather than take a modern or Wyrmcomer shortcut. An ancestor-spirit teaches this Gift to the Camp of the Ghost Dance in Nunavut. The player spends one Gnosis point, and then rolls Intelligence + Rituals, difficulty 6. If she succeeds, she may add one point to any ability roll she needs to make; she must be offered a choice between a human or Wyrmcomer way, and a Garou or Kinfolk way, both applicable to the same Ability — and consciously choose the Garou way. For example, a Wendigo who refuses penicillin, and chooses to fight an infection with a time-tested poultice of herbs and roots can add a point to her Medicine knowledge; a werewolf who leaves behind a nylon backpack, GPS, and freeze-dried food before a journey can add a point to her Survival skill. Similarly, a Garou who decides to travel on foot or by sled, instead of in a car or a snowmobile, can add a point to her Drive skill. Wendigo Tribebook (revised) Wendigo
Fangs of the North / Claws of Frozen Death The Wendigo version is called Claws of Frozen Death. Blue smoke rolls off of the werewolf’s claws and teeth, which are transformed into curving daggers of hardened ice. Wounds inflicted with these terrible weapons turn black and fester, all the warmth and life driven out of them. A snow-spirit teaches this Gift. The player spends one Gnosis point and rolls Wits + Survival (difficulty 7). The transformation lasts for the rest of the scene, or until banished voluntarily. Any individual wounded by the werewolf’s fangs or claws suffers a –1 penalty for the rest of the scene as chills wrack her body. Additionally, such wounds heal badly; mortals are likely to lose injured limbs as the tissue necrotizes, and beings capable of supernaturally swift healing (such as vampires or Black Spiral Dancers) are unable to heal these wounds for one day per success on the Gift’s activation roll. This Gift can’t be used in Homid, but applies fully to the claws and/or fangs of all other forms. 20th Anniversary Edition Wendigo
Tourniquet A werewolf with this Gift may use it to drastically reduce any amount of her own bleeding, specifically blood loss that she experiences as a result of combat. A bloody wound taken in a duel or in battle by a klaive, blade, fang, or claw can be staunched swiftly with a whisper of gratitude to the spirits. Tourniquet does not heal, numb, or close the wound, but simply keeps it from bleeding further. Wendigo consider it very bad form to use this Gift to stem bleeding caused by self-inflicted wounds, causing the loss of Honor Renown if its use is known. Accordingly, Wendigo may not use this Gift while attempting to complete a rite or other ritual that requires any check of Stamina. A hawk-spirit teaches this Gift. The player spends a Willpower point and rolls Strength + Survival. This gift converts Lethal wounds into Bashing wounds, and does not repair Bashing damage on its own. The more successes she rolls, the more bleeding she can staunch, at the ratio of 1 success to 2 Health Levels converted. Wendigo Tribebook (revised) Wendigo
Devouring Rime A Garou with this Gift can touch something living and cause it to become covered with ice. Slowly radiating outward from the point of contact, a shimmering coat of ice crawls over the target’s body, freezing every muscle it touches into motionlessness. A jaggling of Great Wendigo teaches this Gift. The character must be within physical reach of the target, and must be able to touch the target’s bare skin, flesh or fur. When he does so, the player spends one Willpower point to create a quickly-growing layer of ice over the target’s body. The target must spend a point of Rage to resist the devouring coat of ice before the next round, or she becomes frozen and immobile for the rest of the scene. The ice itself behaves naturally under all external physical changes; for example, it melts beneath a sudden blast of heat, and it can be chipped away (carefully) by anyone assisting the target. Wendigo Tribebook (revised) Wendigo
Salmon Swim A Garou with this Gift is able to swim as easily as a fish, or even walk on the surface of the water as if it were land. Salmon Swim works only on freshwater bodies, not on oceans, but it works as well on a lake or pond as it does a river. The Gift does not work within a swimming pool or other purely artificial container of fresh water. This Gift is taught by a salmon-spirit. The player spends one Gnosis and rolls Dexterity + Athletics (difficulty 7). For each success, the character can move freely on or under the surface of the water for one scene. Additionally, during this period, the Garou can use the effects of the Lupus Gift: Hare’s Leap, so long as he begins and ends his leap in a sizable body of fresh water. Wendigo Tribebook (revised) Wendigo
Scent of the Man-Eater The Litany states purely and clearly that Garou shall not eat the flesh of humans or wolves. Despite the reputation of their totem spirit, Wendigo truly revile cannibalism as one of the most horrible violations of the Litany and of the ways of Gaia. This Gift allows a werewolf to sense if another Garou is guilty of this depraved act, by scenting the stain of human or lupine blood on the target’s spirit. An ancestor-spirit teaches this Gift. The player rolls Perception + Primal-Urge, at a difficulty of 6. If successful, the character can detect whether or not a Garou has eaten a human or a wolf since the last full moon. With two successes, she can detect how recently; with three or more successes, she can tell if it is a habit with the Garou in question, or only a shameful aberration. Wendigo Tribebook (revised) Wendigo
Fog The Warpath camp acquired a Gift similar to the Black Furies’ Curse of Aeolus to cover their ecoterrorist activities. The Wendigo calls up a thick, eerie fog that obscures vision and unnerves her opponents. The Wendigo can see through the fog, but all others have trouble navigating by sight. A rain spirit teaches this Gift. The player makes a Gnosis roll. The difficulty varies according to the surrounding terrain and humidity: 4 near the sea, 6 under normal circumstances, 9 in a desert. The Wendigo can see normally, but others caught in this fog halve their Perception scores (with regards to sight only). The fog is quite unnerving, and everyone except the Wendigo and her packmates loses a die from all Willpower dice pools. Player’s Guide Second Edition Wendigo
Ghost Pack This Gift allows the Wendigo to call upon the aid of their ancient relatives. Much like the Past Life Background, the Ghost Pack can aid the Garou when she is in trouble or needs advice. The Ghost Pack whispers secrets to the Wendigo and often follows her around even after the Gift expires. A buffalo-spirit teaches this Gift. The player must spend one Gnosis, one Rage and roll Charisma + Occult (difficulty 7). The number of successes equals the number of ancestor spirits that come to the user’s aid. Although the ghosts cannot affect the physical world — they are simply memories and not actual wraith — they can provide information and skills as per the Past Life Background. Player’s Guide Second Edition Wendigo
Speak with Wind Spirits The Wendigo may call upon wind-spirits for knowledge and guidance. He can ask them one question, which must concern the immediate area (wind-spirits have notoriously short attention spans). A wind-spirit teaches this Gift. Upon learning this Gift, the Garou can speak with wind-spirits automatically while he is in the Umbra. To ask a question in the Physical world, the player must spend one Gnosis point and roll Manipulation + Expression (difficulty 7). The number of successes reflects the accuracy of the information. Core book revised Wendigo
Cutting Wind The Garou conjures up a bitterly cold blast of wind and directs it at will. The wind can knock opponents off their feet, as well as chill them to the bone. A spirit servant of Great Wendigo itself teaches this Gift. The player spends one Willpower point. Directing the gust requires a Dexterity + Occult roll. Anyone hit by the wind loses two dice from all dice pools that turn, and one the next turn. The wind can also knock foes off ledges, into traffic or into pits. The wind’s medium range is 20 yards, and it is modified per the rules on firearms. The wind lasts for a number of turns equal to the number of successes rolled. Core book revised Wendigo
Play Dead The Garou are loath to let a foe claim victory, but in these fallen times, living to fight another day can trump the satisfaction of refusing to surrender. The Ragabash can “play possum” and appear dead to all witnesses. Unsurprisingly, and opossum-spirit teaches this Gift. The player rolls Stamina + Subterfuge (difficulty 5) and the Garou spends an action shutting down his body. He appears completely dead for one minute per success. He has no discernible pulse, doesn’t appear to breathe, and smells like a corpse that has been rotting for several days. His muscles stiffen and he may, if he chooses, revert to breed form as part of this action. If the player spends a point of Gnosis when activating this Gift, the Ragabash can instead use it reflexively when hit with an attack to produce the illusion that it has killed him. In this case, he appears as a fresh corpse instead. Changing Ways W20 Ragabash
Petal Float The Ragabash becomes light as a flower petal when falling long distances, spinning, and drifting in the breeze. A Glade Child or flower-spirit teaches this Gift. The player rolls Dexterity + Athletics (difficulty 6). Each success reduces the effective distance of the werewolf’s fall by 10 feet (3 meters). If high wind is a factor, it can blow him off course, at the Storyteller’s discretion. Changing Ways W20 Ragabash
Spider's Song The Ragabash can steal messages from the Weaver’s web, plucking them from the air or eavesdropping as they race through telephone lines. The Ragabash must be aware that a conversation is happening to listen in on it (though she doesn’t have to know who’s on the other end of the line). For conversations across land lines, the Ragabash must place her ear against a telephone pole or cord; to listen in on cell phone discussions (or even to intercept text messages) she need only be able to see one of the phones being used. Spider- and raven-spirits teach this Gift. The player spends a Gnosis point. She listens in on the conversation (or receives mental translations of text messages) for as long as she keeps her ear to the line or keeps the cell phone user in sight. 20th Anniversary Edition Ragabash
Emergency Exit Sometimes things go sour, and the most important thing a pack can know is the way to the nearest exit. This Gift allows a Ragabash to smell out the nearest exit from a realm or enclosed space; obviously, it’s at its greatest use in hostile and unfamiliar Umbral territory. Rat-spirits teach this Gift. The player must spend a Willpower point and roll Perception + Survival, difficulty 8. One success indicates general direction; the more successes, the more information the Ragabash receives. This Gift doesn’t point to the safest exit out — the exit may be guarded, or lead somewhere worse than the Ragabash’s current surroundings — only the closest. Umbra Ragabash
Slip of the Tongue Sensing the truth is the purview of the Half Moon, but the trickster is adept at obtaining admissions of guilt, however accidental. By engaging in a conversation (heated or otherwise), the user of this Gift can make the target accidentally remark on what she wished to hide (“of course I had everything to do with his death… I mean, nothing to do with it!” or “The necklace isn’t here, search all you like, but don’t bother with the study, that’s so obvious!”) The slip may only arouse already suspicious minds, but it may fluster the target enough to cause some more tangible admission of guilt, like a confession or an attack. This Gift is taught by a Gaffling of Falcon or by any truth spirit. The Ragabash must engage the target in a conversation relating to the suspected crime or action. The player and target make a resisted Manipulation + Subterfuge roll, difficulty of the opponent’s Willpower. One success allows a subtle slip only noticeable to the already suspicious, while five results in the spilling of damning information no judge could discount. Book of Auspices Ragabash
Trickster Beacon Known as the “Kick Me Gift” by particularly irreverent New Moons, this places a spiritual beacon on the unwitting target, attracting the local troublemaking spirits. While potentially lethal pranks are off limits, anything else is fair game: items are moved or lost temporarily, the target is surrounded by jeering spirits in the Umbra or momentarily loses his way in familiar territory. The beacon cannot be removed or hidden (and the target can never see it although all spirits and perceptive Garou can), but an eloquent and lucky victim may be able to “buy off” the spirits with the appropriate chiminage. This Gift is taught by any trickster spirit. The Ragabash expends a point of Gnosis and touches the target (a pat on the back or handshake do as well as a punch). The player rolls Wits + Enigmas (difficulty is the target’s Rank +2; difficulty 5 for non-shapeshifters). The Gift effects last for one day per success. A botch marks the Ragabash instead (the unfortunate must roll against himself to determine how long the plague of spirits lasts, and a botch on the second roll means a full lunar month). Even spirits agree there is such a thing as carrying a prank too far. A Ragabash who uses this Gift more than once per lunar month or against a given individual more than once per season risks becoming the target of the spirits’ attention (subtract one success form the die roll for each consecutive use of the Gift). Book of Auspices Ragabash
Obscure the Truth Not many Garou can look a Philodox in the eye and get away with bald-faced lies. The Ragabash with this Gift has an edge over all his kin. She can calmly explain that the sky is green or gleefully regale her comrades with the exploits of a lone, heroic Ragabash and have no fear of being called on her prank. The ever-deceptive fox-spirit might teach this Gift to a Garou. Then again, he might just say he’s teaching you the Gift. By spending a Gnosis point, the Ragabash gains an air of sincerity that is nearly impossible to penetrate. Once activated, consider the Ragabash’s Subterfuge to be double its normal rating. Player’s Guide Second Edition Ragabash
Alter Scent The Garou can change his scent trail to evade a hunter of leave a false trail. The Garou can reproduce any scent he has encountered, from deer to diesel trucks. A skunk-spirit teaches this Gift. The player rolls Wits + Primal-Urge to reproduce any scent the Garou has encountered (difficulty 6). The number of successes determines the accuracy of the false scent. Garou with this Gift can reproduce the aroma of other Garou or even inanimate objects. Player’s Guide Second Edition Ragabash
Taking the Forgotten The Ragabash with this Gift can steal something from a target, and his victim will forget that she ever possessed the stolen item. A mouse-spirit teaches this Gift. The player must score three successes on a Wits + Stealth roll (difficulty of the victim’s Intelligence + Streetwise). Core book revised Ragabash
Blissful Ignorance The Garou can become completely invisible to all senses, spirits or monitoring devices by remaining still. A chameleon-spirit teaches this Gift. The Garou’s player rolls Dexterity + Stealth (difficulty 7). Each success subtracts one success from the Perception + Alertness rolls of those looking for the character actively. If no one is doing so, then just one success indicates complete concealment. Core book revised Ragabash
Blood Life Many things reside in the blood, both mundane and mystical. Heritage, power, magical connections, and life-giving nutrients all pulse through the veins of living creatures, encompassing their life experiences. The Theurge can gain insight from these experiences by tasting the blood of her prey. An insect-spirit teaches this Gift. The player spends one Gnosis point when the werewolf succeeds at a bite attack against a target that has blood running through its veins, and deals at least one level of damage. She experiences a brief vision that replays a memory from the target’s past. It could be one of great mystical import or significant relevance to the current situation, or one that had a marked personal effect on the target. The Storyteller or the target’s player chooses the memory, but it should be one that gives the Theurge some insight into her foe (or ally). At the Storyteller’s discretion, the Garou gains between one and five bonus dice on the next roll her player makes for an action that’s relevant to the experience, depending on its intensity and pertinence. This Gift only works on living creatures, although the Theurge may pick up fragments of distant memory from a vampire’s victims if she uses this Gift to bite it. Changing Ways W20 Theurge
Eyes of the Lynx Lynx-spirits, embodying the Umbral ideal of their earthly counterparts’ powerful eyesight, can see even beyond physical obstacles. Theurges who learn this Gift can peer through walls or beneath the earth. A lynx-spirit teaches this Gift. The player rolls Perception + Alertness (difficulty 6). For the rest of the scene, the Garou can see through solid objects, up to a number of yards of material equal to the successes on the roll. Changing Ways W20 Theurge
Battle Mandala A mystical sigil burns itself into the ground around the Theurge, visible only to those with Gnosis ratings. This circle drains the Essence from spirits caught within its web. A spider- or antlion-spirit teaches this Gift. The player spends one Gnosis and rolls Intelligence + Occult (difficulty 7). The battle mandala encompasses a radius of (50 x number of successes) feet (or 15 meters per success) around the Garou; spirits (other than the Garou’s pack totem) within the mandala lose one Essence per turn. The mandala dissipates at the end of the scene or when the werewolf steps outside of its bounds, whichever comes first. 20th Anniversary Edition Theurge
Spirit Skin Generally, spirits are fairly friendly to Garou, at least ones that aren’t automatically hostile to anything. That doesn’t mean, however, that they treat a Garou exactly the same as they treat other spirits, and that’s where this Gift comes in handy. By activating it within the Umbra, the Theurge disguises herself as a spirit (usually a wolf spirit) to all concerned. She still physically looks exactly like her Lupus form, she simply gives the impression of a spirit rather than Garou. Some Theurge have also used the Gift to throw off pursuit by hiding in a pack of wolf spirits. A chameleon-spirit teaches this Gift. The player spends one Gnosis and rolls Appearance + Subterfuge (difficulty 6 if imitating a wolf spirit, difficulty 8 for anything else). Each success keeps the disguise in place for one hour. While sometimes imitating a spirit other than a wolf is useful, it should be noted that the character will still somehow be recognizable as themselves to those looking for them. Even though they will clearly not look like their Lupus form, something about them will still give the game away. This Gift is obviously of little use outside the Umbra. Players’ Guide to Garou (revised) Theurge
The Spirits’ Displeasure Theurges use this Gift as a form of mystical warning against those who have offended the spirits. It causes the victim to suffer ill luck, and to witness an omen from his own culture indicating foreboding or cosmological displeasure. Note that many modern people may not recognize an omen as an omen, but they will still find it unsettling by its very nature. A Stormcrow teaches this Gift. The Theurge spends a point of Gnosis, burns an effigy of the victim and rolls her Manipulation + Occult (difficulty 7); the intended target does not need to be present. Sometime in the same story the Gift is used, the target will botch an important (but not life-threatening) roll automatically, or suffer botch-like effects at one time in his everyday life. Book of Auspices Theurge
Spirit Knife Using this Gift, a Theurge can imbue a knife — or any other weapon she hand-crafted herself — with the power to strike across the Gauntlet, affecting enemies on the other side. This Gift conveys no ability to see across the Gauntlet beyond what the Garou normally possesses, however. A Wasp-spirit teaches this Gift. The Garou spends one Gnosis point, and any single weapon she crafted entirely herself is able to strike creatures on either side of the Gauntlet in any area where the Gauntlet is equal to or lower than her Gnosis. This effect lasts for the duration of the scene. Book of Auspices Theurge
Sight from Beyond When danger stalks the Garou or momentous events are in the offing, visions begin striking the Garou without warning. The nature of the danger is veiled in metaphor — a powerful vampire may appear in the Theurge’s dream as a bloody skeleton, while an impending battle might be heralded by dreams of carrion crows. Crow-spirits teach this Gift. Interpreting these signs is best handled through roleplaying, but the Storyteller can require the Garou’s player to roll Wits + Occult (difficulty 7) if he deems appropriate. Core book revised / 20th Anniversary Edition Red Talon Tribe. Theurge
Command Spirit The Theurge can give simple commands to encountered spirits and expect a measure of compliance. This Gift does not grant the ability to summon spirits. It enables the user only to coerce them to obey. Any Incarna avatar can teach this Gift. The player must spend a Willpower point and roll Charisma + Leadership (difficulty of the spirit’s Gnosis). Each successive command requires the expenditure of another Willpower point. Note that the Garou cannot command spirits to leave areas to which they have been bound. Doing so requires the Level Three Theurge Gift Exorcism. Core book revised. Theurge
Name the Spirit A werewolf with this Gift becomes familiar with the ways of the Umbra. He can sense the type and approximate Trait levels (Rage, Gnosis, Willpower) of spirits. A spirit servant of the Uktena totem teaches this Gift. The player spends one Willpower point and rolls Perception + Occult (difficulty 8). Core book revised. Theurge
Building a Legend The Philodox are the natural leaders of the Garou in times of peace, bolstered by the faith and trust given to them by their charges. Each time the werewolf is accorded Renown by his fellows, he experiences a surge of confidence. A lion-spirit teaches this Gift. Whenever the character gains a point of permanent Renown, he regains Willpower points up to his permanent rating. The effects of this Gift are permanent. Changing Ways W20 Philodox
Firm Stance With the affirmation of his fellow Garou behind him, the Philodox has no ear for paltry attempts to sway him from his path. His Honor acts as a shield against the subversive words of the Wyrm’s minions and the misguided arguments of less righteous werewolves. A falcon-spirit teaches this Gift. The player spends one Willpower point and rolls the character’s Honor as a dice pool, subtracting a number of successes from a Social roll made against him equal to the successes scored on this roll. This Gift doesn’t work against Garou with higher Honor than the Philodox. Changing Ways W20 Philodox
Command the Gathering The Philodox draws all eyes to herself with a great exclamation, a clap of her hands, the striking of klaive to shield, or some other such gesture. Until she has had her say, none may depart or interrupt her. A lion-spirit teaches this Gift. The player spends one Willpower point and rolls Appearance + Leadership (difficulty equals the highest Willpower among those whose attention she seeks to gain). If the roll succeeds, all in attendance fall quiet and listen. Any individual who wishes to interrupt the Philodox or walk out before she has finished speaking must spend two points of Willpower to do so. 20th Anniversary Edition Philodox
Realm Wisdom A wise Garou knows to obey the laws of a realm for maximum results; however, sometimes those laws aren’t immediately obvious. Although experience is the best teacher, sometimes a Philodox needs to take a shortcut. By channeling the wisdom of a realm’s spirits, the Philodox can intuitively guess important facts about the realm. This Gift is taught by an ancestor-spirit. This Gift works in any realm or zone. The player spends one Gnosis point and rolls Perception + Law against a variable difficulty; the more obscure or less traveled the realm, the higher the difficulty. For example, trying to glean wisdom about the CyberRealm or Battleground might be difficulty 6, whereas learning the laws of the Null Zone might be a 9. Each success gains a relevant fact about the realm, to a maximum of five successes. The Storyteller determines which facts are most relevant; for example, if the player gains only one success in the Abyss, the Storyteller might feel that the most important fact is “don’t fall in; if you fall into the Abyss, you’re lost forever.” This Gift functions only once per visit to any given realm, and doesn’t prevent redundancy; a Philodox might “learn” the same fact twice in successive visits to a realm. Umbra Philodox
Omen of Truth Half Moons are seldom called upon to make easy decisions or clear-cut judgements — if things were so simple, the Philodox would not be needed. Yet when it comes down to it, even the judge could use a hint now and then. By taking a moment to look around, the wise Garou may see in the fall of a leaf or path of a butterfly an answer he seeks. The player spends a Gnosis point and makes a Perception + Enigmas roll (difficulty varies, from 9 in a featureless, sealed space to 5 for a forest at sunset). The Gift takes a minimum of one full minute to use; the user gains a -1 difficulty if he dwells on the problem for ahlf an hour. Successes add to the nature and certainty of the omen, while a botch brings an equally certain but erroneous conclusion. More than most, the effects of this Gift are up to the Storyteller, and depend on the situation; in general, through, the Storyteller should use it to give a hint as to Gaia’s two cents worth on the matter in question. Book of Auspices Philodox
Strength of Purpose Some Garou feel so strongly about their place in the pack, the tribe and the world that they can draw on this resolve in times of need. The Philodox can pull new resolve from his deepest reserves. A wolf-spirit teaches this Gift. Once per scene, the player may roll Stamina + Rituals (difficulty 7). For every two successes, the Philodox recovers one point of Willpower up to her maximum. Core book revised / 20th Anniversary Edition Philodox
King of the Beasts The Philodox’s authority extends even into the realm of beasts, such that he can command the loyalty of any specific animal. If successful, the animal follows his commands willingly and unconditionally. A lion- or falcon-spirit teaches this Gift. The Philodox must choose one target within 100 feet. The player rolls Charisma + Animal Ken against a difficulty based on the werewolf’s relationship with the animal. This power works on only one animal at a time, and it does not attract animals to the Garou’s vicinity (see the Level Four lupus Gift: Beast Life). Core book revised. Philodox
Call to Duty Any spirit the Philodox knows by name is a potential servitor. With this Gift, the werewolf can summon and command any spirit she knows by name. Only one command is possible at a time, and the spirit departs after fulfilling the one request. An Incarna avatar teaches this Gift. Obviously, the Philodox must learn the spirit’s name, which usually requires personal acquaintance or use of the Gift: Name the Spirit. The Player rolls Charisma + Leadership (difficulty of the spirit’s Willpower). If the player spends two Gnosis points, the werewolf can summon all Gaian spirits within one mile to protect or assist her, even if she does not know their names. Core book revised / Tribebook: Silent Striders (revised) / White Howler Tribebook Philodox
Ritual Tuning The Galliard sets the stage for a rite, performing a prelude before it begins that helps to catch the attention of the spirit world and put the attending Garou in the right frame of mind for the ritual. Any kind of performance can accompany this Gift, including dance, music, and song, howling, a rousing story or the recitation of a grand epic. Any others who wish to join in may do so; in fact, multiple Galliards using this Gift together can boost the rite even further. The player spends a Gnosis point, and the werewolf spends anywhere from a few minutes to an hour or more on a performance for the attendees of a rite that’s about to begin. The performance should be appropriate to the rite; the Gift won’t work if she plays a soft lullaby as a prelude to the Rite of Boasting. So long as the rite commences immediately after the performance ends, the ritemaster gains a number of bonus dice on the rite’s roll equal to the Galliard’s dots of Performance, plus any specialty relevant to the performance given. For each Galliard after the first who participates in the same performance and uses this Gift at the same time, the ritemaster adds another bonus die. The ritemaster cannot gain more than ten dice through the use of this Gift. Changing Ways W20 Galliard
Battle Cry Imbuing her battle cry with a sharp and rousing edge, the Galliard readies her packmates for a fight, stirring their blood and warning them of danger. A lion- or wolf-spirit teaches this Gift. The werewolf shouts or howls to alert all Garou who can hear her, and the player rolls Charisma + Expression (difficulty 6). Any allied werewolf who hears the call gains bonus dice to initiative rolls in the same scene equal to the Galliard’s successes. This Gift can be used in conjunction with Garou howls such as the Call to Succor, Call to Hunt or Warning of the Wyrm’s Approach. It can also be used together with the Gift: Call of the Wyld to extend its range. Changing Ways W20 Galliard
Howls in the Night The werewolf sends a full-throated howl shivering into the night sky, evoking primal terror in Gaia’s enemies. Creatures of the Wyrm who hear the howl find themselves troubled and unable to rest easily while their enemies are on the prowl. A wolf-spirit teaches this Gift. The player spends a Gnosis point and rolls Charisma + Primal-Urge (difficulty 7). Creatures of the Wyrm who hear the howl will be jolted awake if asleep, and rendered unable to sleep for the next (successes x 3) hours. 20th Anniversary Edition Galliard
Reverie This Gift makes the victim’s mind wander down memory lane. While it may occasionally dredge up useful remembrances, it mainly serves to makes someone less observant or less focused on the task at hand. An ancestor-spirit teaches this Gift. Roll Manipulation + Enigmas (difficulty of the victim’s Willpower). For every success, the difficulty of the victim’s rolls related to Mental Attributes increases by one, to a maximum of 9 (representing stronger, more vivid memories). The effect lasts one minute per success or until the target’s attention is diverted. (For example, a guard under five minutes’ worth of Reverie probably won’t notice the Ragabash sneaking over the wall — but if he does, or if the Garou attacks him, the Gift’s effects end). The Fianna can’t directly control what fills the victim’s mind, but may be able to influence the subject (“Yeah, Gorm, remember that party at the Standing Stone? And the dancing girl, wasn’t she something…”). Fianna Tribebook (revised) Galliard
Unified Force The Galliard can bond the pack into a truly unified force, striking as one. As long as no one in the pack succumbs to frenzy, each member strikes at the same instant, and few foes can stand up to such an attack for long. A wolf-spirit teaches this Gift. The player must spend one Gnosis point for each turn in which this Gift is to be active. Every turn that she does so, each player rolls for initiative as usual, but the entire pack acts on the highest initiative rolled (so if the character’s initiative totals wind up being 10, 8, 14, and 17, the entire pack acts on 17, even if the pack’s alpha wound up with the 8). The entire pack must be present in the battle for this Gift to be effective, and if even one pack member frenzies, the effect is lost. Also, only pack members bonded by a totem may enjoy these benefits. All pack tactics are at -1 difficulty while this Gift is active. Book of Auspices Galliard
Mimic The Garou can alter her voice such that she can imitate any sound or voice she has heard, including sirens, gunshots, musical instruments or even specific quotations. The Gift does not allow the creation of new sounds, but new combinations can have interesting effects. Magpie-spirits know this Gift, but learning it from them can be an embarrassing and frustrating process. Once the Garou learns this Gift, she can reproduce anything she hears. When simulating another person’s voice (or animal speech) she can only iterate what she has heard and cannot improvise new speech. Clever Garou create new combinations to form new sentences, but they often sound choppy. The player must roll Charisma + Performance (difficulty 6) if the intended audience suspects a ruse or knows the original voice very well (a relative, long-time friend or packmate, for instance). Player’s Guide Second Edition. Galliard
Dreamspeak The Galliard can enter another’s dream and thereby affect the course of that dream. The werewolf does not have to be anywhere near the target, but she must know or have seen the dreamer. A Chimerling teaches this Gift. The player rolls Wits + Empathy (difficulty 8). If the dreamer awakens while the Galliard is still within the dream, the werewolf is thrown out of the dream world, and he loses a Gnosis point. Core book revised. Galliard
Distractions The Garou can make annoying yips, yelps and howls to divert the attention of his target. A coyote-spirit teaches this Gift. The player rolls Wits + Performance (difficulty of the victim’s Willpower) Each success subtracts one die from the target’s dice pool next turn. Core book revised. Galliard
Call of the Wyrm This dangerous Gift actually attracts creatures of the Wyrm. Galliards typically use the Call to bait an ambush or to flush prey from hiding. Any spirit servant of Gaia can teach this Gift. The Garou’s player makes a resisted roll of Manipulation + Performance against the Wyrm creature’s Willpower (both rolls are difficulty 7). If the Wyrm creature loses the contest, it must come to the source of the Call. Core book revised. Galliard
Loyal Defender Dark forces conspire to turn the Garou against one another in these fallen days. Between the mind-bending powers of the Leeches, the meddling of mages, and the Thrall of the Wyrm, every pack fears the day when its Ahroun defender turns his claws on them instead of the enemy. The werewolf who learns this Gift pledges a vow of loyalty to his sisters and brothers in arms, as proof against anything that could tear open a rift between them. A wolf-spirit teaches this Gift. Once learned, the effects of this Gift are permanent. The difficulty of any attack the character makes against his packmates, whether due to mind-control, uncontrolled frenzy, or even his own will, is raised by one. If he deals damage to a packmate while under supernatural influence or Thrall of the Wyrm, he may immediately roll Willpower with a difficulty equal to the number of successes scored on the original roll that caused the influence. If successful, the supernatural effect or frenzy ends, and the Ahroun gains a point of Rage. Changing Ways W20 Ahroun
Pack Shield The Garou were chosen as Gaia’s protectors, but even protectors need protecting occasionally. That’s where the Ahroun come in. With a fierce snarl and a show of might, the werewolf convinces the enemy that he’s the greatest threat on the battlefield (they’re probably right!) and needs to be taken down first. An ancestor-spirit teaches this Gift. The player rolls Charisma + Intimidation with a difficulty equal to the lowest Willpower among the enemies, and the Ahroun spends an action drawing their attention. For the rest of the scene, opponents take a dice penalty equal to the number of successes on the activation roll to any attacks that don’t include the Garou as a target. Opponents who have lower Willpower than the activation roll result are unable to attack any target but the Ahroun. Changing Ways W20 Ahroun
Shield of Rage Such is the Rage burning within an Ahroun’s heart that all lesser furies quail before it. A wolverine-spirit teaches this Gift. The player spends one Willpower point. For the rest of the scene, all spirits’ Rage scores are considered two less than their real values for the purpose of rolling damage against the Ahroun. 20th Anniversary Edition Ahroun
Renewed Vigor By slaying a Wyrm beast (or other enemy, shameful though inter-tribal conflicts may be) in a particularly spectacular fashion, the Ahroun can inspire all allies who have her in their line of sight to fight harder through her example. A hawk-spirit teaches this Gift. To activate this Gift, the Ahroun must have spent at least three Rage points in that turn, and must have killed an enemy with a stroke that brought it at least three health levels below Incapacitated. The Ahroun spends a point of Willpower, and all her Garou allies gain a number of points of temporary Rage equal to her Charisma Rating. Using this Gift does not require a separate action in combat aside from the action used to kill the enemy. Book of Auspices Ahroun
Spiritual Wrath Garou are by nature beings half of corporeal flesh and half of spirit ephemera, living in two worlds simultaneously. By calling upon this Gift, an Ahroun manifests her spiritual nature more strongly than physical for a brief period, allowing her claws to cut through defenses they could never normally pierce. This Gift has no effect on creatures that are half spirit already like other Garou, fomori and changelings. But any being entirely of one world, such as Banes, vampires, ghosts or animals, is vulnerable to its sting. Any spirit of war can teach this Gift. The player spends a point of Gnosis; the difficulty to soak the damage from a single claw attack the Ahroun makes in that turn is raised to 9. Note that the usual rule of being unable to spend Rage and Gnosis in the same turn still applies. Book of Auspices Ahroun
Spirit of the Fray This Gift allows the Ahroun to attack with lightning speed, striking before any foe. A cat-spirit teaches this Gift. Once the character learns this Gift, its effects are permanent. The Ahroun may add 10 to all his initiative rolls, which will nearly always ensure that he strikes first. If he chooses, the Ahroun may spend a Gnosis point to add another 10 to his initiative roll. Remember, though, that doing so prevents him from spending Rage to gain extra actions; werewolves can’t use Rage and Gnosis in the same turn. Core book revised. Ahroun
Global Citizen Some homid Garou have a propensity for travel that has them able to fit in wherever they go. This Gift takes this principle a step further. The Garou blends into different cultures and inherently understand minor cultural traditions, faux pas, and quirks. To the untrained observer, she appears part of the group. Her skin and facial structure don’t change, but nobody seems to notice any difference in heritage. She does not become able to understand languages associated with the group; that’s the purview of other Gifts such as the Homid Gift: Speech of the World and the Child of Gaia Gift: Speech of All Things. A chameleon-spirit teaches this Gift. This Gift effectively makes the Garou part of whatever culture she immerses herself in. Any active efforts to out her as a non-member suffer a +3 difficulty. Any time she needs to fake a behavior with which she’s unfamiliar, she can emulate it if she succeeds at an Intelligence + Etiquette roll. The difficulty depends on the commonalities with her home culture. A culture similar to hers is difficulty 5, most other human cultures are difficulty 7, and cultures that are lost, unnatural, or alien are difficulty 9. With a point of Gnosis, she can temporarily establish relevant Allies and Contacts Background dots equal to her Wisdom dots, divided however she likes. Rage Across the World W20 Homid
Weaver's Eyes Humanity has a knack for finding patterns everywhere, steeped as it is in the Weaver’s influence. The homid can read the patterns in her enemies’ behavior and the battlefield’s dynamics to predict what will happen next. A Weaver-spirit teaches this Gift. The player spends one Gnosis point. For the rest of the scene, she may wait to declare her character’s action for the current turn until everyone else has done so, regardless of her initiative. She still acts according to the result of her initiative roll, but she has the advantage of knowing what her foes and allies will do before she decides herself. Changing Ways W20 Homid
Mark of the Wolf 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. 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. 20th Anniversary Edition Homid
Divide Humanity excels at making tiny differences into massive gulfs. This can be seen in racism, sexism, and homophobia. This Gift rises up such hatred and suspicion. It is taught by a dog-spirit. By spending one Gnosis point, and rolling Manipulation + Brawl, difficulty 7, the Garou can exacerbate divisions between individuals or groups. Note that the Gift cannot actually create anger and divisions; they must already exist to be exploited. If used on the theoretical “perfect family”, the Gift would fail. Among humans, the Gift simply prevents any resolution of issues and difficulties, possibly breaking into violence. One success might cause targets to raise voices at one another, three would spell lawsuits, and five might bring them to blows. Amongst Garou and other shapeshifters with Rage, however, the Gift is even more powerful. Every success on the initial roll adds one success on all Rage rolls the targets make throughout the scene. With such manipulation, it is doubtful that any peace can be made, and highly probable new troubles will emerge. Players’ Guide to Garou (revised) Homid
Rooftop Sprint On occasion, a city Garou may find himself in a chase across the rooftops of his town. He may be pursuing a fleeing Wyrm-spirit or Black Spiral Dancer, or he might be running for his life from similar foes. Rooftop Sprint makes such a chase much more survivable — and even winnable — for the Garou who uses it. He becomes able to leap up and down several stories, and easily spring across open alleyways. The primary restriction on the character’s movement is that he cannot touch the ground, or the Gift’s effect ends at once. The player must spend a point of Rage and roll Dexterity + Athletics (difficulty 6). For every success achieved, the character can jump up or down one story (3 meters) or 3 meters horizontally, without danger or difficulty. Athletics rolls can improve jumping distances, just as always; the effects of those Athletics rolls just add to the result given by this Gift. The Gift’s effects last for one scene, or until the character touches the ground at street level — if the Garou touches pavement, grass, or anything else commonly considered “ground” he is considered to have touched ground, but if he leaps from car roof to car roof he should be okay. Rooftop Sprint is taught by an alleycat-spirit. Book of the City Homid
Staredown By staring into the eyes of a human or animal, a werewolf can cause the target to flee in terror. This Gift can be used against other werewolves, but the target will freeze in place rather than flee. A ram or snake-spirit teaches this gift. The Garous using this Gift may focus on only one target per turn; the player rolls Charisma + Intimidation (difficulty 5 + the victim’s Rank). The victim flees for one turn per success, although he may expend a Willpower point to resist the Gift’s effects for a turn. Should the character score five or more successes, the victim flees for the duration of the scene. Werewolves (and most powerful Wyrm-monsters) will not flee, but they cannot attack while the Gift’s user continues to stare them down. However, if they are attacked themselves, all bets are off. Core book revised. Homid
Jam Technology The werewolf can cause technological devices to cease functioning, albeit temporarily. Even the simplest of shaped objects will refuse to perform its function. A Gremlin — a type of Wyld-spirit that enjoys breaking things — teaches this Gift. The player spends one Gnosis point and rolls Manipulation + Crafts. The werewolf may choose the level of complexity she inteds to “jam.” All technological devices (i.e., any devices shaped from fabricated materials like metal or plastic) of that complexity within 50 feet cease functioning for one turn 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: Computer - 4, Phone - 6, Automobile - 8, Gun - 9, Knife - 10. Core book revised / 20th Anniversary Edition Glass Walker Tribe, Homid
Trapper’s Bane Dingoes throughout Australia, but especially near the dingo fence, face a constant threat from human traps — snares, steel traps, and poison. The dingoes have become adept at detecting these dangers and even disarming them. This Gift allows the werewolf to identify lures, traps, and even ambushes. Dingo spirits teach this Gift. The Storyteller rolls Perception + Primal Urge when the werewolf comes within (Gnosis x 5) yards of a trap’s trigger. The difficulty is 5 for the werewolf to detect simple snares, pits, and poisoned bait in the area. Identifying more technologically complex traps such as electrified objects and motion-activated traps is difficulty 6. Supernatural traps are difficulty 7. Additionally, whenever the werewolf approaches an ambush, the Storyteller rolls Perception + Primal Urge against difficulty 6 for the werewolf to recognize the ambush before it springs. The werewolf does not have to activate this Gift, it provides a “sixth sense” at all times. Rage Across the World W20 Lupus
Go for the Jugular Wolves have an uncanny ability to spot vulnerability. The lupus follows suit, sinking her teeth into the softest and most unprotected part of her foe that she can find. A wolf- or coyote-spirit teaches this Gift. The player spends one Rage point when the werewolf makes a successful bite attack. Increase the difficulty to soak the damage by +3. Changing Ways W20 Lupus
Eye of the Eagle This Gift allows the user to see long distances, over “two looks away.” Roll Perception + Alertness against an 8 difficulty. The number of successes is the number of miles away one can see as normal. This Gift will not work well in the city, as buildings tend to get in the way. Ways of the Wolf Lupus
Sense the Unnatural The werewolf can sense any unnatural presence and determine its approximate strength and type. Supernatural presences can include magic, spirits, the Wyrm, wraiths and vampires, although it won’t pick them out specifically as such. The werewolf may sense a person plagued by hauntings as easily as a ghost. Any spirit servant of Gaia can teach this gift. The player rolls Perception + Enigmas. The more successes he rolls, the more information he gains. The sensory input is somewhat vague and subject to interpretation though. For instance, a vampire might smell of old blood, of fear, of rotten flesh, of fresh meat or of whatever else the Storyteller finds appropriate. Interpreting the information properly might require an Intelligence + Occult roll (Storyteller’s option). Core book revised / Fianna Tribebook Fianna ?Tribe. Lupus
Scent of Sight The werewolf can compensate for her vision completely by using her sense of smell. She can attack invisible creatures normally or navigate roughly in absolute darkness. Wolf-spirits teach this Gift. The player rolls Perception + Primal-Urge against a Storyteller-determined difficulty that depends on how powerful local smells are. The Storyteller should require rolls only when something could cause the Garou to lose his opponent’s scent (such as if the opponent runs through water or into a reeking alley). Core book revised. Lupus
Stoat’s Guise In a world where he must fight fang and claw to fit in, the metis can use all the help he can get. This Gift allows him to change superficial aspects of his appearance, blending in or standing out as he wishes. The spirit of any animal that changes its color seasonally can teach this Gift, such as the stoat or ptarmigan. The player rolls Manipulation + Subterfuge (difficulty 6). Each success allows the werewolf to alter one aspect of his appearance for the scene. Examples include: hair/fur color or length, skin tone, eye color, and height or size by about a fifth in either direction. This Gift can alter or hide tribal markings and lesser scars, but it’s never potent enough to hide metis deformities completely. Changing Ways W20 Metis
Wriggle Metis sometimes have to hide in all the wrong places at the wrong times. With this Gift, they can take best advantage of their surroundings to get away and take a breather. The spirit of a Cockroach teaches this Gift. Spend a Gnosis point, and the Gift takes effect immediately. For the rest of the scene, no matter what her form, the metis can squeeze into a space no less than half the size of her body. Storytellers should make judgments on space limitations. Guardians of the Caerns Metis
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. Core book revised. Metis
Rank 3 Gifts
Gift Description System Source Type
Wings of Pegasus The Fury can sprout majestic wings when in Hispo form, allowing her to fly at will. The player spends a Gnosis point to produce the wings capable of 50 miles per hour (80 kph) flight, which last until dismissed. Fine flying maneuvers require a Dexterity + Athletics roll at a difficulty determined by the Storyteller. 20th Anniversary Edition Black Furies Tribe
Heart Claw The Fury breaks one of her claws off in a wound, imbuing it with all of her killing intent. The claw continues to burrow into her opponent’s flesh, and will not stop until it finds his heart. Upon making a successful claw attack, the player spends one point of Willpower. The burrowing claw inflicts one automatic level of unsoakable lethal damage each subsequent turn until it either kills the target or is dug out of the wound (a Dexterity + Medicine action, difficulty 7, requiring a turn’s full concentration). 20th Anniversary Edition Black Furies Tribe
Flames of Hestia The Fury produces white flames around her hands that purify whatever they touch; cleansing tainted food or water, and reducing damage inflicted by radiation, poison, or disease. The player spends one Gnosis point and makes a Gnosis roll against difficulty 8. Each success reduces damage inflicted by radiation, poison, or disease by one level per success. Flames do one level per success in aggravated damage to Banes and fomorii if the Fury scores a successful hit during hand-to-hand combat. Tribebook: Black Furies Black Furies Tribe
Winged Delivery The character pushes a small item into the Umbra and gives it to an Owl Jaggling, which will deliver the item to a well-identified person or location. Spend one Gnosis and roll Charisma + Empathy (difficulty the local Gauntlet). On a success, the item enters the Owl Jaggling’s talons in the Umbra, and the Jaggling will deliver it to a clearly defined recipient. The Owl Jaggling travels at roughly 100 miles per hour through the spirit world, and will deposit the item in the immediate vicinity of the target unless the target is somehow protected against the spirit world or prevailing Gauntlet exceeds 7. Tribebook: Black Furies (Revised) Black Furies Tribe
Flames of Hestia The Fury produces white-hot spiritual flames around her hands, enabling her to purify a person, spirit, or object. Spend one Gnosis and roll Gnosis with a difficulty of 8. Success enables the Fury to cleanse tainted food or water, or heal damage caused by radiation, poison, or disease at one Health Level per success. Flames of Hestia do one level of unsoakable aggravated damage per success on the Gift roll if used against a Bane or fomor in hand-to-hand combat. Tribebook: Black Furies (revised) Black Furies Tribe
Barring the Will The Mother can sacrifice her anger and spirit energies to replenish her strength of purpose. A Mother using this Gift rolls Intelligence + Occult with a target of her own permanent Willpower; she spends one point of temporary Rage and one temporary Gnosis, and refills her Willpower pool if she achieves 2 or more successes. Tribebook: Black Furies (revised) Black Furies Tribe
Bacchantes’ Rage The Black Furies can use this Gift to inflict extra damage in the wilds. The Garou spends two Gnosis points to activate the Gift. During combat, she may spend Rage points to deal extra damage after a wounding hit; every point spent causes one additional, unsoakable Health Level of damage. Player’s Guide Second Edition Black Furies Tribe
Song of the Siren The sound of the Garou’s voice can entrance anyone who hears it, making an opponent pause before a fight. The player rolls Charisma + Performance versus the target’s Willpower and spends one Gnosis point. Enchanted targets cannot perform any actions for a number of turns equal to the number of successes rolled. The audience can spend Willpower to overcome the enchanting effects; to act freely, a listener must spend one point for each of the Galliard’s successes. Player’s Guide Second Edition / 20th Anniversary Edition Black Furies Tribe
Visceral Agony The werewolf’s claws change to barbed, wicked talons dripping with black venom, inflicting crippling pain. 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. Core book revised Black Furies Tribe
Coup de Grace The Garou studies her foe, looking for the best place to strike, setting herself up for a devastating attack. The player spends one Willpower point and rolls Perception + Brawl (difficulty of the target’s Stamina + Dodge). If successful, the player doubles her damage dice on the Garou’s next successful attack. Core book revised / 20th Anniversary Edition Black Furies Tribe
Gift of the Skunk With this Gift, the Garou can swell his musk glands, allowing him to spray musk like a skunk. The spray is directed with a Dexterity + Primal-Urge roll (difficulty 7, maximum range of 10 feet). A target struck by this attack must spend a Willpower point to do anything but spend the first turn retching. Afterwards, he subtracts one from his dice pools for the rest of the scene for every two successes rolled. Immersion in water negates this Gift, and it is ineffective against targets with no sense of smell. 20th Anniversary Edition Bone Gnawers Tribe
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. 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. 20th Anniversary Edition Bone Gnawers Tribe
Dumpster Diving This Gift allows Bone Gnawers and their packs to venture from one shrine of the Great Trash Heap to another. The totem decides when to open and close these gateways and assigns their destinations. When the pack goes dumpster diving, the highest-ranking Bone Gnawer makes a Gnosis roll (difficulty 4) when entering the trash pile; the travel time is the same as for stepping sideways. This ability cannot be used more than once per day, and it only works at the totem’s behest. Keeping these pathways open is difficult so the traveler and his pack must return to their original site within three days, If they don’t make it back in time, they’ll have to travel back by more conventional means. Tribebook: Bone Gnawers (Revised) Bone Gnawers Tribe
Cooter’s Revenge Followers of the tribe’s automotive totem train extensively with automotive tools, and wouldn’t be caught dead without them. This Gift makes proper repairs easier and can make the tools deadlier weapons. For one Gnosis this Gift reduces the difficulty of any automotive repair roll to 4, (but only if you’re using the right tool). For one Rage, the Gift can make the tool a deadlier weapon. You can use your chosen tools to inflict Strength + 3 lethal damage for one scene. As an added bonus, you can do the same damage with all four hubcaps, the four wheel wells, and the spare tire of a car as ranged weapons. Tribebook: Bone Gnawers (Revised) Bone Gnawers Tribe
Rant and Rave Suffused with the pure energy of the Wyld, the user of this Gift rants and raves in a torrent of nonsensical language, which only members of his pack or the Bone Gnawer tribe can understand. The ranting Garou spends one Gnosis for each werewolf he wants to receive his secret message; the duration is one scene. Roll the ranter's Appearance + Expression (difficulty 6); the number of successes limits how far away his recipient can be. Tribebook: Bone Gnawers (Revised) Bone Gnawers Tribe
Laugh of the Hyena Hyena follows no one; instead, he laughs and mocks anyone who tries to command him. A Garou who can actually convince a Hyena-spirit to teach him such defiance can steal the spirit’s mocking laughter. The Bone Gnawer has a -2 difficulty to any Willpower roll used to resist mental domination or control. This includes the Gift: Roll Over; all effects of the vampire Discipline: Dominate; all effects of the mage Mind Sphere; and all effects of the wraith Arcanos: Puppetry. Tribebook: Bone Gnawers (Revised) Bone Gnawers Tribe
Streets Tell Stories By touching a road, sidewalk, or path of some kind, you receive a flash of impressions about what has transpired there during the last twenty-four hours. Spend one Gnosis and roll Perception + Streetwise (difficulty 6). One success reveals a brief sensory impression with any one sense other than sight. Three successes give a rush of images (described rapid-fire by the Storyteller); you may ask questions about any one of them and receive more specific details with all five senses. Five successes give you access complete recall about everyone who’s passed within the last day, including impressions from all five senses. Tribebook: Bone Gnawers (Revised) Bone Gnawers Tribe
Lucky Bastard By performing an epic feat to please the spirits, you’ve found a way to overcome the curse of your jackal’s blood. This Gift can be used once per game session. The Garou spends one Gnosis; the person roleplaying him can then reroll any one dice pool for that character. The effects only apply if the roll is “better” (that is, scores more successes) than the original roll. Tribebook: Bone Gnawers (Revised) Bone Gnawers Tribe
Gift of the Termite The Bone Gnawer can cause wood and paper to rot with astonishing speed. Furniture falls apart, documents disintegrate, and even buildings collapse. After spending one Gnosis point, the character rolls Intelligence + Repair (difficulty 7). The number of successes determines the amount of wood or paper destroyed: One success can rot a ream of paper, three successes can deteriorate a wall, and five successes can collapse the roof of a small building. Player’s Guide Second Edition Bone Gnawers Tribe
Beg By groveling or telling her particular sob story, a clever Bone Gnawer can gain favor with people who have too much anyway. The player must spend one Gnosis point and roll Manipulation + Performance. The difficulty depends on the target: a charitable Child of Gaia might be a 4, whereas an overbearing Get of Fenris might be a 9. The number of successes determines the amount of pity generated and the generosity of the favor. Player’s Guide Second Edition Bone Gnawers Tribe
Friend In Need This Gift allows a Bone Gnawer to risk all, even his own life, to aid a packmate or tribemate. When a packmate or fellow Bone Gnawer is in danger, the Bone Gnawer may “lend” him what he needs, be it a Gift the Bone Gnawer knows, his Rage, his Willpower, or even his own life (in the form of health levels). The player must spend one Willpower point and roll Willpower (difficulty 7) and must succeed for the transfer to take place. This Gift lasts until the end of the scene unless the recipient decides to terminate it early. If the recipient dies before the Traits are returned, the Bone Gnawer loses them permanently. Core book revised. Bone Gnawers Tribe
Reshape Object The werewolf can shape once-living material into a variety of objects instantly. The player rolls Manipulation + Crafts against a variable difficulty (5 to turn a broken tree limb into a spear, 8 to turn a plant into a floatable raft) and spends a Gnosis point. The created object will last a length of time according to a specific chart. Expending an additional Gnosis point allows a created weapon to inflict aggravated damage for the scene’s duration or until the object returns to its original form. This effect can be made permanent with the sacrifice of a permanent point of Gnosis if the object itself is changed permanently. Core book revised. Bone Gnawers Tribe
Speech of All Things The Garou can understand, read, write and speak any language as fluently as she physically can. She can emulate various Changing Breeds' languages, the secret rune language of dead magi, and even the dread tongues of the Wyrm. The character can understand any language once she has learned this Gift. With an Intelligence + Academics roll (difficulty 7), she can read and write in those languages for the scene. If the language is not in common usage or lacks a written form, the difficulty increases to 9. Rage Across the World W20 Children of Gaia Tribe
Calm the Savage Beast This Gift allows the werewolf to lend a frenzying Garou the will to escape her Rage’s hold over her. 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. 20th Anniversary Edition Children of Gaia Tribe
Pain Chain This Gift helps them go after the Wyrm itself by sensing who’s pulling whose strings, and even understanding who’s pulling theirs in turn. The player spends one point of Gnosis and rolls Perception + Investigation (difficulty 8). Each success lets you move “up the chain” one step, revealing the name and face of the next person delivering orders to your target. Players’ Guide to Garou (revised) Children of Gaia Tribe
Good Faith This Gift causes all those in his presence to become filled with a sense of higher purpose, making them reasonable and inspired to take reasonable positions. The Garou rolls Wits + Expression against a difficulty of 6. Anyone who actively wants to resist finding common ground or negotiating in good faith must make a resisted Willpower roll (difficulty 6) against the Garou’s number of successes. If he fails to resist, his opposition will be betrayed by his sudden flatulence. Tribebook: Children of Gaia Children of Gaia Tribe
Parting the Velvet Curtain The Garou with this Gift may open the Gauntlet, physically transporting creatures other than shapeshifters into the Umbra. The Garou must touch the creature to be affected; the player spends a Gnosis point and rolls Gnosis against a difficulty equal to the local Gauntlet plus one per creature affected. If the affected creature wants to resist either the initial transition or the return to the physical world, she may make a resisted Willpower roll against the Gift-wielder (difficulty 6 for both rolls). Umbra Children of Gaia Tribe
The Cleaving Hoof This Gift allows the Garou to focus inner strength into a single blow, ending a fight before further harm can take place. The player spends a Gnosis point before rolling to hit. If he successfully strikes his opponent, the dice gained from Strength in his damage pool count as automatic successes rather than dice. Dice in the damage pool gained from weapons, claw damage, or extra successes on the attack roll must be rolled as usual. Tribebook: Children of Gaia (Revised) Children of Gaia Tribe
Lover’s Touch The Garou can restore what another lacks: not only wounds healed, but also strength of will and even spiritual essence. The player spends a Gnosis point and rolls Intelligence + Medicine; each success heals one level of bashing or lethal damage, or restores one point of Willpower or Essence (if the target is a spirit). The player may choose to divide the successes among multiple results. Alternately, the Garou may suppress a Derangement for one day per success. Tribebook: Children of Gaia (Revised) Children of Gaia Tribe
Words of the Alpha This Gift allows a leader to seek the best course of action for a particular goal. The Garou meditates on the chosen goal, spends a Gnosis point, and rolls Intelligence + Leadership (difficulty 8). For each success, she gains one fragment of insight into the right way to lead this group toward her chosen end. Tribebook: Children of Gaia (Revised) Children of Gaia Tribe
Soothe the Savage Beast By being the catalyst for any sort of soothing music, the Garou makes it more difficult to Rage. The player rolls Gnosis, difficulty 7. Each success increases the difficulty of Rage rolls by 1 for all those in earshot (to a maximum difficulty of 10). The effects last for as long as the Child of Gaia is able to continue providing music. Tribebook: Children of Gaia (Revised) Children of Gaia Tribe
Guilt Trip By unearthing buried guilt and remorse, the Child of Gaia can force another to perform an action against her own will. The player must roleplay the plea; otherwise, the Gift automatically fails. The player must roll Manipulation + Empathy versus the target’s Willpower. The target can spend Willpower points to resist this Gift. Player’s Guide Second Edition Children of Gaia Tribe
Chant of Morpheus The user of this Gift can induce a long, restful slumber in the target. The number of successes on a Charisma + Enigmas roll (difficulty equal to the opponent’s Willpower) determines the number of hours that the target sleeps. The player spends one Gnosis point. For one hour after waking, the target must spend a Willpower point to take any hostile action against the user of this Gift. Player’s Guide Second Edition Children of Gaia Tribe
Spirit Friend A Child of Gaia’s presence is generally more beatific than that of most werewolves, and although humans can’t sense this aura of peace, spirits can. The player rolls Charisma + Empathy (difficulty 7). Each success adds one die to any rolls involving interactions with spirits for the duration of the scene. Core book revised. Children of Gaia Tribe
Dazzle The Garou can flood a target’s mind with the glory and love of Gaia, rendering him harmless for a short while. The player rolls Charisma + Empathy. The difficulty varies according to the target. Success indicates that the target sits down and stays there, contemplating Gaia’s love quietly, for the rest of the scene. Attacking the target will disrupt the effects of this Gift. Core book revised. Children of Gaia Tribe
Cairbre’s Tongue This Gift allows the Garou to show the corruption of Wyrm-tainted individuals by causing splotches to appear on their face, lowering their Appearance. The Garou using this Gift must spend a Gnosis point, then roll Manipulation + Performance against a difficulty of the opponent’s Willpower. If the roll succeeds, and the target is Wyrm-tainted, then she loses a point of Appearance for every success as incriminating blotches spread across her face and body. These marks last for a scene. Fianna Tribebook Fianna Tribe
Pin the Eagle’s Wing A Fianna with this Gift can throw a spear as far as an arrow and sink it deep into its target, even piercing heavy doors or striking foes on rooftops. The Fianna must concentrate on the weapon for one full turn and make a Willpower roll (difficulty 8). She then spends a variable number of Gnosis points. Each Gnosis grants two additional dice, which can be split between the attack roll and damage roll. Dice may also be used to increase the spear’s flight distance (20 yards per die allocated). Fianna Tribebook (revised) Fianna Tribe
Woadling After painting woad on their bodies, Fianna can animate the paintings to harry an opponent. Each painting can create one woadling that costs one Gnosis point to animate. The Fianna can release only one woadling per turn. Each time the player creates a woadling, she should roll Dexterity + Occult (difficulty 6). Every success subtracts one die from her opponent’s pool as the woadling dances and prances about the target. The woadlings vanish after the Gift ends. Player’s Guide Second Edition Fianna Tribe
Ley Lines The Fianna can manipulate the spirits of nature and the Wyld to send a target in illogical directions, creating tracks impossible to follow. The player spends one Gnosis point and rolls Wits + Occult (difficulty 7). Any attempts at tracking or orientation now require the would-be woodsman to obtain more successes than the Fianna’s original roll in a Perception + Occult roll, difficulty 8. Players’ Guide to Garou (revised) / 20th Anniversary Edition Fianna Tribe
Song of the Siren The Garou can entrance anyone who hears her voice, causing them to be unable to act. The player rolls Charisma + Performance versus the target’s Willpower and spends one Gnosis point. Enchanted targets cannot perform any actions for a number of turns equal to the number of successes rolled. The audience can spend Willpower to overcome the enchanting effects; to act freely, a listener must spend one point of each of the Galliard’s successes. Player’s Guide Second Edition / 20th Anniversary Edition Fianna Tribe
Faerie Kin The Fianna can call upon ancient pacts with the fae, summoning faeries to help. The player spends at least one Gnosis point and rolls Manipulation + Occult (difficulty 8). Spending more Gnosis increases the raw power of the faeries who respond, while more successes on the roll means that more faeries answer. Note that this Gift may summon changelings or dream-spirits called chimera, but it will call true fae only in strange Umbral reaches. Core book revised. Fianna Tribe
Sense the Unnatural The Fianna can sense any unnatural presence and determine its approximate strength and type. The player rolls Perception + Enigmas. The more successes he rolls, the more information he gains. The sensory input is somewhat vague and subject to interpretation. Interpreting the information properly might require an Intelligence + Occult roll (Storyteller’s option). Core book revised / Fianna Tribebook Fianna Tribe
Reshape Object The werewolf can shape once-living material into a variety of objects instantly, such as turning trees into shelter or buck antlers into spears. The player rolls Manipulation + Crafts against a variable difficulty (5 to turn a broken tree limb into a spear, 8 to turn a plant into a floatable raft) and spends a Gnosis point. The created object lasts for a length of time according to a chart, and expending an additional Gnosis point allows a created weapon to inflict aggravated damage for the scene’s duration or until the object returns to its original form. Core book revised. Fianna Tribe
Redirect Pain If a Fenrir is struck in battle, he may retaliate by making his enemy experience the pain from wounds received by the Fenrir. The player spends one Rage point and rolls Manipulation + Primal-Urge (difficulty 8). For one scene, the target incurs whatever wound penalties indicated by the Fenrir’s current wound levels, regardless of whether or not the Fenrir actually feels the pain. 20th Anniversary Edition Get of Fenris Tribe
Alberich’s Claws This Gift allows the Garou to slice through stone, steel, or any other inanimate material as if it were butter. The player spends one point of Rage. If the Fenrir’s next attack is performed with natural weaponry and strikes an inanimate object, it automatically does an extra ten levels of damage. Players’ Guide to Garou (revised) Get of Fenris Tribe
Loki’s Touch This Gift allows the Garou to cause a target to go into uncontrollable fits of laughter or simply to have a better sense of humor. The Garou must touch an opponent and roll Manipulation + Empathy (difficulty equal to the Rage plus the Rank of the target; maximum difficulty of 10). The fits of laughter will last for one round per success, during which time the target may not take any offensive action, although he may defend himself if attacked. Get of Fenris Tribebook Get of Fenris Tribe
Mark the Enemy This Gift marks the target with a mystical brand that only other Swords of Heimdall can see. By laying her hand on the target and successfully rolling Manipulation + Occult (difficulty 8), the Get can mark her enemy. Other Swords who know the Gift can see the mark with a successful Perception + Occult roll (difficulty 8). Any Garou who knows the Gift can remove the effect. Player’s Guide Second Edition Get of Fenris Tribe
Chill of Early Frost The werewolf calls down a mystical chill from Great Wendigo himself, freezing the surrounding lands and anyone in it. The player spends one Gnosis point and rolls Intelligence + Occult (difficulty varies: 4 if it is already winter, 6 for spring, 9 for summer). Success drops the temperature to a bit below freezing in a five-mile radius, or even further below zero if it was already winter. All creatures without a natural coat of fur lose two dice from all pools. This Gift wreaks pure havoc in urban environments, as pipes burst and roads freeze. This Gift lasts for one hour per success. Core book revised / Get of Fenris Tribebook Get of Fenris Tribe
Venom Blood The Garou may change her blood into a black, acidic bile that poisons anyone unlucky enough to come into contact with it. The player spends one Rage point and rolls Stamina + Medicine (difficulty 7). Anyone coming into contact with the Garou’s blood for the duration of the scene takes one die of aggravated damage per success on the first roll. Core book revised Get of Fenris Tribe
Might of Thor The Garou can increase his strength tremendously, the better to slay his foes. The player spends one Gnosis and one Rage, then rolls Willpower (difficulty 8). The Garou’s Strength doubles for one turn per success. After the Gift wears off, the Get is weakened considerably (Physical Attributes are considered 1 and Willpower is halved) until he can rest for at least one hour. Core book revised Get of Fenris Tribe
Whispers on the Street This Gift allows communication exclusively between Garou through imbuing an object with a message. The player spends one Willpower point and rolls Gnosis, difficulty 7. The number of successes determines how long the message stays within the object. One success means the message will endure for a scene, two successes a day, three successes a week, and four successes a year. Five successes make the message permanent. Glass Walker Tribebook (revised) Glass Walker Tribe
Universal Interface The Garou can create an intangible computer using the Umbra. The player spends one point of Gnosis and rolls Wits + Enigmas (difficulty 7). Only one success is needed to fashion the intangible computer. No more successes may be achieved using the computer than were achieved on the original Wits + Enigmas roll. The computer is connected to both the Internet and GWnet. Glass Walker Tribebook (revised) Glass Walker Tribe
Web Walker The Garou may move across the Pattern Web in the Umbra, ignored by Weaver-spirits. To activate this Gift, the Garou spends two Gnosis points, then rolls Charisma + Science (difficulty 7). Success enables the Garou to travel through the Umbra as though on a moon bridge, provided there are strands of the Pattern Web in the area. Umbra Glass Walker Tribe
Steel Blowfish The Garou’s fur becomes metallic and puffs up to three times his normal size, making him immobile but excellent cover. The player spends one Willpower point and rolls Stamina + Science (difficulty 7). Each success adds one die to the Garou’s soak pool; the final total is doubled. While activated, the Garou is three times his normal size and weighs too much to move. Glass Walkers (Revised) Glass Walker Tribe
Intrusion The Garou can break almost any barrier, causing doors to unlock and padlocks to fall open. The player spends one point of Gnosis and then rolls his Gnosis pool, difficulty 7. Each success keeps this Gift active for one minute. During this time, no door or barrier can stop the Glass Walker. Highly secure doors may require a Dexterity or Wits + Streetwise roll. Each success on the initial Gnosis roll adds one automatic success to such rolls. Tribebook: Glass Walkers (Revised) Glass Walker Tribe
Electroshock The Garou can use electricity to directly damage opponents that are either touched or are touching a conductive material. The player spends a number of Rage points. Each point of Rage spent inflicts three levels of aggravated wounds on the Glass Walker’s opponents. These levels of damage may be divided among as many opponents as the number of Rage points invested in this Gift. Tribebook: Glass Walkers (Revised) Glass Walker Tribe
Data Flow The Garou can take control of a computer from across the room, ordering it to perform various actions. A successful Wits + Computer roll (difficulty 7) plus the expenditure of one Gnosis point establishes contact with the computer. As long as the Garou keeps the target in sight, she can maintain contact and must make appropriate rolls to manipulate the computer. Player’s Guide Second Edition Glass Walker Tribe
Tongues The Garou can read or write any human language encountered, no matter how ancient or obscure. After spending one Willpower point, the player rolls Intelligence + Linguistics. The difficulty varies with the obscurity and age of the language. A common modern language is difficulty 4; an ancient, obscure tongue is difficulty 10. The number of successes determines the character’s fluency. Player’s Guide Second Edition / 20th Anniversary Edition Glass Walker Tribe
Elemental Favor / Yao’s Commands The Garou can convince an urban elemental to manipulate or destroy her earthly shell. The player rolls Charisma + Subterfuge (difficulty of the spirit’s Gnosis). The Storyteller determines the precise effects. Core book revised / Glass Walker Tribebook (revised) Glass Walker Tribe
Control Complex Machine The Garou may converse with and command the spirits of electronic devices such as computers and cars. The player spends one Willpower point and rolls Manipulation + Science (or Computer). The Storyteller sets the difficulty based on the machine’s complexity (usually 8). The Garou’s control lasts for one scene. Core book revised Glass Walker Tribe
Reshape Object The Garou can shape once-living material into a variety of objects instantly. The player rolls Manipulation + Crafts (difficulty 5-8) and spends a Gnosis point. The created object lasts according to the chart. Spending an additional Gnosis allows a created weapon to inflict aggravated damage for the scene’s duration. This effect can be made permanent with the sacrifice of a permanent Gnosis point. Core book revised Glass Walker Tribe
A Thousand Eyes The Garou melds his consciousness with that of a swarm of bats, allowing him to see and hear through them for one full night. The player spends three Gnosis and rolls Perception + Primal-Urge (difficulty 8). With one success, the Garou sees and hears what the bats do but cannot control them. With three or more successes, the Garou can subtly direct the swarm. Shadow Lord Tribebook (revised) Shadow Lord Tribe
Patagia The Garou can extrude large flaps of skin under her arms, allowing her to glide. The player must make Dexterity + Athletics rolls (at the Storyteller’s discretion) to avoid losing altitude. Shadow Lord Tribebook (revised) Shadow Lord Tribe
Under the Gun The Garou lays a curse on her foe, making missile weapons more likely to hit the target. The player spends a Gnosis point and rolls Manipulation + Firearms. The curse lasts for one day per success, reducing the difficulty to strike the target with missile weapons by two. 20th Anniversary Edition Shadow Lord Tribe
Interrogator This Gift terrifies victims into confessing their crimes. The player spends a Willpower point and rolls Manipulation + Subterfuge or Interrogation (difficulty 8) against an opposed Willpower roll (difficulty 8). Success paralyzes the target with fear, forcing them to confess the gravest crime committed in the last lunar cycle. This Gift may only be used once per target per lunar month. Tribebook: Shadow Lords Revised Shadow Lord Tribe
Shadow Cutting The Garou can attack an opponent by striking their shadow, making attacks difficult to dodge. The werewolf activates the Gift by spitting into her opponent’s shadow and spending a Gnosis point. The victim has two fewer dice to dodge attacks aimed at their shadow and cannot parry such attacks. Shadow Lords Tribebook Revised Shadow Lord Tribe
Raven's Wings The Garou can manifest a spirit avatar in the form of a raven to spy for him. The player spends a Gnosis point and rolls Wits + Occult (difficulty 6). The raven can be sent up to five miles away for each success rolled. The Lord must concentrate to see through the raven’s eyes. Shadow Lords Tribebook (Revised) / Outcasts Shadow Lord Tribe
Icy Chill of Despair The Garou appears more imposing, intimidating onlookers. The player spends one Gnosis and rolls Manipulation + Intimidation (difficulty 7). Opponents must make a Willpower check (difficulty 8) and score more successes than the Lord to act normally. Shadow Lords Tribebook Revised Shadow Lord Tribe
Summon Stormcrow The Garou can summon a Stormcrow to spy or deliver messages. The player spends one Gnosis point and rolls Charisma + Intimidation (difficulty 8). The Stormcrow will obey one order of reasonable complexity. Player’s Guide Revised Shadow Lord Tribe
Curse of Corruption The Garou curses a target, making them appear dishonest. The player rolls Gnosis against the target’s Gnosis. The curse lasts for a number of turns equal to the successes rolled, making everything the target says sound dishonest. The player must spend a Willpower point to activate this Gift. Player’s Guide Second Edition Shadow Lord Tribe
Dark Aerie The Garou can fly or hover, enveloped in shadows. The player spends one Gnosis point. The Garou can fly at 20 mph and hover as desired. Combat maneuvers increase in difficulty by one. The Gift lasts for one hour. Core book revised / Shadow Lord Revised Shadow Lord Tribe
Paralyzing Stare The Garou paralyzes a target with a terrifying glare. The player spends one Gnosis point and rolls Charisma + Intimidation (difficulty of the target’s Willpower). Each success freezes the target in place for one turn. Core book revised Shadow Lord Tribe
Direct the Storm The Garou can direct the primal instincts of a frenzied Garou, friend or foe. The player spends a point of Gnosis and rolls Willpower (difficulty of the target’s Rage). Success allows the Garou to control the target’s frenzy. Core book revised Shadow Lord Tribe
Mark of the Death-Wolf The Silent Strider uses his claws to gouge an eerie sigil into a nearby surface, which fascinates and attracts the unquiet dead. The player spends one Gnosis point upon making the mark, which takes a full turn, and then rolls Wits + Occult (difficulty 7). The mark retains its mystic potency for one week per success, leaving the area around it badly haunted if there are any ghosts in the area at all. Destroying the mark can end this Gift’s effects prematurely. 20th Anniversary Edition Silent Strider Tribe
Death Track The Silent Strider can follow the trails of a spirit until they find the ghost, even after the person has died. The player spends one point of Gnosis and rolls Perception + Occult, difficulty 7. One success is needed to smell the direction of the ghost from the body. Each day the search continues, another Perception + Occult roll must be made, with one additional success required for each day spent searching. The Storyteller determines how far away the ghost is. Players’ Guide to Garou (revised) Silent Strider Tribe
Ghost Touched This Gift harnesses a Garou’s deathly aura, weaving it into a protective shield against the attacks or special abilities of ghosts. Once learned, this Gift is always in effect; no roll need be made. The difficulties of all rolls made by ghosts (wraiths or specters) to affect the character are made at +2 difficulty (maximum 10). This includes effects that would be beneficial. Tribebook: Silent Strider (revised) Silent Strider Tribe
Scale of Ma'at The Silent Strider can invoke the judgement of Ma’at on the living, seeing through lies to find the ugly truth beneath. The player rolls Intelligence + Empathy (difficulty of the subject’s Manipulation + Subterfuge). Success indicates that the character knows which of the subject’s statements are true and which are false. To delve more deeply into any statement, the player must succeed at a Perception + Empathy roll against the same difficulty. Tribebook: Silent Striders (revised) Silent Strider Tribe
Long Running This Gift allows the Silent Strider to reduce the travel time on a lengthy journey. The player rolls Dexterity + Athletics (or Drive) at a difficulty equal to the local Gauntlet and spends one Gnosis point. For every success, the travel time diminishes by 5 percent. A botch increases travel time by 25 percent or indicates that travel has stopped altogether. Player’s Guide Second Edition Silent Strider Tribe
Great Leap The Strider with this Gift can jump truly astounding distances. The player spends one Willpower point and rolls Strength + Athletics. Each success allows the character to jump 100 feet. Core book revised Silent Strider Tribe
Adaptation The Garou takes no damage from poison or disease and can exist in any environment, regardless of pressure, temperature, or atmospheric condition. The player spends one Gnosis point and rolls Stamina + Survival (difficulty 7). Each success extends the Gift’s effects by one hour. Core book revised Silent Strider Tribe
Claim of Authority Grants another Garou the Silver Fang's authority for a limited time. The Silver Fang spends one point of Gnosis and one point of Willpower before selecting a Garou as her representative. For a week thereafter, the representative is considered to possess the same level of Pure Breed as the Silver Fang, so long as she notes the name of the Silver Fang she speaks for. This Gift may not be used on an unwilling target. Players’ Guide to Garou (revised) Silver Fang Tribe
Dominance Blow Knocks down would-be rebels by connecting physical dominance with rightful leadership. The player spends one point of Rage, and rolls Charisma + Brawl, difficulty 7. If the roll succeeds, every blow the Silver Fang strikes against a specific target grants the Silver Fang an additional die in all Social rolls against that target, allowing him to browbeat or intimidate the target more easily. The blow need not be full force to grant the bonus, which lasts for one day. Players’ Guide to Garou (revised) Silver Fang Tribe
Half Moon Mnemonics Allows the Garou to remember a moment with perfect clarity. The player must spend one point of Gnosis to store a memory and then rolls Wits + Alertness (difficulty 6) to fix it in the character's mind. The roll is at difficulty 5 for a Philodox. The character can store one memory for every point of permanent Gnosis she has. To recall the memory, the player must make an Intelligence + Occult roll (difficulty 7, 6 if the character is a Philodox, 5 if the character is a Philodox and staring into water). A botch means the memory vanishes, leaving a permanent hole in the character’s memory. The character may dump memories at any time, leaving her only a normal fallible recollection of the event. Tribebook: Silver Fangs (revised) Silver Fang Tribe
Half Moon’s Diplomacy Prevents participants in a debate from saying anything inflammatory. The player spends a point of Gnosis and rolls Manipulation + Empathy (difficulty 7). If the roll succeeds, anyone involved in the debate must concentrate for a turn by staying silent and then roll Willpower (difficulty 8) to say anything that they know is likely to make things worse. The effect lasts for one minute per success rolled. If a Philodox uses this Gift, the initial roll is at difficulty 6 and the participants in the debate must make a Willpower roll (difficulty 9) to inflame the argument. Tribebook: Silver Fangs (revised) Silver Fang Tribe
Honor Pact Forms a spiritual bond between participants to ensure honest negotiation. Each participant must spend three Gnosis, while the player of the user of the Gift spends four Gnosis. All players (and the Storyteller, if a Storyteller character is participating) make a Charisma + Rituals roll (difficulty 7). If the rolls succeed, all Social rolls between the group are at -2 difficulty. The effects of the Gift are permanent unless one of the participants breaks faith, in which case the breaking character suffers five health levels of aggravated damage and is marked as an oath breaker. Tribebook: Silver Fangs (revised) Silver Fang Tribe
Burning Blade Causes a weapon to burn with deadly fire. The player rolls Gnosis (difficulty 7) to activate the Gift. The weapon does two extra dice of fire damage (aggravated) and flammable objects struck by the blade catch fire. The fire burns for a number of turns equal to the number of successes rolled. Tribebook: Silver Fangs (revised) Silver Fang Tribe
Talons of Falcon Transforms claws into sharp, impaling weapons. The player spends a point of Gnosis and makes a Dexterity + Brawl roll to attack, as normal. The attack does Strength +3 aggravated damage and any attempts to use supernatural healing on the wound are at +1 difficulty. Tribebook: Silver Fangs (revised) Silver Fang Tribe
Wrath of Gaia Overwhelms minions of the Wyrm with the Garou's splendor. The player spends a Gnosis point and rolls Charisma + Intimidation. Any minions of the Wyrm who look upon the Garou for the next scene must roll Willpower (difficulty 7) and equal or exceed the player’s successes. Otherwise, they flee in terror. Core book revised Silver Fang Tribe
Silver Claws Transforms claws into silver, inflicting greater damage on werebeasts. The player rolls Gnosis (difficulty 7) to activate the Gift. The transformation lasts for the scene or until the Ahroun decides to end the Gift. Each turn, the Garou gains an automatic Rage point and non-combat difficulties increase by one. Core book revised Silver Fang Tribe
Walk the Web Allows the Stargazer to walk through Weaver realms without attracting attention. The character must chant a mantra through sub-vocalization (mouthing it silently). The player spends three Gnosis and rolls Perception + Primal-Urge (difficulty 8). Success indicates the character is ignored by Pattern Spiders and other Weaver minions for the duration of the Gift. If the Stargazer takes direct action against any Weaver minions, the effect of the Gift is canceled and the spiders will come. Stargazers Tribebook Stargazers Tribe
Cunning Koan Cuts through any falsity, illusion, or deceit with a few choice words in the form of a haiku or koan. The player rolls Wits + Expression and spends one Gnosis point. Any illusion designed to fool others is revealed as such, and anyone attempting to lie at that moment is revealed as a liar. Stargazers Tribebook Stargazers Tribe
Anahata Awakens the heart center, allowing the Stargazer to sense others' emotions and make them more receptive. The player rolls Charisma + Empathy and spends one Gnosis point. For the rest of the scene, the Stargazer can sense the surface emotions of those who directly interact with her. After three or more turns of interaction, the player may roll Perception + Empathy; each success lowers difficulties on rolls to sway that person. Stargazers Tribebook (revised, 1st ed.) Stargazers Tribe
Seven Mile Leap Increases the tautness and tension of the Stargazer's muscles, allowing for incredible jumps. Once learned, this Gift is always active. It allows the Stargazer to triple the distances she can jump. Stargazers Tribebook (revised) Stargazers Tribe
Bird Bones Makes the Stargazer's bones light and hollow, allowing for agile movement over various surfaces. The Trance Runner can run upon almost any surface without penalty. The roll is always Dexterity + Athletics, but the difficulty is variable depending on the danger, complexity, or frailty of the surface. Stargazers Tribebook Stargazers Tribe
Burning Fire-Mind Punishes other Garou for spending Rage by causing them to feel searing pain. The player rolls Manipulation + Primal-Urge (difficulty 6) and spends one Rage point. This Gift remains active for two turns per success rolled. Any Garou within ten yards of the Stargazer who spends Rage takes an automatic, unsoakable level of lethal damage per Rage point spent. Stargazers Tribebook Stargazers Tribe
Wind’s Returning Favor Allows the Stargazer to disarm and take an opponent’s weapon upon their attack. The player spends one Willpower point and rolls Dexterity + Athletics in response to an opponent’s close-range Melee attack (difficulty equals the opponent’s Wits + Melee). The Stargazer’s successes take away the successes on the opponent’s attack roll; if the Stargazer’s successes outnumber the opponent’s, she steals the attacker’s weapon and may use it on the following turn. Stargazers Tribebook (revised) Stargazers Tribe
Mouthpiece of the Successor Records another's voice to replay it later. The player rolls Perception + Empathy (difficulty 7). Each success allows up to two minutes of recording. To replay the conversation, the player spends one Gnosis. If the subject resists, they may roll Manipulation + Subterfuge (difficulty 7) to remove successes from the Gift-user's roll. Stargazers Tribebook (revised) Stargazers Tribe
Sense Balance Detects an overabundance of Wyrm, Wyld, or Weaver energy in an area, person, or object. The player spends one Gnosis point and rolls Perception + Enigmas (difficulty 8). Success allows the Garou to feel the balance, or lack thereof, within the target. The Garou must focus and be at peace for the Gift to work properly. Player’s Guide Second Edition / 20th Anniversary Edition Stargazers Tribe
Conundrum Introduces an unsolvable problem into a victim’s mind, distracting them. The player rolls Manipulation + Subterfuge (difficulty of the target’s Wits + Enigmas). Each success subtracts one die from the target’s dice pools for an equal number of rounds. Each Willpower point the target spends reduces the effectiveness of this Gift by 1. Player’s Guide Second Edition Stargazers Tribe
Merciful Blow Subdues a foe in combat without harming them. The player spends one Gnosis point and rolls Perception + Medicine (difficulty of the opponent’s Wits + Dodge). One or two successes cause the opponent to be helpless for the next turn. Three or more successes paralyze the foe for the entire scene. This Gift inflicts no actual health levels of damage. Core book revised Stargazers Tribe
Uktena’s Passage Allows the Garou to calm or agitate water, such as rivers, streams, or lakes. The player spends one Gnosis point and rolls Manipulation + Survival (difficulty 7). For each success, she may raise or lower the speed and/or roughness of the current within 100 yards by one degree (calm, slow, moderate, swift, turbulent). The change lasts for one scene. Croatan Song Uktena Tribe
Rending the Craft The Garou’s claws burn with mystic force, disrupting ongoing magical powers enhancing the target. After a successful claw attack, the player may spend a Willpower point to end the effects of ongoing magical powers. Permanent magical effects and innate powers cannot be disrupted. 20th Anniversary Edition Uktena Tribe
Chains of Mist Creates misty streamers from the Garou’s claws that confound nearby spirits. The Uktena concentrates for a turn; the player spends one Gnosis point and rolls Dexterity + Enigmas (difficulty 7). One spirit within 200 feet is affected per success, treating their Rage, Gnosis, and Willpower as one lower for all dice rolls for the rest of the scene. 20th Anniversary Edition Uktena Tribe
Strength of the Guardian Provides extra power to bind or destroy a Bane or keep it locked within its bindings. The player rolls Gnosis (difficulty 6). Each success boosts a chosen Attribute by one point (or Willpower to a maximum of 10) for the duration of the scene. After the Gift ends, the Garou loses an equal number of points from the Attributes and Willpower raised for 24 hours. Uktena Tribebook Uktena Tribe
Ancestral Recall Allows the Garou to recall pertinent information about tribal practices or traditions. The Garou must have spent at least 24 hours in the presence of those whose memories she is accessing. The player rolls Perception + Enigmas (difficulty 7). The number of successes determines the strength and obscurity of the information. Spend a Gnosis point to learn hidden or forgotten lore. Uktena Tribebook Uktena Tribe
Sing Down the Rain Brings rain from the heavens to nourish crops or cause damage. The player spends a Gnosis point and rolls Wits + Occult (difficulty 7; 8 in a cloudless desert, 6 in a temperate rainforest). One or two successes bring a misty drizzle, three successes cause heavy rain, and four or more successes result in torrents. The effects last one scene but can be extended by spending more Gnosis. Tribebook: Uktena (revised) Uktena Tribe
Death Trance Allows the Garou to appear dead, fooling observers and forensics teams. It takes a Gnosis point, a Wits + Occult roll (difficulty 6), and three turns to enter the death trance. Observers must roll Perception + Investigation (difficulty 7) to notice something is wrong. During the trance, the Garou’s perception rolls are at +2 difficulty. The Gift lasts as long as the Garou wishes. Waking up requires a successful Willpower roll (difficulty 4, increasing by 1 each day). Tribebook: Uktena (revised) Uktena Tribe
Secrets Allows the Garou to know the answer to a specific question by touching someone who knows the answer. The player rolls Perception + Enigmas (difficulty 8) and spends one Gnosis point. The number of successes required depends on the depth of the secret. If the target is aware of the intrusion, she may resist with a Willpower roll (difficulty 9). Player’s Guide Second Edition Uktena Tribe
Scrying Allows the Garou to witness distant events or spy on rivals through a reflective surface. The player spends one Gnosis point and rolls Perception + Occult (difficulty 7). The difficulty increases to 10 if the Garou does not possess an item owned by the target or something from the area. Player’s Guide Second Edition Uktena Tribe
Umbral Sight Shifts the Garou’s sight into the Penumbra from the physical world. The player spends one Gnosis point and rolls Perception + Alertness (difficulty of the area’s Gauntlet). This Gift works exactly like Peeking but from the physical world. The ability lasts for the scene or until the character moves to an area with a higher Gauntlet. Player’s Guide Second Edition Uktena Tribe
Invisibility Allows the Garou to vanish from sight, moving slowly and avoiding attention. The player spends one Gnosis point and rolls Intelligence + Occult (difficulty varies: 4 if concealed, 6 if in the open, 9 if in plain sight). Observers must roll Perception + Alertness (difficulty 8) and score more successes than the player did. Core book revised Uktena Tribe
Firewater’s Quench Helps remove the desire for intoxicants from blood and spirit, aiding in overcoming addictions. The player spends one Gnosis point and rolls Stamina + Primal-Urge. For each success, no deliberately-ingested intoxicant works on the character for a single day. Wendigo Tribebook (revised) Wendigo Tribe
Sky Running Allows the Garou to run at 50mph (80kph) through the skies, leaving a track of fire. The Garou concentrates for one turn and spends one Willpower point. The Gift lasts for four hours and may be replenished by further Willpower expenditure. 20th Anniversary Edition Wendigo Tribe
Eye of the Storm Creates a place of calmness amidst severe weather, protecting up to ten people. The Garou spends a point of Gnosis and rolls Willpower (difficulty 7). The effect lasts for the duration of a single storm. Croatan Song Wendigo Tribe
Blood of the North Infuses the Wendigo with the essence of cold, granting immunity to cold penalties and extra soak against cold-based attacks. The Wendigo ignores all penalties due to cold or chilling effects and gains an extra five dice of soak against cold-based attacks. All Survival rolls in cold environments are at –2 difficulty. This Gift’s effects are permanent. 20th Anniversary Edition Wendigo Tribe
Whiteout Creates a blinding, disorienting whiteout that affects all within the area except the Gift user and other Wendigo. The player spends a point of Gnosis and rolls Manipulation + Survival. The diameter of the whiteout dome is determined by the total successes, multiplied by five feet. Non-Wendigo characters lose one point of Willpower and one die from all Perception-based pools for the rest of the scene. Wendigo Tribebook (revised) Wendigo Tribe
Strength of Pine Grounds the Garou to resist physical and electrical attacks, healing damage as long as she remains grounded. The player spends a Gnosis point and rolls Gnosis + Survival. The difficulty varies based on the grounding location. Any physical damage is healed at the next turn if the Garou remains grounded. Wendigo Tribebook (revised) Wendigo Tribe
Icicle-Hide Transforms the Garou into a crystalline ice form, granting increased soak but vulnerability to heat. The player spends a Gnosis point and rolls Stamina + Subterfuge. The character gains additional lethal soak per success rolled but takes twice the damage from heat-based attacks. This form lasts for one scene or until the Garou wills herself to thaw. Wendigo Tribebook (revised) Wendigo Tribe
Bloody Feast Grants added strength from an opponent’s blood. The Garou must inflict at least one health level of damage with a bite. The player rolls Gnosis (difficulty of the opponent’s Stamina + 3). The Wendigo gains one extra dot in Strength for every two health levels of damage inflicted by the bite, lasting for one turn per success. The player must make a frenzy roll the turn after activating the Gift. Core book revised Wendigo Tribe
Wisdom of the Ancient Ways Taps into deep ancestral memories to recall ancient facts and lore. The character must meditate and the player rolls Gnosis (difficulty 9, -1 for each point of Ancestors the Garou possesses). The number of successes determines the detail and accuracy of the answer. Core book revised / Tribebook: Uktena (revised) Wendigo Tribe
Rally the Troops The homid can gather people quickly with a single command, bending them to a common task. She can rally a small army to hunt her enemies, preside over a heroic rescue effort during a crisis, or rouse a crowd to heckling a speaker. An ancestor-spirit teaches this Gift. The werewolf makes a short rallying cry, command, or speech to a group of non-supernatural humans and then the player rolls Charisma + Leadership (difficulty 6). The group can range from a few people lingering on a street corner to an audience of up to several hundred; all they need is to hear her. Each success adds one die to all rolls the player makes in that scene toward accomplishing one task with which the group could conceivably aid her. The difficulty of all these rolls is reduced by one if most of the group are Kinfolk. Individual characters with importance to the story may decline to help, at the Storyteller’s discretion, but even they feel the authority in the Garou’s directive. Changing Ways W20 Homid
Cowing the Bullet 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. 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. 20th Anniversary Edition Homid
Gaia’s Toolbox This Gift allows the Garou to see how any tool fits into the greater “toolmaker puzzle”: the question of how humans can survive their own cleverness. A monkey-spirit teaches this Gift. The Garou holds a tool or thinks of a task. She need not be in Homid form, but must be able to do what the Gift requires. She breathes carefully, asking Gaia’s will for the place of the tool or deed; the player rolls Intelligence + Primal-Urge. The Storyteller, based on the number of successes, will allow the Garou some insight into how the tool can be used to affect the web of life. Often in ways that are not obvious. As the Garou doesn’t receive the answer to any one particular question (other than “What can this object/deed accomplish in the greater scheme of things?”), this Gift is mainly useful for gaining “hints” from the Storyteller as needed. Book of the City Homid
Disquiet This Gift makes its target feel inexplicably depressed and withdrawn. The subject finds it difficult to draw on his full emotion or to maintain any type of concentration. An ancestor-spirit teaches this Gift. The player rolls Manipulation + Empathy against a difficulty equal to the target’s Willpower. If successful, that opponent will not be able to recover Rage for the duration of the scene. Furthermore, all difficulties for extended actions increase by one. Core book revised Homid
Shattering Howl Unleashing a deafening howl that resonates powerfully, the lupus smashes the paltry fruits of mankind’s labor. Storm- and wind-spirits teach this Gift. The werewolf spends a turn howling, and then the player spends a Rage point and rolls Charisma + Primal-Urge (difficulty 7). The resultant ear-piercing sound shatters all glass and anything brittle or fragile within a radius of (20 x successes) yards. It also knocks over anything precariously stacked or top-heavy, and shoddily-made things fall apart. Changing Ways W20 Lupus
Strength of Gaia The Goddess blesses the lupus with the fullness of his might when he wears the most natural of his skins. While wearing lupus form, the Garou enjoys the full might of Crinos. A wolf-spirit teaches this Gift. The player spends one Rage point. His Lupus form base strength increases by four, rather than the normal one, for the rest of the scene. 20th Anniversary Edition Lupus
Death Whispers The ancient Greeks associated the wolf with death. Hecate wore three wolf heads, while Charon wore wolf ears. Lupus with this Gift echo that connection. By standing entirely still near a recently dead body, the lupus can hear the final worlds of the deceased. These words are often rambling and incoherent, but can provide clues and understanding of what happened at the moment of their death, or of their most prominent thoughts at the moment of their demise. The lupus must stand next to the corpse and stay entirely still, trying to hear the very soft whispers. The player then rolls Perception + Occult (diff 7). To successfully hear the death whispers, the lupus must obtain more successes than the number of hours the body has been dead. More successes than required increase the clarity of the whisper. This Gift may be attempt only once per dead body. Players’ Guide to Garou (revised) Lupus
Monkey Tail Although the lupus’ tail retains the appearance of a regular wolf’s tail, it gains far more agility and flexibility. Although incapable of fine manipulation, the tail can grasp objects, wrap around branches or allow the Garou to hang upside down. The tail can also attack from an unexpected direction. A monkey-spirit must be persuaded to teach a Garou this Gift. After learning the Gift, the Garou’s tail automatically becomes prehensile whenever she likes. In order to manipulate the tail successfully, the player must make a Dexterity + Athletics roll (difficulty 6). The difficulty can increase for very delicate operations. If the Garou’s Strength exceeds her Stamina, she can use the tail to hang or swing. When attempting to life objects with her tail, the Garou’s Strength rating is halved. If used as an attack, the tail’s damage is Strength -1. Player’s Guide Second Edition. Lupus
Name the Spirit A werewolf with this Gift becomes familiar with the ways of the Umbra. He can sense the type and approximate Trait levels (Rage, Gnosis, Willpower) of spirits. A spirit servant of the Uktena totem teaches this Gift. The player spends one Willpower point and rolls Perception + Occult (difficulty 8). Core book revised. Lupus
Catfeet This Gift gives the werewolf the agility of a cat, making him immune to falls under 100 feet (he lands on his feet just right). He also has perfect balance even on the most slippery surfaces, and the difficulties of all combat actions involving body slams and grappling decrease by two. Cat-spirits teach this Gift. Possom-spirits teach the Bunyip version. This ability becomes innate to those who learn the Gift. Core book revised / Rage Across Australia Lupus
Rage of the Underdog Among the Garou, the metis are the ultimate underdogs, born to a stigma they never asked for. Reminders of this can fuel their Rage in battle. An ancestor-spirit teaches this Gift. Whenever the werewolf suffers wound penalties and makes a successful attack against a less-wounded opponent, he may spend one point of Rage to add dice of damage equal to the difference between his wound penalties and those of his target. If he deals enough damage to cause wounds at least as serious as his own, he regains the point of Rage he spent. This Gift’s effects are permanent. Changing Ways W20 Metis
Chameleon Like the Gift’s reptilian namesake, the Garou can blend with her natural surroundings. Unlike the lizard, the werewolf shifts fluidly with changing backgrounds, thus allowing the Garou to move about and even attack. A chameleon- or octopus-spirit teaches this Gift. The player spends one Gnosis point to activate the Gift. Anyone trying to see the werewolf, even in open ground, must make a Perception roll (difficulty of the Garou’s Wits + Stealth) to detect her. Once the Garou attacks, the difficulty drops by 3. The Gift affects only sight; it does not mask the Garou’s sound or scent. 20th Anniversary Edition Metis
Shell Consider the state of a metis cub. He is outcast from birth, knows this from the moment he can talk, and is trapped within a body that reacts powerfully to his slightest emotional twinge. Once you appreciate this state, it becomes easy to understand how this Gift was first learned. Shell places an emotional and instinctual barrier around the metis. A turtle-spirit teaches this Gift. The player rolls Willpower (difficulty of the character’s own Rage). Success insulates the metis for a scene behind a mystical and psychological barrier, immunizing him against mind-altering magic of all kinds for the rest of the scene. However, he cannot gain any successes on Empathy, Primal-Urge or Rage rolls, nor can he spend Rage points. Players’ Guide to Garou (revised) / 20th Anniversary Edition Metis
Frozen Form Homids and lupus have no idea what it’s like to grow up as a metis, never changing from Crinos form for years upon years. This Gift, taught by any aerial spirit, lets a metis give other a taste of what spending extended time in Crinos is really like. Spend a Willpower point and roll Stamina + Primal Urge, difficulty 6. For each success, the target must spend one full day in Crinos, consecutively if more than one success is rolled. This Gift works only on other Garou, including Black Spiral Dancers. Guardians of the Caerns Metis
Splintered Claw This painful Gift causes the metis’ claws to splinter as they pierce flesh. Tiny bits of claw imbed themselves deep in the victim’s body, thus causing tremendous irritation. Healing such a wound without first removing the splinters is both painful and stupid. Unfortunately, the Gift’s user loses her claws until she spends a round regenerating new ones. A tree-spirit teaches this Gift. Glass Walkers or Bone Gnawers can learn this Gift from spirits living in houses or other wooden constructs. After a successful attack that causes at least one Health Level of damage, the Garou may spend a Rage point to activate the Gift. Any damage that the target does not soak cannot be healed until he removes the bits of claw. As with all other werewolf claw attacks, the wounds are aggravated. The attacking Garou receives one automatic nonaggravated wound. The werewolf cannot soak this wound but can heal it as normal. Until the Garou heals the wound, he has no claws. Player’s Guide Second Edition. Metis
Mental Speech This Gift grants mental communication, even over vast distances. The user must either know the target personally (although he does not have to be friends with that person) or have something that belongs to that person, such as a lock of his hair. Bird spirits and spirits of intellect teach this Gift. Owl is a particularly sought-after teacher, and those who learn from him claim to have enhanced abilities at night. The player rolls Charisma + Empathy (difficulty 8) and expends a Willpower point; the effects last for a scene. His character may hold a mental conversation with a target at a maximum distance of 10 miles per success. It does not allow mind reading, but the werewolf may use social Abilities, such as Intimidation. Core book revised / 20th Anniversary Edition Metis
Eyes of the Cat The werewolf may see clearly in pitch darkness. His eyes glow a lambent green while this power is in effect. Any cat-spirit can teach this Gift, although werewolves who make enemies of the Bastet will have trouble finding teachers. The character must state when the Gift is in effect, but it requires no roll or expenditure. The character suffers no difficulty or dice-pool penalties from darkness. Core book revised. Metis
Terrain Shift Nature accepts the Ragabash as an ally, and views his pursuers as enemies. Earth and stone move aside to create tunnels or footholds to climb, foliage gathers behind him impassably, and rivers create dry spots for him to cross. A Glade Child or earth elemental teaches this Gift. The player spends one Gnosis point, and one feature of the terrain in the werewolf’s immediate vicinity shifts to either allow him passage where there should be none, or deny passage to anyone pursuing him. These shifts are minor and localized, limited to an area of up to a certain size (note: typo in book – no number listed); he couldn’t build a bridge to cross the Grand Canyon this way. If he wishes to create a feature where one didn’t exist, such as an earth bridge or tunnel, and then make it vanish behind him, he must activate the Gift twice. Changing Ways W20 Ragabash
Pathfinder The werewolf can strike implausible trails through pristine wilderness and the urban jungle alike, locating the fastest and shortest routes from one place to another. A crow-spirit teaches this Gift. The player rolls Perception + Survival (for wilderness) or Streetwise (for urban environments) against difficulty 7. The number of successes equals the quality of the path she blazes and how much she decreases her travel time. Every success reduces travel time by approximately 10 percent, up to a maximum of half the original travel time. The difficulty of any rolls to track the werewolf increase by two when this Gift is active; this decrease is cumulative with other similar effects, such as Scent of Running Water. 20th Anniversary Edition Ragabash
Liar’s Craft The Ragabash can tell the most outrageous of lies and have them accepted as truth — for a while, at least. This Gift is taught by a fox-spirit. The character first tells his lie, then the player rolls Wits + Subterfuge (difficulty of the target’s Wits + Subterfuge, or the highest rating in a group of listeners). One success convinces a single individual, while three successes are needed to dupe a crowd. Since the roll is made after the lie is told, this Gift always carries some element of risk. 20th Anniversary Edition Ragabash
Riddle Taking their cue from numerous trickster legends, some Ragabash love to confuse their targets with unusual quizzes and mysterious puzzles. Those with this Gift add a little spiritual punch into the mix, slowly driving their targets mad with riddles. A spirit servant of Sphinx teaches this Gift. The player must first create (or find) a riddle to be told. It must have a solid answer that can be understood by most people. After telling it to the victim, the player spends one Gnosis. From then on, the victim will be driven to distraction by the riddle and until he can solve it, he suffers a +1 difficulty to all rolls. In addition, every morning the victim loses one Willpower. Should this drain him entirely of Willpower, he will go a little crazy, most commonly by barricading himself in his room for a day and refusing to come out. At the end of the day, however, the riddle will no longer concern him. Players’ Guide to Garou (revised) Ragabash
The Usual Suspects The wary Ragabash often wants to keep tabs on others, whether to know the location of a wandering cub or trail a suspicious government agent. The Usual Suspects allows the user to know the general whereabouts of several subjects at any time. Owl-spirits or urban spirits of Wisdom teach this Gift. The Ragabash can keep tabs on a number of individuals equal to her Gnosis rating. To choose a target, the New Moon must either have an unobstructed view or have a strong scent trail of the target and make a Gnosis roll (difficulty 7). Thereafter, by spending a Gnosis point and concentrating for three turns (the player rolls Perception + Enigmas, difficulty 8 for physical beings or Gnosis rating for spirits) the Ragabash can sense the general location of the target. Successes increase accuracy; one success would give “Southwest, a mile or two away,” while five would allow “South-southwest, 1.3 miles, on the porch of his house.” If the Garou already has a maximum number of targets saved, she must “lose” one before acquiring another. Book of Auspices Ragabash
Impunity One of the Ragabash’s jobs is to voice uncomfortable truths. Unfortunately, not all tolerate that role, and those who most need to hear the truth are often least willing to listen. No Moons must be quick on their feet to avoid a furious elder who’s been called on the carpet by a subordinate. With this Gift, the Garou may tell a respected leader he screwed up without becoming the dead messenger. The Gift is taught by a cat-spirit. By succeeding in a Charisma + Subterfuge roll (difficulty 6), the Ragabash can avoid the worst repercussions of his statements. The target(s) must make a Willpower roll (difficulty 6 plus the No Moon’s successes) to punish or attack the speaker for the rest of the scene. Each attempted use of this Gift in the span of a lunar month adds an additional +1 to the No Moon’s difficulty. Note that whatever the Ragabash says must be clearly and completely true from the user’s point of view — no prevarication or double entendres are possible. For example, “Your nephew broke the Litany” would work if said Garou ate a policeman, but not if he failed to respect a Black Spiral’s territory. (Though a simple opinion, such as “You’re being an idiot,” is acceptable if heartfelt). The Storyteller is the final arbiter. If the Ragabash attempts to misuse this impressive Gift, not only will he not realize it didn’t work until after he speaks, but Cat will make her displeasure evident. Book of Auspices Ragabash
Fly Feet Like an insect, the Garou can now cling to vertical surfaces. She can walk along walls or hang from a ceiling. The adhesive grip of the Garou can even assist her when catching falling objects or seizing handholds when she is falling! A fly-spirit, naturally, teaches this Gift. The Garou can automatically activate this Gift with a Dexterity + Athletics roll. The difficulty depends on the surface. For instance, wood or stone is difficulty 5; glass or ice is difficulty 9. Moving along the ceiling increases the difficulty by 1. The Storyteller should halve all movement rates unless the player rolls five or more successes. Player’s Guide Second Edition. Ragabash
Open Moon Bridge The Garou has the ability to open a moon bridge, with or without the permission of the totem of that caern. A Lune teaches this Gift. The player spends on Gnosis point. See the Rite of the Opened Bridge for more information on opening moon bridges. The maximum distance that can thereby be covered is 1,000 miles. Core book revised. Ragabash
Gremlins The Ragabash can cause a technological device to malfunction merely by touching it. This Gift actually disrupts the spirit energy within the device that aids its function. If the Garou can frighten the spirit sufficiently, it will flee the device, causing it to malfunction permanently. A Gremlin teaches this Gift. The player rolls Manipulation + Intimidation; the difficulty is determined by the complexity of the item. The more successes the Garou obtains, the more the device is damaged. Five successes disable the device permanently (the spirit has fled). Good roleplaying might certainly warrant one to three additional dice at the discretion of the Storyteller. Core book revised. Ragabash
Watchful Eyes As a mouthpiece for the spirit world, the Theurge may invite its denizens to witness the wrongs of her enemies and render silent judgment. She appears mysterious and terrible as a force of nature to those who would stand against her, whether they are consciously aware of the spiritual audience at her side or not. Any feline spirit can teach this Gift. The player spends a point of Gnosis as the Garou’s presence becomes an invitation for spirits in the area, on either side of the Gauntlet, to gather and watch the proceedings. The spirits need not act, and the target need not know they even exist; their mere gaze adds an air of awe-inspiring mysticism to the Theurge’s actions. If using this Gift in the material world, the difficulty of any roll she makes to intimidate, persuade, or impress for the rest of the scene is reduced by (7 – local Gauntlet rating), to a minimum difficulty of 3. If it’s used in the Umbra, reduce the difficulty to 3 instead. If the watching spirits have an avenue to interact with the scene, they are generally more inclined to support the Garou than not, unless they’re aligned with the Wyrm. Changing Ways W20 Theurge
Umbral Camouflage Although perfectly visible to all others, this Gift renders the werewolf undetectable to spirits. A wind-spirit teaches this Gift. The player spends one Gnosis point, and for the remainder of the scene, she is completely invisible to spiritual senses. She may move about as normal but cannot make any attack actions without disrupting the Gift. 20th Anniversary Edition Theurge
Prophetic Vision This Gift enables the Garou to receive a vision of the future based on the study of the night sky. The vision usually reveals itself in astrological terms (“Lu-Bat’s influence suggests an attitude of acceptance towards the events of the next several days” or “The intervention of Shantar indicates that changes may occur rapidly in the near future”). This Gift is taught by a star-spirit. The Garou spends one Gnosis point and rolls Wits + Enigmas (difficulty 7). The number of successes indicates how precise a vision appears to the character. A single success provides vague information, while three of more successes allows the revelation of specific details. Storytellers should couch their visions in symbols appropriate to the Incarna and matter at hand; the seer should have to interpret the vision rather than be spoon-fed. Rage Across the Heavens Theurge
Umbral Tracking Usually only the Garou who creates an Umbral tether can see it. If a Theurge has this Gift, that is no longer true. This Gift is taught by a fly spirit. By spending one point of Gnosis, the Garou can see all active Umbral tethers around her. She does not know to whom the tethers belong, but can tell in what direction it extends to the Garou. If the Garou attempts to break the tether, the tether’s creator knows immediately and may make a resisted Strength + Occult roll at difficulty 6 against the Garou. If the attacker gains more successes, the tether is destroyed. Players’ Guide to Garou (revised) Theurge
Castigate The Theurge calls upon the spirits to revoke their favor from another Garou; she must verbally state the target’s offenses against the spirit worlds, and the target must be present; if successful, the target loses both Renown and spiritual Gifts. A hyena-spirit teaches this Gift. The player spends a point of Gnosis and rolls Charisma + Intimidation against a difficulty equal to the target’s [Gnosis + 3]. Each success causes the target to lose one point of temporary Renown for good. In addition, the target loses access to one Gift of the Theurge player’s choice for the remainder of the story, of a maximum level equal to the successes rolled. Book of Auspices Theurge
Evocation of the Ceremony Rituals are not used only to evoke supernatural effects; they also have an inherent value to Theurges in and of themselves. Using this Gift, the Garou evokes a sense of awe, reverence and holy mystery through ritualistic behavior — anything from a Garou rite to a Catholic sacrament. Along with any normal mystical effect, the ceremony produces a sense of reaffirmation and cosmological belonging in everybody who participates. While Theurges usually use this effect to strengthen sincere spiritual devotions or build community among Garou, it’s just as easily abused to keep participants in a rite in ignorant, dogmatic fear of the supernatural world — the Theurge’s intent, not the nature of the Gift, determines which is the case. An enigmatic spirit teaches this Gift. Any being can attempt to inspire, unify or cow an audience through ritualism with a Charisma + Rituals, Occult, Performance or Subterfuge roll as appropriate to the exact situation. Possession of this Gift increases the Charisma of the Theurge by four dots, only for the purposes of such attempts (to a maximum of nine). Book of Auspices Theurge
Spirit Path The Umbra can often confuse the senses of even the most perceptive tracker. The Theurge who possesses this Gift can track a particular spirit anywhere in the spirit world. As long as the Garou knows the spirit’s name, she can find that spirit no matter which Umbral realm it takes refuge in. A cockroach-spirit can teach this Gift. As long as the Garou knows the true name of the spirit, she can use this Gift. She must spend a Gnosis point to be able to find the spirit. A successful Perception + Enigmas roll (difficulty 8) reveals the location of the errant Umbral denizen. Some Realms and certain Charms can make this Gift more difficult to use. The Gift: Name the Spirit can be used in conjunction with Spirit Path. Player’s Guide Second Edition Theurge
Pulse of the Invisible Spirits fill the world around the Garou, and none knows this fact better than the Theurge. This Gift grants constant awareness of the spirit world. Even in the physical world, the Theurge with this Gift can interact with spirits in the Penumbra at will. While most spirit activity is barely worth watching, the Theurge will be aware of any dramatic changes. Any spirit can teach this Gift. If the Garou’s permanent Gnosis equals or exceeds the Gauntlet, he can see into the Umbra automatically. Otherwise, the player must roll Gnosis to pierce the Gauntlet (difficulty of the Gauntlet rating). Only one success is required. The effect lasts for an entire scene or until the character enters an area with a higher Gauntlet. Core book revised Theurge
Flow Like Water As the river changes course to flow past the rock, so does the Philodox flow past his foe’s attack to bring the pain. He learns to balance his offense and defense in perfect harmony. A water elemental teaches this Gift. The player spends one Willpower point. For the rest of the scene, whenever he splits his dice pool or spends Rage to take both a defensive and an attack action in the same turn, he reduces the difficulty of both actions by one. Changing Ways W20 Philodox
Scent of the Oathbreaker Oaths sanctified before a Philodox are a serious matter indeed, so this Gift grants the judges of the Garou nation the ability to know when an oath has been broken and to track down the oathbreaker to correct him personally. A dog-spirit teaches this Gift. The Philodox may spend one Gnosis point to sanctify any oath or promise he personally witnesses, no matter how formal or informal. If at any point in the future one of the individuals sworn to the oath breaks it, the Philodox immediately becomes aware of this, and all rolls for the werewolf to track the oathbreaker by scent drop to difficulty 4. This benefit lasts until the Philodox next stands in the oathbreaker’s presence. 20th Anniversary Edition Philodox
Bonds that Tie Us The Philodox is mediator and judge, but is also investigator. The Gift assists a Philodox with such matters by revealing any emotions and opinions that exist between two people. Many Garou detest this Gift, since it is indiscriminate, revealing any emotion that may exist. It is taught by an ant-spirit. The player spends one Rage as the Philodox taps deep into his own wellspring of emotion, connecting those emotions to those of his target. After this, the Philodox whispers the name of a person with whom the target has a relationship, and the Philodox will immediately feel every emotion toward that person that the target has. These emotions aren’t real (at least to the Philodox), but they certainly feel it, and it is wise to avoid the person to whom those emotions are directed for as long as the effect lasts (one scene). A Garou or other supernatural that does not wish to cooperate with the Gift may roll their Willpower (difficulty of the Philodox’s rage) with a success preventing use of this Gift. Players’ Guide to Garou (revised) Philodox
Divided Heart The heart of the werewolf is filled with rage, and quite often, this internal fire can overcome a werewolf’s strength of will. With this Gift, taught by any tree spirit, a Philodox can briefly allow another to “hold back” the fury inside, lest a poorly made decision cause irreparable damage. The purpose of this Gift is to help alleviate the difficulties a werewolf encounters when his Rage exceeds his Willpower (Werewolf, p. 126). For every success on a Manipulation + Primal Urge roll by the Philodox player, one penalty die is negated for the target character. The effects last for five minutes per success — a Philodox can temporarily alleviate the Curse, but never negate it. Book of Auspices Philodox
Sense Balance As the arbitrators of the Garou Nation, the Philodox have developed an attunement with the precarious forces that balance the world and the individual alike. This Gift allows the user to detect an overabundance of any of the prime forces of the universe, whether Wyrm, Wyld or Weaver. It can point out a Bane manifestation at an industrial plant or mental instability in a packmate. A cat-spirit teaches a friendly Garou this Gift in exchange for a warm fire and promise not to chase her kin. The Gift requires the expenditure of one Gnosis point. With a successful Perception + Enigmas roll (difficulty 8) the Garou can feel the balance, or lack thereof, within an area, person or inanimate object. Wyrm manifestation feels dense and oily, Weaver presence feels cold and unyielding and Wyld energies feel warm and trembling. Such manifestations are more subtle than ones detectable through Gifts such as Sense Wyrm. The Philodox must focus and be at peace for this Gift to work properly. Distractions, such as combat or exhaustion, disrupt any benefits of the Gift — the Garou can find only her own imbalance in such instances. Player’s Guide Second Edition / 20th Anniversary Edition Philodox
Weak Arm Philodox are masters of judgment, and this trait extends even into the field of battle. By watching an opponent’s fighting style, the werewolf can evaluate his strengths and weaknesses. Snake- and wind-spirits teach this Gift. The player rolls Perception + Brawl (difficulty 8). Each success gives her one bonus die to add to her attack or damage rolls against this opponent. For instance, a Philodox who gets four successes on this roll could add two dice to her attack rolls and two to her damage pool. This Gift can be used against a given foe only once per scene, and the benefits are lost at the end of the scene. The Garou must concentrate for a full turn to use this Gift. Core book revised Philodox
Social Butterfly Flitting from one conversation to another, the Galliard makes herself associate to many but friend to none. Once she’s spent time schmoozing with the crowd, she and her pack can get information out of them as though they knew her from somewhere they can’t quite place, but that has positive associations. An insect-spirit teaches this Gift. The character spends between a few minutes and an hour socializing with a group of people, and then the player rolls Charisma + Etiquette or Streetwise, depending on the situation. The difficulty depends on the size of the group; an intimate party with only 20-30 people would be difficulty 5, while a large gathering of hundreds at a performance or rally might be difficulty 8. For the next week, the Galliard and her packmates may treat the group as a temporary Contact Background consisting only of minor contacts in an area related to the gathering, at a rating equal to the successes on the activation roll (to a maximum of five). For example, if the werewolf used this Gift to socialize with the attendees of a gay pride parade, the pack would gain temporary Contacts in the LGBTQ community. Changing Ways W20 Galliard
Song of Heroes Reciting a tale of ancient Garou heroism, the Galliard conjures up the spirit of fallen heroes and infuses those listening with some portion of their power. An ancestor-spirit teaches this Gift. This Gift requires the full recitation of a story of epic heroism, taking at least several minutes. At the end of the tale, the player spends two Gnosis points and rolls Charisma + Performance (difficulty 8). Every two successes on this roll add one point to a single Ability score for all listening Garou and Kinfolk, much like the Ancestors Background (see p. 136). This bonus lasts until the sun rises. 20th Anniversary Edition Galliard
Sing the Spirits The earliest incantations to the spirits were sung, and although the Theurges may be the auspice chosen to deal with them, the Galliards still know some songs with power in them. Such songs are many, but always have a similar construction. They begin by calling out the spirit’s name, and ordering it to stay away, and finish with a threat issued against it if it doesn’t. When done right, the spirit will be unable to approach the Galliard, or anyone she touches. The Gift is taught by a bird or fish-spirit. The player spends one Gnosis and rolls Strength + Performance (difficulty 7). The spirit named must remain one meter per success away from the Galliard and anyone she is touching. The Galliard doesn’t need to know the exact name of a spirit, but must be able to name it appropriately. (Telling it what kind of spirit it is, such as “Cat” or “Nexus Crawler” is sufficient.). The spirit may attempt to break through this ward by rolling their Rage, difficulty 8; they must receive more successes than the Galliard did on their Performance roll. The effects of this Gift last one scene. Players’ Guide to Garou (revised) Galliard
Scent of Distinction This Gift enables the Galliard to mystically “sniff out” the general spirit nature of her surroundings (i.e., influenced by the Weaver, Wyld or Wyrm; under the domain of a powerful Incarna; etc.), as well as the area’s history. For example, a werewolf who sniffed out a caern might learn about the totem and purview of the caern, when it was founded, important events that happened near it, etc. This Gift is taught by a wolf-spirit. To activate the Gift, the Garou must physically sniff out the area (in any form), meditate for 10 minutes or so, spend a Gnosis point, and roll Intelligence + either Streetwise (for urban areas) or Survival (for wilderness/rural areas). The Storyteller determines the difficulty. The Gift may be used over as large an area as the character can physically sniff, but information is more specific for smaller areas. Umbra Galliard
View the Battlefield Moon Dancers are renowned for their ability to be everywhere at once during a fight. Some onlookers say that Galliards have a sort of innate sense of where they need to be during a fight, either to witness a blood feud consummated or simply to help an overwhelmed packmate. This Gift is part of the reason for these tales, and allows the Galliard to see the entire battlefield in her mind’s eye. A hawk-spirit teaches this Gift. The player spends one Gnosis point and rolls Wits + Alertness. The difficulty varies based on the size of the battlefield. One large room would be difficulty 5, while a football field would be difficulty 7 and an entire forest would be difficulty 9. If the roll succeeds, the character can see the entire battlefield as if from above (and can look through ceilings and the like to view the combatants below). This makes ambushing the character nearly impossible, and allows her to know if any of her allies are in immediate danger. Even if the character’s sight is somehow blocked (through the use of the Gift: Shroud, for example) she still instinctively knows the exact location of her packmates. This Gift lasts for one turn per success on the initial roll. Book of Auspices Galliard
Song of Rage This Gift unleashes the Beast in others, forcing werewolves, vampires and other such creatures into frenzy and turning humans into berserkers. A wolverine-spirit teaches this Gift. The Garou rolls Manipulation + Leadership (difficulty of the target’s Willpower). The victim flies into a violent rage (or frenzy, if naturally prone) for one turn per success. Core book revised Galliard
Eye of the Cobra With but a look, the Garou can attract anyone to his side. A snake-spirit teaches this Gift. The player rolls Appearance + Enigmas (difficulty of the target’s Willpower). The Garou needs three successes to bring the target to his side; fewer at least start the victim moving in the right direction. Once there, the target can do as he pleases, but he must try his best to get to the Galliard until then. Core book revised Galliard
Home Turf When an Ahroun claims an area for his pack, he makes a challenge to all comers, daring them to invade at their peril. In this place, no packmate fears outside dangers, while those dangers have every reason to fear the united Garou. A wolf-spirit teaches this Gift. The character howls his claim on an area around him with a radius of (10 x his Rage rating) yards, and the player rolls Charisma + Intimidation with a difficulty of (8 – number of packmates present, not counting himself). If he succeeds, rolls made to intimidate or cow the Ahroun’s packmates suffer a dice penalty equal to his Rage. Rolls his packmates make to intimidate or cow others gain the same as a dice bonus. This effect lasts for a number of hours equal to successes on the activation roll. The Ahroun himself only benefits from this Gift if he has at least one other packmate with him. Changing Ways W20 Ahroun
Wind Claws The Ahroun’s claws and fangs pass through the flimsy protections of their enemies as though they were but air and hope. An air elemental teaches this Gift. The player spends one Rage point. For the rest of the turn, all of the Ahroun’s natural attacks completely ignore any armor (mundane or magical) that targets might be wearing; the targets forfeit all soak dice from such protection. 20th Anniversary Edition Ahroun
Spirit Savage In the spirit world, a warrior often finds himself dealing with hostile spirits much more often than he’d like. This Gift allows the Ahroun to brutally savage a spirit with a bite, impeding the spirit’s ability to attack or defend itself. Spirits find this Gift horrifying, and are unwilling to aid any warrior who uses it unjustly (such as against any Gaian spirit). It’s taught by wolverine-spirits, who care little for the opinion of their fellows. The Garou must successfully bite his spirit opponent and spend a Rage point. The player then rolls Strength + Brawl, difficulty 4; if the successes equal or exceed the spirit’s Willpower, the spirit’s Rage is effectively reduced by one point, plus one point for every extra success, for the rest of the scene. This Gift can be used only once per scene against any given spirit, and it cannot reduce a spirit to zero Rage. For example, Tanya Riverjumper ignores the foul stench and clamps down on a Hogling. She gains six successes; three more than the Hogling’s Willpower. The Hogling loses four Rage for the rest of the scene; it now has only four dice to attack and defends itself, and it’s probably terrified to boot. Umbra Ahroun
Purity of Spirit Many Galliards relate stories describing the werewolves’ weakness to silver as a kind of chiminage — the price Luna extracts from her children for the gift of Rage. Using this Gift, the werewolf can, at great cost, briefly shield himself against silver’s damaging power with his own spiritual energies. A Lune teaches this Gift. The Garou spends a number of Gnosis points and immediately receives this many automatic successes to soak damage from silver, even if she has no dice to roll. The effects last for a number of turns equal to the Gnosis spent, not including the remainder of the turn in which it was activated. The Gift does not take an action to activate, and indeed can be activated immediately if the Garou has been struck by surprise with a silver bullet or blade to help ameliorate the damage… as long as the user hasn’t spent any Rage that turn, of course. This Gift cannot be active at the same time as Luna’s Armor; whichever is activated last cancels the prior Gift. Book of Auspices Ahroun
Shatter Bone Victims with twisted arms or crushed legs are much easier prey. The Ahroun with this Gift can destroy bone with a single punch, regardless of the damage inflicted by the blow. A hyena-spirit teaches this Gift. Before striking an opponent, the Ahroun must spend a Willpower point and a Rage point. The Garou must target a specific limb, which increases the attack’s difficulty. The player must score at least three successes. Also, he must spend the Willpower and Rage even if the blow does not connect or he scores fewer than three successes. The successful use of this Gift crushes whatever bone structure lies beneath the targeted flesh and causes a number of Health Levels of damage equal to the number of successes in the attack roll minus three. Broken arms and legs subsequently handicap an opponent in any combat. Broken ribs hinder movement and can possibly puncture a lung. A fractured skull renders the victim unconscious in most cases. A broken spine causes paralysis. This attack is unsoakable but does not cause aggravated wounds. Player’s Guide Second Edition Ahroun
Combat Healing The Ahroun are famous for their ability to fight — it’s their purpose in life. This Gift allows a Garou to heal wounds during combat without hesitation or even a moment’s pause. While other Garou are licking their wounds, the Ahroun with this Gift keeps fighting. Wolverine-spirits teach this Gift, although they usually have to be bested in combat first. The player spends two Rage points to activate this Gift. The Garou no longer need pause for a turn to heal a Health Level or roll Stamina to heal during combat. Every round, the Ahroun heals one nonaggravated Health Level, regardless of her actions. Player’s Guide Second Edition Ahroun
Heart of Fury The Garou can steel himself against anger, suppressing his Rage and creating a mental dam against the explosive frenzies of his kind. This anger will catch up with him eventually, though, so he must vent it before it breaks free. A boar-spirit teaches this Gift. The player rolls Willpower (difficulty of the character’s permanent Rage rating). Every two successes add one to the character’s frenzy difficulties for the scene, making it harder to frenzy. When the scene ends, however, past slights and injuries come rushing back to haunt the Garou, refilling the Garou’s heart and soul. He must spend one Willpower point or make a frenzy check immediately at the regular difficulty. Core book revised Ahroun

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