Gifts: Difference between revisions
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| Mother’s Touch (Ananasi) || As the Theurge Gift. 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. || Changing Breeds 20th Anniversary Edition|| Kumoti | | Mother’s Touch (Ananasi) || As the Theurge Gift. 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. || Changing Breeds 20th Anniversary Edition|| Kumoti | ||
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| Bind || The Ananasi with this Gift is able to attach two objects together by means of a small invisible bond. The bond between the objects cannot easily be broken. || The player spends one Gnosis point and makes a Gnosis roll (difficulty 6). Anyone trying to separate the objects must equal or beat the Ananasi's successes with a Strength roll (difficulty 7). The two objects the character wishes to bind must be in contact with each other, and the Ananasi must physically touch them both for the Gift to work. || Ananasi: Blood & Silk, p. 85 | | Bind || The Ananasi with this Gift is able to attach two objects together by means of a small invisible bond. The bond between the objects cannot easily be broken. || The player spends one Gnosis point and makes a Gnosis roll (difficulty 6). Anyone trying to separate the objects must equal or beat the Ananasi's successes with a Strength roll (difficulty 7). The two objects the character wishes to bind must be in contact with each other, and the Ananasi must physically touch them both for the Gift to work. || Ananasi: Blood & Silk, p. 85 || General | ||
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| Web Haven || The Damhan creates a haven for the night, usually within their normal dwelling as an added level of security. This webbing anchors in the material world as well as in the Umbra, and works primarily as an early warning alarm against potential attacks and as a warning that potential meals are nearby. This web must be spun, but it does not appear as a regular web unless the Ananasi wants it to. It remains invisible to mundane senses, blending into the background. || The werespider must spend one blood point to create the web (unless in Crawlerling form) and make a Gnosis roll, difficulty 7. The web covers roughly 100 feet per success. The anchor points for this web can be anywhere at all, even in thin air. Anything touching this webbing sends vibrations to the Ananasi, warning them of approach. This web offers no physical defenses against attack. || Ananasi: Blood & Silk, p. 85 | | Web Haven || The Damhan creates a haven for the night, usually within their normal dwelling as an added level of security. This webbing anchors in the material world as well as in the Umbra, and works primarily as an early warning alarm against potential attacks and as a warning that potential meals are nearby. This web must be spun, but it does not appear as a regular web unless the Ananasi wants it to. It remains invisible to mundane senses, blending into the background. || The werespider must spend one blood point to create the web (unless in Crawlerling form) and make a Gnosis roll, difficulty 7. The web covers roughly 100 feet per success. The anchor points for this web can be anywhere at all, even in thin air. Anything touching this webbing sends vibrations to the Ananasi, warning them of approach. This web offers no physical defenses against attack. || Ananasi: Blood & Silk, p. 85 || General | ||
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| Web of Smoke || This Gift creates a simple trap made from webbing. Once the webbing is disturbed, it dissolves into a thick, noxious black smoke, which obscures vision and smells worse than a hundred or so rotted eggs. While not effective as a weapon, it has stopped many creatures from getting too far into an Ananasi's lair. || The werespider spends one blood point. The web is not sticky and can appear as a simple mass of common web or as an intricate, thick-stranded web obviously designed to keep out or capture intruders. Once anything touches this web with enough force to break any of the strands, the web explodes into a thick, dark cloud of smoke, momentarily blinding anything in the immediate vicinity and causing a foul odor. Anyone caught in the cloud must roll Stamina (difficulty 8) or immediately go into a convulsive fit of vomiting for one turn per point of the spinner's permanent Gnosis. || Ananasi: Blood & Silk, p. 85 | | Web of Smoke || This Gift creates a simple trap made from webbing. Once the webbing is disturbed, it dissolves into a thick, noxious black smoke, which obscures vision and smells worse than a hundred or so rotted eggs. While not effective as a weapon, it has stopped many creatures from getting too far into an Ananasi's lair. || The werespider spends one blood point. The web is not sticky and can appear as a simple mass of common web or as an intricate, thick-stranded web obviously designed to keep out or capture intruders. Once anything touches this web with enough force to break any of the strands, the web explodes into a thick, dark cloud of smoke, momentarily blinding anything in the immediate vicinity and causing a foul odor. Anyone caught in the cloud must roll Stamina (difficulty 8) or immediately go into a convulsive fit of vomiting for one turn per point of the spinner's permanent Gnosis. || Ananasi: Blood & Silk, p. 85 || General | ||
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| Visceral Agony (Ananasi) || As the Black Fury Gift. 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. || Changing Breeds 20th Anniversary Edition || Wyrsta | | Visceral Agony (Ananasi) || As the Black Fury Gift. 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. || Changing Breeds 20th Anniversary Edition || Wyrsta | ||
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| Camouflage || Through the use of this Gift, the Ananasi is able to blend any one object or small group of objects into the surrounding area, coating them in a web-like substance that takes on the color and texture of the things around it. Any character not actively searching the area overlooks the item as a natural part of the surroundings. || The character must expend one Gnosis point and make a successful Manipulation + Subterfuge roll (difficulty 6). The number of successes equals the number of successes that an active searcher must exceed to notice the item. || Ananasi: Blood & Silk, p. 90 | | Camouflage || Through the use of this Gift, the Ananasi is able to blend any one object or small group of objects into the surrounding area, coating them in a web-like substance that takes on the color and texture of the things around it. Any character not actively searching the area overlooks the item as a natural part of the surroundings. || The character must expend one Gnosis point and make a successful Manipulation + Subterfuge roll (difficulty 6). The number of successes equals the number of successes that an active searcher must exceed to notice the item. || Ananasi: Blood & Silk, p. 90 || Tenere | ||
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| Burrow || As the Garou Metis Gift of the same name. The character must be in Pithus form to use this Gift. || | | Burrow (Ananasi) || As the Garou Metis Gift of the same name. The character must be in Pithus form to use this Gift. 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. || Ananasi: Blood & Silk, p. 85 || General | ||
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| Morphean Bite || The Ananasi by and large already have venom, identical in every way to that of their most common spiders. Some are toxic and some are merely irritating. But with this Gift, the Damhan can also attack supernatural enemies who might have defenses against their natural venom. Anyone bitten by the werespider is knocked unconscious immediately. || The character must inflict at least one health level of damage on his target after soak rolls; he then makes a Gnosis roll against a difficulty equal to the target's Stamina (never higher than 9). If successful, the target immediately succumbs, falling into a deep sleep for 12 hours per success. Any attacks on the target wake him, but loud noise or strong smells aren't sufficient. || Ananasi: Blood & Silk, p. 86 | | Morphean Bite || The Ananasi by and large already have venom, identical in every way to that of their most common spiders. Some are toxic and some are merely irritating. But with this Gift, the Damhan can also attack supernatural enemies who might have defenses against their natural venom. Anyone bitten by the werespider is knocked unconscious immediately. || The character must inflict at least one health level of damage on his target after soak rolls; he then makes a Gnosis roll against a difficulty equal to the target's Stamina (never higher than 9). If successful, the target immediately succumbs, falling into a deep sleep for 12 hours per success. Any attacks on the target wake him, but loud noise or strong smells aren't sufficient. || Ananasi: Blood & Silk, p. 86 || General | ||
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| Safety Line || The Ananasi is able to create an invisible strand of strong webbing to protect her from a fall or other excessive motion. The strand is normally about eight feet long but can be shortened to about three feet or lengthened to about fifteen feet. It is capable of supporting twice the Pithus weight of the Ananasi that created it. || The character must make a Wits + Survival roll (difficulty 7); no blood point expenditure is necessary. The strand's attachment must remain fixed, so the character's movements cannot take her beyond the length of the strand without destroying the line. The line can be snapped by excessive weight or by inflicting three levels of damage to it. The line has an effective soak pool of three dice. || Ananasi: Blood & Silk, p. 86 | | Safety Line || The Ananasi is able to create an invisible strand of strong webbing to protect her from a fall or other excessive motion. The strand is normally about eight feet long but can be shortened to about three feet or lengthened to about fifteen feet. It is capable of supporting twice the Pithus weight of the Ananasi that created it. || The character must make a Wits + Survival roll (difficulty 7); no blood point expenditure is necessary. The strand's attachment must remain fixed, so the character's movements cannot take her beyond the length of the strand without destroying the line. The line can be snapped by excessive weight or by inflicting three levels of damage to it. The line has an effective soak pool of three dice. || Ananasi: Blood & Silk, p. 86 | ||
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| Silencing Webs || This Gift generates a heavy caul of webs over the mouth of an enemy. These webs can potentially smother a target but are primarily used to keep the target from calling out warnings or biting the Ananasi. || The werespider spends one blood point and rolls Dexterity + Firearms (difficulty 6) to hit the target's mouth. This same Gift can be used to cover a target's eyes or ears, but the difficulty increases to 7. The webs are of normal strength. || Ananasi: Blood & Silk, p. 86 | | Silencing Webs || This Gift generates a heavy caul of webs over the mouth of an enemy. These webs can potentially smother a target but are primarily used to keep the target from calling out warnings or biting the Ananasi. || The werespider spends one blood point and rolls Dexterity + Firearms (difficulty 6) to hit the target's mouth. This same Gift can be used to cover a target's eyes or ears, but the difficulty increases to 7. The webs are of normal strength. || Ananasi: Blood & Silk, p. 86 || General | ||
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| Tarantula's Kiss || The Ananasi may stiffen the hairs on his body, making them as hard as the quills on a porcupine. Once they are hardened in this manner, the Damhan can fire them away from his body in a volley of arrow-like missiles. || This is primarily a defensive Gift, and the character doesn't have fine control over where the hair-arrows go. The character must spend one blood point and roll Dexterity + Firearms (difficulty 6). Each success means one of the hairs strikes a random target within thirty feet, doing Strength +1 non-aggravated damage. The hairs are coated in a mild toxin, which, while not fatal, is extremely irritating. Living targets struck by the hairs must make a Stamina roll (difficulty 8) or suffer from a painful, itchy rash that lasts for several hours. All Willpower rolls are at +2 difficulty while the stings' effect remains. || Ananasi: Blood & Silk, p. 86 | | Tarantula's Kiss || The Ananasi may stiffen the hairs on his body, making them as hard as the quills on a porcupine. Once they are hardened in this manner, the Damhan can fire them away from his body in a volley of arrow-like missiles. || This is primarily a defensive Gift, and the character doesn't have fine control over where the hair-arrows go. The character must spend one blood point and roll Dexterity + Firearms (difficulty 6). Each success means one of the hairs strikes a random target within thirty feet, doing Strength +1 non-aggravated damage. The hairs are coated in a mild toxin, which, while not fatal, is extremely irritating. Living targets struck by the hairs must make a Stamina roll (difficulty 8) or suffer from a painful, itchy rash that lasts for several hours. All Willpower rolls are at +2 difficulty while the stings' effect remains. || Ananasi: Blood & Silk, p. 86 || General | ||
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| Waterwalk || Through intense concentration, the Ananasi is able to walk on water as though it were a solid surface. The water does not become level or unmoving unless it is naturally calm, making it a difficult walk for anyone in Homid form. || The Ananasi must make a successful Willpower roll (difficulty 7) before beginning the walk. If he is unsuccessful, he cannot attempt the Gift again for the remainder of the scene. The character must continue to make Willpower rolls each turn for the duration of the walk; if he fails his roll at any time, he can no longer stay on the water's surface, and cannot attempt to Waterwalk again that scene. || Ananasi: Blood & Silk, p. 86 | | Waterwalk || Through intense concentration, the Ananasi is able to walk on water as though it were a solid surface. The water does not become level or unmoving unless it is naturally calm, making it a difficult walk for anyone in Homid form. || The Ananasi must make a successful Willpower roll (difficulty 7) before beginning the walk. If he is unsuccessful, he cannot attempt the Gift again for the remainder of the scene. The character must continue to make Willpower rolls each turn for the duration of the walk; if he fails his roll at any time, he can no longer stay on the water's surface, and cannot attempt to Waterwalk again that scene. || Ananasi: Blood & Silk, p. 86 || General | ||
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| Lead-Line || The character using this Gift, if he has something personal belonging to his prey, can hunt down a single target, remaining on the trail despite almost any obstacles or attempts at obfuscation. A silvery thread of energy leads the Ananasi to his prey, looking past illusions and continuing through any barriers that might be in the way. || The character rolls Wits + Investigation (difficulty 6 + any successes the target has achieved in attempts to hide or cover his tracks) and spends a Gnosis point. If successful, the Kumoti can follow the "silver thread" of energy anywhere. This Gift lasts until the Ananasi decides to stop the hunt or until the target is located. || Ananasi: Blood & Silk, p. 92 | | Lead-Line || The character using this Gift, if he has something personal belonging to his prey, can hunt down a single target, remaining on the trail despite almost any obstacles or attempts at obfuscation. A silvery thread of energy leads the Ananasi to his prey, looking past illusions and continuing through any barriers that might be in the way. || The character rolls Wits + Investigation (difficulty 6 + any successes the target has achieved in attempts to hide or cover his tracks) and spends a Gnosis point. If successful, the Kumoti can follow the "silver thread" of energy anywhere. This Gift lasts until the Ananasi decides to stop the hunt or until the target is located. || Ananasi: Blood & Silk, p. 92 || Kumoti | ||
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| Pincers || The Ananasi using this Gift grows powerful pincers on her first set of arms, much like those of a lobster or crab. These claws are very sharp and very tough, capable of causing massive damage. || The player spends one blood point. The pincers form instantly and are capable of doing Strength +4 aggravated damage. However, for the duration of the scene, the character is incapable of manipulating objects with any effectiveness, as her claws have no fine motor skills. || Ananasi: Blood & Silk, p. 92 | | Pincers || The Ananasi using this Gift grows powerful pincers on her first set of arms, much like those of a lobster or crab. These claws are very sharp and very tough, capable of causing massive damage. || The player spends one blood point. The pincers form instantly and are capable of doing Strength +4 aggravated damage. However, for the duration of the scene, the character is incapable of manipulating objects with any effectiveness, as her claws have no fine motor skills. || Ananasi: Blood & Silk, p. 92 || Myrmiddon | ||
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| Blades of the Mantis || The Wyrsta’s arms grow to resemble those of a praying mantis, with sharp, bladed ends. || The player spends one blood point and her first pair of arms extends two feet in length, growing blades that inflict Strength +4 aggravated damage (difficulty 5). The character loses three dice from all dice pools to do with fine manipulation. This transformation lasts for one scene, and functions in all forms save Crawlerling. || Changing Breeds 20th Anniversary Edition || Wyrsta | | Blades of the Mantis || The Wyrsta’s arms grow to resemble those of a praying mantis, with sharp, bladed ends. || The player spends one blood point and her first pair of arms extends two feet in length, growing blades that inflict Strength +4 aggravated damage (difficulty 5). The character loses three dice from all dice pools to do with fine manipulation. This transformation lasts for one scene, and functions in all forms save Crawlerling. || Changing Breeds 20th Anniversary Edition || Wyrsta | ||
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| Touch of Blood || This Gift allows the Hatar to use either of the Gifts: Blood of Pain or Blood of Illusion through contact rather than ingestion. By simply having the character's ichor touch the target, the Ananasi can affect her victim as if he had ingested her blood. || The system for determining the effects remains consistent with the respective Gifts, except that the ichor need only touch exposed flesh on the target. Touch of Blood costs nothing to use, but does not change the cost of the other Gifts. || Ananasi: Blood & Silk, p. 91 | | Touch of Blood || This Gift allows the Hatar to use either of the Gifts: Blood of Pain or Blood of Illusion through contact rather than ingestion. By simply having the character's ichor touch the target, the Ananasi can affect her victim as if he had ingested her blood. || The system for determining the effects remains consistent with the respective Gifts, except that the ichor need only touch exposed flesh on the target. Touch of Blood costs nothing to use, but does not change the cost of the other Gifts. || Ananasi: Blood & Silk, p. 91 || Hatar | ||
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| Bug Lord || Ananasi using this Gift can summon vast swarms of insects and arachnids to an area. The Ananasi can communicate with these insects, though the talk is likely to be very limited in concept. Nonetheless, the summoned arthropods obey to the best of their abilities. || The player spends one Gnosis point and rolls Charisma + Animal Ken (difficulty 7). The number of successes determines the size of the swarm (limited, of course, by the Storyteller's discretion as to how many insects are available in the area). One success should summon enough insects to cover a person, while six or more successes can bring enough insects to blanket a small office complex. The insects follow commands such as "Eat that person" or "Defend me." They are limited to their normal traveling speeds, and while they work in unison, the insects aren't really bright enough to follow complex commands. || Ananasi: Blood & Silk, p. 87 | | Bug Lord || Ananasi using this Gift can summon vast swarms of insects and arachnids to an area. The Ananasi can communicate with these insects, though the talk is likely to be very limited in concept. Nonetheless, the summoned arthropods obey to the best of their abilities. || The player spends one Gnosis point and rolls Charisma + Animal Ken (difficulty 7). The number of successes determines the size of the swarm (limited, of course, by the Storyteller's discretion as to how many insects are available in the area). One success should summon enough insects to cover a person, while six or more successes can bring enough insects to blanket a small office complex. The insects follow commands such as "Eat that person" or "Defend me." They are limited to their normal traveling speeds, and while they work in unison, the insects aren't really bright enough to follow complex commands. || Ananasi: Blood & Silk, p. 87 || General | ||
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| Catch the Wind || This Gift gives the Ananasi the ability to ride on the winds, gliding from place to place with apparent ease. The character appears to be surrounded by an ethereal envelope, looking something like a ghost floating in the air. || The character spends one blood point and makes a Stamina roll to become something enshrouded with remarkably fine, non-adhesive webbing. The character cannot hide this effect, as it is the means for the Gift to take hold. The Ananasi has only limited control over the direction and speed that she travels; her maximum speed is equal to the current wind speed. The character can only rise fifty feet above her starting elevation. The duration of the Gift is five minutes per success. Traveling against the wind requires the character to tack into it much as a sailboat would, greatly slowing her progress. || Ananasi: Blood & Silk, p. 87 | | Catch the Wind || This Gift gives the Ananasi the ability to ride on the winds, gliding from place to place with apparent ease. The character appears to be surrounded by an ethereal envelope, looking something like a ghost floating in the air. || The character spends one blood point and makes a Stamina roll to become something enshrouded with remarkably fine, non-adhesive webbing. The character cannot hide this effect, as it is the means for the Gift to take hold. The Ananasi has only limited control over the direction and speed that she travels; her maximum speed is equal to the current wind speed. The character can only rise fifty feet above her starting elevation. The duration of the Gift is five minutes per success. Traveling against the wind requires the character to tack into it much as a sailboat would, greatly slowing her progress. || Ananasi: Blood & Silk, p. 87 || General | ||
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| Part Webs || The Damhan using this Gift can walk through any webbing, even the Great Web, without actually disturbing the webs where they lay. This is very useful for moving through abandoned houses, and right past the traps set by others of their kind. || The character rolls Wits + Alertness (difficulty 6) and spends one Gnosis point. One success is enough to activate this Gift, and it lasts for one scene. || PGttCB, p. 48; Ananasi: Blood & Silk, p. 87 | | Part Webs || The Damhan using this Gift can walk through any webbing, even the Great Web, without actually disturbing the webs where they lay. This is very useful for moving through abandoned houses, and right past the traps set by others of their kind. || The character rolls Wits + Alertness (difficulty 6) and spends one Gnosis point. One success is enough to activate this Gift, and it lasts for one scene. || PGttCB, p. 48; Ananasi: Blood & Silk, p. 87 || General | ||
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| Slick Webs || This Gift allows the Ananasi to create an almost completely frictionless web. These webs are often used to line the tunnels of their own webs or web traps, allowing them to keep a target from escaping easily. || The Ananasi spends one blood point and one Gnosis point to create this webbing; the web lasts until burnt or otherwise destroyed. || Ananasi: Blood & Silk, p. 87 | | Slick Webs || This Gift allows the Ananasi to create an almost completely frictionless web. These webs are often used to line the tunnels of their own webs or web traps, allowing them to keep a target from escaping easily. || The Ananasi spends one blood point and one Gnosis point to create this webbing; the web lasts until burnt or otherwise destroyed. || Ananasi: Blood & Silk, p. 87 || General | ||
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| Spinnerets || All Ananasi can generate webs in their Crawlerling and Pithus forms, but this Gift allows them to generate webs in any shape. The sheer volume of webbing created by a Damhan in anything other than Crawlerling form all but guarantees the capture of a target foolish enough to touch the stuff. || The Ananasi must spend one blood point to make a substantial amount of webbing, and at the discretion of the Storyteller might have to spend more. While it's possible to cover a skyscraper in webs, it would require 20 or more blood points to do so. The webbing created by this Gift is strong enough to stop a private jet in its tracks, provided it's properly anchored in advance and there's enough of it. || Ananasi: Blood & Silk, p. 88 | | Spinnerets || All Ananasi can generate webs in their Crawlerling and Pithus forms, but this Gift allows them to generate webs in any shape. The sheer volume of webbing created by a Damhan in anything other than Crawlerling form all but guarantees the capture of a target foolish enough to touch the stuff. || The Ananasi must spend one blood point to make a substantial amount of webbing, and at the discretion of the Storyteller might have to spend more. While it's possible to cover a skyscraper in webs, it would require 20 or more blood points to do so. The webbing created by this Gift is strong enough to stop a private jet in its tracks, provided it's properly anchored in advance and there's enough of it. || Ananasi: Blood & Silk, p. 88 || General | ||
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| Trap Door || This Gift allows the Ananasi to craft an Umbral "pocket" much like a trapdoor spider's lair. Such lairs can be placed anywhere, whether deep wilderness or the sides of a skyscraper. The Nuwisha borrowed this Gift some time ago, a fact which irks the Ananasi greatly to this day. || Once the Ananasi has chosen a location, she must sacrifice one permanent Gnosis to create the Umbral pocket, then roll Wits + Subterfuge (difficulty 7) to properly camouflage the "door." || Ananasi: Blood & Silk, p. 88 | | Trap Door || This Gift allows the Ananasi to craft an Umbral "pocket" much like a trapdoor spider's lair. Such lairs can be placed anywhere, whether deep wilderness or the sides of a skyscraper. The Nuwisha borrowed this Gift some time ago, a fact which irks the Ananasi greatly to this day. || Once the Ananasi has chosen a location, she must sacrifice one permanent Gnosis to create the Umbral pocket, then roll Wits + Subterfuge (difficulty 7) to properly camouflage the "door." || Ananasi: Blood & Silk, p. 88 || General | ||
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| Venom Bite || The character can use her fangs to inject a mutated venom into a target. This powerful neurotoxin paralyzes the victim, leaving only the autonomic systems—heartbeat, breathing, etc.—unaffected. Unlike regular spider venom, this toxin is immediate in effect and capable of dropping even a raging Garou. || The character must first successfully bite the target, then spend a Gnosis point and make a Gnosis roll, difficulty of the target's Stamina +4 (never above 9) for the venom to take effect. One dose of the poison is enough to paralyze the victim. Two doses (administered separately, of course) can stop even the autonomic systems of the victim, leading to death by asphyxiation or heart attack. This Gift is costly, and most Ananasi use it only when they are outnumbered by their opponents. Certain supernaturals, such as vampires, can expel their own blood, which allows them to remove the toxins. Ovid and other regenerating creatures can also heal themselves, but to cure themselves of the venom requires enough time to regenerate four health levels of non-aggravated damage. || Ananasi: Blood & Silk, p. 88 | | Venom Bite || The character can use her fangs to inject a mutated venom into a target. This powerful neurotoxin paralyzes the victim, leaving only the autonomic systems—heartbeat, breathing, etc.—unaffected. Unlike regular spider venom, this toxin is immediate in effect and capable of dropping even a raging Garou. || The character must first successfully bite the target, then spend a Gnosis point and make a Gnosis roll, difficulty of the target's Stamina +4 (never above 9) for the venom to take effect. One dose of the poison is enough to paralyze the victim. Two doses (administered separately, of course) can stop even the autonomic systems of the victim, leading to death by asphyxiation or heart attack. This Gift is costly, and most Ananasi use it only when they are outnumbered by their opponents. Certain supernaturals, such as vampires, can expel their own blood, which allows them to remove the toxins. Ovid and other regenerating creatures can also heal themselves, but to cure themselves of the venom requires enough time to regenerate four health levels of non-aggravated damage. || Ananasi: Blood & Silk, p. 88 || General | ||
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| Lesser Unweaving || As the Rank Two Gift: Minor Unweaving, save that this Gift may affect any single Gift or power of Level Two or lower. || See the system for the Garou Rank Two Gift: Minor Unweaving. || Ananasi: Blood & Silk, p. 94 | | Lesser Unweaving || As the Rank Two Gift: Minor Unweaving, save that this Gift may affect any single Gift or power of Level Two or lower. || See the system for the Garou Rank Two Gift: Minor Unweaving. || Ananasi: Blood & Silk, p. 94 || Viskr | ||
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| Aura of Ananasa || There are none that can inspire fear like the Ananasi. By means of this Gift, the character can cause any affected character in the area to enter a state of extreme horror or fright. The victims do not automatically panic unless something (which can be anything from a loud noise to a gentle scrape on the flesh) sets them off. Of course, once one of them gets started, they all tend to go nuts quickly. || The player makes a Manipulation + Primal-Urge roll (difficulty 7) and expends one Gnosis point, creating tension and near-panic in anyone within a hundred-foot radius. Supernatural characters may resist with Willpower (difficulty 7) to avoid the effects. || PGttCB, p. 51; Ananasi: Blood & Silk, p. 95 | | Aura of Ananasa || There are none that can inspire fear like the Ananasi. By means of this Gift, the character can cause any affected character in the area to enter a state of extreme horror or fright. The victims do not automatically panic unless something (which can be anything from a loud noise to a gentle scrape on the flesh) sets them off. Of course, once one of them gets started, they all tend to go nuts quickly. || The player makes a Manipulation + Primal-Urge roll (difficulty 7) and expends one Gnosis point, creating tension and near-panic in anyone within a hundred-foot radius. Supernatural characters may resist with Willpower (difficulty 7) to avoid the effects. || PGttCB, p. 51; Ananasi: Blood & Silk, p. 95 || Wrysta | ||
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| Web Snare || The Wrysta using this Gift spins a web trap, which will trigger under the right set of circumstances, capturing an opponent. || The player spends one blood point to spin a series of webs in a designated location. A successful Wits + Subterfuge roll (difficulty 7) hides the webs from sight as if they were invisible. Anyone stumbling across the webs is ensnared. The Ananasi may use these webs to haul the victim into the air or spring a more deadly trap. || PGttCB, p. 51; Ananasi: Blood & Silk, p. 95 | | Web Snare || The Wrysta using this Gift spins a web trap, which will trigger under the right set of circumstances, capturing an opponent. || The player spends one blood point to spin a series of webs in a designated location. A successful Wits + Subterfuge roll (difficulty 7) hides the webs from sight as if they were invisible. Anyone stumbling across the webs is ensnared. The Ananasi may use these webs to haul the victim into the air or spring a more deadly trap. || PGttCB, p. 51; Ananasi: Blood & Silk, p. 95 || Wrysta | ||
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| Wither Limb (Ananasi) || As the metis Gift. With a snarl and an angry gaze, the werewolf forces a target’s arm or leg to twist, desiccate and wither, making it useless. Creatures with regenerative abilities will restore the limb to full function after one scene; otherwise, the effects are permanent. Snake-spirits, spider-spirits and other venomous spirits teach this Gift. Some werewolves even invoke spirits of disease to learn this Gift. || The player spends a Gnosis point and rolls Willpower (difficulty of the victim’s Stamina + 4). The victim adds two to the difficulties of all Dexterity rolls. If his leg is affected, he can move at only half of his normal speed. || Changing Breeds 20th Anniversary Edition || Wyrsta | | Wither Limb (Ananasi) || As the metis Gift. With a snarl and an angry gaze, the werewolf forces a target’s arm or leg to twist, desiccate and wither, making it useless. Creatures with regenerative abilities will restore the limb to full function after one scene; otherwise, the effects are permanent. Snake-spirits, spider-spirits and other venomous spirits teach this Gift. Some werewolves even invoke spirits of disease to learn this Gift. || The player spends a Gnosis point and rolls Willpower (difficulty of the victim’s Stamina + 4). The victim adds two to the difficulties of all Dexterity rolls. If his leg is affected, he can move at only half of his normal speed. || Changing Breeds 20th Anniversary Edition || Wyrsta | ||
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| Greater Unweaving || As the Rank Two Gift: Minor Unweaving, save that this Gift unravels any single Gift or power of level 3 or lower. The Gnosis cost is raised to two. || See the system for the Garou Rank Two Gift: Minor Unweaving, with the adjustment of affecting powers of level 3 or lower, and the Gnosis cost increased to two. || Ananasi: Blood & Silk, p. 94 | | Greater Unweaving || As the Rank Two Gift: Minor Unweaving, save that this Gift unravels any single Gift or power of level 3 or lower. The Gnosis cost is raised to two. || See the system for the Garou Rank Two Gift: Minor Unweaving, with the adjustment of affecting powers of level 3 or lower, and the Gnosis cost increased to two. || Ananasi: Blood & Silk, p. 94 || Viskr | ||
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| Iron Web || The Ananasi can spin a web that is nearly transparent and remarkably durable. Many Ananasi use this webbing to create their permanent lairs and Sylies. || The character must spend one Gnosis and make a Gnosis roll (difficulty 7) to activate the Gift before spending blood points as usual to spin the webbing. The Iron Web made by this Gift is extremely tough and can last for months, even years, as long as the Ananasi keeps it properly groomed. The webbing is highly resistant to fire and soaks damage as if it had the Ananasi's Homid-form Stamina. Each cubic foot of the webbing can resist 5 health levels (after soak) of damage before breaking. Ananasi can consume this webbing and use it again after digesting it properly, thus avoiding the need to spend more blood points on it. || PGttCB, p. 48; Ananasi: Blood & Silk, p. 88 | | Iron Web || The Ananasi can spin a web that is nearly transparent and remarkably durable. Many Ananasi use this webbing to create their permanent lairs and Sylies. || The character must spend one Gnosis and make a Gnosis roll (difficulty 7) to activate the Gift before spending blood points as usual to spin the webbing. The Iron Web made by this Gift is extremely tough and can last for months, even years, as long as the Ananasi keeps it properly groomed. The webbing is highly resistant to fire and soaks damage as if it had the Ananasi's Homid-form Stamina. Each cubic foot of the webbing can resist 5 health levels (after soak) of damage before breaking. Ananasi can consume this webbing and use it again after digesting it properly, thus avoiding the need to spend more blood points on it. || PGttCB, p. 48; Ananasi: Blood & Silk, p. 88 || General | ||
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| Preserve || This Gift lets the Ananasi create a special coating that keeps objects in a form of stasis until the character needs them again. The object appears to have a soft, silky cocoon around it, preventing it from being damaged by outside forces. Fire, physical force, even the ravages of time are kept out by this delicate weave. Only the Ananasi who wove the cocoon can open it without special occult knowledge. || The character must expend one blood point and roll Wits + Rituals (difficulty 8) to create this weave. The Ananasi can cover a single object up to his Gnosis rating in square feet. The coating keeps the enclosed object in stasis, keeping meat and other items fresh, and even maintaining living things in a coma-like slumber. The effect lasts until the cocoon is broken; the exact means of cracking the cocoon are up to the Storyteller, but only supernatural power has a chance of success. || Ananasi: Blood & Silk, p. 88 | | Preserve || This Gift lets the Ananasi create a special coating that keeps objects in a form of stasis until the character needs them again. The object appears to have a soft, silky cocoon around it, preventing it from being damaged by outside forces. Fire, physical force, even the ravages of time are kept out by this delicate weave. Only the Ananasi who wove the cocoon can open it without special occult knowledge. || The character must expend one blood point and roll Wits + Rituals (difficulty 8) to create this weave. The Ananasi can cover a single object up to his Gnosis rating in square feet. The coating keeps the enclosed object in stasis, keeping meat and other items fresh, and even maintaining living things in a coma-like slumber. The effect lasts until the cocoon is broken; the exact means of cracking the cocoon are up to the Storyteller, but only supernatural power has a chance of success. || Ananasi: Blood & Silk, p. 88 || General | ||
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| Web Blanket || Ananasi using this Gift create a covering of webs over a target. These webs are thick and sticky, actually springing from the body of the target itself, and covering the target in an airtight blanket of webbing that prevents breathing and obscures all senses. It is a very unpleasant way to die. || The werespider spends one Gnosis and one blood point and rolls Dexterity + Medicine (difficulty of the target's Willpower). Success means the target spontaneously begins generating the thick webs that completely cover the target's body. Attempts to tear the webbing away are resisted by an effective Strength of 9. Burning the webs is a possible solution, but the target covered by the webs takes the same damage as the webs themselves. || Ananasi: Blood & Silk, p. 89 | | Web Blanket || Ananasi using this Gift create a covering of webs over a target. These webs are thick and sticky, actually springing from the body of the target itself, and covering the target in an airtight blanket of webbing that prevents breathing and obscures all senses. It is a very unpleasant way to die. || The werespider spends one Gnosis and one blood point and rolls Dexterity + Medicine (difficulty of the target's Willpower). Success means the target spontaneously begins generating the thick webs that completely cover the target's body. Attempts to tear the webbing away are resisted by an effective Strength of 9. Burning the webs is a possible solution, but the target covered by the webs takes the same damage as the webs themselves. || Ananasi: Blood & Silk, p. 89 || General | ||
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| Summon Net-Spider (Ananasi) || As the Glass Walker Gift. The Garou can summon a Net-Spider, a Weaver spirit that gives its summoner near-absolute control over any computer system. The Spider can disrupt, erase or destroy whatever system it is sent into (the exact effects are left to the Storyteller, but are typically destructive). An avatar of Cockroach teaches this Gift. || The player spends one Gnosis point and rolls Charisma + Computer (difficulty 8). If successful, the Net-Spider appears and heeds the Garou’s commands. This Gift allows the Garou to halve all computer-related difficulties along with the aforementioned destructive capacity of the spirit. || Changing Breeds 20th Anniversary Edition || Wyrsta | | Summon Net-Spider (Ananasi) || As the Glass Walker Gift. The Garou can summon a Net-Spider, a Weaver spirit that gives its summoner near-absolute control over any computer system. The Spider can disrupt, erase or destroy whatever system it is sent into (the exact effects are left to the Storyteller, but are typically destructive). An avatar of Cockroach teaches this Gift. || The player spends one Gnosis point and rolls Charisma + Computer (difficulty 8). If successful, the Net-Spider appears and heeds the Garou’s commands. This Gift allows the Garou to halve all computer-related difficulties along with the aforementioned destructive capacity of the spirit. || Changing Breeds 20th Anniversary Edition || Wyrsta | ||
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| | | Web of Illusion || This powerful Gift enables the Ananasi to create an artificial reality in a secured area. The appearance, sounds, and smells are all dictated by the character's will; everyone that enters the area sees, smells, and hears the same things for the duration of the illusion. || The character must expend two Gnosis points, the first to create the structure of the illusion, and a second to animate anything inside it. The player must then make a Manipulation + Primal Urge roll (difficulty 7), with each success adding to the difficulty to detect the illusion. Characters attempting to see through the illusion must make a Perception + Subterfuge roll (difficulty 5 + the Ananasi's successes, maximum difficulty of 10). Characters automatically see the illusion as it was prepared unless they have valid reason to believe otherwise. The illusion lasts a number of days equal to the Ananasi's permanent Gnosis rating. || PGttCB, p. 51; Ananasi: Blood & Silk, p. 94 || Viskr | ||
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| | | Summon Paradox Spirit || This powerful Gift not only brings a Paradox spirit into the area, it also suggests a target for the Paradox spirit to punish. This Gift only works against targets that are suffering from Paradox as it is, such as mages and those the Viskr has already marked via the Rite: Summon Paradox. || The Viskr rolls Wits + Occult (difficulty 8), and spends 1 Gnosis point. The number of successes indicates the speed with which the spirit responds. Paradox spirits are generally not offended by the use of this Gift, unless the target is clearly no threat to the orderly progression of the universe. The punishments meted out by Paradox spirits range from merely annoying to instantly fatal, depending upon the severity of the offense. Occasionally the Paradox spirit may abduct its target to a pocket Umbral realm to be punished for an indeterminate space of time (or until he escapes or is rescued). What the Paradox spirit actually does when it arrives is up to the Storyteller to decide. || Ananasi: Blood & Silk, p. 94 || Viskr | ||
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| | | Umbral Barrier || An Ananasi spins her web into the Great Web, strengthening the Gauntlet in the designated area and making it far more difficult for any non-Ananasi to pass into or out of the Umbra in that location. The webs generated by this Gift are intangible and invisible from the Gaia Realm and merely look like another piece of the Great Web from the Umbra. || The character must spend the appropriate number of blood points for the web she wants to build; in addition, an expenditure of two Gnosis and a Wits + Occult roll (difficulty 8) is required. Each success increases the Gauntlet rating between the Gaia Realm and the Low, Middle, and High Umbras by one. These barriers are often used as protection from invasion, and also as revenge against those who've slighted the werespider. This Gift's effects are permanent, although from the Penumbra the added webbing can be torn away from the Gauntlet - an involved and difficult task. || Ananasi: Blood & Silk, p. 89 || General | ||
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| | | Spider on the Mirror || The Ananasi with this Gift is able to create exact duplicates of herself to act as drones, suddenly turning into a one-woman army. The created drones are mindless, powerless entities, possessing only the physical abilities of the Tenere that created them. Each of the duplicates will act only as directed by their creator, following those directions to the letter. Once their instructed task has been completed, the created duplicates stop all actions, awaiting further direction. || The Ananasi must make a Gnosis roll (difficulty 8). For every success, the character may create one physical duplicate of herself. For each created duplicate, the Tenere must also pay one blood point. The character must give verbal instruction to all the duplicates, who will immediately begin to carry out their assigned duty. Each duplicate possesses physical Attributes, Gifts, Talents, and Skills of its creator, but its Mental Attributes are no higher than 1, and Knowledges do not transfer. Once created, the duplicates will begin to disappear at an alarming rate. Beginning the fourth turn after they are created, one duplicate will disappear every turn until only the original Ananasi is left. || PGttCB, p. 48; Ananasi: Blood & Silk, p. 90 || Tenere | ||
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| | | Touch of the Unweaver || The Hatar can prevent another creature from regenerating or healing diseases with a touch. || The character rolls Intelligence + Medicine, difficulty equal to the target's Gnosis (or Willpower -2 for creatures with no Gnosis) and spends two Gnosis points. Success halts the target's healing process cold, and the victim also suffers a +5 difficulty (with a maximum of 10) to resist diseases. Each success stops regeneration and other healing for one day, or until the Gift is somehow nullified. || PGttCB, p. 49; Ananasi: Blood & Silk, p. 91 || Hatar | ||
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| | | Mass Confusion || This powerful Gift changes the perception of the individuals in the Kumoti's immediate area. The Ananasi is able to confuse the participants, causing them to lose track of where they were, who surrounds them, and which direction they were facing. Friends can appear to be foes, physical objects can appear meters away from their actual locations, and none of the senses can be trusted. || The Ananasi must expend two Gnosis points. For the duration of the scene, any individuals in the area - whether they be Damhan, Ovid, vampire, or other - must make a Wits roll (difficulty 8) to take an action against any selected target. If they make their roll, the action occurs as intended. If they miss their roll, the Storyteller must randomly determine another target in the same area - excluding the Kumoti using the Gift - to which the action is redirected. This Gift fouls attacks, speeches, Gift use, even dodges - all actions that focus on a specific target. The Ananasi that uses this Gift is immune to its effects, but cannot take any other actions for the duration of the Gift; if he takes any action, the effects of the Gift are canceled. || PGttCB, p. 50; Ananasi: Blood & Silk, p. 92 || Kumoti | ||
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| Thousand Hands || Although Ananasi cannot usually use all their arms to the same effect, this Gift allows Myrmidons to multitask with great efficiency. The Myrmidon may wield multiple weapons or make multiple attacks with each one landing at full effect. || The Myrmidon need only spend a Gnosis point; for the remainder of the scene, he gains fifteen dice to his pools only for the purpose of splitting actions. Thus, if the Ananasi had an attack pool of eight dice, he could not attack with more than eight dice in his pool - but he could make three attacks; two with eight dice in each attack pool, and one with seven dice. || PGttCB, p. 50; Ananasi: Blood & Silk, p. 93 || Myrmiddon | |||
| Thousand Hands || Although Ananasi cannot usually use all their arms to the same effect, this Gift allows Myrmidons to multitask with great efficiency. The Myrmidon may wield multiple weapons or make multiple attacks with each one landing at full effect. || The Myrmidon need only spend a Gnosis point; for the remainder of the scene, he gains fifteen dice to his pools only for the purpose of splitting actions. Thus, if the Ananasi had an attack pool of eight dice, he could not attack with more than eight dice in his pool - but he could make three attacks; two with eight dice in each attack pool, and one with seven dice. || PGttCB, p. 50; Ananasi: Blood & Silk, p. 93 | |||
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Revision as of 08:00, 11 August 2024
There are a lot of gifts and, while we strive to present them as written, there may be some errors or omissions which are unintentional. If you see anything that does not align with rules as written, please submit a +request for Staff to examine and correct.
Garou Gifts
Gift | Description | System | Source | Type |
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Silence | The Garou can muffle any sound she makes, the better to creep up on an enemy or escape unnoticed. An owl-spirit teaches this Gift. | The player rolls Dexterity + Stealth. Each success adds one to others’ difficulty to hear the Garou for one scene. | Core book revised | Silent Strider Tribe |
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 eated 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 / 20th Anniversary | Black Furies, Silent Strider, Silver Fang, Stargazer, Uktena Tribe. Theurge. Metis. |
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 |
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 |
Pennies From Heaven | The Glass Walker convinces money spirits to change their denomination. the coin or note simply metamorphoses into the appropriate denomintation. Money spirits teach the Gift. | System: The Garou spends one Gnosis point and rolls Charisma + Politics. What value the money becomes determines the difficulty regardless of the original denomination. * Currency – Difficulty * Penny: 3 * Nickel: 4 * Dime: 5 * Quarter: 6 * Dollar: 7 * Five Dollar: 8 * Twenty Dollar: 9 * One Hundred Dollar: 10 Each success can change one coin or note into another denomination. Foreign currencies can also be converted in similar fashion, and it is also possible to convert a currency of one country to a different denomination of another. |
Tribebook: Glass Walkers (Revised) | Glass Walker Tribe |
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. * Botch: Secret retained with unusual clarity * One: Secret becomes elusive and garbled * Two: Secret is maddeningly beyond reach * Three: Subject forgets he was told the secret * Four: Subject’s own part in discussion is vague * Five: Subject forgets the conversation took place |
Tribebook: Uktena | Uktnea |
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. Lupus |
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). * Relationship Difficulty * A sibling: 3 * Feed and care for: 6 * Stranger: 8 * Hostile: 10 |
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: * Device Difficulty * 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 |
Gift | Description | System | Source | Type |
---|---|---|---|---|
Exorcism | This is the Gift of ejecting spirits from places or objects, whether they are there voluntarily or are bound there. Any Incarna avatar can teach this Gift. | The Garou must concentrate uninterrupted for three turns. If a spirit does not wish to leave, the player must make a Manipulation + Intimidation roll (difficulty of the spirit’s Willpower). If the spirit has been bound to its lodging place (or into a fetish), then the exorcist must make a Wits + Subterfuge roll (difficulty 8) and gain more successes than the binder did when tying the spirit to its location. This Gift can be used to “cure” fomori, although the host will surely die as the Bane is ejected unless a powerful healer manages to preserve her live during the exorcism. | Core book revised. | Theurge |
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, Fianna Tribe. Galliard |
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, Get of Fenris (Camp: Valkyria of Freya) 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. * one: line of sight (as per Mindspeak) * two: same building * three: same city block * four: same city * five: same state or province For Wyld reasons no one can understand, the most powerful application of this Gift actually does have a longer range in Texas or Alaska than in Rhode Island, New Hampshire, or Vermont. Bone Gnawer Deserters have gone on epic Umbral quests to deduce the reason why, but have never returned with any sufficiently logical answer. |
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. Homid |
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. Theurge |
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. * Target Difficulty * Normal human: 4 * Packmate: 5 * Gaian Garou (even frenzied): 6 * Wyrm creature (including Black Spiral Dancers): 8 * Alien or unemotional creatures (vampires): 9 |
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 , Black Furies Tribe. Galliard |
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. Lupus |
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. * Successes Duration * One: 5 minutes * Two: 10 minutes * Three: One scene * Four: One story * Five: Permanent |
Core book revised. | Fianna, Bone Gnawers, Glass WAlkers Tribe. Homid |
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. Theurge |
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, Silent Strider Tribe. Homid |
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, Red Talon, Glass Walker Camp: Boli Zouhisze 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. Ahroun |
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. * Surface Type – Difficulty * Water: 5 * Snow: 6 * Lava: 7 * Razors: 8 * Wall: 9 * Ceiling: 10 |
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. * Successes – Information * One: Common Information * Two: Uncommon (When dancing their harvest rites, the tribe wore corn silk tied to their costumes) * Three: Obscure (known to some tribal elders, i.e., the tribe once served as guardians of a particular fetish) * Four: Hidden (known only to the greatest Medicine Workers, passed on to a trusted successor; i.e., the tribe’s dancing place lies atop the resting place of a powerful evil spirit and their dances keep it pacified) * Five +: Forgotten (known only to ancient ancestors; i.e. “Our people once knew this evil spirit’s true name. Perform this service for my descendants, and I will tell it to you.” |
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. Theurge |
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, Uktena Tribe. Philodox |
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. Philodox. |
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. * Device – Difficulty * Computer: 4 * Phone: 6 * Automobile: 8 * Knife: 10 |
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 | Get of Fenris, Glass Walker (Boli Zouhisze) Tribe. 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. * Target – Difficulty – Stamina Effect * Skull: +3 Stamina roll (difficulty 8) to remain conscious * Arm: +2 Dexterity roll to hold items; target cannot use broken limb to attack * Leg: +1 Dexterity roll to remain standing; target cannot run or attack with broken limb * Rib: +2 Stamina roll (difficulty 6) to avoid puncturing a lung * Spine: +4 Must attack target from rear; target remains paralyzed until this wound heals |
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 |
Gift | Description | System | Source | Type |
---|---|---|---|---|
Phantasm | The Garou creates an unmoving illusion that contains visual, auditory, olfactory and even tactile elements. A grain-spirit — the so-called “spirit of spirits” — teaches this gift. | The player spends one Gnosis for each 10-foot area to be covered by the illusion and then rolls Intelligence + Expression. Anyone who doubts the illusion must roll Perception + Alertness and exceed the Garou’s successes in order to see through it. | Core book revised. | Fianna Tribe |
Calm Before the Storm | The Black Furies are at heart a tribe of contradiction, they both represent the harmony and beauty of the Wyld, but also the spectacular savagery and brutality of the same. Sometimes, they even bring the two forces together, such as with this Gift. It lays a sense of peace and quiet over an area, not an uncomfortable silence but a serene sense of security. It is, naturally, used to prepare an ambush. The moment this peace breaks, these spirits of calm depart quickly and are replaced with spirits of anger, storm, and pain. Few subjected to this Gift survive the assault that follows. This Gift is taught by a cat-spirit. | The Black Fury spends one Gnosis and rolls Charisma + Primal Urge, difficulty 7. A simple success projects a sense of utter safety on a group of no more than ten people. If they expect an ambush, they may roll Perception + Empathy (difficulty 8) to sense the sudden change of emotion within their own group. If they obtain more successes than the Black Fury on her Primal Urge roll, they can sense the impending assault and run. Otherwise, the Gift works and the resulting chaos causes the targets to lose one die on each of their rolls for every success the Black Fury initially rolled. | Players’ Guide to Garou (revised) | Black Furies |
Blizzard of Arrows | Camp: Amazons of Diana. The Black Fury who uses this Gift truly shows herself the equal of any man – or machine – on the battlefield. Once Blizzard of Arrows is activated, the Garou deals out nightmarish pain to the hordes that oppose her. Heroes with this Gift might single-handedly have turned cavalry charges, in the days when such things still took place. For today, however, the Fury with this Gift is the perfect ally when faced by hordes of Wyrm-creatures. This Gift is taught by a Porcupine-spirit. | Spend a point of Willpower and two points of Rage, and you may take a single arrow shot (at no multi-action penalty) at every foe within 100 yards, to a maximum of 20 enemies. Simply roll to hit once, using the sight and range penalties for the hardest to hit foe in range, and apply that number of successes against each enemy, which may soak, dodge, etc., as the Storyteller sees fit. This Gift is limited by the number of arrows you have on hand: all arrows that you intend to shoot must be someplace that can easily be nocked and shot from (in a quiver on the back or waist, or stuck point-first into the ground in front of you; lying scattered nearby will not suffice). The bow and arrows may be of modern manufacture, but cannot use any exceptional Weaver-based equipment (such as laser sights or explosive tips) to gain any accuracy or damage boost. However, a fetise bow shooting talen arrows is certainly acceptable. | Tribebook: Black Furies (revised) | Black Furies |
Bolster the True Name | The Crone has no need for a child’s rage, and her wiles are enough to let her survive the day that the Mother’s stalwart nature fails her. She can sacrifice her hatred and will to reinvigorate her spiritual connections. This Gift is taught by a Lune. | A Crone using this Gift rolls Intelligence + Occult with a target of her own permanent Gnosis; she spends one point of temporary Rage and one temporary Willpower, and refills her Gnosis pool if the roll achieves 2 or more successes. | Tribebook: Black Furies (revised) | Black Furies |
Wasp Talons | The Fury with this talent can fire her claws from her hand like darts. She is incapable of using claw attacks with that hand until her claws regenerate, however. A wasp-spirit teaches this Gift. | The player spends a Rage point and rolls Dexterity + Brawl to hit. The difficulty is figured as though the character was using a fire-arm; the medium range is 20 yards. Damage is figured normally for a claw-strike. The Garou’s claws take one full turn to regenerate. | Core book revised. | Black Furies |
Body Wrack | The Fury causes a target immense, crippling pain. The Fury needs only point to the target for this Gift to be effective. A pain-spirit teaches this Gift. | The player spends a Gnosis point and rolls Strength + Medicine (difficulty of the opponent’s Stamina + 3). Each success causes the victim to lose one die from all dice pools as pain wracks her body. The effects last for one scene. | Core book revised. | Black Furies |
Blink | The Bone Gnawer can duck into a shaded area (an open dumpster, a dark alley, beneath a parked car) and pop out in another shaded area some distance away. A rat-spirit teaches this Gift. | The player spends one Gnosis point and rolls Manipulation + Stealth (difficulty 6). The character can reappear in any shaded area within (number of successes x 20) yards (18 m per success). | 20th Anniversary Edition | Bone Gnawers |
Cliché Curse | From Roger Ebert’s Little Bigger Movie Glossary, “Clichéphobia. Condition affecting people raised on movies. Symptoms occur when real life situations echo movie clichés, and the sufferers must take action to avoid what would be the inevitable denouement in a movie.” What is a humorous anecdote in the hands of humans becomes a deadly weapon in the claws of a Bone Gnawer. Most often employed with an appropriately dramatic curse (although this isn’t necessary), the target of this Gift becomes certain to suffer an unfavorable fate in a cliché-related way. Anyone reaching for something high in a cupboard will inevitably have the entire contents fall on top of him. Riding a bicycle on a sunny day invites being hit by a truck. While it is possible to avoid the effects of this curse, doing so requires virtually shutting yourself from the world, and not in a dark room, either. It is taught by a dog spirit or by a spirit from a television realm. | The player spends one point of Gnosis and names the victim, who must be within hearing distance and line of sight. For twenty-four hours, the victim risks disaster. Once that disaster occurs, however, the curse is ended. | Players’ Guide to Garou (revised) | Bone Gnawers |
Trust Me | Once each game session, a Bone Gnawer with this Gift can tell an outrageous lie so well that ordinary humans accept it as truth. The story must at least be vaguely possible and end with the words, “Trust me.” What the human does with this knowledge is entirely a matter of roleplaying. Munchmausen Ratkin teach this Gift. | No roll is necessary; ordinary humans automatically believe the Bone Gnawer’s tale. This Gift does not work on supernatural creatures or animals. | Tribebook: Bone Gnawers (Revised) | Bone Gnawers |
Face in the Crowd | You thrive in the midst of riots, angry mobs, lynchings, civil disturbances, or any other situation where a crowd of humans rebels revolts or resists authority. The Gift doesn’t actually enrage a crowd; it just adds direction to a riot already in progress. Wyldlings and Ratkin Twitchers teach this Gift. | Using this Gift costs one Willpower each turn. That turn, you can use one noun and one verb to direct what an angry mob will do. The Garou doesn’t need to vocalize these commands; the player states them to the Storyteller. Silly commands automatically fail. (You could, for instance, issue the command “kill vampires,” but demanding that everyone “drink Pepsi” does nothing.) You must direct the crowd at something other than itself (so verbs like “sleep,” “vomit,” or “laugh” or the noun “suicide” are right out). The Storyteller has the right to veto any noun/verb that’s too abusive (“kill yourselves”) or just plain stupid. | Tribebook: Bone Gnawers (Revised) | Bone Gnawers |
Shadow of the Rat | Rats are known for their resilience, persistence, and ruthlessness. Since Rat serves as the Bone Gnawer’s tribal totem, Garou of this tribe may learn a great deal about survival under the tutelage of rat-spirits. | The Garou can spend one Gnosis to lower the difficulty of all Stamina rolls (including soak rolls) by 1 for the duration of one scene. | Tribebook: Bone Gnawers (Revised) | Bone Gnawers |
Infest | The Garou can summon a horde of vermin to invade a structure (no bigger than a large building). The Gift summons any kind of vermin common to the area, which usually includes a lively variety of insect, slugs, and rodents, and it may also include carrion birds and snakes. These creatures will not attack humans mindlessly. They will act according to their natures, which often means fleeing to dark places and hiding out. Any vermin spirit can teach this Gift. | The player spends one Gnosis and rolls Manipulation + Animal Ken (difficulty 7). One success stirs up some shrieks and a call to an exterminator, while five swamps that structure in vermin completely, making it uninhabitable for quite some time. | Core book revised. | Bone Gnawers |
Attunement / Lay of the Land | Uktena Gift (Lay of the Land). The Garou may commune with the spirits of a city or town and gain information about the area from them, including rough population, enclaves of Garou or other being and secret tunnels. This Gift does not function in the wilderness, since the Bone Gnawers have lost the knack for conversing with such spirits easily. A rat-spirit teaches this Gift. Glass Walkers: a cockroach-spirit teaches this Gift. Silent Strider: one exception: When the Garou learns the Gift, she must choose if it functions in the city or the wilderness. The “city” version is identical to the Bone Gnawer Gift. The “wilderness” version is similar, but the roll required is Perception + Survival. Uktena: any animal spirit teaches this Gift. Works in rural or wilderness rather than urban areas, and the required roll is Perception + Survival. | The player spends one Gnosis and rolls Perception + Streetwise. The amount and accuracy of the information depends on the number of successes rolled. On a botch, playful spirits lie (which can be fatal, depending on the nature of misinformation). | Core book revised / Tribebook: Uktena (revised) | Bone Gnawers, Silent Striders, Glass Walkers, Uktena (Lay of the Land) Tribe |
Uncaught Since the Primal Morn | This Gift grants Unicorn’s perfect speed to the Garou, allowing her to outrun virtually any pursuer. An avatar of Unicorn reaches this Gift. | The player spends a Gnosis point and rolls Stamina + Athletics (difficulty equals the highest Stamina + Athletics of any pursuer). The Garou is unfailingly faster than her pursuers for one scene per success. | 20th Anniversary Edition | Children of Gaia |
Serenity | The Garou can fill a hot heart with the peace of Gaia, even in the midst of battle. An avatar of Unicorn teaches this Gift. | The player spends one Gnosis point and rolls Charisma + Expression (difficulty equal to the target’s Willpower). For one turn per success, the target automatically fails all Rage rolls, cannot frenzy, and cannot spend Rage. | 20th Anniversary Edition | Children of Gaia |
Serpent-Driving | The touch of Unicorn’s horn sets evil spirits and poisonous beasts to flight. This Gift enables the Child of Gaia to mimic Unicorn’s power, driving foul creatures out of water, underbrush, and so on. It is a more powerful ability of Unicorn’s horn, and Unicorn himself teaches this Gift. | The Garou touches his hand or forehead to the water, into the alleyway, or into whatever area he suspects of harboring enemies. He then rolls Gnosis, with the difficulty being 4 for ordinary animals such as snakes, 6 for lesser Wyrm creatures (such as fomori), 8 for Wyrm-servitors of strong power (such as Black Spiral Dancers) and 10 for powerful creatures of the Wyrm. For each success, one such creature is forced to abandon its hiding place or nest by the most direct route possible. If the Wyrm-creatures were using any supernatural means of concealment (such as Gifts or Disciplines), they may make a Willpower test, difficulty of the Garou’s Gnosis, to maintain these powers. They must still physically leave the area, however. Note that this Gift may cause the creatures to attack and is thus best used with care. Serpent-Driving may be used only once per game session. | Tribebook: Children of Gaia (Revised) | Children of Gaia |
Unicorn’s Grace | A Garou with this Gift never loses her poise and rarely loses her temper. Even in the nastiest arguments or the bloodiest combats, Children of Gaia can maintain their cool with this blessing. An avatar of Unicorn teaches her followers this Gift. | By spending one Gnosis point, the Garou represses her Rage for an entire scene. No matter how many Rage points the Garou has, humans and animals are unable to detect her supernatural essence. The Garou also cannot frenzy and can spend Rage points only up to a maximum of her Empathy. | Player’s Guide Second Edition. | Children of Gaia |
Strike the Air | The Garou becomes the ultimate example of passive resistance. She becomes unable to attack an opponent, but she is also unable to be hit, allowing her opponents to exhaust himself in the attempt. A mongoose-spirit teaches this Gift. | The player spends one Willpower point and rolls Wits + Dodge (difficulty of the opponent’s Willpower). For the duration of the scene, the opponent cannot strike the Garou, no matter how many successes he achieves on the roll. This Gift is canceled immediately if the werewolf attacks his opponent or if anyone else attacks on the Garou’s behalf. This Gift will work on multiple opponents, but the player must spend a point of Willpower and make a new roll for each opponent. | Core book revised. | Children of Gaia, Stargazer Tribe |
Beast Life | The werewolf with this Gift can communicate with other wild animals and attract (or even command) them. Domesticated animals will speak with the werewolf, but they have given themselves to the ways of humans and must be persuaded to obey the Garou. Any animal spirit may teach this Gift, although Lion and Bear are most often sought as teachers. Children of Gaia who use this Gift never do so if the animals attracted would come to harm, unless the very heart of a caern is threatened. | The player spends on Gnosis point and rolls Charisma + Animal Ken (difficulty 7). The character gains the ability to communicate with all animals automatically. One success can attract specific types of animals within a 10-mile radius, and those that can reach the werewolf in a reasonable amount of time will do so. Each additional success adds 10 miles (two successes indicate a 20-mile radius). All wild animals become friendly to the character. They follow any reasonable request the character makes, and many unreasonable ones as well. A character who uses this Gift to force an animal to sacrifice itself had best pay homage to its spirit or risk angering Gaia. The effect lasts for one scene, but the time may be extended by spending one Gnosis point per extra scene desired. | Core book revised. | Children of Gaia Tribe. Lupus |
Heart of the Mountain / Yu’s Endurance | The werewolf becomes as untiring and eternal as the mountains, and cannot be defeated in a test of endurance. A mountain goat-spirit teaches this Gift. | The player spends one Rage point and one Willpower point. For the rest of the scene, the Garou cannot fail any task involving Stamina. Torturers can never break him; though he can’t breathe underwater and his lungs may fill with water, he will not die. The only exception to this is soaking damage. While this Gift is active, the werewolf is guaranteed to always soak at least one level of damage, but otherwise takes damage normally. | 20th Anniversary Edition / Glass Walker Tribebook (revised) | Get of Fenris |
Body Shift | 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. | 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. | 20th Anniversary Edition | Get of Fenris Tribe. Homid. Ahroun. |
Glory-Scars | Fenrir are proud of their scars, even those that have maimed them permanently. This Gift allows a werewolf to overcome her old injuries for a brief period of time, acting as though her body was never injured. The Fenrir’s scars blaze with silver light, and any missing extremities are replaced with temporary substitutes made of the same cold, bright energy. Any war-spirit of Fernris’ brood may teach this Gift. | The player spends a Rage point and rolls Rage, difficulty 5 + the number of Battle Scars her Garou has acquired. The Gift’s effects last for two turns per success. As long as the Gift is in effect, the Garou may ignore wound penalties and the debilitating effects of her Battle Scars; even those that have lost a limb may fight as if whole. Extremities temporarily restored by Glory-Scars function as normal, causing no extra damage. This Gift cannot restore lost abilities in any other sense but that of combat; a Fenrir who has received the Battle Scar: Gelded cannot use this Gift to sire offspring, for instance. | Tribebook: Get of Fenris (Revised) | Get of Fenris |
Berserker’s Song | The Get can sing himself into a controlled frenzy. He can ignore wounds, shift to Crinos immediately, and he is immune to many mental Gifts or Charms. In this state, unlike a normal frenzy, the Get can pull out of the frenzy at any time. An angry wolverine-spirit or bear-spirit teaches this Gift to the Get. | The Garou spends two Rage points and begins singing his particular song of Rage (many young Get prefer “death metal”). The number of successes on a Stamina + Expression (or Performance) roll (difficulty 6) equals the number of rounds the frenzy lasts. She can drop the frenzy earlier by spending a Willpower point. | Player’s Guide Second Edition. | Get of Fenris |
Scream of Gaia | The Garou emits a horrible, ragged scream imbued with Rage and pain of Gaia. The force of the scream batters foes and knocks them off their feet. Storm-spirits, which the Get call Sturms, teach this Gift. | The player spends a Gnosis point and rolls Rage. Everyone within a 50-foot radius is blasted to the ground to suffer one health level of bashing damage per success as a shockwave rips through the area. | Core book revised / 20th Anniversary Edition | Get of Fenris, Wendigo Tribe. Lupus. |
Hero’s Stand | The Garou channels the strength of Gaia herself, becoming one with the earth upon which he stands. While he may not retreat or even move from that spot for the duration of the Gift, he gains many powers through Gaia’s might. An earth elemental teaches this Gift. | The player rolls Willpower (difficulty 8). Each success grants one extra die to all Physical dice pools. Also, the Garou may not be surprised, and all attacks are considered frontal. The Garou may not move until all foes have been defeated or have fled. | Core book revised / 20th Anniversary Edition | Get of Fenris, Wendigo Tribe. |
Clenched Jaw | The werewolf with this Gift can bite down with such power that her grip won’t loosen until she chooses to do so; even in death, her jaws bite down. A wolf- or hyena-spirit teaches this Gift. | After making a successful bite attack, the player may invoke this Gift by spending a Rage point. For each successive turn she opts to maintain her grip, she makes a bite attack roll (difficulty 3). While foes can make a resisted Strength roll to break the grip (suffering an additional health level of damage in the process of tearing free), the Garou may add half her Willpower to her dice pool. | Core book revised / 20th Anniversary Edition | Get of Fenris (Camp: Mjolnir’s Thunder), ed Talon (Kucha Ekundu) Tribe. Ahroun |
Umbral Motorcade | Camp: Wise Guys. A “motorcade murder” was the Mafia equivalent of a drive-by killing. The idea was to be gone the moment after the deed was done. Gianluigi Lucci always felt this never went far enough, and came up with the trick of never being there in the first place. This Gift allows the Wise Guy to shoot a victim in the physical world from the Umbra. A rat spirit teaches this Gift, a fact that made the Gift unpopular in some quarters. | The Garou fires a gun at the target as normal, but the player should then spend on Willpower point and roll Gnosis, difficulty equal to the Gauntlet in the area. In effect, the Wise Guy is making the bullet “reach” across the Umbra, so normally three successes are needed. Should the target be immobile for some reason (such as being asleep), then one or two successes might be sufficient. Since the target is probably unaware of the attack, most attacks made with this Gift are at point blank range and probably lethal. | Glass Walker Tribebook (revised) | Glass Walker Tribe |
Corner Shot | Camp: Wise Guys. A feared Gift, this allows the Wise Guy to shoot around corners. Packs were fond of timing this Gift with multiple guns, creating hails of gunfire through open doorways before entering a room. A bird spirit (again, never a pigeon) teaches the Gift. | The player spends one Gnosis point and rolls Perception + Marksmanship, difficulty 9. Only one success is needed. Only single shots may be fired with this Gift, never autofire. | Glass Walker Tribebook (revised) | Glass Walker Tribe |
Cooling System | Camp: Random Interrupts. As per the Wendigo Level Four Gift: Chill of Early Frost. This Gift was originally copied from the Wendigo by the Iron Riders, who employed it to preserve food by freezing it, and was rediscovered by the Random Interrupts, who use it both in combat and to keep server rooms cool. The Random Interrupts often favor spending a point of Willpower in addition to the point of Gnosis to control the temperate and keep it just above freezing. Since Great Wendigo would usually rather murder a Glass Walker than teach them, a Penguin spirit or a Pattern Spider teaches this Gift. | Chill of Early Frost system: 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. | Glass Walker Tribebook (revised) | Glass Walker, Get of Fenris (Camp: Ymir’s Sweat) Tribe |
Signal Rider | From the telegraph to the cell phone, the Glass Walkers have always kept up good relations with spirits of cutting-edge communication. This Gift allows the Garou to open a moon bridge that rides the back of a telephone signal, transporting her instantly to the location of whoever is on the other end of the line. A Pattern Spider teaches this Gift. | The player spends one Willpower and one Gnosis to open the moon bridge. The Garou must have a connection between a telephone at her location and one at the target destination to use this Gift, although it doesn’t discriminate between landlines or cell phones — some werewolves have even reported success in riding the back of online conferencing software, although doing so successfully requires a Wits + Computers roll (difficulty 7). Signal Rider can take the character no more than (Gnosis x 5) miles (or 8 km per Gnosis dot) — if the other end of the line isn’t within that range, the Gift fails. | 20th Anniversary Edition | Glass Walker Tribe |
Heart of the Mountain / Yu’s Endurance | The werewolf becomes as untiring and eternal as the mountains, and cannot be defeated in a test of endurance. A mountain goat-spirit teaches this Gift. | The player spends one Rage point and one Willpower point. For the rest of the scene, the Garou cannot fail any task involving Stamina. Torturers can never break him; though he can’t breathe underwater and his lungs may fill with water, he will not die. The only exception to this is soaking damage. While this Gift is active, the werewolf is guaranteed to always soak at least one level of damage, but otherwise takes damage normally. | 20th Anniversary Edition / Glass Walker Tribebook (revised) | Glass Walker (Camp: Boli Zouhisze), Get of Fenris Tribe |
Call the City’s Wolves | The city is a rich and complex ecosystem, and humans, animals and machines fill the roles that natural creatures fill in the wilderness. The Glass Walkers cannot often get wild wolves to aid them, but the city has its own predators. With this Gift, the Glass Walker can make a phone call, send an email or fax and expect some sort of backup; some master Theurges simply knock on the nearest door and wait to see who emerges. A City Mother or Father teaches this Gift. | The player spends a Rage point and rolls Wits + Leadership. The number of successes equals the number of city predators who will emerge: the figures who control and cull the human herd. These may be gang kids, members of citizen vigilante groups, vicious cops, or even wild, diseased dogs. The spiritually summoned backup arrives a scene later, although the Garou can convert extra successes to speed the arrival of assistance rather than adding to the numbers. (One success spent in this fashion brings the help in ten turns; two successes halve the wait to five turns, while three successes brings backup on the next turn.) The “wolves” will be disposed to cooperate with the Glass Walkers, but won’t charge blindly into battle for him. The effects last for one scene. | Book of the City | Glass Walker Tribe |
Tractor Beam | The Garou can transport non-dedicated objects with her to the Umbra when she steps sideways. She may not take living creatures, only objects. This Gift is taught by Weaver spirits. | The Garou spends one Willpower point for each object brought over to the Umbra. It must be something she can carry and it must weigh no more than her own body weight. However, two or more Garou with this Gift can team up and carry larger items into the Spirit World. Despite it’s name, the user of this Gift does not emit a beam. | Glass Walker Tribebook | Glass Walker Tribe |
Virtual Umbra | This Gift enables a Garou to transport himself into the CyberRealm’s Computer Web (Umbra page 61) from any part of the Pattern Web. Any spirit affiliated with computers can teach this Gift. | The player spends a Gnosis point and rolls Intelligence + Computer (difficulty 8). The Glass Walker may also transport other (willing) characters into the ComputerWeb, but attempting this feat raises the difficulty to 10. | Umbra | Glass Walker Tribe |
Tech Speak | This Gift allows the Glass Walker to contact others through any technological device. The Garou speaks to a Pattern Spider in or near a technological device and tells them the message to be delivered and whom it should be delivered to. The Pattern Spider then finds the receiver and uses any communications technology near them to deliver the message; Telephones yell it out, (without picking up the handset), electronic billboards display it, computer printers print it out as text. If no communications technology is present, any other technology will activate, though no message will be imparted. If no technology whatsoever is present near the receiver, the Gift fails. A Pattern Spider teaches this Gift. | The player spends a Gnosis point and rolls Charisma + Science. The difficulty is relevant to the distance the message needs to be sent: The next room is difficulty 4, the same building 5, one block away 6, one mile away 7, a time-zone away 8. Beyond that is difficulty 9. The more successes achieved, the longer the message can be. A single success will only allow one word to be sent, five would allow unlimited length. | Tribebook: Glass Walkers (Revised) | Glass Walker Tribe |
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. | Glass Walker Tribe |
Assassin’s Strike | Camp: Judges of Doom. Like the Ratkin and the Nagah before them, the Judges of Doom have learned to quickly slip into and out of the Umbra so that they may surprise their prey. When using this Gift, the Judge disappears for a moment and reappears behind his victim, whereupon he may attack his victim with complete surprise. This Gift is taught by a cobra-spirit. | The character spends one Gnosis and one Rage, then uses the Umbra to “skip” up to 50 feet and reappear in the physical world directly behind his target. The Judge may then attack his victim at -2 difficulty (minimum 4). This attack may not be dodged unless the victim has bolstered his senses with supernatural aid. | Shadow Lord Tribebook (revised) | Shadow Lord Tribe |
Durance | Rank 4 Shadow Lord Gift / Rank 4 Uktena Gift. The werewolf dominates a talen-bound spirit, spinning webs of metaphysical authority to forcibly lengthen its service to her. Some consider this Gift disrespectful, but the Shadow Lords find it ridiculous to discard a weapon that might serve Gaia, just for the sake of politeness. This Gift is taught by a spider-spirit. | Upon using a talen, the player may reflexively spend one Gnosis point to keep the spirit bound within from departing. This Gift is ineffective on talens which are destroyed as an inherent aspect of their use (such as the nightshade talen, which must be drunk to activate its powers), but preserves talens whose destruction is a metaphysical result of their use (such as moon glow and Wyrm scales). | 20th Anniversary Edition | Shadow Lord, Uktena Tribe |
Ubiquitous Presence | Paranoia is a wonderful weapon. It keeps enemies from resting, from thinking properly, and, done right, from ever attacking you. And if you can’t be everywhere at once, at least you can appear to be. The Shadow Lord can curse an enemy with paranoia, giving the victim an unflinching suspicion that the Garou is watching her, even when that belief would otherwise be entirely illogical. Shadow or night-spirits teach this Gift. | The player spends one Gnosis and rolls Charisma + Intimidation, difficulty of the victim’s Intelligence x 2. Success indicates that the curse takes effect, reducing all dice pools of the victim by one for each two successes rolled. The effects last for one day and night. | Players’ Guide to Garou (revised) | Shadow Lord Tribe |
Seeds of Doubt | Talented tricksters, Shadow Lords with this Gift may convince a listener of one false idea, no matter how absurd. The Gift only works if the lie told is not obviously harmful to the listener. It is taught by a Raven-spirit. | The Lord spends a point of Gnosis and makes an opposed Charisma + Subterfuge roll (difficulty 8). If the Lord succeeds, the listener will believe the lie until somehow “deprogrammed.” If he fails, however, the listener sees through the Lord’s argument and recognizes the lie for what it is. If the Lord botches, the listener goes into frenzy (unless normally incapable of such, like a human). | Shadow Lords Tribebook Revised Pg.68 | Shadow Lord Tribe |
Invoke the Spirits of the Storm / Call the Storm | Rank 5 Wendigo Gift / Rank 5 Bunyip Gift / Rank 4 Shadow Lord Gift. The Shadow Lord version is called Call the Storm. The Garou can summon nearly any weather effect she desires, be it a tornado, fog, blizzard or thunderstorms. An avatar of Wendigo teaches this Gift. An avatar of Rainbow Serpent teaches the Bunyip version. | The player spends one Gnosis pint and rolls Willpower (difficulty varies based on how close the desired effect is to the actual weather patterns of the area). The storm covers 10 miles per success. If the Garou summons a thunderstorm, she may spend Gnosis to call lightning down on her enemies (Dexterity + Occult to hit, 10 dice of aggravated damage). Shadow Lord version: Only thunderstorms may be called and an avatar of Grandfather Thunder teaches this Gift. | Core book revised / Shadow Lord Tribebook (revised) | Shadow Lord (Call the Storm), Wendigo Tribe |
Strength of the Dominator | The Garou draws on a target’s anger to feed his own. A Stormcrow teaches this Gift. | The player rolls Wits + Intimidation (difficulty of the target’s Willpower). For a number of turns equal to the successes scored, the target will lose a point of Rage per turn, while the Shadow Lord gains that Rage. The character can use this Gift only once per target per scene. | Core book revised. | Shadow Lord Tribe |
Open Wounds | 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. | Core book revised. | Shadow Lord Tribe |
Black Mark | The Strider’s claws darken with the leaden sheen of the Dark Umbra, marking her foes fit for the attentions of the restless dead. An owl-spirit teaches this Gift. | The player may spend a point of Gnosis when the strider successfully strikes an opponent with her claws, but before rolling damage. The target becomes haunted for one day per level of damage inflicted, as with Mark of the Death-Wolf. | 20th Anniversary Edition | Silent Strider Tribe |
Guiding Hand of Djeheuty | None could stay the words of Djeheuty, the messenger of the Gods. Those who have this Gift do not even have to accompany the message, but can send it on its way and be assured that it will reach its destination. The spirit of any migrating animal teaches this Gift. | The player spends two points of Gnosis and rolls Charisma + Occult, difficulty 8, while the Strider loudly states the message’s destination. The message must be written on something physical (paper, tablet, bone shard). A simple success imbues the message with a Gaffling that will ensure it arrives at the stated destination. The method of delivery is a matter of coincidence; the message is picked up by someone curious, ends up on a truck heading that direction, floats on the wind, etc. The number of additional successes determines how long this takes, regardless of distance. While the message is in transit, the Silent Strider cannot regain the two points of Gnosis invested in it. Nor can they revoke the message. As a result, this Gift tends to be used only when all other avenues have been tried and failed, or if the Strider’s death is certain. The Strider’s death will not disrupt this Gift. * Number of Successes – Length of Transit * 1: A year * 2: Six months * 3: One season * 4: One week * 5: One day |
Players’ Guide to Garou (revised) | Silent Strider Tribe |
Touch of Death | Camp: Eaters of the Dead. The Garou can inflict visions of death upon an unsuspecting opponent. Worse, these visions are highly personal premonitions of the opponent’s untimely demise, as if someone “had walked over his grave.” The fear this creates is paralyzing; in the worst cases, the victim falls catatonic and cannot be revived for days. On recovery, the stricken individual cannot remember details of what so terrified him, simply that involved his death. Victims who survive the encounter with the Eater of the Dead are forever marked with a white lock or patch of hair. This Gift is taught by a death-spirit. | The Garou must touch her victim; the player rolls Dexterity + Brawl if in combat, Dexterity + Stealth if sneaking up unnoticed, or Manipulation + Subterfuge if casually touching him in the course of conversation. On success, the player spends two points of Gnosis and rolls Manipulation + Occult (difficulty of the victim’s Willpower). If the Eater of the Dead achieves more successes than the target has Willpower, the victim becomes catatonic with fear. if the successes are fewer than the target’s Willpower, the target suffers a -1 penalty to all dice pools for each success due to the debilitating fear. In both cases, the successes are eliminated at a rate of one per day — a catatonic victim does not awaken until all of the initial successes are eliminated. | Tribebook: Silent Striders (revised) | Silent Strider Tribe |
Dam the Heartflood | No other tribe among the Garou has as much hatred for vampires, for as just a cause, as the Silent Striders. It is no surprise then that the Striders sought out this Gift, searching long through the spirit world and the physical world for the secret to incapacitating a vampire. They found an answer from the spirit children of Cobra, who taught them a spirit-poison usable against the vampires who defiled Cobra’s name. | This Gift can only be used on supernatural creatures that use a blood pool to power their abilities (vampires, ghouls and the spider shapechanger Anasi). The player spends a Gnosis point and rolls Manipulation + Medicine (difficulty of the target’s Willpower). Each success renders the target unable to tap the power of her blood for one turn — she may not use any blood-related powers or spend blood points to heal wounds, activate Disciplines or Gifts, or for any other reason. A Garou may only use this Gift once per scene per target, but multiple werewolves can envenom the same target. | Tribebook: Silent Striders (revised) | Silent Strider Tribe |
Mindblock | Rank 4 Silver Fang Gift / Rank 4 Silent Strider (Camp: Swords of Night) Gift / Rank 4 Stargazer Gift. Upon learning this Gift, the Garou’s mental defenses are strengthened to the utmost. A falcon-spirit teaches this Gift. | The difficulties of any direct mental attacks or attempts to control the Garou’s mind, as well as more insidious psychic assaults (mind-reading, mentally implanting illusions or possession) are raised to 10. The effects of this Gift are permanent, but they do not apply to powers that sway emotion. | Core book revised / Tribebook: Silent Striders (revised) / 20th Anniversary Edition | Silent Strider (Camp: Swords of Night), Stargazer, Silver Fang Tribe |
Speed Beyond Thought | The Garou can run at 10 times his normal land speed. The effects last for up to eight hours, during which the Garou can do nothing but concentrate on running. When the Gift’s effects end, the Garou must eat immediately or face frenzy from hunger. A cheetah- or air-spirit teaches this Gift. | The player spends one Gnosis point and rolls Stamina + Athletics (difficulty 7) to activate the Gift. | Core book revised. | Silent Strider Tribe |
Crescent Moon Fata | Camp: Moon Lodge (Waning Cycle). This Gift allows a Garou to perceive the very threads of fate and destiny that direct the world. By studying a person or object, she can learn a little about its past, or its possible future. To learn this Gift, the werewolf must find a spider or firefly Jaggling of Moira, one of Luna’s Incarna, and challenge it to a contest of gamecraft. Should the Garou win, the Jaggling opens her eye to the play of fate upon the world. Thus, she makes the spiritual awareness of the Crescent Moon part of herself. | To win the gamecraft contest, the player rolls Wits + Enigmas (difficulty 9, 7 if the character is a Theurge). Should the roll be botched, the Jaggling takes umbrage at the character’s clumsy mind and takes three temporary Gnosis from the character as payment for its wasted time. To activate the Gift, the player makes a Perception + Empathy roll (difficulty 5, 4 if the character is a Theurge). The character sees one thread of fate per success. The player may choose to spend multiple threads on one target, or to spread them amongst several. Each thread allows a single glimpse into the future or past. Multiple threads allocated in the same direction on the same target will allow the character to see further into the past or future. The Storyteller determines exactly what she sees, but should be both inventive and somewhat cryptic in the description. The workings of fate are strange and not easily understood by even the most aware of Theurges. However, it is much easier to see the past than the future. As a rule of thumb, each success will add hours into the past or minutes into the future. | Tribebook: Silver Fangs (revised) | Silver Fang Tribe |
Gibbous Moon’s Understanding | Camp: Moon Lodge (Waxing Cycle). The greatest of the Silver Fangs’ Galliards have sometimes also been some of the tribe’s most successful battlefield leaders. This Gift can take some of the credit for this. It allows the werewolf to howl out general or specific instructions to her allies, and have them heard and understood even over the noise of battle, thus showing everyone the Gibbous Moon’s wisdom. To learn this Gift, the werewolf must persuade three different Lunes to spend a whole night in the character’s company. Just before dawn, one of them will teach the Gift. | The player spends a point of Rage and rolls Charisma + Leadership (difficulty 7). The number of successes is the number of howls the werewolf can make during this scene that will be understood as an order by any ally fighting in the same battle as the character. A Galliard character makes the roll at difficulty 5. | Tribebook: Silver Fangs (revised) | Silver Fang Tribe |
Leshii’s Boon | Camp: Crescent Moon. This Gift allows the Fang to turn the very plants and trees of the forest against her enemies. Tree branches lash against them and roots trip them up, animals nip at their heels and insects swarm around them. A leshii spirit teaches this Gift. | The player spends one Gnosis point and rolls Intelligence + Occult (difficulty 6). Every enemy of the werewolf within a radius of the number of successes scored in meters loses two dice from every non-reflexive roll for the duration of the scene. In addition, should they be foolish enough to try to eat anything they find in the forest, it will do the number of successes rolled in levels of lethal damage. | Tribebook: Silver Fangs (revised) | Silver Fang Tribe |
Sidestep Death | Old legends say that when the first Silver Fang died, he was reborn with this Gift. A Fang with this Gift simply sidesteps what would have become his deathblow. A lion-spirit teaches this Gift. | Once per scene, the player may spend three Willpower points to evade a single attack that would inflict enough damage to place the Fang’s health levels below Crippled (before soak). The Garou simply appears instantly at the nearest location not affected by the attack, which may be an inch, a mile or more. | 20th Anniversary Edition | Silver Fang Tribe |
Mastery | With the power of this Gift, the Fang can command other Garou, including Black Spiral Dancers, to do her bidding. A falcon-spirit teaches this Gift. | The player rolls Charisma + Leadership (difficulty of the target’s Wits +3). If the roll succeeds, the Garou can give the target one non-suicidal command, which he must obey for one turn per success. This Gift works only against Garou. | Core book revised. | Silver Fang Tribe |
Imaginal Mantra | The Stargazer can chant a mantra to banish Banality from the area and awaken Glamour. During the chanting, he must imagine the area as being inherently magical, seeing the rocks, stones and buildings as living things — he must pretend to dream while awake. This Gift is taught by a Chimerling. | The player rolls Wits + Rituals and spends one Gnosis point. If successful, any Banality is banished for one scene. In addition, any fae are revealed in their true forms. | Stargazer Tribebook 2nd Edition | Stargazer Tribe |
Visuddha | Awakening the Serpent Fire Gift: The Serpent Fire gifts must be learned in order, from 1 – 5. The throat chakra stirs, allowing the character immense control over his voice and breath. He can halt others with a bellow or command them to heed his words. | The player rolls Manipulation + Expression and spends one Gnosis point. For the next scene, anything the Stargazer says has a commanding quality to it. Each success on the roll lowers the difficulty on any roll to command others, and he may even ask them to act in ways contrary to their nature (although not acts which will directly harm them). In addition, he may issue a resounding Ki-ai at any time, a bellow meant to scare opponents and give the Stargazer the initiative in combat. Roll Stamina + Expression; each success lowers an opponent’s initiative and attack Dice Pools by one die for three turns. The ki’ai does not require a separate action; characters do not have to split their Dice Pools to issue one in the same turn in which they attack. A Ki-ai may be effective against a single opponent only once per scene. | Stargazers Tribebook (revised, 1st ed.) | Stargazer Tribe |
Seeking the Void | Mantra Gift. The spoken mantra for this Gift is Aum-Ha-Sa-Kha-Prem. The Umbra, also called the Mirror Lands, is a void empty of true matter and built of little more than the ephemeral whorls of spirit substance. Many Garou are reliant upon hard travel within the Umbra. They must find their destination and get to it via moon paths or sniffing out spirit tracks. Stargazers using this Gift have a somewhat easier time getting somewhere in the Mirror Lands – provided that another Garou or spirit is already there. Using this Gift takes the werewolf directly to the location of the chosen individual, no matter where they are at that moment. The Stargazer must be in the Umbra to use this Gift. It is taught by a shadow-spirit. | The Stargazer utilizing this Gift must speak the mantra while actually in the Umbra. She also must have with her some piece of the Garou she’s “traveling” to, usually a part of the werewolf’s body (a tuft of hair, a tooth, a claw) or one of the Garou’s possessions (a weapon, an article of clothing). In the case of traveling to a specific spirit, the Stargazer can only travel to spirits she has literally battled with. (Though “battled” can be a battle of wits and intelligence, and doesn’t necessarily need to be a combative conflict.) The player then rolls Wits + Enigmas. The difficulty for the roll is reliant upon the location of the target individual. If the target is in the Penumbra, it’s difficulty 6. If the target is in the Near Umbra, difficulty 7. In the Deep Umbra, difficulty 8. And finally, in the Dark Umbra, difficulty 9. | Stargazers Tribebook (revised) | Stargazer Tribe |
The Silken Cloth | This Gift takes its name from an ancient Stargazer tradition. It’s believe that those who are not shapechangers cannot enter the Mirror Lands of the Umbra because they are impure. They do not have a kernel of the celestial substance of cosmos within them, as the Garou and the other Fera do. But many Stargazers still wished to show mortals (or others unable to access the Umbra) the hidden truths and puzzles found only in the Mirror Lands. Once, Stargazers could purify others with a silken cloth, rubbing them with it, so that they may enter the Umbra together. Now, that ability has been made into a Gift. This Gift lets a Stargazer bring one other human (or otherwise Umbra-banned individual) with her when she Steps Sideways. This Gift is taught by an Engling. | The player must make two stepping sideways rolls: one for the Stargazer, and one for her “guest.” However, the Stargazer must spend one Gnosis point for the guest to come through with her. If the roll to bring her guest across botches, the poor soul is lost somewhere in the Umbra – even someplace as horrible as the Abyss or the Atrocity Realm. | Stargazers Tribebook (revised) | Stargazer Tribe |
Summon the Chu-Mong | A long time ago, the Stargazers of Tibet made a pact with an ancient tribe of mountain spirits called the Chu-Mong (snow goblins). The pact was one of mutual protection, and a Stargazer using this Gift can reawaken the usefulness of the pact, at least temporarily. It summons the spirit of a Chu-Mong to help protect the Stargazer in question. Only a Chu-Mong can teach this Gift. | The player spends a Gnosis point and rolls the Stargazer’s Gnosis. The difficulty isn’t the area’s Gauntlet – the difficulty is actually reliant upon the temperature. The warmer the temperature, the harder it is to summon a Chu-Mong. Botching the roll summons a snow goblin that is hostile toward the Stargazer using the Gift. Snow Goblin (Chu-Mong) A Chu-Mong is a small creature (like a primate in size and appearance) covered in fine white hair with long claws and a lower-jaw needled with yellow fangs. Willpower: 8, Rage 5, Gnosis 6, Essence 20. Charms: Airt Sense, Materialize, Freeze | Stargazers Tribebook (revised) | Stargazer Tribe |
Avoid Fate | With this Gift, the Stargazer can dodge the wheels of fate for the moment. Through a preternatural connection between herself and the universe, she avoids certain disaster. A cat-spirit teaches the Garou this Gift. | Once per scene, the player can spend a Gnosis point to reroll any failed roll. | Player’s Guide Second Edition. | Stargazer Tribe |
Preternatural Awareness | The Stargazer attunes all her senses to her surroundings, thereby becoming preternaturally aware of her opponent’s doing and allowing her to anticipate them somewhat. A wind-spirit teaches this Gift. | The player spends one Gnosis point and rolls Perception + Dodge (difficulty 7). All opponents’ dice pools to hit the Garou decrease by a number of dice equal to the number of successes. This penalty applies even if the Garou cannot see the attack coming. The effect lasts for one scene. | Core book revised. | Stargazer Tribe |
Curse of Corruption | (Note: there is also a different Shadow Lord gift with the same name). This Gift allows a Bane Tender to take part of the taint from the Bane he is guarding and infuse the one cursed with it. This takes the form of some physical loss or mental instability that makes functioning much more difficult; it may wither limbs, inflict the target with a permanent nausea, make her bones brittle and likely to shatter or cause paralysis. It can also cause unstable personality quirks (foolish risk-taking, being insulting to those of greater rank, refusing to obey orders or cooperate with one’s pack, complete unreasoning cowardice) or reduce the target to idiocy. Effects last for one full lunar cycle (i.e., one month) from the time the curse is inflicted. This Gift is taught by an Incarna avatar. | The Garou must choose to afflict her target either mentally or physically. She then spends two points of Gnosis and rolls Manipulation + Intimidation (versus a difficulty equal to her target’s Gnosis). One success inflicts a minor effect or one that only functions sporadically, while more successes cause more serious afflictions or ones that constantly affect the target throughout the length of the curse. Storytellers should be creative, but fair when assigning curses. | Uktena Tribebook | Uktena Tribe |
Bare the Heart | Camp: Earth Guides. This Gift utilizes the Uktena’s noted penchant for delving into the deepest secrets. The Earth Guides use this Gift to examine Bane Tenders for signs of Wyrm-taint. Using the clear sight granted him by this Gift, an Uktena can look beyond outward manifestations, internal manipulations and even magical disguises that might mask Wyrm-taint, corruption or evil intent and pierce straight to the heart of the truth. Thus, the Garou might note that an otherwise normal-looking person is really a fomor or a Black Spiral Dancer by use of this Gift. Garou using the Gift could also determine that someone is disguised (via cosmetic means or magical change), but only if that person has evil intent (i.e., intends to commit some evil — as defined by the Garou’s concept of evil — while so disguised. Thus, if a bank-robbery was in the offing, the Garou might not see through the mask unless he cares about that bank, but he would unmask someone intending to clear-cut a virgin forest.) This Gift is taught by an Incarna avatar. | The Garou using this Gift must spend at least one turn intently observing the person he wishes to examine. While doing so, he attunes himself to the person’s innermost core, the truth of the heart, and spends two points of Gnosis. The player then rolls Perception + Empathy (difficulty 6). Even one success uncovers a falsehood if any exists and the nature of the mask (cosmetic, magical, etc.). Two successes pinpoint how deeply the taint runs and the exact nature of the hidden heart (i.e., if the target is Wyrm-corrupted, a Bane, a vampire, etc.), while three or more successes allows the Garou to discover such a creature’s immediate intent (i.e., what its plans are for the remainder of the scene. | Uktena Tribebook | Uktena Tribe |
Guardian’s Fortitude | In desperate times the Uktena must call upon their endurance reserves to be vigilant, whether it is a Theurge locked in a multi-day rite, a Bane-Tender waiting vainly for reinforcements, or a lone warrior holding a mountain pass with no hope of retreat. This Gift gives them the strength to stave off the needs of the body in order to focus on the daunting task at hand. Those needs are not erased but merely deferred, however, so this ancestor-spirit-taught Gift is used only at great need. Many Bane-Tenders learn this Gift. | To use the Gift the player spends a Gnosis point and succeeds in a Willpower roll (difficulty 6); the Gift lasts one day per success. During this time, the Garou can stay sharp without needing food, water, or sleep. If necessary, the Gift can be extended by spending one Willpower for every additional twelve hours. Once the Gift ends, the accused effects of hunger, muscle fatigue and lack of sleep all rush back. The exact effects are up to the Storyteller, but after several days of intense activity and the resulting sleep-deprivation psychosis the least one could expect is an immediate roll to Frenzy followed by Willpower rolls to do anything except eat, drink and sleep. | Tribebook: Uktena (revised) | Uktena Tribe |
Spirit’s Horse | A potent Gift, Spirit’s Horse allows an Uktena to turn his body into a temporary home for an ancestor-spirit or other important creature from the time of legends. The Gift provides more than the memories and abilities associated with the Ancestors Background because for a brief time, the Uktena actually becomes the spirit who inhabits his body. The intent of the Gift is to honor an ancestor by allowing her to physically take part in a ceremony or moot, meet her descendents and share in the joys of the physical world. The Rite of Invitation to the Ancestors is often used in conjunction with this Gift, and these events almost never take place outside a tribal moot or council. An ancestor-spirit teaches the Gift. | This is a Gift with both incredible risks and marvelous benefits. To begin the process, the player rolls Charisma + Occult, difficulty 8; however, the Storyteller may choose to lower the difficulty by one if the summoner has some sort of special rapport with the spirit to be summoned. Perhaps the Uktena is a direct descendant or has somehow done honor to the spirit beforehand. In any case, the Ancestors Background isn’t required to use the Gift. One or two successes means the spirit comes into the werewolf’s body, but for a brief time (one scene). Three or four successes means the spirit remains for several scenes. Five successes means the bond is so complete, the spirit may stay until requested to depart. No successes indicates the spirit doesn’t’ come, but a botch means that either the spirit refuses to leave or that the spirit inhabiting the body is not the one summoned; she must be pacified before leaving. The player must make a Willpower roll, difficulty 7, for the Uktena to remain aware of what’s going on around him, though he can’t interact with the spirit. Simple failure means that he is effectively “unconscious” while the ancestor-spirit is present. For all intents and purposes, the character is the ancestor, enabling the long-dead spirit to talk, dance and otherwise interact with werewolves in teh present. The player may make a final Willpower roll at difficulty 7 before teh spirit departs to remember what happened while serving as a host for the ancestor-spirit. | Tribebook: Uktena (revised) | Uktena Tribe |
Sideways Attack | The Uktena, ever delving into spirit matters, have learned the secrets of attacking Banes in the spirit world without ever leaving the physical realm. The Uktena’s arms seem to blur and vanish as she strikes into the Penumbra. This Gift is taught by a spirit servant of Uktena. | The werewolf must first use the Gift: Umbral Sight to locate her target. She may then spend a Gnosis point to attack anything she sees in the Penumbra, including spirits that are not materialized. She rolls her normal attack maneuver (Dexterity + Brawl for a Rake attack). The difficulty is two higher than normal. | Player’s Guide Second Edition. | Uktena Tribe |
Pointing the Bone | The Garou can inflict ranged damage by simply pointing a bone at an opponent. After gathering the bone from some corpse herself, the Uktena can change it into a devastating weapon. A vulture-spirit can teach this Gift in exchange for a few scraps. | The player rolls Perception + Athletics (difficulty 7) and spends one Gnosis point. The number of successes equals the number of aggravated Health Levels the attack causes to the target (this damage can be soaked as normal). The bone shatters after one use, but any properly harvested bone will suffice. | Player’s Guide Second Edition. | Uktena Tribe |
Hand of the Earth Lords | By drawing on the land’s energies, the Uktena can move any one object weighing up to 1000 pounds telekinetically. An air elemental and an earth elemental must teach this Gift in concert. | The player spends one Gnosis point and rolls Dexterity + Occult (difficulty 7). The Uktena must maintain concentration in order to move the object, which travels at roughly 20 mph. The effect lasts for one turn per success. | Core book revised / Wendigo Tribebook | Uktena Tribe |
Call Elemental | The Garou is able to call one of the four classic elementals to his aid (earth, air, fire or water). An elemental teaches this Gift. | 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. | Core book revised / 20th Anniversary Edition | Uktena Tribe |
Words Like Wind | Music, poetry, and catchphrases are contagious, sweeping across cultures and communities like a breeze through trees. The Galliard knows how to take advantage of this habit of social creatures, sending her messages across the world one ear at a time. Wind-spirits and Net-Spiders can teach this Gift. | The player spends one Gnosis point when the werewolf gives a short performance or passes on a catchy message. She may make a Social roll as part of the message, or she may simply transmit it with no ulterior motive other than to spread it. For a number of days equal to her Gnosis, the snippet of communication spreads from listener to listener like a virus, reaching as far as any given listener travels. It can be transmitted digitally or over the phone, as long as it’s audible (or visible, in the case of a dance or gesture). If the player included a Social roll with the message, the result of that roll applies to every listener who becomes part of the trend. Individual listeners with Willpower higher than the successes on the roll are unaffected by the influence, but they do not stop the spread of the message. While it circulates, the Galliard gains the effects of the Reputation Merit within ten miles of the point of origin. | Changing Ways W20 | Galliard |
Gift of Dreams | The Galliard crafts a dream, then breathes it into a sleeping individual. A Lune teaches this Gift. | The player rolls Wits + Expression (difficulty 6) to craft the dream; more successes allow for more vivid and impactful dreams. To ensure that an individual experiences this dream, the Galliard must breathe it into the target’s mouth while they sleep. The player spends a Gnosis point to complete the Gift. Dreams crafted with this Gift are often unusually vivid and dramatic, often leaving even lifelong skeptics convinced that they hold some deep meaning. | 20th Anniversary Edition | Galliard |
Book of Years | The Galliard taps into a floodgate of knowledge from her ancestors. While the amount of information thus received is overwhelming, the Garou, if she keeps her head about her, can find information on nearly any topic. An ancestor-spirit teaches this Gift, although certain reptilian spirits have been known to impart it as well. | The player rolls Wits + Enigmas or Ancestors (whichever is higher; the Garou need not have the Ancestors Background to learn this Gift) at a difficulty of the local Gauntlet. The character falls into a trance and is immediately immersed in a deluge of memories stretching back to the dawn of time. This flood continues until the character terminates the Gift, and the memories get older the longer she remains in the trance. For every hour the character remains under the Gift’s influence, the memories stretch back roughly five centuries. For each hour that the character remains in the trance, however, the player must roll Willpower (difficulty 7) to keep the character grounded in her own time. If the roll fails, the character must either immediately terminate the trance or lose a point of temporary Willpower as the memories threaten to consume her. If the roll botches, her body disappears and reappears somewhere in the Umbra; the Legendary Realm and the Battleground are both popular choices. While the character cannot hope to remember all or even most of the information she sees, she can attempt to search for specific moments in history. The result is a sort of vision quest; the Storyteller may choose to simply describe what the character sees or might lead the character on a quest through the memories of the Garou until she finds the information she needs. | Book of Auspices | Galliard |
Song of the Siren | The sound of the Garou’s voice can entrance anyone who hears it. Typically, the Garou sings or howls while using this Gift, although some modern Glass Walkers have taken to poetry recital. This Gift can make an opponent pause before a fight but can rarely stop a heated combat already in progress. A songbird-spirit teaches this Gift. | 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 | Galliard |
Shadows by the Firelight | By invoking the power of shadows and dreams, the Galliard may create interactive stories in which others take part — willingly or not. Shadows dance around the participants as they act out their roles (as directed by the Galliard). This Gift is used commonly at moots, allowing many Garou to take part in the same legend recounted by the Galliard. However, this Gift can also be used on the unwilling, forcing them to participate in a story of the Garou’s choosing. An ancestor-spirit teaches this Gift. | When using this Gift on the unwilling, the player must spend a variable amount of Gnosis and score three successes on a Manipulation + Performance roll (difficulty of the target’s Willpower). If successful, the player may tell a story and force the victim to perform exactly as the story’s character does. This effect lasts one turn per Gnosis point spent. | Core book revised | Galliard |
Bridge Walker | The Galliard has the ability to create minor moon bridges through which she alone can travel. The Garou travels between the ends of this moon bridge in one percent of the time it would take to travel that distance normally, allowing her to disappear from in front of a foe and reappear behind it instantly. Note that these moon bridges are not protected by Lunes, and they attract the interest of spirit creatures occasionally. These beings have even been known to follow the Garou into the physical world. A Lune teaches this Gift. | The player spends one Gnosis point to create the bridge. The moon bridge lasts for only one passage, unless the player spends a permanent Gnosis point during its creation, in which case it lasts until the next full moon. The maximum distance that can be traversed by the bridge is the Garou’s Gnosis in miles. | Core book revised | Galliard |
Call the Ice | The Garou may summon the spirits of the ice to cause a great fissure to form beneath the feet of her enemy, engulfing and encasing the target in a prison of ice from which he has little chance of escaping. This Gift may also cause the ice on a frozen lake to crack, dumping the target into the frigid water. Ice-spirits teach this Gift. | This Gift is at its most effective on the polar ice, but is usable anywhere the ground has a layer of frost upon it. The player spends one Gnosis point and rolls Willpower (difficulty 7) to exert enough influence upon the ice-spirits in a single area of up to 10 square feet. A single success causes the desired effect, with additional successes adding to the depth of the crack or size of the fissure. | Croatan Song | Wendigo Tribe |
Wsitiplaju’s Bow | The Wendigo with this Gift can loose any arrow from her bow and unerringly hit her target, no matter where she stands, as long as there is a path through the air. The Gift sends the arrow traveling like a bird through any available space, diving over or under obstacles and around corners to reach its mark. However, Wsitiplaju’s Bow does not enchant the arrow used, and the arrow cannot pass through any barrier that a normal arrow could not pierce. The spirit of an ancestor with great skill at Archery teaches this Gift. | The player rolls Perception + Archery against a difficulty of 8. The wielder of the Gift must form in her mind a picture of the target and its general location before letting loose the arrow; the target must be within standard range of the bow, regardless of the use of the Gift. This Gift works normally with a talen or fetish arrow. | Wendigo Tribebook (revised) | Wendigo Tribe |
Bark of Willow | Unlike Resist Pain, which allows a character to ignore pain through force of will, but still feel it, this Gift allows the Wendigo to numb herself to pain completely, enabling her to endure pain for much longer periods of time, even days. This causes the character to be unable to judge the severity of her wounds or fatigue, and may lead her to continue on unwisely, causing herself further damage during combat while frightening her enemy with her seeming imperviousness. If the pain inflicted upon the Garou is not combative, i.e., she is undergoing a surgical operation or needs to cross a wall of flames, she may concentrate her will to keep from unwittingly furthering the damage to herself, and to bolster the confidence and courage of any Garou aiding her. This Gift is taught by a snake-spirit. | The player spends a point of Gnosis, after which any sense of pain or physical discomfort fades entirely, and the character no longer takes wound penalties. The length of the Gift’s pain-numbing effects lasts for a number of days equal to a roll of Stamina + Primal-Urge. The Storyteller should hide the character’s wound levels from him while this Gift is active. If the character needs to assess how badly damaged she is during this time, she must make an additional roll of Wits + Primal-Urge, at difficulty 7, although characters with Medicine knowledge can use it to diagnose wound levels normally. Wendigo who nonchalantly carries severe wounds around is intimidating to his foes. Any character who wishes to attack a wounded Wendigo who is using Bark of Willow must first make a Manipulation + Intimidation roll, at the difficulty of the Garou’s Willpower. If the opponent fails that roll, she does not lose any actions, but she finds herself unable to attack the Gifted werewolf. This Gift may not be used while the Garou is attempting to complete a rite that requires any check of Stamina. | Wendigo Tribebook (revised) | Wendigo Tribe |
Shelter of Needles | As the Strength of the Pine grounds a single Garou, the protective umbrella of the Pine’s branches may be extended to shield any Garou, human, or Gaian creature in the surrounding area. It also disables anything electrically powered beneath its canopy for that turn, as all the power is grounded and funneled towards Gaia. A pine-spirit teaches this Gift. | The player spends a Gnosis point and rolls Willpower once, at the difficulty of 3+ the highest Stamina of the other living creatures in the surrounding area. If the roll is a success, those creatures are sheltered from electrical shock and physical damage, in the same manner as Strength of Pine. The distance between the Garou and the furthest creature from her determines the size of the canopy. For example, if the Garou rolls successfully to protect several allies, the furthest of which is 100 feet away from her, all creatures within 100 feet can take advantage of the Shelter. If a sheltered creature moves from its grounding spot, it alone loses the protection of the Gift. However, the Gifted Wendigo may move about freely once the Gift’s effects are established. | Wendigo Tribebook (revised) | Wendigo Tribe |
Curse of Harano | The Wendigo can inflict a state of Harano on a single victim. The target feels the tragic history of all the world’s oppressed peoples, including the Garou themselves. Rumors that this power would not affect Native Americans have been dispelled by a Shadow Lord who swindled the Gift out of a native Wendigo — who found himself the victim of a Gift he’d just taught. The Shadow Lord has not been heard from in recent days. A wind-spirit teaches this Gift. | The player spends one point of Rage and rolls Manipulation + Expression (difficulty 8). More than five successes inflicts permanent Harano upon the victim; otherwise, the suffering lasts for the rest of the scene. All his dice pools are halved; he just doesn’t have the spirit to make any real effort. | Player’s Guide Second Edition / Players’ Guide to Garou (revised) | Wendigo Tribe |
Chill of Early Frost | The werewolf calls down a mystical chill from Great Wendigo himself, freezing the surrounding lands and anyone in it. A spirit servant of Great Wendigo teaches this Gift. | 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 | Wendigo Tribe |
Call the Cannibal Spirit | By dancing under the night sky, the werewolf can summon an avatar of Great Wendigo to hunt down a target of the Garou’s choice. The Garou must possess a piece of his target whose heart the Wendigo devours. | 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. | Core book revised. | Wendigo Tribe |
Black Mamba Strike | Between one blink and the next, the Ahroun is there to bury his claws in his unsuspecting prey. He can dash across the battlefield with astonishing speed when he’s ready to strike. A snake-spirit teaches this Gift. | The player spends one Rage point. For the rest of the scene, the Garou doesn’t need to split his dice pool or spend more Rage to move up to her running speed before making an attack on the same turn. | Changing Ways W20 | Ahroun |
Full Moon’s Light | The full moon is Luna’s warrior phase, when she searches out her enemies. The Ahroun can call upon her determination in finding her foes, illuminating any who oppose her. Lunes teach this Gift. | The player spends one Gnosis point. For the remainder of the scene, anyone within one mile who is working against the Ahroun or her pack emits a soft glow, as though illuminated by moonlight. This Gift can be used to confound powers of stealth or even invisibility, but only if the target is actively attempting to harm, compete with, or otherwise foil the Ahroun or her pack. | 20th Anniversary Edition | Ahroun |
Touch of Rage | Using this Gift, an Ahroun can channel a portion of her Rage to another, be the beneficiary Garou, human or animal. In the former case, the effect is fairly mundane, lending an ally strength in combat; in the latter, it grants an awesome and destructive quality to beings that do not normally possess such. On a social level, this Gift can be a potent source of inspiration (and instigation) as well — while Rage is an intensely visceral and difficult-to-control quality, it also bestows the ability to feel righteous anger at corruption and injustice — a faculty many humans have lost in the quiet apathy of the World of Darkness. A fury-spirit teaches this Gift. | The Ahroun spends one Willpower, or two if bestowing Rage on a mortal. He then expends a number of temporary Rage points, and the target gains them and may spend them normally. Once any points above the target’s normal maximum Rage (zero for humans) are spent, they are gone for good barring a second use of this Gift. This Gift cannot grant Rage to mages, ghosts or other kinds of supernatural beings that do not already possess Rage. Spirits already have a Rage Trait, but can receive the temporary points to use to gain extra actions in combat as Garou do. | Book of Auspices | Ahroun |
Stoking Fury’s Furnace | No auspice is as closely tied to their Rage as the Ahroun, who is the master of directing his fury. This Gift — taught by a wolverine-spirit — allows him to channel his Rage even more effectively. | The Garou regains one Rage point in any turn that he takes damage, and he does not have to check for frenzy from that specific stimulus (other stimuli induce frenzy checks as normal). In addition, the Garou can spend one Rage point — and only one — per turn without losing any temporary Rage. However, if he spends multiple Rage in any turn, they are marked off as usual. | Core book revised | Ahroun |
Misdirection | Like a stage magician, the Ragabash combines a steady stream of words with expert sleight of hand to capture his target’s attention fully. He can perform the most egregious acts of larceny or violence right under the nose of the unwitting witness. An avatar of Coyote teaches this Gift. | The player spends one Willpower point when making a roll to Fast-Talk a target (W20, p. 279). For each success, the Garou may take one action that goes completely unnoticed by the target if successful, such as stealing the glasses right off the target’s face, or even killing someone behind his back. Any evidence he doesn’t manage to hide before the effect wears off remains, though. The Ragabash may also use this Gift to turn a botch on a Fast-Talk roll into a mere failure, buying himself the chance to try some other underhanded tactic. | Changing Ways W20 | Ragabash |
Umbral Dodge | The Ragabash finds that the best way to deal with an enemy is to send him far away — perhaps to a place where he’ll learn the folly of his ways. She may tear open a hole in the Gauntlet while dodging an enemy’s attack, sending them to the land of spirits. A trapdoor spider-spirit teaches this Gift. | When attempting to dodge a close-range attack, the player spends one Gnosis point and increases the difficulty of the dodge by one, or to the rating of the local Gauntlet, whichever is higher. If the dodge succeeds in avoiding the attack completely, the attacker is dropped into the Penumbra (or into the physical world if this Gift is used in the Penumbra). | 20th Anniversary Edition | Ragabash |
Fog of War | No matter how disciplined the army and ordered the plan, a battlefield is chaos. Smoke, noise, hidden enemies and fear can all lead to disorganization. Even in the modern age, mistaken identity leads to “friendly fire” casualties. This Gift exacerbates this problem to often devastating effect. A commander might not see advancing foes, or see foes that aren’t there; a team may fire upon allies, or mistake a command to “advance” for a call to “retreat.” This Gift is taught by a raven- or other trickster-spirit. | The Garou sings, howls or plays an eerie song (bagpipes are popular), spends a Gnosis point and rolls Manipulation + Performance (difficulty 8). If successful, foes in hearing range must make a standard Perception roll every turn to be fully aware of what’s happening around them. They lose one success on this roll for every success rolled by the player; if the end result is negative successes, it counts as a botch. Zero successes on a perception indicates confusion, while on a botch the character critically misinterprets what she sees. The Gift lasts as long as the song or howl continues, but the singer must concentrate on the song (and thus cannot engage in combat or other strenuous activity). | Fianna Tribebook (revised) | Fianna Tribe. Ragabash. Galliard |
Madness Season | A fine line often exists between madcap humor and the precipice of insanity. The New Moon’s understanding of this boundary enables her to send enemies teetering off the brink into lunacy. While this Gift does no lasting harm to the victim, it can make him an object of ridicule and scorn… and grant a measure of respect to the Ragabash who uses it. Any spirit of Luna can teach this Gift. | The player expends one Gnosis point and makes a resisted Manipulation + Subterfuge roll against the target’s Willpower. One success causes the victim to become gibbering and helpless in a fit of madness for a number of turns equal to the Ragabash’s Gnosis rating; three successes causes the madness to last the remainder of the scene. With Storyteller’s discretion, four or more successes may render the victim incoherent for a longer period of time. | Book of Auspices | Ragabash |
Whelp Body | With this Gift a Garou may deliver a devastating curse upon a foe’s body, causing it to weaken or palsy. Many consider the use of this power on a foe to be a declaration of unending war. Either a pain-spirit or a spirit of disease teaches this Gift. | The player spends on Gnosis point and rolls Gnosis, and the target resists with his own Gnosis roll. The Garou’s difficulty is the opponent’s Willpower, while her victim’s difficulty is the Ragabash’s Gnosis. (Victims without Gnosis roll Stamina without any adjustments for supernatural powers or the like.) Each success scored by the Ragabash allows him to remove one point from any of the victim’s Physical Attributes. The effect is permanent, although the victim may restore these Attributes via experience. This Gift may be used only once ever against a given opponent. | Core book revised. | Ragabash |
Luna’s Blessing | When the moon is visible in the night sky, silver refuses to cause the Garou aggravated wounds. Indeed, if the moon waxes full, silver weapons may well turn on those who would wield them against the character. A Lune teaches this Gift. | For each strike against the Garou, the wielder of the weapon must roll three extra dice on the attack; these dice are ready only to check for botches. The Garou can soak and regenerate silver as if it were bashing or lethal damage (depending on whether the silver is part of an edged weapon or not), but only when the moon is in a visible phase above the horizon. Therefore, the Garou is still vulnerable during the new moon. | Core book revised. | Ragabash |
Rebirth | From death can come hope. From the ashes of ruin can come renewed fighting spirit. The Philodox sheds his blood over the bones of the fallen to briefly return a creature to life, as it’s said that the great feathered serpent Incarna Quetzalcoatl once did. An Avatar of Quetzalcoatl teaches this Gift. | The werewolf must touch the bones of an animal corpse that has been dead no longer than (Gnosis) months and carries no Wyrm taint. The player spends a Gnosis point and the werewolf inflicts a number of lethal health levels upon himself, depending on the size of the corpse. Small creatures such as small birds or rodents require one level; medium-sized creatures such as wolves, falcons, and iguanas require two; large creatures such as horses, alligators, and dolphins require three; and enormous creatures such as elephants or giraffes require four or more at the Storyteller’s discretion. The player makes an extended Charisma + Primal-Urge roll with a difficulty of (5 + health levels inflicted), rolling once every turn until she has accumulated 12 successes. If successful, her blood forms into new muscle and flesh, filling in the gaps in the body until it is whole again. The revived creature is loyal to the Philodox for the duration of its existence, but returns to its original state at the end of the scene. The werewolf cannot use this Gift on the same corpse a second time. | Changing Ways W20 | Philodox |
Reality’s Path | Perception is subjective, but the Philodox cannot afford that luxury. This Gift allows the user to sense whether what the subject believes to be true is actually false. A Jaggling of Falcon teaches this Gift. | The player rolls Perception + Enigmas (difficulty 7). A single success determines if what the subject is telling an unintended untruth. Three successes will discover if the subject was deliberately misled. Five successes or more will reveal the truth of the lie at its simplest level (it might tell who perpetrated a crime, but not why or who the perp was working for). Note that this Gift only works when a subject speaks what he truly believes; packmates can’t go on “fishing expeditions” by throwing out names to determine who really committed a deed, for example. Reality’s path deals with knowable facts (“She never intended to return”, “despite his boast, your brother didn’t kill the Bane single-handed”), not greater spiritual truths. | Book of Auspices | Philodox |
Take the True Form | The Philodox with this power can force a Garou into her breed form. This Gift is especially useful to abate frenzy, prevent damage from silver or take a combative advantage. A wolf-spirit teaches a worthy Philodox the workings of this Gift. | The player rolls his Manipulation + Primal-Urge (difficulty 7). If successful, the target automatically shifts to her breed form. The number of successes equals the number of turns the target must remain in her natural form. | Player’s Guide Second Edition | Philodox |
Scent of Beyond | The werewolf can bring all his senses to bear on one spot with which he is familiar (even an Umbral site), no matter how far away that spot is. The Philodox senses the site from a point of view as if he were standing in the middle of the area being scanned. A bird-spirit teaches this Gift. | The player rolls Perception + Enigmas (difficulty 8). If the spot is in the Umbra, the difficulty is 9 or the Gauntlet rating (whichever is higher). | Core book revised | Philodox |
Roll Over | The Philodox can call on her power to radiate a commanding presence that compels others to submit to her. Should she succeed in a test of wills, she dominates her foe, which causes humans to fall to their knees and wolves to roll on their backs. Either a lion- or a wolf-spirit teaches this Gift. | The player must score at least three successes more than her opponent on a resisted Willpower contest. If the Gift takes effect, the victim can take no action other than submission unless he is in direct danger. | Core book revised / Shadow Lord Tribebook (revised) | Shadow Lord (Tribe: Lords of the Summit) Tribe. Philodox |
Spirit Blossom | The Theurge plants a part of herself as a seed of spiritual puissance that blooms into power she can harvest. She must protect her offshoot, though; as a part of her, its pain is hers. A Glade Child teaches this Gift. | The player spends two Gnosis points as the werewolf plants some detached part of her body, such as blood, a tuft of fur, or clipped fingernails, in the soil in a place that gets significant sunlight. Within one week’s time, a plant of the player’s choice will grow in that spot, spiritually tied to the Garou. Once per day, the player may roll her Gnosis to wake the spirit of the plant. If successful, the spirit donates a number of Gnosis points equal to successes on the roll to the werewolf before going back to its slumber inside the plant. If the plant is plucked from its roots or otherwise destroyed, the Theurge suffers dice of unsoakable lethal damage equal to her permanent Gnosis. She may only have one Spirit Blossom at a time, but if one is destroyed, she may plant a new one. | Changing Ways W20 | Theurge |
Blurring the Mirror | This Gift allows the Theurge to cloud the minds of other beings, making it impossible for them to find the Umbra or step sideways into it. Once used as a form of punishment for arrogant pups, this Gift is more often deployed as a weapon against Black Spiral Dancers in the days of the coming Apocalypse. A Weaver-spirit teaches this Gift. | The player spends one Gnosis point for every individual she wishes to affect. The Gauntlet increases by five for those targets for the rest of the scene. Up to five individuals can be affected at once. While normally used against other Garou, this Gift is effective against any being capable of entering the Umbra sideways, including other Fera and some mages. | 20th Anniversary Edition | Theurge |
Prophecy | This Gift offers the Theurge true insight into the future. Such visions are sporadic and sometimes enigmatic, but unless a specific effort is made to change what is ahead, they are always accurate. An owl-spirit teaches this Gift. | This Gift is as much a story element as a power; the player should check with his Storyteller before buying it for a character. Regardless of whether it is possessed by a player character or not, visions come only at the Storyteller’s whim and contain whatever information he desires. The Storyteller should obviously avoid depicting player characters’ futures in such visions, to avoid turning them into a set piece. | Book of Auspices | Theurge |
Placation | Shamans from many diverse cultures are said to know secrets for placating angry ghosts and ancestors — this Gift is one of them. A Theurge with this Gift always knows exactly what kind of sacrifice is necessary to make atonement for an offense against the spirit world, and is skilled in the secret methods of offering it. A spirit from the realm of Erebus teaches this Gift. | With a Perception + Occult roll (difficulty 7), the Theurge learns what she must offer to placate and offended spirit. Usually, as long as both offender and Theurge are sincere, a few points of Gnosis spent is sufficient to restore harmony; if the offender is dead or absent, or the offense is truly great, the spirit courts may require the Theurge take on a geas as chiminage, offer a fetish or undertake a quest. In legendary cases, Theurges have even been known to surrender their lives to restore the Garou Nation’s ties to a wronged Incarna or totem spirit. | Book of Auspices | Theurge |
Shadowplay | The Theurge breathes life into her shadow, which can then perform tasks for her. The shadow moves about independently with the same abilities as its creator. The Theurge’s emissary can cause lifesaving distractions, pick up remote objects and even fight battles. | To activate the shadow, the player must roll Dexterity + Enigmas (difficulty 8) and spend one Gnosis point. The Theurge must act out the doings of her shadow by making “shadow puppets” with her hands. No light need be present for the shadow to be active. In all respects besides appearance, the shadow maintains the same Traits and Abilities as the Garou. The werewolf cannot create multiple shadows. The shadow can operate out of sight of the Garou; its range is ten yards per success. | Player’s Guide Second Edition | Theurge |
Spirit Drain | The Garou may drain power from a spirit to feed his own resolve. A spirit servant of the Uktena totem teaches this Gift. | The player makes a resisted Gnosis roll against the spirit. If the player succeeds, the spirit loses one Essence point per success for the rest of the scene. For every two points drained, the Garou gains a temporary Willpower point, but she loses any points exceeding her maximum at the end of the scene. | Core book revised | Theurge |
Grasp the Beyond | The Garou may take things to and from the Umbra without having to dedicate them to herself (see the Rite of Talisman Dedication). This Gift affects humans and animals, both willing and unwilling. Garou often use this power to take loyal Kinfolk with them on Umbral quests or to heal injured Kinfolk — both body and soul — in mystic Glens. | The Garou must grasp the object or person he wishes to take to the spirit world. He must then spend a number of Willpower points: one for small items (a pocket-watch or knife), two for larger items (a backpack or bow) and three for huge items (including people). The player makes the usual Gnosis roll to pierce the Gauntlet and step sideways; if successful, both he and the desired object or person pass into the Umbra. An unwilling target may resist with a Willpower roll; each success subtracts one from the Garou’s successes. A Garou attempting to abduct an unwilling victim must achieve at least three successes on his Gnosis roll. Unless she has the ability to step sideways, any person taken to the Umbra must rely on the Garou to escape, or she must find an area with a very thin Gauntlet, such as a caern. The Gauntlet rating must be 3 or lower for a victim to exit of his own accord. If he does exit, he may not reenter the Umbra, regardless of the Gauntlet rating. If left in the Umbra too long, a living creature eventually turns to spirit matter entirely. | Core book revised | Theurge |
Web of Knowledge | In the Digital Age of humanity, tiny spirits of information and knowledge spring into being every second, flitting between objects of curiosity and carrying with them the answers to all manner of questions. The homid can attune herself to these streams of consciousness, circumventing the need for books or special training during an investigation. A Pattern Spider teaches this Gift. | The player spends one Gnosis point. Once during the current scene, she may roll to perform research or an investigation as an instant action instead of an extended one, and without any forensic skills or tools, gleaning answers directly from the interconnectedness of the spirit world. The roll suffers no penalties if she has no dots in the required Ability. She must begin with a general idea of her topic, and can only learn what she could have learned with an appropriate source of information. She could build a profile of a killer with just the corpse or murder weapon, but she still must know the basic facts of the murder and won’t learn the killer’s identity; likewise, she could research an ancient symbol without poring over dusty tomes, but she must have seen the symbol in a relevant context and won’t automatically deduce its importance. Rolls of difficulty higher than 7 cannot be made with this Gift, as the information is too obscure. | Changing Ways W20 | Homid |
Bury the Wolf | 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. | 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. | 20th Anniversary Edition | Homid |
Spirit Ward | A werewolf with this Gift may protect himself from spirits by performing a quick warding rite. To use this Gift, the werewolf draws an invisible pictogram in the air that scares and unnerves any nearby spirits (except pack totems or caern spirits). The symbol travels with the werewolf as long as it lasts. An ancestor-spirit teaches this Gift. | The player spends one Gnosis point and rolls Manipulation + Rituals (difficulty 7). Spirits within 100 feet of the character (again, except the pack totem or local caern spirits) must subtract one from their dice pools for each success. This Gift lasts for one scene. | Core book revised | Homid |
Cocoon | The werewolf can wrap himself in a thick, opaque sarcophagus-like epidermis, making him immobile but near-impervious to harm. This cocoon grants him immunity to fire, starvation, gas, high pressure, cold and similar environmental hazards. An insect or Weaver-spirit teaches this Gift. | The Garou spends one Gnosis point. While in the cocoon, the werewolf ignores any attacks which fail to do damage at least equal to her Stamina + Rituals, but attacks that pierce the cocoon destroy it. The cocoon lasts for one scene, after which it dissolves rapidly and evaporates. The player may extend the duration of the Gift spending more Gnosis points. Spending days in the cocoon is entirely possible, but the maximum duration is up to the Storyteller. | Core book revised | Homid |
Hibernation | As the time of the Apocalypse draws near, some Garou turn their thoughts to preserving their greatest heroes for the final battle. This Gift is rare, for only Bear himself or one of his avatars can teach it, and he’s reluctant to share his secret. The few werewolves who have impressed him enough to learn it can assume a dormancy that not only staves off the needs of the body, but stops the lupus from aging. Normally, the latter never comes into play, but in desperate times the Garou do what they must. | The werewolf must find a quiet, dark spot to sleep and remain undisturbed for at least eight hours while her body enters a state of metabolic suppression. The player rolls Stamina + Survival (difficulty 7) and spends at least one point of both Gnosis and Willpower, which don’t recover during hibernation. A botch on this roll sends the Garou into immediate frenzy, as her body rejects the process. After the first eight hours have passed, the lupus sinks into a state of deep sleep. She needs no food or water, all bodily functions cease, and she doesn’t age. This hibernation lasts one week per success on the roll, though each pair of Gnosis and Willpower points spend in excess of the first increases the internal from weeks into months, years or even decades. No more than three Gnosis and Willpower can be spent to increase the interval, although Galliard tales abound of ancient Garou sleeping under mountains or in the frozen north, waiting for the call to rouse and take up arms against the Wyrm again. The werewolf can be woken prematurely if she takes enough damage to become Wounded or worse, if her player succeeds at a Willpower roll (difficulty 8) or if the rite Call to Arms is performed (Changing Ways p. 157). She can attempt a Willpower roll to wake once per day. As soon as she wakes, whether prematurely or after the full hibernation period has passed, she must roll Rage at -1 difficulty to see if she frenzies, or -2 difficulty if her injuries woke her. | Changing Ways W20 | Lupus |
Terror of the Dire Wolf | Wolves haunt the ancestral nightmares of humanity, and of those monsters that were once human. The werewolf lets out a fierce snarl that triggers primordial terror in opponents and drowns them in the Delirium. A wolf-spirit teaches this Gift. | The player spends a point of Rage and rolls Manipulation + Primal-Urge (difficulty of the opponent’s Willpower or, if he is affecting a group, the highest Willpower represented). If successful, the werewolf invokes the full effect of the Delirium on any human, formerly-human, or partly-human creature who can see her — including those normally immune to the Delirium, such as mages and vampires. Only other werewolves and Fera are immune. It may be used in any form, although Homid and Glabro raise the difficulty of the Primal-Urge roll by one. | 20th Anniversary Edition | Lupus |
Venom | A common trick of desert-dwelling Garou, this Gift allows the user to produce a noxious venom. The werewolf’s bile can incapacitate or even kill a victim. The Garou herself is immune to her own poison, but she can be incapacitated by another Garou’s Venom attack. A rattlesnake-spirit teaches this Gift. Most Garou hesitate to make deals with snakes and serpents, but sometimes necessity outweighs prejudice. | After making a successful bite attack, the Garou must roll Stamina + Primal-Urge in a resisted roll against the target’s Stamina +4. For every additional success the attacker gets, the victim receives an additional nonsoakable, aggravated wound along with whatever damage the bite caused. Each success also reduces the target’s Stamina by one level until the victim loses consciousness. Additional poisonous bites can force the victim into a coma and eventually kill her. | Player’s Guide Second Edition | Lupus |
Gnaw | The werewolf’s jaws strengthen to the point that she can chew through just about anything, given enough time. In addition, her jaws do more damage in combat, and only death will break her grip if she clamps her teeth into an opponent. A wolf-spirit teaches this Gift. | The player spends one Willpower point and rolls Stamina + 4 against a variable difficulty (3 for wood, 6 for steel handcuffs, 9 for a train car coupling). The length of time it takes to gnaw through something depends on the number of successes. In addition, this Gift gives a character’s bite two extra dice of damage for the duration of the scene. | Core book revised / Rage Across Australia | Lupus |
Tenacious Fury | Survival at any cost and victory at any price; these are the tenets that keep the Garou fighting in the face of overwhelming adversity, and the metis understands them well. He can pour his Rage into the single-minded pursuit of his goal, keeping himself going when many others would have fallen. Spirits of fury or servants of Boar teach this Gift. | When making a Rage roll to remain active after falling below Incapacitated, the player may spend up to a number of Rage points equal to his Willpower. Each point spent adds one success to the roll’s result. The metis cannot spend Willpower to avoid frenzying as a result of this roll, and it only requires three successes to frenzy, rather than four. | Changing Ways W20 | Metis |
Rattler’s Bite | The metis’s eyeteeth lengthen, and she can inject a deadly poison with her bite. Some elder Garou look down upon this Gift as a deformity. Spider- and snake-spirits teach this Gift. | The player spends a Rage point when attempting to bite an opponent. If the bite is successful, any remaining damage after soak is doubled. If the attack fails or causes no damage, the Rage point is lost. | 20th Anniversary Edition | Metis |
Badger’s Heart | Metis often possess angry hearts, and in their own way, they have a keen understanding of Rage, no matter what their auspice. This Gift allows them to affect the Rage of other werewolves, causing their enemies to expend more of it than necessary. A Badger-spirit teaches this Gift. | Spend a Gnosis point and roll Willpower, difficulty 7. Three successes are necessary, but if the roll is made, the target expends twice as many Rage points as he normally would. For example, if Merryk Winterchase successfully uses this Gift on Mari Cabrah while theyr’e in combat, each time she spent one Rage point, she would actually use two, without gaining the benefits of the second Rage point. This Gift’s effects last for a day. | Guardians of the Caerns | Metis |
Wither Limb | With a snarl and an angry gaze, the werewolf forces a target’s arm or leg to twist, desiccate and wither, making it useless. Creatures with regenerative abilities will restore the limb to full function after one scene; otherwise, the effects are permanent. Snake-spirits, spider-spirits and other venomous spirits teach this Gift. Some werewolves even invoke spirits of disease to learn this Gift. | The player spends a Gnosis point and rolls Willpower (difficulty of the victim’s Stamina + 4). The victim adds two to the difficulties of all Dexterity rolls. If his leg is affected, he can move at only half of his normal speed. | Core book revised | Metis |
Gift of the Porcupine | When using this Gift, the werewolf undergoes a startling transformation. Her fur becomes elongated, bristly and sharp like the quills of a porcupine. This change makes her an even more fearsome killing machine. A werewolf must be in Crinos, Hispo or Lupus form to use this Gift. Porcupine teaches this Gift, and he has a great fondness for metis. | The character spends a Gnosis point to sharpen his fur. Anyone whom the metis tackles, grapples or immobilizes takes aggravated damage from his new found quills (Strength +1). Furthermore, anyone who strikes him with bare flesh (and scoring fewer than five successes on the attack roll) takes damage based on the attacker’s own Strength, although the metis still takes normal damage. This Gift lasts for one scene or until the werewolf wills his fur to return to normal. | Core book revised | Metis |
Gift | Description | System | Source | Type |
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Walk With Hades | Camp: The Temple of Artemis. When Persephone entered the lands of the dead with Hades, her lover, her mother, Demeter, the harvest goddess, went in after her. As an aspect of Gaia, Demeter understood her daughter’s desire for Hades, but refused to let a powerful spirit remain in the deadlands for long. Eventually, Persephone acquiesced to return to the living realm, under the agreement that she could periodically return to Hades’ side, and could return to the Underworld eventually. Demeter agreed to this arrangement verbally, but eventually performed a secret ritual to block her daughter from entering the realms of the dead. Such travel is, after all, counter to the proper way of things. Embittered by her now-permanent separation from her lover, Persephone taught a number of favored Black Furies the secret roads into the land of the dead; these secrets have been passed down by Persephone’s servitor spirits and aged Garou to the present day. Technically, use of this Gift violates one of Gaia’s laws – “The living live, and the dead remain dead.” But since it is only used by the most ancient and respected Black Furies, and even then only in the most extreme circumstances, few punishments have come down onto those forced to use it. | Spend 1 Gnosis and roll Gnosis (the difficulty is the local Gauntlet) to step sideways into the lands of the dead. If the Fury succeeds, she enters the Dark Umbra rather than the Penumbra. She can remain there for only a single day (24 hours), after which point she must cross back to the mortal realm (rolling to step sideways as usual) or risk eternal capture in the ghost-world. If the character takes more than 24 hours to return, the Gauntlet equivalent increases by 1 for every 2 hours the Fury remains past the deadline: when it reaches 10, the Fury is trapped and will begin her afterlife as a ghost. She will not become an ancestor-spirit. The dead lurk near places, people, and things that were important to them in life, and they are creatures of almost pure emotion in death. They are still coherent, thinking beings, but are occasionally possessed of a terrible hate and fury toward the living, and may attack without provocation. When not so enraged, they do have most of their memories of life, and are likely to be willing to answer the Fury’s question if the two were friendly in life. This scene should be roleplayed out: no dice roll is an appropriate way to describe the character’s encounter with a deceased loved one. Note: Storytellers with access to Wraith: the Oblivion are welcome to use that game’s version of the afterlife – in place of the Gauntlet rating, use the local Shroud, and so on. | Tribebook: Black Furies (Revised) | Black Furies Tribe |
Storm of Mother’s Wrath | Camp: Bacchantes. When the Black Furies take up arms to destroy an enemy of Gaia, they are like unto a force of nature. Should a pack of Bacchantes include one with Storm of Mother’s Wrath, they nearly become a force of nature. The Fury wielding this Gift causes a fearful dark hailstorm to erupt, even out of a clear sky; the pack of Bacchantes, however, are not inconvenienced by the storm, and can move around and fight in it without difficulty. Signs of such a hailstorm in the area tend to be a red flag to Wyrm-creatures, who know that a pack of Furies must be involved in a desperate fight; they may move to join in, or they may wait in ambush outside of the storm. A Mammatus, a Wyld-spirit of the air, teaches this Gift. | Spend a point of Gnosis and roll Stamina + Survival (Difficulty 7). The storm has a 100-meter diameter and a duration of one minute. Every success on the roll extends the storm’s diameter by 100 meters, and extends the storm’s duration by 1 minute. Physical beings caught within the storm – humans, Garou, fomori, and materialized spirits – take a 3-die penalty to all physical dice pools. The exception to this is the pack of the character responsible for the storm; that group receives no penalty. Humans react to the storm as though faced with delirium; most will attempt to flee its fury. The storm cannot be generated indoors or underground, and its effects will not penetrate solid walls (though the pelting hail can and does break glass windows). | Tribebook: Black Furies (revised) | Black Furies Tribe |
Gorgon’s Gaze | This hideous power of legend can turn living flesh into stone with but a gaze. Victims who make eye contact with the user of this Gift find themselves changed into statues where they stand. This Gift is a closely guarded secret, not to be shared with the other tribes. Rumors persist that elder Black Furies can make the effect permanent. Difficult to find and even more dangerous to approach, the legendary Basilisk-spirit can teach this Gift. | After making eye contact, the player rolls Perception + Occult (difficulty equal to the target’s Willpower) to determine the number of rounds the victim remains stone. The player can double this time by spending a Willpower point. | Player’s Guide Second Edition. | Black Furies Tribe |
Wyld Warp | A desperate tactic at best, this Gift summons a number of Wyld-spirits. What they do when they arrive is wholly unpredictable. They may run or fly about in a destructive frenzy, tearing the Fury’s foes apart. They may grant the Fury and her packmates temporary increase in might or Rage, or they might decide to destroy all Weaver-tools in the area. They may even heal the Fury and her allies of any wounds they have suffered. The Fury has no way of knowing, but the effect is usually beneficial. A Wyldling teaches this Gift. | The player spends one Gnosis point and one Rage point. She then rolls Wits + Enigmas (difficulty of the local Gauntlet). Success summons a variable number of Wyldlings, which will alter the situation as the Storyteller sees fit. | Core book revised. | Black Furies Tribe |
Gluttony | The Bone Gnawer can open his jaws far wider than is normally physically possible, and can swallow things or beings whole. A werewolf with this Gift is even capable of gulping down an entire buffalo, or a whole pack of Black Spiral Dancers, only to regurgitate the creatures later. This Gift is taught by a catfish-spirit. | The player rolls Stamina + Primal-Urge (difficulty 8). Beings can resist with Dexterity + Dodge. In the case of a very large being or object, one extra success is required for every Health Level the target possesses beyond the normal seven, or for every extra three feet in size over the Bone Gnawer (obviously, Crinos form is best for this Gift). Swallowed objects/beings wind up in the Umbra, in a subrealm that is a mystical “stomach” of the glutton. The Garou can belch these objects out later. The werewolf can store objects in this mystical stomach for a number of hours equal to his Stamina; after this time, the Garou automatically regurgitates them back into the physical world. The objects appear next to the Garou, and are unharmed. | Players Guide 1st Edition | Bone Gnawers Tribe |
Help Me | Once each game session, a Bone Gnawer with this Gift can tell a tale of suffering so pitiful that he can elicit the help of an average human. With enough successes, he may convince the human to go out of his way to help the poor suffering bastard get on his feet. Masters of this Gift have managed to walk with a mark to the ATM for a sizable donation, borrow the keys to a car for an evening, or sleep on someone’s floor. The tribe has spent millennia watching over the human race; after realizing on some subconscious level this great service, the human pays his protector back with a grand favor. Great Bone Gnawer heroes use this Gift when they need help protecting humans from the evils around them. | There’s a price to pay, however. Some rabble exploit these victims for all they can get, but this behavior is hardly considered honorable. Word gets around. Using this help for the common good is commendable, but if the werewolf uses this Gift from Gaia to rip people off, he’ll lose one temporary Honor each time if the local Garou find out. In any case, the Storyteller decides what help the human offers. | Tribebook: Bone Gnawers (Revised) | Bone Gnawers Tribe |
Piping | In times of great need, an elder can issue a call to his tribe that echoes through the Umbra of an entire city. First, hordes of spirits appear before him in the spirit world. They then swarm out to find everyone of the same tribe. Bone Gnawers use this Gift more than any other tribe, usually relying on hordes of rat-spirits to find all their hidden brothers and sisters. The tribalists don’t need to answer the call, but the spirit can relay a brief message exhorting the Garou to aid her brothers and sisters. Using this Gift for a trivial purpose may cost the Garou temporary Honor. | Piping works like the Gift: Call of the Wyld, but it stretches across an entire city and only works on Bone Gnawers. | Tribebook: Bone Gnawers (Revised) | Bone Gnawers Tribe |
Survivor | This Gift confers temporary immunity to many environmental factors. The Garou has no need of food, water or sleep, and she does not suffer from temperature extremes. She is also immune to natural diseases and poisons. Wyrm toxins will still affect her, but at half their normal potency. | The player spends one Gnosis and rolls Stamina + Survival (difficulty 7). The effects last for one day per success. By spending a second Gnosis point, the Bone Gnawer can gain three extra points of Stamina, and he suffers no wound penalties, but the Gift will expire prematurely after 10 rounds of full combat. The Garou must sleep for at least eight hours when the Gift wears off, and he awakens ravenously hungry. | Core book revised / 20th Anniversary Edition | Bone Gnawers Tribe |
Riot | This Gift summons a horde of malevolent spirits to provoke the inhabitants of a city into violent rioting. The Gift plays on the hatred and fear of the down-and-outs of the city: the homeless, the poor and even stray animals. The Gnawer can direct the riot to a degree, but such things tend to escalate, and the Garou has no power to stop the riot from doing so. A rat-spirit teaches this Gift. | The player spends one Gnosis point and rolls Wits + Subterfuge (difficulty 8). If successful, the spirits direct their hosts against a target of the Garou’s choice. The different hosts, however, will not necessarily work together — they may even begin to fight each other as the mob mentality takes over. The number of successes determines the area affected. | Core book revised. | Bone Gnawers Tribe |
Trust of Gaia | With this Gift, the Garou instantly earns the trust of all who meet him or hear him, even over a telephone or television. They feel instinctively that he is a good and trustworthy person. This feeling wells up from such a deep level that it cannot be changed by even the most invasive mind control. People affected by this Gift can still be mind-controlled to attack the Garou, but hate doing so. Those who are Wyrm-corrupted feel intense dislike instead of trust. This trust is strong, but it does not supersede the person’s common sense. If the Child of Gaia is firing a machine gun into the crowd, the people will still scatter, rather than trust that he’ll miss them. However, they will all be convinced that he had a very good reason for firing. The Children of Gaia warn that this Gift has great potential for abuse, and punish those who use it for petty gain. This Gift is taught by an avatar of Unicorn. | The Garou rolls Manipulation + Empathy against a difficulty of 6. The difficulty against Garou, or humans corrupted by the Wyrm, is 8. Wyrm beasts are immune. If successful, everyone who sees, hears, or experiences the Garou in any way must make a resistance roll (Willpower against difficulty 6) or feel a high degree of trust for the Garou. They will confide in him as they would a trusted friend. The effect will last for one scene, or as long as the person remains in contact with the Garou. however, even once the Gift’s effect has worn off, the person will feel good will toward the Garou. | Tribebook: Children of Gaia | Children of Gaia Tribe |
The Living Wood | The Garou calls upon the spirits of the forest to come to her aid. The trees around the Child of Gaia animate, and they can restrain or fight foes. A Glade Child teaches this Gift. | The player spends one Gnosis point and rolls Charisma + Survival (difficulty 8). Each success animates one tree. The trees move with the Dexterity of the Child of Gaia, and they can have Strength ratings from 4 to 15, depending on their size. Other Traits are up to the Storyteller’s discretion. | Core book revised. | Children of Gaia Tribe |
Halo of the Sun | The Garou is surrounded by a nimbus of blazing sunlight. Some Wyrm-creatures may flee before this terrifying sight, but any who stay and fight discover that the Garou strikes with added power. Helios, the Celestine of the sun, teaches this Gift. | The player spends one Gnosis point, and the effects of the Gift last for one scene. The Garou is surrounded in blinding sunlight, and anyone looking directly at the werewolf is blinded (add three to difficulties to attack the Garou). The Garou adds two dice of damage to all hand attacks, and hand damage is considered aggravated in all forms. Any vampires within 20 feet take damage as though exposed to true, direct sunlight. | Core book revised. | Children of Gaia Tribe |
Fog on the Moor | This Gift transforms the Fianna into a ghostly outline of himself, allowing him to pass through anything except silver as though he were incorporeal. He may communicate and strike opponents normally. He cannot be harmed by anything except silver; all incoming attacks pass through him. A fog-spirit teaches this Gift. | The player spends one Willpower point and rolls Gnosis (difficulty 7) to instantly transform the Garou into a ghostly form. Each success allows the Garou to stay in that form for one turn, though the Garou may change back at will. The character cannot regenerate while in this form. | 20th Anniversary Edition | Fianna Tribe |
Havgan’s Healing | Named after the foe Pwyll dueled with in the Otherworld, this powerful Gift lets wounds alternately harm and heal the Garou, giving the Fianna a critical edge in a sustained battle. A death-spirit teaches this Gift. | To activate this Gift, the Fianna must spend two Gnosis points and concentrate for one turn. For the duration of the scene, any health levels that are not soaked alternately harm or heal the Garou. The first blow to strike the Garou injures him as normal; with the second blow, any damage that is not soaked (and the player must roll soak as normal) instead is treated as healing. Bashing wounds heal bashing damage, lethal wounds can heal bashing or lethal damage, and aggravated wounds heal all forms of damage. The third blow injures, the fourth heals, and so on. Wounds suffered from silver can never heal, however; they inflict damage as normal, and “use up” that blow — for instance, a Fianna wounded by silver by the fourth blow after activating this Gift takes unsoakable aggravated damage as normal, and the fifth blow will injure, not heal. (However, any aggravated damage taken on the sixth blow and every other attack after that could heal the silver damage.) Any wounds left unhealed by the end of the scene must be healed as usual. | Fianna Tribebook (revised) | Fianna Tribe |
Forms of Cernunnos | Celtic legends abound with heroes transforming into animals, whether to escape, to hunt, or to spy. Cernunnos the Horned God was the master of animals; with this Gift the Garou is able to master the form of any animal. A Wyld spirit or a faerie spirit teaches this Gift. | As per the Ragabash Gift: The Thousand Forms, with the limitation that mythical beasts are not possible forms, but with the addition that another willing person can be changed at the cost of two Gnosis and +1 difficulty. Said person cannot change back without the assistance of someone who knows this Gift. The Thousand Forms: Most trickster archetypes are shapeshifters, and the Ragabash is no different. The Garou with this Gift may change herself into any animal between the sizes of a small bird and a bison. The Garou gains all the special powers (flight, gills, poison, sensory abilities, etc.) of the animal she mimics. She may not take the form of Wyrm-beasts (not that she would wish to!), but she may take the form of mythical beasts with some extra effort. System: The player spends a Gnosis point and rolls Intelligence + Animal Ken. The difficulty varies, rising higher the farther removed from the Garou’s natural form the desired animal is. For example, an ape or panther (mammals of roughly equal mass) might be difficulty 5, while an alligator (a reptile of slightly larger size) would be difficulty 7, and a frog (a much smaller amphibian) would be difficulty 9. Mimicking mythical animals is always difficulty 10. | Fianna Tribebook (revised) | Fianna Tribe |
Gift of the Spriggan | The Fianna may grow up to three times her usual size or shrink to the size of a small puppy. A faerie or a Chimerling teaches this Gift. | The player spends one Gnosis point and rolls Stamina + Primal-Urge (difficulty 8). The effects last for one hour per success or until the Garou cancels the Gift. If the Garou grows larger, she gains three Strength dice for every 100% increase in size. If she grows smaller, she retains her normal Traits, but she may sneak around unnoticed or masquerade as someone’s pet. | Core book revised. | Fianna Tribe |
Call the Hunt | The werewolf may use this Gift only once per month, and only if there is an overwhelming need for it (such as discovering that a truly great evil infests an area). This Gift calls the Huntsman of Celtic mythology to harry and slay the evil. The Huntsman himself teaches this Gift. | The Garou must chant and concentrate for one full hour. The player then spend one Gnosis point and rolls Charisma + Occult (difficulty 8). The Huntsman appears with a single hound, plus one hound for each extra Rage or Gnosis point the player wishes to expend. If the roll is botched, the evil is not worthy of the Huntsman’s attention. If the summoner does not join the hunt, the Huntsman instead leads the hunt against the Garou. | Core book revised. | Fianna Tribe |
Endurance of Heimdall | This powerful Gift grants the Garou great endurance and hardiness for a time. This Gift is taught by a Boar-spirit. | The Garou spends one Gnosis point and rolls Willpower (difficulty 6). If successful, the Garou’s Stamina rating is doubled for the duration of the scene. This will aid Stamina and Soak rolls. | Get of Fenris Tribebook | Get of Fenris Tribe |
The Good Death | No true Get of Fenris fears death – only dying poorly. This Gift is Great Fenris’ final blessing to his children; the Fenrir who activates this Gift intends to die with her foes’ heartsblood on her claws. The werewolf calls on Great Fenris to aid her and sets herself against her foe. The Fenrir continues fighting long after she should be dead, and doesn’t fall until her enemy (or enemies) dies with her. The avatar of Great Fenris himself teaches this Gift. | The Fenrir concentrates for one full turn and spends all her Gnosis in calling for Fenris’ favor. Once the Gift has been activated, the Garou suffers no wound penalties whatsoever, and will not fall until her foe is dead, at which point she dies immediately. This Gift works only if the named enemy is already on the battlefield with the Fenrir; it cannot be used to hunt down an absent enemy. Once the battle is won, an avatar of Fenris descends on the battlefield to devour what’s left of the hero and her worldly possessions. For obvious reasons, this Gift can be used only once, most likely when the character is out of all other options. Improper use of this Gift (such as attempting to use the Gift to slay an old rival rather than a “true enemy of Gaia”) angers Fenris, who strikes the unworthy Get dead on the spot. | Tribebook: Get of Fenris (Revised) | Get of Fenris Tribe |
Strength of the Ancestors | This Gift allows a Fenrir to call upon his greatest ancestral heroes for assistance. It is only used in dire situations, when the lives of more than one Garou are endangered. Calling on the strength of one’s ancestors allows a Get to increase his physical might, wisdom or even sense acuity substantially, albeit for a limited time. These ancestral heroes come to the aid of a Get only in times of great peril and punish any Fenrir who attempts to call on them without need. This Gift is taught by an ancestor-spirit. | Only Get with at least one dot in the Ancestors Background may learn this Gift. The player spends one Rage point and rolls Charisma + Rituals (difficulty 10); he may subtract one from the difficulty for every dot he has in Ancestors. During the casting of this Gift, he must carve the specific runes of his ancestors into his flesh. For each success, he may add one dot to any Attribute; these dots may be split among different Attributes, or all applied to the same one. If the Storyteller believes this Gift has been used inappropriately, his hero-ancestors still give assistance, but then turn on their descendant, permanently removing a number of Attribute dots equal to those they granted. There is no appeal. | Tribebook: Get of Fenris (Revised) | Get of Fenris Tribe |
Fenris’ Bite | The Garou’s already vicious bite increases in power terribly, to the point that the Garou can mangle or even sever limbs with a single bite. An avatar of Fenris teaches this Gift. | The player spends one Rage point and rolls Strength + Medicine (difficulty of the opponent’s Stamina + 3). The Garou’s next bite attack, if it hits, will mangle and disable one of the target’s limbs, inflicting three automatic, unsoakable, aggravated health levels of damage in addition to any damage already rolled. The limb is rendered useless until the target can regenerate the damage, or permanently in the case of humans and other creatures who do not regenerate. If the player achieves five or more successes on the Strength + Medicine roll, the limb is severed. | Core book revised. | Get of Fenris Tribe |
Horde of Valhalla | The Garou who uses this Gift must be in good standing with his tribe’s totem, and he must have a great need for aid, for he is asking help of Fenris himself. This Gift — taught by an avatar of Fenris — summons great wolves to come to the Garou’s aid. | The player spends as much Rage and/or Gnosis as he wishes and rolls Charisma + Animal Ken. If successful, a number of spirit wolves appear from the Umbra to do battle with the Garou’s foes. The number of wolves is equal to the number of points spent by the player. The wolves are functionally identical to the wolves of the Great Hunt. They remain for the entire scene. | Core book revised. | Get of Fenris Tribe |
Huang Di’s Sacrifice | Whilst Huang Di was known for his inventions, he was also the Yellow Lord and a great leader. Normally used by the pack’s alpha, this Gift allows a leader to revitalize his followers in moments of darkness. This Gift is taught by only one spirit, who lives at the foot of Bull Mountain and cries eternally. The spirit resembles nothing, and only teaches the Gift at sunrise. | The Boli Zouhisze spends two points of Gnosis and rolls Stamina + Leadership (difficulty 8). Each success allows one packmate to heal a number of health levels (even aggravated) equal to the number of successes rolled. | Glass Walker Tribebook (revised) | Glass Walker Tribe |
Phone Travel | Camp: Random Interrupts. The Random Interrupt can effectively reach into a telephone line and emerge on the other end. She must first dial the number of where she wishes to arrive and someone must answer. A Pattern Spider teaches this Gift. | After the phone is picked up, the Random Interrupt rolls Gnosis, the difficulty being the local Gauntlet. As with stepping sideways, three successes are needed to transmit instantly. If fewer successes are rolled, and the other side hangs up before she emerges at the other end, the Garou is spat back out at her phone and takes three levels of lethal damage. | Glass Walker Tribebook (revised) | Glass Walker Tribe |
Calm the Flock | With this power, the Garou may walk among humans without accidentally evoking the Curse or the Delirium. This allows her to live among humans and maintain a family. The effects, however, do not last for long. This Gift is taught by a homid Ancestor spirit. | The Garou rolls Manipulation + Subterfuge (difficulty 7). The number of successes indicates the number of hours that the effect lasts. | 20th Anniversary Edition | Glass Walker Tribe |
Technotheocratic Apocalyptica | They say the Glass Walkers worship their technology. That’s foolishness. Worshipping mere tools confuses the master with the servant. Worshipping monsters, now, that has some more flair. This Gift allows the Glass Walker to turn all machines in the room into possessed monsters; mobile phones suddenly beginning ringing at their loudest volume and hurl themselves at the person nearest to them, televisions deliberately explode, and electrical wires whip around, tripping and strangling whomever they can see. This Gift is taught by a Pattern Spider. | The player spends three Rage and rolls Charisma + Science, difficulty 8. Assuming at least one success, every electric device in the room the Glass Walker is in will begin to shake. Two turns after that, the entire room is filled with monstrous electrical appliances, and everyone in the room suffers a number of unsoakable aggravated wounds equal to the number of successes rolled. Since this includes the Glass Walker, it behooves him to leave the room in the time he has. | Players’ Guide to Garou (revised) | Glass Walker Tribe |
Song of the City-Beast | The lupus of many tribes know the Songs of the Great Beast, which can summon semi-legendary monsters such as giant sharks, apemen and dinosaurs. While skunk-apes, Jersey Devils and mothmen are not common in cities, the knowledgeable Glass Walker can call forces of equal power with this Gift. This Gift is usually taught by a City Father or Mother, often in return for the accomplishment of a great deed. | The player spends two Gnosis points and rolls Charisma + Streetwise, difficulty 8. A City-Beast is less of an actual mythological entity and more of an event — rampaging construction machinery, a collapsing building, a plague of hell-rats, even an incredibly aggressive St. James Day parade or a block party gone riot. The Beast will stay long enough to assist in immobilizing or defeating Gaia’s enemies. Its nature depends on the story but it is likely to be very powerful. | Book of the City | Glass Walker Tribe |
Family Debt | Camp: Central House / Wise Guys. Only Dons of the Central House may learn this Gift, for they are the caretakers of the tribal debt and favors pool. The Garou can call upon the past lives of other Garou to return a favor owed to the Glass Walker tribe, even if the debt was made centuries ago. Using this Gift will cause another Garou with the Past Life Background to become possessed by the ancestor whom the Glass Walker summons. The living Garou must be of the same tribe as the ancestor who is called (a Glass Walker cannot make a Bone Gnawer summon a Silver Fang ancestor). The Gift is taught by any long-lived spirit, such as a turtle or an elephant, and the Glass Walker often have such spirits witness any business transactions they make with other Garou. | The Garou spends one Willpower point and rolls Gnosis against a difficulty of 10 minus the target’s Past Life Background rating. If there is no Garou with Past Life present, this Gift will not work; it requires a Garou with deep connections to her ancestors to act as a conduit. If successful, the desired ancestor is summoned and possesses the target. This ancestor will then perform a duty to make up for a favor the Glass Walkers did for him in his lifetime. The Central House keeps vast records of every debt owed the tribe. It usually requires a committee vote to summon one of their debtors and thus use up the favor owed. However, Dons who learn this Gift are considered to have the power to use it whenever desired, although Dons who abuse it may wind up being voted off the board, so to speak. The player should be allowed to create the original debt condition and the debtor. “Grom Wyrmfoe of the Silver Fangs owes the Glass Walkers big, because they helped him root out vampires in Moscow in in the late 1600s. Well, my character feels it’s about time he repaid the favor by helping me kill that damn Gangrel.” The Storyteller, however, is the ultimate arbiter of this Gift. It should be used to enhance a story, never to simply power game. If the Storyteller feels the player is asking a greater favor than what was originally given to the ancestor, he is free to have the ancestor deny the call. Glass Walker characters should also realize that most Garou do not like being puppets for their Past Lives simply at the whim of some damn city Urrah. They will usually try to get revenge at some later date — to do so immediately is to insult the ancestor. | Glass Walker Tribebook | Glass Walker Tribe |
Takeover | Camp: Corporate Wolves. What you wear determines your worth as a human being in the modern corporate world. If you live outside the business, you are a number with a dollar sign in front of it, representing what you own and how much it, and you, are worth. For a business, you are your possessions, and this Gift makes it literally true. With this Gift, the Corporate Wolf can attack and physically destroy another person by destroying their possessions. A money spirit teaches this Gift. | The player spends three Rage points and rolls Strength + Enigmas (difficulty 8). The number of successes needed is determined by how long her opponent has owned the object. If he only bought it today, five successes are needed. If he has owned it for less than a month, four successes are needed; while if he has owned it for at least six months, then three successes are required. Finally i, if it has been owned for over a year, only a single success is necessary. Assuming the roll is successful, the Corporate Wolf may proceed to make an attack on the object and any damage done to the object will also be inflicted upon her opponent. The damage still applies to the object, however, and if the object is destroyed then any connection between the object and the opponent is destroyed with it. If it still stands, the Corporate Wolf may continue to attack. If a Corporate Wolf obtains your priceless Ming vase, you should be all right, but worry if they ever steal your car. | Tribebook: Glass Walkers (Revised) | Glass Walker Tribe |
Custom Built | Initially a Random Interruption invention but now spread throughout the tribe, this Gift is both revered and reviled. Treating spirits as data, the Glass Walker can manipulate the spirit of a tool to turn it into any other tool. The actual object doesn’t change, but its properties and use does. A PDA can become razor sharp, or a knife could be tapped on to hack into a system. Once the object has been used once, though, the spirit dies and the object breaks beyond repair. A Pattern Spider can teach this Gift, but they never do so willingly and must be coerced. More commonly, other Garou teach it. | A Glass Walker using this Gift spends one Gnosis and rolls Manipulation + Science. Difficulty depends on the degree of change. Turning a tool into another of much the same purpose is difficulty 5, (turning a sword into a pistol), changing a tool into another of different purpose but similar complexity is difficulty 7, (turning a sword into a frying pan), while turning a tool into another of vastly varying complexity is difficulty 9 (turning a sword into a laptop computer). This tool can be used exactly once; one bullet may be fired, one egg may be fried, one password may be cracked. After that, the object falls apart. Many Glass Walkers consider this Gift heinous murder, and if it is used in anything short of a dire emergency the user will lose Honor and Wisdom. (Storyteller’s discretion.) Simply knowing the Gift is enough to be shunned by some. Ironically, this attitude is most common among the Random Interrupts, and almost none know the Gift. | Tribebook: Glass Walkers (Revised) | Glass Walker Tribe |
Find the Transgressor | Camp: Judges of Doom. With this potent Gift, the Judge calls upon the might of Gaia Herself to determine the exact location of any one named individual that has violated the Litany in some fashion. Use of this Gift is never a trivial undertaking, and those that abuse its power usually suffer dire consequences. An avatar of Gaia Herself teaches this Gift. | The user spends two Gnosis and two Willpower, then invokes the will of Gaia to help him find a Garou who has violated the Litany in a particularly foul fashion. If Gaia would agree with the Judge’s assessment of the situation (which is left entirely to the Storyteller’s judgment), he learns the exact location of his quarry. No method of obfuscation, be it supernatural or mundane, can keep the target hidden. The Gift does nothing to help the Judge reach the target and it does not work on Wyrm-creatures (who are shrouded by their patron). If Gaia disagrees with the Judge’s opinion, or if the transgressor has violated the Litany in only a trivial sense, the Judge instead suffers one aggravated level of damage per Rank of the targeted Garou. | Shadow Lord Tribebook (revised) | Shadow Lord Tribe |
Purity of Blood | Camp: Bringers of Light. The disciple has become so resistant to the Wyrm that she may overcome the Blood Bond of vampires. This Gift is taught by an avatar of Grandfather Thunder himself. | The Shadow Lord must expend two points of Gnosis, spend 10 minutes in meditation and make a successful Intelligence + Meditation roll. Until the Garou uses Purity of Blood, he will be aware that he is Bound, but may nonetheless spend a Willpower point to break his conditioning and use the Gift. Also note that this allows an infiltrator of the Sabbat to shatter the effect of the Vaudelaire. | Tribebook: Shadow Lords | Shadow Lord Tribe |
Mask Taint | Camp: Lords of the Summit. A Garou with this Gift may completely hide his Wyrm-taint from all senses, including Gifts that detect such taint. This Gift is taught by a Puppeteer Bane. | The Garou spends on Gnosis point and rolls Appearance + Subterfuge (difficulty 8). The effect lasts for one scene. Every time this Gift is used, the Garou must roll one die. If the number is equal to or less than her Corruption Trait, she adds one to her Corruption, gaining more Wyrm taint. This Gift cannot be used by Garou with Corruption 10. | Tribebook: Shadow Lords | Shadow Lord Tribe |
Wounding Lies | For all their ability to prevaricate or misdirect when the need is there, few Shadow Lords – particularly elders – like being lied to. This Gift is the ultimate expression of that conceit; it forces those whom the Lord is interrogating to speak the truth or suffer the consequences. A person that lies to the elder suffers great wounds that mystically appear across his body with each untruth. A pain-spirit teaches this Gift. | The player spends one Gnosis and rolls Charisma + Intimidation (difficulty of target’s Willpower). If he succeeds, the power takes effect; for the rest of the scene, each fib the subject tells inflicts one level of aggravated damage on the subject, which cannot be soaked. Even half-truths open small, stinging wound (no actual damage, but painful and obvious). A Garou targeted by this Gift may overcome the effect by spending a number of Gnosis points equal to the interrogator’s successes. Most others usually begin telling the truth after the first wound or two (the Storyteller may call for a Willpower check, difficulty 8, to keep silent). Some Shadow Lords heighten the effect by claiming that silence will wound the target just as surely as lies will – an untruth on the Lord’s behalf, but one that gets results. | Shadow Lords Tribebook Revised | Shadow Lord Tribe |
Shadow Pack | The Garou summons up shadowy duplicates of himself to stand by him in battle. These shadow-wolves resemble the Shadow Lord and have some of the same capabilities. A night-spirit teaches this Gift. | The player rolls Gnosis (difficulty 8) and spends a variable number of Gnosis points. For each point spent, the Garou summons a shadow-duplicate. These duplicates have the same Attributes and Abilities as the Garou, but they may not use Gnosis or Willpower. Each has only one health level (i.e., any attack that is not soaked destroys it). The duplicates fade at the end of the scene. | Core book revised | Shadow Lord Tribe |
Obedience | With the power of this Gift, the Shadow Lord becomes the ultimate alpha, compelling all others to follow her orders. A Stormcrow teaches this Gift. | The player spends one Gnosis point and rolls Charisma + Leadership (difficulty 8). All in the vicinity must roll Willpower (difficulty 8) and match or exceed the Garou’s successes to avoid the effects of the Gift. If the werewolf wins by one success, the targets follow any order they don’t mind following. Getting three successes means that the targets will treat the Garou as their alpha and fight for him. Getting five successes means that the targets will follow him into the Abyss or perform other virtually suicidal actions. | Core book revised | Shadow Lord Tribe |
Invocation of the Pharaoh | This awe-inspiring Gift is only available to the greatest Strider heroes. The Strider must be in Homid form, must spend a Gnosis and a Willpower point, and must enact a 10-minute chant to the greatest of ancient Egyptian spirits. Once this is done, the Garou expands and grows, becoming a giant similar to the depictions of pharaohs on mastabas and sarcophagi. This Gift is taught by Sphinx. | The Garou grows to a height of nearly eight feet, but otherwise remains in Homid form. The Garou gains the Physical Attributes of a Crinos, but loses no Social Attributes; indeed, the Garou’s Charisma and Manipulation are treated as 6 when making Leadership or Intimidation rolls. A Garou in Pharaoh form does not inflict aggravated damage, but adds one to all Brawl and Melee damage inflicted against Wyrm-foes (or adds two when facing Followers of Set). The Garou regenerates as a Crinos, but is invulnerable to silver and cannot frenzy. Essentially, the Pharaoh form combines the best of both Homid and Crinos forms. This form lasts for one scene. | Tribebook: Silent Striders | Silent Striders Tribe |
Fetish Doll | Sympathetic magic is the oldest form of sorcery, and it is still effective. Although many cultures find this sort of magic repellent, the Uktena believe that the ends well justify the means. The Garou can harm his victim from afar using a specially created doll. He must have a piece of his victim or an object belonging to him, and he must then construct the doll. An ancestor-spirit teaches this Gift. | The doll takes one week to construct and enchant. The player rolls Perception + Crafts (difficulty 8) to construct the doll. When the doll is complete, the player may roll Intelligence + Medicine (difficulty of the victim’s Willpower). Each success inflicts one level of aggravated damage on the victim, which he may soak if he is capable of doing so. The doll is only capable of transferring 10 levels of damage. After 10 successes, the doll is too mutilated to be of further use. A botched roll destroys the doll without inflicting any damage. | Core book revised / Tribebook: Silent Striders (revised) | Uktena, Silent Strider (Camp: Bitter Hex) Tribe |
Reach the Umbra | The Garou may step into and out of the Umbra at will, without need of a reflective surface or even any effort at all. An owl-spirit teaches this Gift. | The Garou may step sideways instantly, at any time, with no fear of being “caught.” No roll is necessary. In addition, all rolls made to enter or leave Umbral Realms receive a -2 difficulty bonus. She may not, however, spend Rage in the same turn that she steps sideways. | Core book revised. | Silent Striders Tribe |
Gate of the Moon | This Gift creates a specialized moon bridge that takes the Strider to her destination instantly. At least a sliver of moon must be visible at her area of departure. A Lune teaches this Gift. | The player spends one Gnosis point for every 100 miles the Garou needs to travel. She then rolls Intelligence + Alertness (difficulty varies on how far the journey is and how well the Garou knows the way). Success transports the character to her destination, but she will be disoriented for one turn unless the player scored three successes. A Botch takes the character miles in the wrong direction — possibly straight up. | Core book revised. | Silent Striders Tribe |
New Moon Legerdemain | Camp: Moon Lodge (Waning Cycle). This Gift allows the werewolf to summon and command a group of small trickster spirits. This last step in the Cycle brings the werewolf to an understanding of Luna’s need for the tricksters and the madness that she welcomes. The spirits, once summoned, dance around the Garou in the Penumbra, protecting her from harm but disturbing and unsettling all those around her. They play tricks on everyone in the vicinity; harmless and amusing ones on the werewolf’s allies and destructive ones on her enemies. An avatar of Luna herself teaches this Gift, which puts the Garou in her debt — and service — forever. To learn the Gift, the Garou must undertake a great quest in Luna’s name, one that may take several game sessions to play out. Once the werewolf succeeds, Luna gifts her loyal subject an understanding of the true nature of madness. Thus, the werewolf makes the New Moon’s twisted wisdom part of herself. | The Gift costs a point of permanent Gnosis to learn. Once the spirits are summoned, strangelings, chimera and Wyldlings usually, they never leave their werewolf. At time, they may rest quietly, semi dormant in the Penumbra near the Garou, although they may occasionally play tricks on her or those around her. They are always dormant during the day. They awaken into full life during the New Moon or at the call of the Garou. To awaken the spirits, the player rolls Gnosis (difficulty 6, 5 if the character is a Ragabash) and spends a point of Gnosis. The pack of spirits becomes active for one night per success. If the werewolf wishes them to go back to sleep, the player must roll Gnosis as above, spending another point of Gnosis and get at least two successes. Once they are active, the spirits play games and vicious tricks on all the werewolf’s enemies within a 25-foot radius, pinching, tripping and interfering with them in all manner of ways. This creates a +2 difficulty to all the enemies’ rolls and removes two dice from their dice pools to boot. The spirits may steal an object from an enemy in the Umbra once per day. It will only be a minor item of little worth or power, as defined by the Storyteller. The spirits might show their werewolf their prize, or they may not, depending on their whims. If no enemies are at hand, the spirits may turn their attentions to whomever is at hand (save the Gift’s master) — even allies are not quite safe, although the spirits harass them somewhat more infrequently. It is the wise Garou who sings the spirits back to slumber when the battle is done. A powerful spirit of Jaggling level or higher, may disperse the spirits for a scene by spending a point of Gnosis. | Tribebook: Silver Fangs (revised) | Silver Fangs Tribe |
Full Moon’s Wrath | Camp: Moon Lodge (Waxing Cycle). Sometimes Luna’s wrath waxes so great that her enemies fall before her chosen like corn before a scythe. This Gift allows a hard-pressed werewolf to summon war-spirits to her aid, striking at her enemies and giving her respite. Their power teaches the werewolf and her allies, not to mention her enemies, the wisdom and strength of the Full Moon. The werewolf must find an defeat nine of Falcon’s brood of Jagglings in succession on a night of the full moon to learn this Gift. At the end of the night, an Avatar of Luna appears and binds the defeated spirits to the Fang’s service ever more. However, she demands that the Garou be at her disposal on nights of the full moon in exchange. | To activate the Gift the player spends a point of Rage and Gnosis and then rolls Gnosis (difficulty 7, 5 for Ahroun). One of the defeated bird-spirits appears and attacks the enemies of the werewolf for each success rolled. The spirits remain part of the fray until they are defeated, the werewolf dies or the battle ends, at which point they depart into the Umbra once more. | Tribebook: Silver Fangs (revised) | Silver Fangs Tribe |
The Secret of Gaia | Some Silver Fang legends tell of a Great White Wolf who gave his own life to save Mother Gaia. He was the ancestor of the Silver Fangs, and of all the werewolves. Those werewolves who rise to the highest rank amongst the tribe sometimes learn the secret that Gaia imparted to the Great White Wolf after his sacrifice, one that deepens their connection to Her and allows them to be completely aware of their surroundings. Everything about her environment suddenly becomes part of the werewolf’s awareness. She can sense the lay of the land, the type and nature of the plants growing on it and what forms of animal life live there. She can sense what spirits are at work in the area’s Penumbra. The werewolf also gains some sense of the health of Gaia in that area. In an urban area, she might feel constricted or restrained, while in an area under attack by the Wyrm, she might feel itchy or in pain, depending on how successful the Wyrm minions are. Any Silver Fang of sufficient rank may learn this Gift, but the majority of those who learn it are Theurges. For some reason, members of House Wise Heart receive this Gift more frequently than to those of any other House. It is technically possible for a Garou of another tribe to learn this Gift, but it has not happened in living memory, and no song records such an event occurring. Those werewolves who do learn this Gift are often changed as a result. Many choose to walk barefoot on the earth whenever they can, and show a greater than usual aversion to cities. None of them can actually articulate what the secret is, saying that it is either something you understand, or you don’t. | Secret of Gaia is a more powerful version of the Theurge Gifts Spirit Speech (Werewolf, p. 138) and Pulse of the Invisible (Werewolf, p. 139) and works in a similar fashion. The player spends a point of Gnosis to activate the Gift and then rolls the character’s permanent Gnosis (difficulty 7). The werewolf gains an uncanny awareness of her surroundings for a one-mile radius for every success achieved on this roll, almost integrating her awareness into the very landscape. She can automatically see into the Penumbra and may look at both the Penumbra and the material realm simultaneously if she wishes and can step sideways at -2 difficulty. Some Theurges have likened the experiences to what the world must have been like before matter and spirit separated. App Perception rolls made within that radius are at -3 difficulty. All local spirits that are free of Wyrm taint can sense the character’s oneness with Gaia and are well disposed towards her. All social rolls are at -2 difficulty while dealing with spirits. This same oneness grants the player an extra die in all rolls, save those involving combat, that occur while the character is in the state in addition to the other bonuses. The Gift lasts for one hour for each point of permanent Gnosis the werewolf has. If the roll is a botch, the pain of Gaia overwhelms the character’s senses and Harano cripples him for the duration of the scene. | Tribebook: Silver Fangs (revised) | Silver Fangs Tribe |
Paws of the Newborn Cub | With a glare and snarl, the Silver Fang strips her foe of any supernatural power. Many servants of the Wyrm have tried to employ their putrescent magic against the Fangs, only to realize that they face a mighty foe with only mundane methods of defense. A falcon-spirit teaches this Gift. | The player spends a Gnosis point and rolls Gnosis (difficulty of the target’s Willpower). Each success removes all special abilities (shapeshifting, Gifts, any sort of supernatural or magical powers) for one turn. | Core book revised. | Silver Fangs Tribe |
Luna’s Avenger | The Garou’s entire body, regardless of her current form, is changed to living silver. She becomes a nearly unstoppable warrior. A Lune teaches this Gift. | The Garou must concentrate for one full turn to activate this Gift. The player spends one Gnosis point. This Gift lasts for one scene, during which the Garou is immune to the effects of silver. Any attacks she makes does aggravated, unsoakable damage to Garou. Furthermore, she gains two extra points of Stamina and one additional health level while the Gift lasts. | Core book revised. | Silver Fangs Tribe |
Harmonious Unity of the Emerald Mother | The wisest of Stargazers understand that all divisions of the flesh are mere illusion. The only true separation is of spirit — Wyrm from Weaver, Weaver from Wyld, Triat from Gaia. But even then, the great forces of the universe are connected. Drawing upon this wisdom, the Garou banishes the boundaries dividing the mind and body of man from the power of the werewolf. An avatar of Gaia herself teaches this Gift. | The player spends one Gnosis point. For the next day, the Stargazer enjoys the physical Attribute bonuses and regenerative powers of the Crinos form while in Homid. This Gift doesn’t grant Crinos form’s claws, fangs, or expanded senses, nor does it inflict the Delirium. | 20th Anniversary Edition | Stargazer Tribe |
Break the Loom | The Stargazer uses controlled cognitive dissonance to temporarily confuse Paradox and banish it. With riddles and conundrums posed to the thin air, the Stargazer thus confuses the Weaver, who halts her spinning as she tries to solve the riddle. This Gift is taught by Chimera herself. | The player rolls Wits + Enigmas and spends one Gnosis point. If successful, a particular manifestation of Paradox is canceled. In addition, the Gauntlet of the area drops for the rest of the scene by one point for each success gained. This is an immensely powerful Gift when put to use for a mage; however, Stargazers usually let mages learn from their own mistakes, intervening only if the Paradox threatens someone other than the unwise willworker. | Stargazers Tribebook | Stargazer Tribe |
Atma | Awakening the Serpent Fire Gift: The Serpent Fire gifts must be learned in order, from 1 – 5. The crown chakra stirs and the third eye opens. The Stargazer gains immense wisdom and occult perception. | Roll Wits + Enigmas and spend one Gnosis point. Each success lowers the difficulty of any Enigmas roll by one and adds one to the character’s Enigmas skill. This effect lasts for one scene. In addition, for the following scene, the character sees spirits interacting with the world, and knows if Gifts or other supernatural powers (Disciplines, Spheres, Cantrips, etc.) are active within his sight. | Stargazers Tribebook (revised, 1st ed.) | Stargazer Tribe |
Eyes of Ignorance | Camp: Sacred Thread. The ksatriya using this Gift can look into another’s eyes and, for a period of time, literally strip them of their knowledge, leaving them ignorant and empty of ability. This Gift can be taught by an owl-spirit. | The player spends a Gnosis point and rolls Gnosis (difficulty is the target’s Willpower). Successes on the roll allow the Garou to intrinsically “know” the target’s Knowledge (and the accompanying dots in each Knowledge). Also, for each success, the ksatriya may subtract two dots from the target’s Knowledge traits. This Gift lasts for one day, at which point the ksatriya loses the gained Knowledge points and the target regains the ones “lost.” | Stargazers Tribebook (revised) | Stargazer Tribe |
Liberation of Flesh | Mantra Gift. The spoken mantra for this Gift is Aum-waha-guru-dha-yan. Some Stargazers (particularly those among the Tranquil) posit that all flesh is weak, and like an anchor, it drags the spirit. Stargazers using this Gift find themselves “liberated” from their physical forms, becoming insubstantial and bodiless. | No roll is necessary to become incorporeal, but the player must spend a Gnosis point to reduce the Stargazer’s physical form to an insubstantial one. When this Gift is activated, the Stargazer becomes quite literally like a silvery ghost of her physical body, and can be seen with a successful Perception + Alertness roll (difficulty 7). The Stargazer may take no actions except for simple movement, and even that takes a strong concentration. To move from one place to another, the player must roll Wits + Meditation (difficulty 7). Only one success is necessary for movement, but the shimmering ghostly form may only travel no faster than the werewolf’s usual walking speed. Failure means the character may not move; a botch on the roll to move is disastrous. A botch disrupts the Stargazer’s concentration keeping her form non-corporeal, and it reduces her Gnosis pool to zero. The Stargazer may stay in this bodiless state for as long as she chooses, and may not be physically harmed by other physical creatures or spirits. To return to a corporeal, physical form, the Stargazer spends another Gnosis point and her ghostly form becomes immediately corporeal once again. | Stargazers Tribebook (revised) | Stargazer Tribe |
Ancestral Incarnation | The connection of a Stargazer to his ancestors can be deemed more “intense” than that of other Garou. This Gift is proof of that. The few Stargazers with this Gift are not only able to plumb the depths of the ancestral memories for help, but are literally able to become one (or many) of their ancestors for a short time. The Stargazer glows with a pale nimbus of light and actually exhibits the physical traits (altering her appearance) of one or several of her ancestors. For a time, the Stargazer may also tap into the wealth of knowledge and ability of her forebears and use that to enhance her own actions for a time. This Gift is taught by an Epiphling of Truth. | The player spends three Gnosis points. The Stargazer exhibits a number of ancestral traits equal to the dots in her Ancestors Background. (For instance, Naipurya Sunblade has an Ancestors score of three. She exhibits three traits of her ancestors that alter her appearance. From her ancestor Silverstar she gains a mane of gray hair, from her ancestor Fu-Kui-Kang she shows bright yellow eyes, and from her ancestor Gi-on Shows-the-Way she gains a long scar along the length of her muzzle.) For the remainder of the scene, the Stargazer may also add her Ancestors score to any roll she makes. | Stargazers Tribebook (revised) | Stargazer Tribe |
Directing the Soul | Stargazers with this Gift can redirect the effects of their Rage and Gnosis. By attaining this higher control over their inner selves, they influence the world around them in their favor. This Gift is taught by an Enigmatic spirit. | After learning this Gift, the Stargazer can spend her Rage or Gnosis, instead of Willpower, to receive one automatic success on a roll. | Player’s Guide Second Edition | Stargazer Tribe |
Wisdom of the Seer | By gazing into the night sky for an hour, the Stargazer can find the answer to almost any question among the stars. A Chimerling teaches this Gift. | The Garou’s player spends one Gnosis point and rolls Intelligence + Enigmas (difficulty 7). If successful, the player can ask any one simple question of the Storyteller and expect an honest answer. The clarity of the information depends on the number of successes, and it is rare to gain a complete and straightforward answer. | Core book revised | Stargazer Tribe |
Circular Attack | The greatest Stargazers have no fear of fighting even a horde of opponents. They are able to not only avoid their foes’ attacks, but they can actually channel those attacks into other enemies. A Stargazer with this Gift can even redirect a single foe’s attacks upon himself. A wind-spirit teaches this Gift. | The player spends one Willpower point and rolls Wits + Dodge (difficulty of the opponent’s Wits + 3, or the highest Wits + 3 if facing multiple foes). The werewolf must be in close combat, or must be attacked in a firefight by two or more foes. Each success enables the Garou to avoid and redirect one attack. This Gift counts as an action. The Stargazer may not use this Gift multiple times in one turn or spend Rage the same turn (although he may take multiple actions in the standard manner). For example, a Stargazer with a Wits 4 and Dodge 4 is fighting six foes, each with Wits 2. The player rolls eight dice against a difficulty of 5. He gains four successes, and the Stargazer redirects four attacks. Each of the attackers whose attack was redirected would roll to hit each other or another of the Stargazer’s foes, at the Stargazer’s choice. Two of the foes would strike normally, but the Garou could still dodge their attacks (had the player set apart any multiple actions…) | Core book revised | Stargazer Tribe |
Uktena’s Glare | Just as the anger within Great Uktena burns those who dare to face him, so can the follower of Uktena sear foes with his own Rage. To one who is worthy, Uktena may teach this Gift. | The Garou concentrates for a full turn, focusing on the anger that burns within. Meeting the gaze of a single foe, he must spend a Rage point and make a roll as if to frenzy. If successful, the Uktena does not frenzy but inflicts one level of aggravated damage per success just from his heated gaze. The difficulty to use this Gift increases by one with each subsequent attempt during the same scene. | Tribebook: Uktena (revised) | Uktena Tribe |
Fabric of the Mind | The highest-ranked Galliards can bring the products of their imagination to very solid life, crafting creatures from the spiritual essence of dreams. Chimerlings teach this Gift. | The player makes an extended roll of Intelligence + Performance (difficulty 8). She can create any form of life she can imagine, assigning it one dot of Traits for each success gained on the roll. The werewolf can take as long as she wants to form the creature, accumulating successes from turn to turn, but once she stops, the dream being takes form and requires the expenditure of Gnosis to keep it manifested. The cost is one Gnosis per scene if the dream being remains relatively inactive (such as doing minor chores or watching a location), or one point per turn if the being engages in combat or similarly strenuous activity. The werewolf must be careful, because if she botches at any point, the dream being escapes her control. It will remain in the physical world for as long as it sees fit. | Core book revised | Uktena Tribe |
Call the Cannibal Spirit | By dancing under the night sky, the werewolf can summon an avatar of Great Wendigo to hunt down a target of the Garou’s choice. The Garou must possess a piece of his target whose heart the Wendigo devours. | 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. | Core book revised | Uktena Tribe |
Fetish Doll | Sympathetic magic is the oldest form of sorcery, and it is still effective. Although many cultures find this sort of magic repellent, the Uktena believe that the ends well justify the means. The Garou can harm his victim from afar using a specially created doll. He must have a piece of his victim or an object belonging to him, and he must then construct the doll. An ancestor-spirit teaches this Gift. | The doll takes one week to construct and enchant. The player rolls Perception + Crafts (difficulty 8) to construct the doll. When the doll is complete, the player may roll Intelligence + Medicine (difficulty of the victim’s Willpower). Each success inflicts one level of aggravated damage on the victim, which he may soak if he is capable of doing so. The doll is only capable of transferring 10 levels of damage. After 10 successes, the doll is too mutilated to be of further use. A botched roll destroys the doll without inflicting any damage. | Core book revised / Tribebook: Uktena (revised) | Uktena Tribe |
Gate of the Moon | This Gift creates a specialized moon bridge that takes the Strider to her destination instantly. At least a sliver of moon must be visible at her area of departure. A Lune teaches this Gift. | The player spends one Gnosis point for every 100 miles the Garou needs to travel. She then rolls Intelligence + Alertness (difficulty varies on how far the journey is and how well the Garou knows the way). Success transports the character to her destination, but she will be disoriented for one turn unless the player scored three successes. A Botch takes the character miles in the wrong direction — possibly straight up. | Core book revised | Uktena Tribe |
Hand of the Earth Lords | This Gift allows the Garou to call up a huge hand of earth and rock from the ground to grapple an opponent or crush an object. An earth elemental teaches this Gift. | The Garou spends a Gnosis point and rolls Strength + Occult (difficulty 7). One success is sufficient to grasp a normal-sized human; more successes mean the hand inflicts an additional die of damage. The hand inflicts Strength + 1 lethal damage during each turn it holds its victim. Breaking free requires a Strength + Athletics roll (difficulty of the Garou’s Strength). | Core book revised | Uktena Tribe |
Night of the Red Heart | The Garou may call upon Luna to pass judgment upon a foe by drawing her foe’s heart into the spirit world, causing the enemy to die in moments. This Gift is taught by a Lune. | The Garou must concentrate for a full turn. The player spends two Gnosis points and rolls Gnosis (difficulty of the opponent’s Willpower). If the roll succeeds, the heart is drawn from the opponent’s chest and into the Umbra, causing instant death. This Gift works on any creature with a heart; supernatural creatures (vampires, spirits) can fight the Gift’s effects by spending a Gnosis point or a Willpower point. | Core book revised | Uktena Tribe |
Wyld Warp | A desperate tactic at best, this Gift summons a number of Wyld-spirits. What they do when they arrive is wholly unpredictable. They may run or fly about in a destructive frenzy, tearing the Fury’s foes apart. They may grant the Fury and her packmates temporary increase in might or Rage, or they might decide to destroy all Weaver-tools in the area. They may even heal the Fury and her allies of any wounds they have suffered. The Fury has no way of knowing, but the effect is usually beneficial. A Wyldling teaches this Gift. | The player spends one Gnosis point and one Rage point. She then rolls Wits + Enigmas (difficulty of the local Gauntlet). Success summons a variable number of Wyldlings, which will alter the situation as the Storyteller sees fit. | Core book revised | Uktena Tribe |
Mighty Bound | The werewolf can leap incredible distances. A jackrabbit-spirit teaches this Gift. | The player spends one Willpower point and rolls Strength + Athletics (difficulty 6). Each success adds 100 feet to the distance leaped. | Core book revised | Uktena Tribe |
Song of the Great Beast | The werewolf with this Gift may summon one of the legendary great beasts – the mythical creatures said to have been slain by the Garou in the Impergium. Each tribe’s legends hold different mythical creatures that their greatest heroes defeated in the days of legend. These creatures include the Sasquatch, the Loch Ness Monster, and various other “cryptids.” A Great Beast teaches this Gift. | The player spends two Gnosis points and rolls Charisma + Primal-Urge (difficulty 8). If successful, the Great Beast comes to assist the werewolf for one battle. | Core book revised | Uktena Tribe |
Uktena’s Glare | Just as the anger within Great Uktena burns those who dare to face him, so can the follower of Uktena sear foes with his own Rage. To one who is worthy, Uktena may teach this Gift. | The Garou concentrates for a full turn, focusing on the anger that burns within. Meeting the gaze of a single foe, he must spend a Rage point and make a roll as if to frenzy. If successful, the Uktena does not frenzy but inflicts one level of aggravated damage per success just from his heated gaze. The difficulty to use this Gift increases by one with each subsequent attempt during the same scene. | Tribebook: Uktena (revised) | Uktena Tribe |
Fabric of the Mind | The highest-ranked Galliards can bring the products of their imagination to very solid live, crafting creatures from the spiritual essence of dreams. Chimerlings teach this Gift. | The player makes an extended roll of Intelligence + Performance (difficulty 8). She can create any form of life she can imagine, assigning it one dot of Traits for each success gained on the roll. The werewolf can take as long as she wants to form the creature, accumulating successes from turn to turn, but once she stops, the dream being takes form and requires the expenditure of Gnosis to keep it manifested. The cost is one Gnosis per scene if the dream being remains relatively inactive (such as doing minor chores or watching a location), or one point per turn if the being engages in combat or similarly strenuous activity. The werewolf must be careful, because if she botches at any point, the dream being escapes her control. It will remain in the physical world for as long as it sees fit. | Core book revised. | Uktena Tribe |
Balance of Wormwood | With this Gift, a character can learn to aid another Garou who has succumbed to the service of the Wyrm, and guard them from the Destroyer’s influence. Because Great Wendigo treasures the purity of his Tribe, he has conferred this Gift upon his children, to give them greater power to continue the fight against the Wyrm. Like a taste of wormwood, which brings clarity to the mind, two Garou join their spirits together beneath the cleansing, eternal winds of Wendigo’s spirit. With this Gift, depending upon each other, they may resist the attraction of the Wyrm that drives werewolves into unspeakable acts and mindless vile savagery. An avatar of Great Wendigo teaches this Gift. | The target character must already have fallen into the service of the Wyrm, by walking the Black Spiral or through other means. The Garou using this Gift must spend a point of Gnosis and make a Willpower + Manipulation roll against her target’s Willpower. If she succeeds, the target character may resist the horrific urges that the Wyrm brings for the remainder of the scene. This may be enough to allow the fallen Garou to attempt the long road back to Gaia’s graces, but those who are long fallen or far from Gaia’s grace may need much more than a simple application of this Gift. If the Gifted werewolf fails, her own current frenzy difficulty decreases by one, and she may be unable to avoid falling into the Thrall of the Wyrm. | Wendigo Tribebook (revised) | Wendigo Tribe |
Heart of Ice | The Garou can call down the curse of the Wendigo on an enemy. The Garou must whisper the name of the target to the winds; thereafter, the victim’s innards begin turning to ice. An avatar of Wendigo teaches this Gift. | The player spends one Gnosis point and rolls Wits + Occult (difficulty of the target’s Willpower). Each success inflicts one level of aggravated, unsoakable damage. This damage accrues slowly, including one health level per turn until all possible damage has been done. | Core book revised. | Wendigo Tribe |
Invoke the Spirits of the Storm / Call the Storm | The Shadow Lord versions is called Call the Storm. The Garou can summon nearly any weather effect she desires, be it a tornado, fog, blizzard or thunderstorms. An avatar of Wendigo teaches this Gift. An avatar of Rainbow Serpent teaches the Bunyip version. | The player spends one Gnosis pint and rolls Willpower (difficulty varies based on how close the desired effect is to the actual weather patterns of the area). The storm covers 10 miles per success. If the Garou summons a thunderstorm, she may spend Gnosis to call lightning down on her enemies (Dexterity + Occult to hit, 10 dice of aggravated damage). Shadow Lord version: Only thunderstorms may be called and an avatar of Grandfather Thunder teaches this Gift. | Core book revised / Shadow Lord Tribebook (revised) | Wendigo, Shadow Lord Tribe |
Violation | Those few Garou privy to the secret of Violation know well the hate and revulsion of others. This power requires the Garou to make physical contact with the target, but once that has happened, the victim is quickly overwhelmed with feelings of defilement. To learn this Gift, the Garou must confront a malevolent spirit such as a pain- or hate-spirit (though not a Bane) in spirit combat; if he wins, he may wrest the knowledge of this Gift from it. | The Garou rolls Manipulation + Primal-Urge (difficulty of the target’s Willpower). For the next turn, and for a number of turns equal to the number of successes, the victim cannot spend Rage or Willpower. Additionally, the difficulties of all Willpower rolls are increased by two, while the difficulties of Rage rolls are decreased by two (the victim may not be able to direct his anger, but he definitely feels it). | Core book 2nd Edition | Ragabash |
Blank | “Consider it a bio-electrical blackout.” That’s how Pat O’Reidy described this Gift, and it remains the best description there is for it. For a short period, everyone in the room simply goes blank. They still stand upright (unless they were laying down to begin with, but eyes close, senses go dead, and nobody moves. Meanwhile, the Ragabash can move about without being seen, or can take actions they otherwise couldn’t. Any actual attempt to harm someone will break the communal trance, so slitting their throat while they remain unconscious won’t work. But you could certainly pick someone up, put him in the trunk of a car, and take him elsewhere. A spirit of electricity or an electric eel spirit teaches this Gift. | The player spends three Rage and rolls Gnosis (difficulty 8). Each success “blanks” every person in a room for one turn. Supernatural creatures (including vampires, mages and imbued hunters) can make a resisted Willpower roll (again, difficulty 8) against the Ragabash’s Gnosis roll. Every extra success the Ragabash gains over his target blanks the victim for one turn. | Players’ Guide to Garou (revised) | Ragabash |
Weakest Link | With this Gift, a New Moon can delve into the hearts and minds of a given pack. He can sense the fears and concerns of either friends or enemies to the best help or harm them. Armed with this knowledge, the Ragabash can guide his own pack in attacking foes or use his own peculiar brand of wisdom to facilitate peace and healing. Any Weaver spirit can teach this Gift. | After spending a Willpower point, the player rolls Perception + Enigmas. With each success above one, he can find out crucial information on two pack members per success. For example, with two successes, he can target two pack members; with three, he can learn about four pack members. The Storyteller should word things in a descriptive way; she needn’t give specific rank or auspice, for example, but might point out who’s leading and who’s following. Moreover, this Gift can clue in a Ragabash on specific fears or phobias he can best use to his advantage. At the Storyteller’s discretion, he might also discern the ranking of pack members, who has the most Rage and Gnosis, and possibly certain Merits or Flaws. Storytellers should be generous, as this is a rare and powerful Gift. | Book of Auspices | Ragabash |
Turn the Moon | This Gift essentially makes a werewolf “walk a mile in someone else’s shoes.” For a short period of time, the New Moon can change the auspice of another werewolf to whatever she deems appropriate. Any spirit of Luna can teach this Gift. | The Ragabash spends a Willpower point, and the player rolls Manipulation + Primal Urge. For each success, the target must spend a day in his new auspice. The Ragabash can end the effects of the Gift earlier, if she so chooses. The target loses access to specific auspice Gifts, gains or loses enough temporary Rage points to bring him to the base minimum for the appropriate auspice, and suddenly finds his thinking influenced by the duties of the new auspice. For example, if the Ragabash changes an Ahroun into a Philodox, he’ll start trying to lead by example, feel an urge to settle disputes and try to bring things around him into balance (an opportunity for some fun and creative roleplaying). The New Moons of rank use this Gift to teach a lesson to those taking the duties of their auspice too much to heart, and it can be quite effective at showing them a different perspective. | Book of Auspices | Ragabash |
Thousand Forms | Most trickster archetypes are shapeshifters, and the Ragabash is no different. The Garou with this Gift may change herself into any animal between the sizes of a small bird and a bison. The Garou gains all the special powers (flight, gills, poison, sensory abilities, etc.) of the animal she mimics. She may not take the form of Wyrm-beasts (not that she would wish to!), but she may take the form of mythical beasts with some extra effort. Black Furies: The Fury that chooses to risk taking the form of a mythical beast typically honors Pegasus by assuming her form. | The player spends a Gnosis point and rolls Intelligence + Animal Ken. The difficulty varies, rising higher the farther removed from the Garou’s natural form the desired animal is. For example, an ape or panther (mammals of roughly equal mass) might be difficulty 5, while an alligator (a reptile of slightly larger size) would be difficulty 7, and a frog (a much smaller amphibian) would be difficulty 0. Mimicking mythical animals is always difficulty 10. | Core book revised | Black Furies Tribe. Ragabash |
Thieving Talons of the Magpie | The Garou can steal the powers of others and use them herself. These powers can be Garou Gifts, spirit Charms, vampiric Disciplines, True Magic or any other such power. Naturally, a magpie-spirit teaches this Gift. | The player must gain three successes on a Wits + Stealth roll (difficulty of the target’s Willpower). If successful, the Ragabash can use the specified power (and the victim cannot) for each successive turn she is willing to spend a Gnosis point. The werewolf’s Gnosis is substituted for any Traits exclusive to the victim that might be necessary to work the power, such as a vampire’s blood pool or a mage’s Arete. The Ragabash must know something about his target’s powers, and he must target a power in the terms by which he would understand it. | Core book revised | Ragabash |
Poisoned Legacy | This most terrible Gift allows the Theurge to lay a great and malicious curse upon a victim of her choice. Such a stigma is irreversible, and will remain with the victim for all her life. The victim must be present, and the Theurge must verbally state her malediction. A spirit of hatred, or an animal spirit of a highly venomous animal, teaches this Gift. | The Theurge spends a point of Gnosis and a point of Willpower, then rolls Manipulation + Occult against a difficulty of the target’s Willpower as she pronounces the curse. With one to five successes, the Theurge can inflict the Cursed Flaw on her target at a level equal to the successes rolled; the Storyteller chooses and appropriately poetic manifestation. With six or more successes, the Theurge can instead choose to inflict the Dark Fate Flaw. | Book of Auspices | Theurge |
Healing the Soul | Through a week-long ordeal of fasting, trance states and spirit communication, the Theurge is able to set the elements of the Triat into perfect balance within one individual’s soul. Obviously, the subject to be healed must be willing, and the two individuals must remain in solitude (save for contact with spirits) for the duration. This Gift can cure insanity, ease emotional wounds, heal the effects of trauma and remove desensitization. If the spiritual injury was caused by ill conduct on the subject’s part, however, this Gift can only benefit them once: even the greatest empath has little sympathy for those who willingly slide back into self-degradation after being helped out the first time. An avatar of Unicorn teaches this Gift. | The effects are largely character and story-based. This Gift alone cannot cure full-blown Harano, but it can certainly ameliorate the causes, preventing it before it takes hold completely. If the Storyteller has already embraced the complications of mechanical crossover in her Werewolf chronicle, she may elect to allow this Gift to restore one or two levels of Humanity, or subtract one or two levels of permanent Angst, once in a given vampire or wraith’s life. Of course, very few Garou elders would ever consider wasting Gaia’s blessings on a Leech, even a penitent one. | Book of Auspices | Theurge |
Spirit Vessel | One of the best kept secrets of the Theurge elders is the ability to channel a spirit. For a short time, Garou and spirit become one creature with the abilities of both. Usually, the Garou remains in control, adding the spirit’s Charms to her repertoire — but sometimes things go awry. Elementals, especially fire elementals, understand the workings of this Gift. Banes can also teach this Gift — but at a dangerous cost. | The player rolls her character’s Gnosis and spends a Gnosis point to activate the Gift. The Rite of Summoning chart determines the difficulty of this Gift. Every success allows the Garou to use one of the spirit’s Charms for up to one scene. A botch on the roll indicates the Garou accidentally channels a Bane that goes on to turn the Theurge against her friends. | Player’s Guide Second Edition | Theurge |
Malleable Spirit | The Garou can change a spirit’s form or purpose. A Chimerling teaches this Gift. | The Garou’s player must best the spirit in a resisted Gnosis roll. The difficulty is based on what the Garou tries to accomplish, while the spirit’s difficulty is the Garou’s Gnosis. | Core book revised | Theurge |
Feral Lobotomy | With but a thought, the Garou can devolve an opponent’s mind to that of an animal, effectively destroying his intelligence. A spirit servant of the Griffin totem teaches this Gift. | The player rolls Wits + Empathy (difficulty of the target’s Willpower + 3, maximum 10), and spends a variable number of Gnosis. If successful, the Garou can destroy a target’s Intelligence Attribute temporarily (HR). Two Gnosis points must be spent for each point of Intelligence destroyed, and the Garou cannot destroy more points than he rolls successes. Additionally, the target begins acting more animalistic with each point removed. | Core book revised | Theurge |
Soul’s Guilt | This powerful but very temperamental Gift allows the weight of guilt which rests on the heart to emerge to the surface. The effect varies but usually appears as shadowing across the subject’s features; the shadows deepen as the guilt grows (other effects include “howls of demons,” the sound of winter winds or even ominous background music). Note that, while useful, it has some severe limitations, for it registers only what troubles the individual. To a single old lady, a white lie may give her nightmares and deeply shade her soul, while a vigilante may sleep the sleep of the just and go undetected by this Gift. Soul’s Guilt is taught by one of Falcon’s brood, or any spirit associated with Justice. | The Garou must look at (or in some cases, listen to or smell) the target and concentrate for one full turn. The player rolls Perception + Empathy (difficulty of 7); number of successes indicate the clarity of the Garou’s impression. | Book of Auspices | Philodox |
Wall of Granite | Philodox have a stronger relationship with the elementals of the earth than do other werewolves, for just as the earth upholds those upon it, the Philodox uphold their people’s ways. While in contact with earth or rock, the Philodox can invoke a wall to protect himself. This wall will move with the Garou, defending him from all angles. Earth elementals teach this gift. | The Garou spends one Gnosis point. The wall’s dimensions are three yards high, two yards long and one yard thick. It has a soak pool of 10 dice, and 15 health levels must be inflicted to penetrate it at any point. The wall lasts for one scene or until released into the earth by the Garou. | Core book revised / 20th Anniversary Edition | Philodox |
Geas | This Gift places its target under a geas, a sacred oath to obey the Philodox’s bidding. The geas cannot make the targets act contrary to their basic instincts (such as self-preservation). Therefore, she could send a group on a quest, but she could not make its members attack and try to kill each other — unless they were psychotics or werewolves without pack bonds. An Incarna avatar teaches this Gift. | The player spends one Gnosis point and rolls Manipulation + Leadership (difficulty of the target’s Willpower). In the case of a group, the difficulty is the highest Willpower among its members. The geas’ compulsion lasts until the task is completed or until the target is dropped to the Incapacitated health level in pursuit of the quest. No victim can labor under more than one geas at a time; the first one laid always takes precedence. | Core book revised | Philodox |
Legend’s Insight | While any Garou with a spiritual connection to her ancestor-spirits may borrow an ancestor’s wisdom from time to time, the Galliards have, unsurprisingly, perfected the process. The character may call upon her illustrious predecessors for skill or knowledge and become, for a moment, the best she can possibly be. An ancestor-spirit teaches this Gift. | Only characters with the Ancestors Background may learn this Gift. The player rolls Charisma + Ancestors (difficulty 7). For each success, the player may boost an Ability to five dots, or an Ability already at that level to six dots. Normally, “modern” Abilities such as Computers, Drive, and even Firearms are disallowed, but this is left to the Storyteller’s discretion. The player should specify what ancestor she is calling upon and what Abilities that ancestor is likely to grant her; these choices should remain consistent through subsequent uses of this Gift (that is, the same ancestor probably shouldn’t be granting Brawl, Melee, and Athletics one session and then Occult, Enigmas and Rituals the next). | Book of Auspices | Galliard |
Head Games | This Gift embodies the Galliard’s ability to manipulate emotion in its purest form. The Galliard can change a target’s emotions as she pleases, from hate to love and back again. Coyote-spirits teach this Gift. | The Garou rolls Manipulation + Empathy (difficulty of the target’s Willpower). Success allows the Garou to steer the emotions of any one individual. The more successes the player rolls, the more quickly the emotions manifest and the stronger they feel. Some emotions won’t last without good cause. A Galliard could make someone fall in love with him, but the love won’t last. (It may well even turn into justified resentment.) If the Galliard’s actions would reinforce the emotion — treating a “new friend” well or threatening a terrified foe — there’s a better chance that the emotions will become the real thing. The Storyteller should give the Galliard’s player extra dice for roleplaying this Gift especially well. | Core book revised | Galliard |
Fabric of the Mind | The highest-ranked Galliards can bring the products of their imagination to very solid live, crafting creatures from the spiritual essence of dreams. Chimerlings teach this Gift. | The player makes an extended roll of Intelligence + Performance (difficulty 8). She can create any form of life she can imagine, assigning it one dot of Traits for each success gained on the roll. The werewolf can take as long as she wants to form the creature, accumulating successes from turn to turn, but once she stops, the dream being takes form and requires the expenditure of Gnosis to keep it manifested. The cost is one Gnosis per scene if the dream being remains relatively inactive (such as doing minor chores or watching a location), or one point per turn if the being engages in combat or similarly strenuous activity. The werewolf must be careful, because if she botches at any point, the dream being escapes her control. It will remain in the physical world for as long as it sees fit. | Core book revised | Galliard |
Shared Strength | No matter how strong you are, you can’t be everywhere. Sooner or later, if you live long enough, every Ahroun will experience the heartbreak of seeing a packmate die in combat, and knowing that they simply couldn’t be there to help. Elders have seen this more than any, so it is not unusual that they would learn a Gift like this. This Gift allows an Ahroun to donate his capacities to one of his packmates for a single turn, imbuing them with their strength, speed and skill. However, they pay a high price for this help, losing their own strength for the same amount of time. This Gift is taught by a wolf-spirit. | The player spends two Gnosis and states a period of time for the Gift to remain active. This could be “the next turn”, “an hour”, “the rest of the scene” or even “until the day I die”. If the Ahroun dies, the Gift ceases to work immediately, so “until the Final Battle” won’t work unless you survive to see it. For that amount of time, one Garou of the Ahroun’s choice and within their line of sight immediately is treated as possessing the Ahroun’s Physical Attributes, Brawl, Dodge and Melee abilities (if the target has higher abilities, they retain their own high scores). However, the Ahroun is treated as having a mere one dot in all Physical attributes, in all forms, as long as the Gift is active and no dots in Brawl, Melee and Dodge. The target and Ahroun cannot spend experience points to raise any of the shared Traits until the Gift ends. | Players’ Guide to Garou (revised) | Ahroun |
Aegis | This Gift grants a Garou a mystical aegis protecting her from attacks. This is not a literal shield; rather, strikes simply fail to hit vital areas, bullets deflect off a belt buckle and circumstance otherwise conspires to prevent blows from landing solidly on the warrior while this ability is in effect. A wind-spirit teaches this Gift. | The player spends a point of Willpower, and the difficulty of all attack rolls made against her for the duration of the scene are increased by two. Any attack roll that scores only one success (after dodge, if applicable) against the Garou is considered to be a graze, and inflicts only bashing damage. | Book of Auspices | Ahroun |
Strength of Will | The Ahroun with this Gift could lead his pack to the gates of Hell itself if that were what it took. A wolf-spirit or an Incarna avatar teaches this Gift. | The Garou’s player spends a point of Willpower and rolls Charisma + Leadership (difficulty 8). Each success grants all the Garou’s allies within 100 feet an extra point of Willpower. These extra points last for the rest of the scene, and they can be spent as usual. This Gift can even raise an ally’s Willpower above its maximum or even above 10. This Gift may be used only once per scene. | Core book revised | Ahroun |
Kiss of Helios | The Ahroun can invoke the sun’s power to become completely immune to the damaging effects of fire. Additionally, the Ahroun may ignite any portion of his body and keep it burning for extended periods. Most commonly the Garou will light his mane during rituals, but he can also ignite his claws or mouth without ill effect. A fire elemental or a sun-spirit teaches this Gift. | The player spends one Gnosis. For the rest of the scene, the Ahroun cannot be harmed by any natural forms of fire, up to and including molten lava. Artificial fires (napalm, gas fires, etc.) do one-quarter damage, and they are treated as bashing damage. The Garou does two additional dice of aggravated damage if he attacks with blazing fists, claws or fangs. The effects last for one scene. | Core book revised | Ahroun |
Beyond Human | 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. He is as man, but greater and more whole. Every Garou radiates this to some extent, causing humans to fear and avoid them instinctively. This Gift warps this perception, turning the Garou from a figure to be avoided into a figure to be admired or adored. An ancestor-spirit teaches this Gift. | Once learned, this Gift is always active. Humans dealing with the character will immediately pick her out as more desirable, attractive, smarter or more charismatic compared to those around them, regardless of their actual capacity in such matters. The Curse still applies, but rather than being instinctively feared as a predator, the werewolf is dreaded as an intimidating figure of great presence. Also, the character may boost his Social Attributes by spending Rage or Gnosis, each dot of either spent raises one Social Attribute by one point for a single scene. | Players’ Guide to Garou (revised) | Homid |
Part the Veil | With this Gift, a werewolf may immunize any human from the Delirium for a scene. In this way, the human can interact with Garou without deleterious effects. However, the human will forget much of what he knows if the Delirium is induced in him at a later date. An ancestor-spirit teaches this Gift. | The player spends a Gnosis point and rolls Charisma + Empathy. One success is all that’s required. | Core book revised | Homid |
Assimilation | 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 does not belong. The Gift doesn’t hide racial differences, but it does allow the user 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. Ancestor-spirits teach this gift. | The player rolls Manipulation + Empathy. If successful, the character interacts with members of another culture as if he were one of them. This difficulty depends on how alien the culture is. The difficulty would be 5 for another Garou sept, but it could be as high as 9 when trying to assimilate into a Black Spiral Hive in a foreign country. The character will not suffer Social-roll penalties when interacting with members of the culture, although he will not receive any special benefits. The Gift lasts for one scene plus one day per Willpower point spent when activating it. | Core book revised | Homid |
Boon of the Animal Fathers | By entreaty to a specific Animal Father, the Garou can gain that specific animal totem for one scene. If the Garou entreaties Father Moose, the Garou can gain Moose as his totem for that scene, gaining all the benefits as if she were allied to that totem. This does not give the special powers granted by the metis gift Totem Gift, only the regular benefits of a totem alliance. The Animal Fathers are believed to be different, more specific, aspects of the animal totems. This gift only works with totems that embody “real” animals; Unicorn or Pegasus cannot be entreated with this gift. The Garou must spend 2 Gnosis and make a successful Charisma + Primal-Urge roll. This gift may only be used once per scene. | Ways of the Wolf | Lupus | |
Song of the Great Beast | To use this Gift, the werewolf must travel to the deep wilderness. When she reaches her destination, she howls the Song of the Great Beast into the sky, summoning one of the Great Beasts to her aid. These beasts are terrible and ancient creatures that walked the Earth in ages past. Examples include the Willawau (giant owl), the Yeti, the Sabertooth Tiger, the great Megladon sharks that swam in the seas eons ago and the mighty Mammoth who arrives in herds. Who knows what else a Garou might call? Rumors say that dinosaurs survive in the deep Congo…. The surviving Great Beasts possess abilities in the physical world that rival those of mighty spirits in the Umbra. Even the wisest of Garou are not certain of their natures. Once the ancient one arrives, the werewolf may make a request, although she should do so with great caution. If the Great Beast agrees to aid the werewolf, it will do so in its own way, but enemies of the lupus should beware. Few spirits know this Gift. It’s said that those that do dwell in the Realm of Pangaea. | The player spends one Gnosis point and rolls Charisma + Primal-Urge (difficulty 8) to sing the Song of the Great Beast. More successes improve the Great Beast’s disposition. Traits are left to the Storyteller’s discretion, but they should be appropriately impressive. | Core book revised | Lupus |
Elemental Gift | The werewolf calls upon the primal force of Gaia Herself, thereby commanding the spirits of the elements to rise up, undulate forward and even engulf foes. This Gift summons an elemental spirit, not merely the raw matter of the elements, but the primal spirits possessing power enough to challenge even something as powerful as a Nexus Crawler. The elementals grant this Gift. | The player spends one Gnosis point and rolls Charisma + Occult (difficulty 7). If successful, he calls an elemental who grants him the ability to control a large volume of air, earth, water or fire (in any of their forms) that is approximately 20′ by 20′ per success. The effect lasts for one scene or until the elemental leaves or is destroyed. | Core book revised | Lupus |
Protean Form | Born misshapen, the metis takes her deformity and makes it a source of power. She can twist her flesh in any number of ways, sprouting a number of unnatural features, from extra limbs to additional mouths to grasping tentacles. A Chimerling teaches this Gift. | The character’s ability to partially transform (see p. 286) is permanently modified, allowing her to make almost any grotesque modifications the player can imagine. These modifications must logically bestow one of the following benefits: +2 dice on a certain category of attack rolls (extra clawed limbs for claw attacks, tentacles for clinches, etc), +2 damage on a certain category of attack rolls (a chest-mounted squid beak for extra damage on clinches, arms coated in shark teeth for boosted claw attacks, etc.), or +5 yards per turn of movement (extra legs, vestigial wings, etc.). | 20th Anniversary Edition | Metis |
Umbral Body | The metis body is strange. Born in a form not intended by Gaia or nature, deformed and occasionally showing signs of animals entirely unrelated to man or wolf, it is little wonder the breed has been outcast and hated. But some metis have used this body to their advantage, and it is perhaps this strangeness that allows their body to withstand the pressures this Gift inflicts. With this Gift, the metis can partially reach into the Umbra, sending certain body parts into the Umbra while maintaining others in the physical world. Doing so makes the metis difficult to hit in combat, to say the least. A Pattern spider teaches this Gift. | The metis rolls Gnosis (difficulty of the local Gauntlet) and if the roll succeeds spends 1 Gnosis. For the rest of the scene, the metis receives one extra automatic success on all Dodge rolls. | Players’ Guide to Garou (revised) | Metis |
Twist of Fate | Some Stargazer metis have used this Gift to deliver a fatal blow to unsuspecting enemies, even knowing that the cost will be their own lives. After a Garou has been dealt her own deathblow, if she invokes this Gift, she may strike her enemy once more ere she dies. It’s bittersweet but often leads to an enemy falling dead alongside the metis warrior. This Gift is taught by a Cobra-spirit. | The player need only spend one Rage point to get that final shot; no wound penalties apply. The attack doesn’t automatically land, although the metis may spend Willpower to add to the attack roll’s successes (even though she’s already spent Rage in the turn). The metis’ damage pool is increased by ten dice — a metis’ parting shot channels a lifetime of Rage, and is almost always lethal. | Guardians of the Caerns | Metis |
Totem Gift | Due to the metis’ strong ties with Garou society, she can plead directly with her tribal totem, gaining some of its power. The effects of this Gift depend on the nature of the tribal totem power. Rat (totem of the Bone Gnawers) might send swarms of rats to attack the Garous’s enemies, and Grandfather Thunder (totem of the Shadow Lords) might smite the Garou’s enemies with a blast of thunder and lightning. The potential of this Gift depends only on the favor of the totem, and it may cross over into the miraculous. Only the tribal totem teaches this gift. | The player spends on Gnosis point and rolls Charisma + Rituals (difficulty 7). The greater the number of successes, the more dramatic the effects. One success might cause a minor distraction, whereas 10 successes is the dramatic equivalent of summoning a localized twister to destroy the metis’ foes. | Core book revised | Metis |
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. | Core book revised | Metis |
It will be rare for a PC to gain a rank 6 gift.
Gift | Description | System | Source | Tribe |
---|---|---|---|---|
Firebringer | This powerful Gift allows a Ragabash to pull the ultimate stunt, stealing a supernatural power and turning it into a Gift. Moreover, the Gift can be taught to others, as if the New Moon was a spirit teacher. The difficult part is that the Ragabash has to endure having the power used on her first, but after that, she makes it her own to teach, but alas, not to use herself. A powerful spirit, such as the avatar of a trickster Incarna, teaches this Gift. | Survival, smarts and sacrifice are key to acquiring this Gift, though no specific dice rolls are needed. First, the Ragabash must suffer through the effects of the power (such as vampiric Discipline, or a mage’s rote) being successfully used on her. Then, she can take her experiences, work with the appropriate spirit and turn the power into a Gift she can teach to others. The Ragabash cannot herself use the Gift, and moreover, she now has a vulnerability to its effects. The next time she encounters another supernatural using the power, the enemy is at one difficulty less to use it on the New Moon (the power more easily affects the Ragabash). Any supernatural power can be co-opted in this way, including Wyrm-tainted powers. In this way, the werewolves can turn the might of the Wyrm back on itself. Because of the sacrifice involved, the New Moon usually gains considerable Renown for not only “stealing” the knowledge of the supernatural power, but also teaching it to others. Storytellers should feel free to be creative and innovative in bringing powers from other games (Such as Vampire and Mage) into the Werewolf universe. The Storyteller determines the level of any Gift gained in this manner, as appropriate. | Book of Auspices | Ragabash |
Rebirthing | This gift was bestowed upon the Silver Fang Lupus Theurge Grimfang by Gaia herself. Upon his death, he will be reborn in the form of a cub somewhere within 2,000 miles of his demise. This is not a Past Life, but an actual reincarnation. At maturity, the cub will come into Grimfang’s true powers. | This Gift is referenced in Grimfang’s description in several books without Tribe/Breed/Auspice reference; the first edition Storytellers Handbook lists it as a Theurge Gift. | Rage: Warriors of the Apocalypse & 1st Edition Storyteller’s Handbook | Theurge |
As In the Beginning | 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. | 20th Anniversary Edition | Theurge |
Invoked Presence | By using this awesome Gift, the Theurge can call upon an Incarna or Celestine directly, bringing their focus to bear on the area around him. This does not summon an Avatar; rather, the presence is a mystical permeation of the principle the invoked spirit represents. The Theurge will later need to repay the debt owed to the spirit he invoked before he can use this Gift again; this typically entails a strong geas, an extended spirit quest or the sacrifice of a valuable fetish. Any Celestine’s avatar can teach this Gift. | The Theurge spends five points of Gnosis and the presence of a Celestine or Incarna is made manifest within a 180 yard radius globe around her for several hours. Essentially, this Gift is like a sustained, area-effect form of Totem Gift, and the effects are thus highly variable dependent upon which greater power the Garou chooses to invoke. The following three effects are constant: Any actions that directly support the principle of the invoked spirit have a number of dice equal to the Theurge’s Gnosis added to their dice pool. In the case of combat, only one type of combat roll (attack, damage, dodge, initiative, etc.) will be so enhanced. Attempting to take any action directly antithetical to the invoked spirit requires three successes on a Willpower roll (difficulty 8), and even then, the action will be rolled at +2 difficulty The spirit will send members of its Brood equivalent in power to a full pack of Rank One Garou to the site to aid the Theurge and his allies immediately Beyond this, the effects are dependent on the power the Theurge chose to invoke; Unicorn may simply make any act of violence impossible in the area; a Harvest Incarna may cause all the plants in the area to grow to rich and healthy maturity in minutes, while invoking the Weaver might make the Gauntlet utterly impenetrable. | Book of Auspices | Theurge |
Break the Bonds | There are many ways to mystically blend the will of another. This Gift shatters all such bonds, from the blood domination of a vampire to a mage’s mind control or a Half Moon’s geas. Those who know this Gift may use it on any being, including themselves. This Gift is only granted by an Incarna or equally powerful spirit, usually as a reward for some great service. | The Garou is automatically immune to any supernatural coercion save from any being more powerful than an Incarna. The Gifted one may break another’s mystic compulsion by touching her, spending a Gnosis point and rolling Manipulation + Leadership (difficulty 11 – the target’s Willpower). | Book of Auspices / 20th Anniversary Edition | Philodox. Galliard |
Storyteller | Rather than simply telling and retelling the stories of old, or even waiting until the events of the day become the new stories, the Galliard can change the events of the ongoing drama unfolding around her. She may add new “characters,” altering chains of events, and even change the motivations of the major participants. However, as this Gift can literally have world-altering ramifications, the handful of Garou in history that have known it have been loath to actually use it. Rumor has it that the defeat of the Storm-Eater was due partially to use of this Gift — but likewise, rumor also states that the horrific events in Russia during the past century stem from a Child of Gaia Galliard who thought that she knew the way the story would end. No one knows what sort of spirit teaches this Gift; presumably an avatar of Gaia, but since so few Garou even know of the Gift’s existence, no one can say for certain. | The player spends one permanent Gnosis point and explains, in as much detail as possible, the change she wants to make to the story. The Storyteller, of course, has final say, and once the “dramatic alteration” is done, the Garou has no further control. Events that she concocts can and do spiral out of control, so utmost care must be taken with the Storyteller Gift. | Book of Auspices | Galliard |
Unstoppable Warrior | A Garou who uses this potent Gift can regenerate aggravated damage. This works against all attacks except those from silver weapons. Each turn, roll Stamina + Primal-Urge against a difficulty 8; if successful, then spend one point of Rage per Health Level healed (much like a vampiric Blood Pool). | Rage Across the Amazon | Ahroun | |
One on One | The World of Darkness is a complex place, filled with intrigue, misdirection and all manner of supernatural evasion. Ahroun, however, are simpler beings, and this Gift allows them to extend their direct methods where they might not otherwise reach. The Garou says a brief prayer to Luna and the other innumerable spirits of blood, terror and vengeance in the Garou pantheon. She is then transported instantly to a single foe of her choice, whom she may engage in one-to-one combat to the death under Luna’s own aegis. The foe cannot flee (though tactical withdrawal with the specific intent of continuing the fight this scene is acceptable), nor can she receive aid from outsiders. The invoker is bound by the same restrictions, of course. Luna herself teaches this Gift, and not through an avatar — the petitioner must journey to Luna’s court in the Aetherial Realm and convince the capricious goddess that her reasons for needing this power are just. | This Gift cuts through all supernatural forms of warding, concealment, contingency spells and similar precautions without any roll. For the remainder of the scene, both affected parties can receive no aid from other sources, and can only use powers that are directly physical in nature. A vampire’s unearthly strength and speed or a faerie’s ability to strike at enemies with the spirit of holly would remain potent, but a member of either race would be stripped of his supernatural mind-clouding and unearthly presence. Likewise, a Namebreaker might throw lightning or increase his own strength, but not teleport away or turn incorporeal to avoid the Garou’s strikes utterly. This Gift involves the direct interference of the Celestine Luna in mortal affairs, and the Storyteller should remember that a thinking being is determining the Gift’s exact effects, not a defined supernatural spell. The Storyteller should make judgement calls on the Gift’s effects keeping it within its intended spirit of providing a fair, open a physical fight. A Garou asking to be transported to a vampire in torpor, for example, might find the Leech awake and ready to fight… The Garou must expend a point of permanent Gnosis to activate this Gift. Once the fight is done, normal rules of reality reassert themselves — which might be bad if the Garou has been sent to Malfeas or some other hellish domain. | Book of Auspices | Ahroun |
Sleep of the Hero | This powerful Gift has been invoked many times in Fianna history. When a great hero (Rank 5 or higher) dies in battle, the Fianna take the body and dedicate it to the land. This Gift forms a bond between the Fianna and the land and the spirit of the hero. The champion’s life returns, but he remains in a deep sleep, not to awaken until the Apocalypse. The target must be placed somewhere in the earth, such as a cave, or within a burial mound. During this sleep, the hero is unaffected by the elements and does not need to breathe. This Gift is taught by Fianna ancestor spirits. | The Garou spends two points of Gnosis and rolls Intelligence + Rituals against a difficulty of 9. If she succeeds, the life comes back into the hero and he falls into a deep sleep, usually after having a chance to say a few last words. If the wielder of this Gift receives five or more successes, then the hero may awaken and return to the caern at any time of great crisis, at the Storyteller’s option. | Fianna Tribebook | Fianna Tribe |
Call Great Fenris | As the ultimate expression of the pact between tribe and totem, the greatest Get heroes may summon the war-avatar of their tribal totem to aid them in their hour of need. The avatar joins in combat, slaying all that are not Get of Fenris or under their protection. However, Great Fenris demands a sacrifice for his intervention – usually the left hand of the summoner. It’s said that if the war-avatar is called for no good reason, it will devour the summoner entirely before departing – but there are no concrete tales of any Get of Fenris wise and mighty enough to attain this Gift yet foolish enough to abuse it. This Gift is taught by a wolf-spirit. | The player spends one Gnosis point and rolls Stamina + Occult (difficulty 6). Success summons the war-avatar of Great Fenris, who will fight at the Fenrir’s side for the duration of the scene. At the combat’s end, the summoner automatically gains the Battle Scar: Maimed Limb (Werewolf, pg. 190) as the war-avatar claims Fenris’ due; even if the Garou already possessed that Battle Scar, he gains it a second time as Fenris devours another limb. | Tribebook: Get of Fenris (Revised) | Get of Fenris Tribe |
Renew the Cycle | One of the most potent powers available to the Garou, this Gift allows the correction of a grievous wrong to the natural cycle of Gaia. The undead, whose very existence is an affront to the natural order of things, wither and crumble to dust when struck by the power of this Gift. Whether the undead is a shambling, month-old animated corpse or an ancient vampire, the Fang can destroy it with but a glance. Only an avatar of Helios of Gaia Herself can teach this Gift. | The Garou and the victim enter into a resisted contest of Gnosis versus Willpower (both difficulty 8). The Garou must then spend three permanent Gnosis points to activate the wrath of Gaia. If the Garou wins the contest, the vampire (or other undead) is reduced to its natural state: Elder vampires turn to dust, whereas freshly exhumed corpses simply lose their animation. This Gift forces mummies into a dead season of sleep but does not destroy them. | Player’s Guide Second Edition | Silver Fangs Tribe |
Thought-Form of the Twelve Ministers | Mantra Gift. The spoken mantra for this Gift is Aum-ka-la-rim-sa-ka-la-rim-ha-ka-la-rim. This Gift allows a Stargazer to attain true spiritual balance for a single moment. In that moment, all extreme desires and impure emotions are blasted away by an unmitigated blast of the Self. A startling crackle of energy travels like lightning to each of the Stargazer’s chakra points. It only lasts for a second, and then it is gone. But in its wake, the Stargazer is left empowered and burning with a halo of pale green light. There is only a handful of Stargazers who have ever been worthy enough to learn this Gift, and it can only be taught by an avatar of Chimera. | The player spends a single temporary point of Gnosis, Rage, and Willpower. For the remainder of the scene, the Garou gains a series of Trait bonuses: +2 to Perception, +3 to Enigmas, +3 to Empathy, and +2 to Brawl. There are two other benefits as well. First, any Garou standing within ten feet of the Stargazer using this Gift find that their temporary Gnosis pools are suddenly refreshed. Also, this Gift burns out any corruption that was contained in the werewolf grasping the power. Hence, any Wyrm-taint that the character had thus disappears. | Stargazers Tribebook (revised) | Stargazers Tribe |
Becoming Uktena | The legends of the Cherokee say that a man was transformed into the Great Uktena to try to kill the sun. Great Uktena was around long before the Cherokee, but Garou have taken the form of his children on two or three occasions. Great Uktena teaches this Gift only to the most worthy of his Uktena followers; with it, the hero may transform into a creature even a Thunderwyrm would fear. After the crisis is resolved (assuming he lives), the new uktena slips into the nearest body of water and into the umbra, forever parting with his Garou brethren to join his father in Galunlati. Such a glorious end to an already legendary career is worthy of fireside retellings for generations. | Once taught the Gift, the Uktena may call upon it at any time by invoking Great Uktena. The initial stage of the transformation takes three full turns, during which the werewolf’s body grows and changes to a 20 foot horned serpent. The new uktena still retains the personality of the Garou at this point. After a period of time (usually no more than a scene), the final stage of the transformation begins as the mind of the Garou recedes and the uktena mindset takes over. The spirit creature heads unerringly towards the nearest source of water wide enough to encompass its diameter (not necessarily its whole bulk). As it slides into the water and crosses the Gauntlet, the transformation is complete; the hero’s former pack had best treat this uktena like any other of its kind. [Note: Frustratingly, stats for the uktena are not given for W:tA, but they do give Mind’s Eye Theater stats. Since these are very similar and can translate over, the MET stats for this Gift are included below:]. The statistics for a transformed uktena are as follows, except where noted, these statistics replace the Garou’s own, not add to them:. Physical Traits: 28, Social Traits: 3, Mental Traits: 14, Rage: 8, Gnosis: 8, Willpower: 6. Abilities: As per the character, with the exception that they receive the following Abilities (unless their own levels are higher, in which case they retain their own level): Athletics x3, Brawl x3, Dodge x2, Intimidation x3, Subterfuge x2, Stealth x3. In addition they automatically receive an additional level of Enigmas and two levels of Occult, even if this takes them over five levels in total.. Health Levels: Healthy x2, Bruised x4, Wounded x5, Incapacitated, Mortally Wounded. Attacks: Antler rush for one level of lethal damage, bite for two levels. Powers: Armor, Breathe Water, Burrow (as the Metis Gift), Blast (as the charm) | Tribebook: Uktena | Uktena Tribe |
Croatan Garou Gifts
These gifts are available to the Wendigo and Uktena with a pre-approved PRP. Please see Gifts 101 for more information.
Gift | Description | System | Source | Tribe |
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Pack Mind | This Gift forces a group of foes to behave like a single-minded pack. All individuals must perform the same task at the same time regardless of its appropriateness to a given situation. For example, if one individual fights, all the others fight; if one person attempts to sneak up behind an opponent, all the others make this attempt as well. This Gift lasts for one combat scene. | The player spends a point of Gnosis and rolls Willpower (difficulty 8). A single success allows the character to inflict Pack Mind on a group of up to four individuals. Additional successes allow the character to increase the number of people affected in increments of two; five successes, therefore, enables the character to affect twelve individuals. For the duration of this Gift, all the affected victims mimic the actions of their leader – or, more typically, the first person in a group to act each turn. If one decides to speak, all of them attempt to do so; if one throws a left hook, all of them choose this form of combat, ignoring any weapons they may have. Failure means the Gift has no effect, while a botch inadvertently links the character’s mind with another individual for the remainder of the scene. (The Storyteller should decide whether the character becomes linked with a friend or an enemy). | Rage Across the Heavens | Croatan Tribe |
Drown | This Gift causes the lungs of an opponent to fill with liquid. The victim must receive immediate medical or magical assistance or die within a few minutes. The target of the Gift can attempt to help herself but she can do nothing but attempt to expel the fluid. This Gift can either function as a way to capture an opponent, render an enemy helpless or inflict punishment on an individual. | The player spends a point of Rage and rolls her Willpower (difficulty of the victim’s Willpower). Only one success is necessary to activate this Gift. The victim must receive help immediately or else die by drowning. The victim may attempt to help herself by trying to cough up or otherwise expel the fluid, but she can take no other actions (including movement away from her surroundings) while she is making the attempt. No successes means the Gift fails, while a botch inflicts the Gift on the character attempting to use it. | Rage Across the Heavens | Croatan Tribe |
Diplomatic Immunity | This Gift enables the Garou to walk about in the middle of a hostile group without provoking the outbreak of hostilities. The Garou can enter a caern belonging to a rival or walk openly into the middle of a group of Black Spiral Dancers in order to retrieve something or deliver a message. The Garou surrounds herself with an aura of “neutrality” that negates her enemies’ or rivals’ animosity long enough to accomplish her task and leave without incident. The Gift only lasts for one scene, after which all bets are off. | The player spends a point of Willpower and rolls Manipulation + Subterfuge (difficulty 8). A successful roll allows the character to interact with a group of potential enemies for the purpose of delivering a message, retrieving an item or delivering an ultimatum. A failure means that the Gift does not take effect (in which case the character would be wise to avoid confronting the intended group). A Botch means that the character believes the Gift is in effect — a belief which will more than likely disappear as soon as she encounters the opposing group. | Rage Across the Heavens | Croatan Tribe |
Burden of Knowledge | The Garou floods an individual with the knowledge of all her own limitations, making the victim aware of every flaw or failing and reminding her of all the wrongs she has committed or caused. The weight of this enlightenment can either change an individual for the better, or drive her into suicidal despair or murderous frenzy. Few individuals survive the effect of this Gift unscathed. This Gift can sometimes bring an errant Garou back from the edge of corruption or cause an enemy of the Garou to be “born again.” | The player spends a point of Gnosis and rolls Intelligence + Empathy (difficulty of the victim’s Willpower). Success causes the victim to experience every negative aspect of her personality and past, including secret vices, shortcomings, failures and other similar faults. The Storyteller should decide what ultimate effect the Gift produces in the victim – either a desire to reform her ways and correct her failings, an impulse to kill herself out of shame and despair or some course of action in between the two extremes. Once the victim has experienced the total effect of the Gift, the intense awareness begins to fade – but residual memories may plague the victim for a long time afterward. | Rage Across the Heavens | Croatan Tribe |
Grand Gesture | By bestowing appropriate gifts on an individual or a group, the Garou increases her esteem and reputation in the eyes of the recipients of her largesse. The targets of this Gift tend to listen favorably to suggestions made by the Gift’s user and to support her arguments or come to her aid in a battle of words or weapons. This Gift lasts for an entire scene. When the effects of the Gift come to an end, the individuals affected may still continue to regard the Garou with some residual respect depending on their experiences while the Gift was active. | The player rolls Manipulation + Empathy (difficulty of the highest Willpower in the target group). Each success allows her to affect one individual. While the Gift is in effect, all Gifts or Social rolls involving persuasion are automatically successful against the affected individuals. No successes indicates that the Gift has no effect while a botch makes the targeted person or group resent the character, who suffers a penalty of +1 to the difficulty of Social rolls for the remainder of the scene. | Rage Across the Heavens | Croatan Tribe |
Essential Transformation | This Gift allows the Garou to convert part of her essence into Gnosis for use in situations which require the expenditure of large amounts of spiritual power. The Garou can either use the Gnosis gained by this Gift to create or replenish fetishes, enact Gifts that require Gnosis or for any other purpose that requires her to spend Gnosis. However, its residual effects are cumulative. Each use of this Gift imbues the Garou’s physical and mental abilities with more and more “spirit substance” until eventually she becomes a spirit creature lacking in material substance. When this happens, the Garou can no longer maintain her earthly existence and must either relocate to the Umbra as a permanent resident (not unlike the members of the Sept of the Stars) or else “die” and allow her spirit to return to Gaia. | The player rolls Willpower (difficulty 9). Only one success is necessary for the character to convert one dot in a chosen Attribute into 10 points of temporary Gnosis. Until the character uses all 10 of these points, she has one less dot in the chosen Attribute. When the converted Gnosis is depleted, the Attribute returns to its normal level. However, the Storyteller (and the character) should keep track of the number of times this Gift is used. When the character has used this Gift a number of times equal to her total number of dots in Physical, Mental and Social Attributes, her body loses its material substance and the character becomes a spirit. The character’s fate once this occurs is left to the Storyteller’s discretion, although in most cases this means that the player must retire the character from active play. | Rage Across the Heavens | Croatan Tribe |
Bring Forth the Future | This Gift allows the Garou to call upon Tambiyah to change one facet of the individual’s future. The change must be specific, such as preventing the subject of the Gift from encountering a known situation that will result in her certain death. While this Gift does not guarantee that a foreseen future will be altered, it does allow the Garou to attempt to avert disaster or improve an individual’s lot. | The player sacrifices a permanent point of Gnosis and rolls Perception + Enigmas (difficulty 8). Only one success is necessary to effect a change in a future event. The player should explain to the Storyteller which element of the future even she wishes to alter. (For example, “I want my packmate to survive the coming battle against the fomori horde.”). If possible, the Storyteller should arrange events so that the change takes place exactly as stated. The Gift only affects events that will occur within the 24 hours immediately following the activation of the Gift; furthermore, characters cannot ensure the death or destruction of their foes with this power. Only pleas for preservation meet with the Veiled Mother’s approval. | Rage Across the Heavens | Croatan Tribe |
Ebon Binding | This Gift allows the Garou to take her knowledge of someone’s fault, practice or secret vice and bind a fitting punishment to that person. Most often, a target suffers crippling pains when he thinks of indulging in the forbidden action. The Garou may use this Gift to prevent rapists, child molesters, murderers or traitors from repeat offenses (assuming the Garou allows these individuals to live in the first place). | The player must sacrifice a point of permanent Gnosis and roll her Willpower (difficulty of the target’s Willpower). Only one success is necessary to make the binding permanent. A failed roll means that the binding is unsuccessful while a botch causes the character to undergo the mental or physical pain she intended to bind to her target — a one-time-only occurrence. | Rage Across the Heavens | Croatan Tribe |
Cleansing Flame | The Garou can pinpoint an area (or an individual) and set the target ablaze with an intense and purifying flame that rages for 60 seconds and then dies out completely. The fire can burn out all Wyrm-taint or human-made pollution from an area or cleanse an individual (provided the victim survives) of Wyrm-taint. The fire does not spread beyond the target area or person and cannot be quenched by normal means. For instance, if the Garou targets a house occupied by a Pentex official, the fire blazes through the house destroying any vestige of the Wyrm’s corruption and leaving untouched anything not tainted by the Wyrm. | The player sacrifices a permanent point of Rage and rolls her Willpower. The difficulty is 8 to affect an area; the area cannot be larger than a large house. To target an individual, the difficulty of the Willpower roll equals the victim’s Willpower. Living or undead creatures set on fire must roll their Stamina (difficulty 9) or die from the shock. The flame destroys fomori utterly; Black Spiral Dancers who survive the Stamina roll must make Gnosis rolls, difficulty 9, or lose their Wyrm-taint and its accompanying Derangement. Such purified Garou are stripped of all Rank and Gifts; they may well fall again to corruption, but they are given a second chance. A failure on the Willpower roll indicates that the Garou fails to activate the Gift (and the permanent Rage point is not expended after all), while a botch inflicts one unsoakable health level of aggravated damage on the wielder (and the permanent Rage point is still lost). | Rage Across the Heavens | Croatan Tribe |
Moondream | The Garou petitions Sokhta to grant her a prophetic dream before she falls asleep beneath the light of the moon. She then enters a state of lucid dreaming in which she explores some potential future. The Garou may interact with the creatures and situations she encounters in the dream and, thus, learn the possible effects of certain actions upon the subject of the dream. The Garou may replay the dream several times in order to test various actions and their consequences until she awakens from the dream, eight hours late. Once the Garou has entered her Moon Dream, she may not be awakened until the full eight hours has passed. | The player spends a point of Gnosis and rolls Wits + Enigmas. The number of successes indicates the degree of control the character has over her part in the dream. The Storyteller may either take the player aside to run the dream privately or else create a scene that involves the entire troupe (particularly if the subject of the dream also involves the character’s park mates). The dream should give a reasonably accurate picture of the next two or three scenes so that the character may experiment with ways of handling the future, or, perhaps, changing it. No successes means that the character receives no dream while a botch gives the character an eight-hour long nightmare which she cannot remember but which results in a -1 penalty to all rolls involving Alertness. | Rage Across the Heavens | Croatan Tribe |
Madthought | This trick literally makes the werewolf’s foes too clever for their own good. The Garou can cause her enemies’ thought processes to speed up so radically that they literally think too rapidly to put any one plan into motion. The victim of the Gift can only stand still as his thoughts run away with him, rushing madly from one brilliant plan to another or considering all the multiple alternatives for their “next” action. | The player spends a point of Willpower and rolls Wits + Subterfuge (difficulty of the victim’s Willpower). The number of successes determines how many turns the victim stands “lost in thought”. When the victim recovers from the Gift, he is most likely highly disoriented, and may need to regain focus and otherwise discover what’s been happening while he “was out”. A failure simply means that the Gift does not work, while a botch gives the victim not only rapid thought but the ability to translate those thoughts into immediate action — usually to the detriment of the character. | Rage Across the Heavens | Croatan Tribe |
Earth Heal | This Gift allows the Garou to help a piece of land recover from blight, Wyrm-taint, poisoning or some other type of environmental disturbance. The Garou gives part of her essence to the damaged land and thus begins a process of renewal that spreads to encompass such details as purifying tainted soil, causing the growth of new plant life or purging signs of the Wyrm’s corruption from the designated spot. | The player sacrifices a permanent point of Gnosis and rolls Wits + Occult (difficulty 7 for naturally caused damage; difficulty 8 for Wyrm-taint). Each success contributes to the overall recovery of the designated piece of land; the area can be as large as a few miles, but must constitute a single terrain feature (a lake, forest or mountain, for instance). One success makes minimal but significant improvements in the target area, while five successes results in the area’s return (over time) to a state of unspoiled health and fertility. Although this is a potent Gift, it doesn’t prevent the healed land from being polluted once more. Even so, offering up one’s Gnosis to heal a portion of Gaia if often cause for significant rewards of Honor. | Rage Across the Heavens | Croatan Tribe |
Heart of the Ice Warrior | Usually used only in the most dire circumstance, this Gift renders the Garou impervious to damage long enough to deliver a final blow to her opponent. The exertion causes the Garou to collapse, mortally wounded. Unless healed immediately, the Garou dies, having given her all in battle. | No roll is necessary to invoke the Gift, but the player must spend a point of Rage. The character may not dodge when invoking this Gift, but no damage levied against the Garou will impair her in any way until her attack lands — lightning strikes won’t blow her back, and blades can’t sever her limbs. The character makes her next attack at +4 to her attack dice pool. The player may reroll any 1s rolled on this attack – they simply do not count. In addition, any damage rolls gain four extra dice. After delivering her attack, the character falls to Incapacitated. Unless somehow mystically healed by another using Mother’s Touch or a similar Gift or fetish (regeneration isn’t an option) within the same turn, the character dies at the end of the turn. | Rage Across the Heavens | Croatan Tribe |
Gift | Description | System | Source | Spirit |
---|---|---|---|---|
Shell Game | Croatan Kinfolk nations used to use all sorts of things as mediums of exchange; colorful seashells were the most popular. With this Gift, a Garou can transform a shell into another method of exchange: dollars, coins, English pounds, Japanese yen, whatever. | The player must spend a Gnosis point and make a Manipulation + Barter (modern games can use Streetwise instead) roll, difficulty 7. The number of successes determines the value of the resulting money. Using the dollar as an example, one success might create a five dollar bill, three successes a handful of twenties, and five successes could conjure up $1000 in hundreds. The shell cannot be changed into precious metal (gold or silver), or gems/jewelry, only an exact facsimile of actual money (including traveler’s checks and money orders). Once this gift wears off (and it so in an hour’s time), the money turns back into a pretty shell. | Croatan Song | Croatan Tribe |
Safe Cave | The Garou can cause the earth to split before him, creating a hole into a small cave that can hold up to five more Crinos-sized people. The hole can be sealed once within the cave, so that no one outside can discern its presence without supernatural means. | The player must spend a Gnosis point and make a Charisma + Survival roll, difficulty 7, to open the cave. The decision of whether or not to seal the cave must be made within three turns; the Garou can’t just open and close the cave once it’s been created. The cave lasts for a variable amount of time; once the duration expires, anyone in the cave pops out as the cave disappears. * Successes – Duration * One: One minute * Two: Ten minutes * Three: One hour * Four: Six hours * Five+: Twelve hours The cave dwellers are safe from physical attack, but some Gifts (such as Hand of the Earth Lords) can still affect them, as can any concentrated burrowing effort that can dig down into the cave and break its seal. |
Past Lives | Croatan Tribe |
Turtle Shell | By calling upon Turtle, the Croatan can seal himself in a mystic protective shield that resembles a turtle’s shell. The shell is opaque from the outside, but those on the inside can see through it. The werewolf can opt to bring others into the shell with him, if his power is sufficient. | The player spends one Gnosis point and rolls Stamina + Survival, difficulty 7. Each success gives the shell two soak dice and two effective health levels; the radius enclosed in the protective “bubble” is two yards per success. A Crinos form werewolf requires about a two yard radius, so with two successes two werewolves in Crinos form (or three humans or Homid-form Garou, or so on, at the Storyteller’s discretion) could be protected. The shell lasts for one scene or until broken, either by the Croatan’s will or by taking damage — whichever comes first. When dismissed or broken the shell shatters into pieces that then dissolve like so much mist. | Wendigo Tribebook | Croatan 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. | 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 | Croatan Tribe |
Gift | Description | System | Source | Spirit |
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Gift of Plenty | Fertility spirits beholden to the Corn Maiden teach this Gift, by which a single chosen object can be multiplied into many duplicate objects. In this way, a warrior can make several arrows from one prototype arrow or more bullets from a single bullet. Any object with spiritual power (such as a fetish) cannot be duplicated. Anything else, from $20 bills to food can be multiplied using this Gift. | The player spends one Gnosis point and rolls Charisma + Crafts, difficulty 7. The number of successes determines the number of objects (including the original) that result; two successes will create one extra duplicate item, four successes will create three, and so on. Duplicating precious metals or rare ritual components requires an expenditure of two Gnosis points; rare gems or materials such as plutonium, three Gnosis points. The newly created objects will last for only 24 hours before vanishing. The effects of using the item remain however so any food that was eaten is still digested, damage caused by created weapons still must be healed, and items bought with the money still exist, and so on. | Past Lives | Croatan Tribe |
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. | While active, the metis cannot use Rage nor achieve any successes on Rage rolls, nor will mind-altering Gifts or magic affect him. However, he can also not attempt any rolls using Empathy or Primal-Urge, and suffers a -1 penalty on all initiative rolls. Updated System from 20th Anniversary Edition: 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 | Croatan Tribe |
Call Earth Spirit | This Gift is another of those that draws on the ancient alliance with Turtle, summoning an earth-spirit to rampage forth and crush things or people at the werewolf’s bidding. The Garou must have some earth at hand to invoke the earth-spirit, although a handful of earth or a smallish rock will suffice. | The player spends one Gnosis and rolls Manipulation + Occult, difficulty 8. On a success the spirit is summoned and cuts a path of destruction in a straight line for up to 30 yards, inflicting 10 dice of lethal damage to anything in its path. Botching the summoning calls forth an earth-spirit that is hostile to its summoner. | Wendigo Tribebook | Croatan Tribe |
Gift | Description | System | Source | Spirit |
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Underearth | Since Turtle went into his coma-like sleep, many secrets of earth powers once known are now forgotten — such as the Umbral tunnels beneath the Umbrascape. The Croatan did not always rely on Luna’s moon paths when traveling the Umbra. This Gift allowed them to use the secret tunnels under the earth, known to many earth-burrowing spirits and totems, such as Mole, Badger and Groundhog (who taught them the Gift). In such a way, the Croatan could travel long distances in the safety of the Umbral underground. This Gift is all but lost to werewolves in the 20th century, but this is almost a blessing; in the modern era, Ratkin occupy many of these tunnels, making them hostile territory for any Garou. | The player spends one Gnosis point; the Garou is made aware of the nearest entrance into one of these tunnels. Such an entrance may not be close at hand; the werewolf might have to go on a day’s journey just to reach the nearest opening, depending on the local population of burrowing spirits. Once inside the tunnel, he can reach his destination safely. When he gets to a multiple branching tunnel, he’ll know the proper way — otherwise one could get lost for years! In all other respects, this Gift is much like traveling a moon path, save that the potentially hostile encounters that may be found along the way take the form of Ratkin and other subterranean denizens, rather than spirits. | Past Lives | Croatan Tribe |
Stronger on Stone | Just as the Uktena were mighty in the waters and the Wendigo drew power from the winds, the Croatan were at their strongest when standing on the earth itself. This Gift allows a werewolf to mimic that strength — the closer the Garou’s tie to earth, the stronger he gets. | The player spends a Gnosis point and one Rage point. The character receives a number of bonus dice that he can add to strength or Stamina (or divide between them) for the remainder of the scene, depending on where he stands. On dead wood, concrete or other artificial flooring, the bonus is one die. On living plant matter (such as thick grass or a tree root), the bonus is two dice. On bare earth, the bonus is three dice; on naked stone, four dice. If the character is separated from the ground (such as in an airplane or on a bridge over water), the Gift has no effect. | Past Lives | Croatan Tribe |
Hand of the Earth Lords | By drawing on the land’s energies, the Uktena can move any one object weighing up to 1000 pounds telekinetically. An air elemental and an earth elemental must teach this Gift in concert. | The player spends one Gnosis point and rolls Dexterity + Occult (difficulty 7). The Uktena must maintain concentration in order to move the object, which travels at roughly 20 mph. The effect lasts for one turn per success. | Core book revised / Wendigo Tribebook | Croatan Tribe |
Gift | Description | System | Source | Spirit |
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Umbral Burrowing | This Gift allows a Croatian to dig his own Umbral tunnel which he can travel through just as in the gift Underearth. The tunnel must connect two points and, as it is unoccupied, is always safe to travel. The spirits of burrowing animals teach this Gift. | The Garou spends three Gnosis points and starts digging. A successful Perception + Occult roll is necessary to make certain that the tunnel comes out in the right place. The process of digging is, of course, slower than normal Umbral travel and takes about twice as long as walking a moon path would. The Garou does not need to eat or rest as he digs and the tunnel will remain a permanent part of the Umbra. It isn’t necessary to know the Underearth Gift to use Umbral Burrowing, but the werewolf without knowledge of Underearth cannot necessarily travel tunnels not of his own make without getting lost. | Past Lives | Croatan Tribe |
Katanka-Sonnak’s Spear | Some cultures that the Croatan took as Kin were sun-worshippers. The Croatan in turn established strong ties with Helios and the Planetary Incarna of the sun, Katanka-Sonnak. This Gift springs from this alliance; by invoking the power of the sun, the Garou can call a shaft of fire from the sky to impale an enemy and immolate him in continuously burning flames. An avatar of Katanka-Sonnak teaches this Gift. | The player spends a point of Gnosis and rolls Dexterity + Occult to strike the target; no range penalties apply, although the Garou must be able to see her target. If the strike is accurate then the victim takes 10 dice of fire damage each turn; this damage is aggravated, although supernatural creatures can soak it with the appropriate power (vampires with Fortitude, shapeshifters with Stamina, etc.). The fire cannot be doused with ordinary water; it will burn for 10 turns unless quenched by a water-spirit, somehow dispelled, or until the victim takes no damage on a particular turn. | Past Lives | Croatan Tribe |
Resolute Vow | The Croatan’s legendary stubbornness and strength of purpose was often a hindrance, but they often drew great power from it as well. A Garou with this Gift can persevere against all odds, pursuing a goal of vengeance or a spiritual quest to its end when even great heroes would turn back. Croatan ancestor-spirits teach this Gift. | As the Garou ritually declares his purpose or quest to all within earshot he spends a permanent Gnosis point. From that point on, the Garou has no choice but to follow his quest to the bitter end. However, any Willpower rolls made in pursuit of that quest always gain six extra dice (even if this takes his dice pool over 10) and the Garou also gains six extra Willpower points to spend while on his quest (unused points disappear at the quest’s completion).
If the Garou chooses to give up her quest before it is completed, she loses any remaining bonus Willpower points and loses one permanent Willpower point for each of the bonus Willpower points that she spent after activating this Gift. The Garou may never regain permanently lost Willpower points. For instance, if the Garou gives up her quest after spending three of her bonus Willpower points, she may never have a Willpower rating higher than 7. Note that the quest does not have to succeed, but it must come to a definite resolution for the Garou not to lose permanent Willpower. || Wendigo Tribebook || Croatan Tribe | ||
Survivor | This Gift confers temporary immunity to many environmental factors. The Garou has no need of food, water or sleep, and she does not suffer from temperature extremes. She is also immune to natural diseases and poisons. Wyrm toxins will still affect her, but at half their normal potency. | The player spends one Gnosis and rolls Stamina + Survival (difficulty 7). The effects last for one day per success. By spending a second Gnosis point, the Bone Gnawer can gain three extra points of Stamina, and he suffers no wound penalties, but the Gift will expire prematurely after 10 rounds of full combat. The Garou must sleep for at least eight hours when the Gift wears off, and he awakens ravenously hungry. | Core book revised / 20th Anniversary Edition | Croatan Tribe |
Wall of Granite | Philodox have a stronger relationship with the elementals of the earth than do other werewolves, for just as the earth upholds those upon it, the Philodox uphold their people’s ways. While in contact with earth or rock, the Philodox can invoke a wall to protect himself. This wall will move with the Garou, defending him from all angles. Earth elementals teach this gift. | The Garou spends on Gnosis point. The wall’s dimensions are three yards high, two yards long and one yard thick. It has a soak pool of 10 dice, and 15 health levels must be inflicted to penetrate it at any point. The wall lasts for one scene or until released into the earth by the Garou. | Core book revised / 20th Anniversary Edition | Croatan Tribe |
Planetary Garou Gifts
These gifts are available with a pre-approved PRP. Please see Gifts 101 for more information.
Gift | Description | System | Source | Spirit |
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Rouse to Anger | This Gift enables the Garou to say or do something that causes her target to refresh her inner Rage. This might involve shaming an individual, slapping her in the face or telling her something to arouse her anger. The Garou can also summon within herself a memory or an emotion that assists her in replenishing her own capacity for righteous anger. | The player rolls Manipulation + Empathy (difficulty 8) and spends a Gnosis point. A successful roll enables the character to speak or act in such a way that her target gains a point of Rage. Each additional success allows the character to affect another individual, including herself. A botch removes a point of rage from the target. | Rage Across the Heavens | Rorg |
Threads of the Tapestry | This Gift allows the Garou to determine the basic elements of a situation that seems confused or deliberately obfuscated. The Garou can discern which individual in a group really holds power or whether someone is acting under duress. | The player rolls Wits + Enigmas (difficulty 7). Each success allows the character to uncover one basic behind-the-scenes fact, usually the leader of a group or the emotional context of an otherwise poker-faced contact. Failure denotes an inability to find out anything beyond the obvious about a situation, while a botch produces incorrect conclusions. | Rage Across the Heavens | Shantar |
Find the Portent | With this Gift, a Garou can call for and receive some omen or portent which can help her determine her next course of action. The Garou must meditate for a few minutes in order to place herself in a receptive state so that she can recognize the sign that comes to her. | No roll is necessary, but the player must spend a point of Gnosis. The Storyteller then produces some sort of omen or portent to serve as a hint for the character about what lies in the future. (“A black bird carrying something in its beak flies north.” “You feel a sense of dread about entering this part of the forest”). | Rage Across the Heavens | Ruatma |
Sense Limits | The Garou can determine approximately the amount of Rage, Gnosis or Willpower within an individual. This ability enables the Garou to judge whether or not her target can resist an attempt to influence her actions or whether she is likely to draw upon her supply of Gnosis or Rage. This Gift also allows a Garou to gauge whether or not other supernaturals are currently weak-willed or drained of some other source of power. For example, a Garou may be able to tell that a vampire has little power but may not realize that the Leech’s blood supply is low. This Gift also enables a Garou to sense whether an Umbral spirit’s Power is weak or near depletion. | The player rolls Perception + Occult (difficulty 8). Each success enables the character to determine the general levels of Rage, Gnosis and Willpower for one targeted individual. Additional successes allow the character access to more specific information about a single target or else gives her general information about another target. The Storyteller should not give the player precise numbers, but should relay information in relative terms (“The Black Spiral Dancer has used most of his Rage but still has a lot of Willpower and Gnosis left”, “The mage has plenty of magical energy left inside her”). A failure means that the character learns nothing about her target while a botch gives her erroneous information. | Rage Across the Heavens | Lu-Bat |
Aura of Leadership | Similar to the Level Two Silver Fang Gift: Awe, this Gift surrounds the Garou with an aura of authority that enables her to assume the mantle of leadership for a brief period of time. Others react to the Garou as if she was their pack leader — including the pack leader. Of course, there may be repercussions after the effects of the Gift have passed. | The player rolls Charisma + Empathy (difficulty of the highest Willpower in the target ground). If successful, the difficulties of all Social rolls against the target group are reduced by one. One success enables the character to affect a single target. Additional successes increase the number of individuals who fall under the effects of the Gift. The effects of the Gift last for one scene. | Rage Across the Heavens | Zarok |
Sense of the Transformation | With this Gift, the Garou can identify states of transformation or significant changes within creatures or objects. This Gift allows the Garou to ascertain whether or not someone is dying of a disease or if a female is pregnant (even in extremely early stages). In the same fashion, the Garou can choose to determine if an object is about to break or cease functioning. The Garou need only concentrate on her target to activate this Gift. | No roll is necessary, but the player must spend a point of Gnosis to activate the Gift for one scene. During that time the character can determine the general state of health (or illness) of the individuals or creatures in her vicinity. She can also tell if inanimate objects are on the verge of breaking down or otherwise ceasing to function. | Rage Across the Heavens | Meros |
Find the Child Within | With this Gift, a Garou can play upon an individual’s instinctive response to parental authority or affection and convince that person to follow a command (“Don’t leave without me”) or respond favorably to a suggestions (“Let me take you somewhere safe”) that they might otherwise rebuff. The target of the Gift cannot already be engaged in battle with the Gift’s user or with another opponent. The Garou can, however, use this Gift to forestall an impending battle or elude a situation that might turn dangerous. | The player makes a resisted Charisma + Empathy roll vs. the target’s Willpower. One success allows the character to make as simple suggestion to the victim; the suggestion must be one that a young child would find reasonable. Additional successes either extend the duration of the effect or else enables the character to convince her victim to do something he might not be otherwise inclined to do – such as coercing a Get Ahroun to back down from a fight he would certainly lose. Failure means that the suggestion has no effect, while a botch angers the victim and makes him impervious to further attempts to use this Gift for 24 hours. | Rage Across the Heavens | Tambiyah |
Uncloak the Hidden | By concentrating on a person, object or area, the Garou can determine whether or not her target is hiding anything. The Garou can spot disguises, concealed weapons and wires; determine if a room contains trapdoors, hidden cameras, microphones and wire taps; or if someone lurks in a hidden passage. The Gift does not, however, allow the Garou to seek beneath the disguise, determine the nature of a concealed weapon or tell what lies within a hidden wall safe – this trick reveals only that a deception is present. The Garou must concentrate on the target in order to invoke this Gift. | The player rolls Perception + Investigation (difficulty 8). Extra successes might reveal more facts about the subject, if multiple secrets exist to be sought out. The Storyteller should inform the player of her characters’ knowledge in general terms (“That man has some sort of disguise”; “The floor contains a hollow beneath the floorboards”). | Rage Across the Heavens | Hakahe |
Find the Heart’s Flame | With this Gift the Garou can identify sources of energy or power, even when they are hidden or unfamiliar. The Garou must concentrate to detect the pulsations of power that emanate from even a dormant energy source. This becomes useful when travelling in some of the more alien reaches of the Umbra where familiar objects take on strange appearances. This Gift also enables the Garou to identify machinery such as generators or solar batteries regardless of their appearance or attempts to conceal them. Spirits that serve as energy or power foci also register to the Garou’s senses when this Gift is in effect. | The player spends one point of Gnosis and rolls Perception + Alertness (difficulty 7). A single success identifies power sources that lie within 50 feet of the Garou. Additional successes allow the character to extend her range to locate distant sources. This Gift lasts for once scene. | Rage Across the Heavens | Katanka-Sonnak |
Lambent Sight | This Gift allows the Garou the ability to see under circumstances where sight would normally be impossible, such as in conditions of total darkness (inside a deep cave, for example) or if the Garou is blindfolded. This Gift provides illumination for the Garou equivalent to that of a full moon. | The player spends a point of Gnosis; no roll is necessary. The effects of this Gift last for one scene. This Gift cannot grant sight to one who is naturally blind. | Rage Across the Heavens | Sokhta |
Speed of the Messenger | This Gift increases the movement rate of the Garou so that he can travel long distances in short periods of time. The character’s body seems to flow like quicksilver, enabling him to accomplish astounding feats of agility while under the effects of this Gift. Thus, the Garou can travel rapidly across a tree limb or along a narrow wooden beam without slowing down or faltering. | The player spends one Gnosis point and rolls Dexterity + Athletics (difficulty 8). One success allows the character to move at twice her normal speed; two successes gives her three times normal speed, while three successes allows the character to move four times as quickly. More than three successes cause the character to assume a blurry form that confers two extra dice to any rolls involving Dexterity while the character is in motion. The effect lasts for one turn or one scene, depending on the circumstance. This Gift affects movement only and cannot allow a character to stop to deliver blows in combat without ending the Gift’s duration. Thus, a character can use the Gift to get to a combat more quickly, but once she engages in battle, she loses the benefits conferred by the Gift. | Rage Across the Heavens | Mitanu |
Earth Sense | The Garou can feel the “aura” of an area and determine if it is healthy or blighted. For a brief instant, the user of the Gift becomes so attuned to the land immediately around her that she can sense the pain of Wyrm-taint, the sickness of pollution or the robust energy of an unspoiled piece of wilderness. In some instances, the source of an area’s pain — or the reason for its health — may reveal itself to the Garou through the use of this Gift. | The player spends a point of Gnosis. While no roll is necessary, the character must concentrate on the target area for several minutes of game time before receiving any information about its condition. The amount of information that is revealed is left to the Storyteller and can vary from vague feelings (“The land doesn’t feel well, as if it has been poisoned.”) to extremely specific facts (“There is an underground spring which channels Gnosis into topsoil, making the land productive and fertile.”). | Rage Across the Heavens | Eshtarra |
Battlesense | The Garou can sense the best direction from which to make an attack, taking into account the terrain of the battlefield, the numbers and placement of the enemy and the available forces at the Garou’s command or allied with her. | The player spends a point of Gnosis and becomes aware of the tactical forces involved in an impending battle. The Storyteller informs the player of the numbers and placement of opposing forces. The player can then use this information to her character’s advantage. | Rage Across the Heavens | Nerigal |
Gift | Description | System | Source | Spirit |
---|---|---|---|---|
Foetracker | By using this Gift, the Garou can follow her quarry without risking losing the trail. The scent of the target becomes so powerful to the Garou that she can follow it even under conditions that might otherwise obscure the trail. Even if the victim crosses water, lays down a false trail or attempts to mask his scent with some other odor, the Garou unerringly follows her prey. However, the Gift’s effects become fainter with time and distance. | The player spends a point of Gnosis and rolls Perception + Primal Urge. Each success allows the character to track her target unerringly for one scene up to a maximum of five scenes, after which the effects of the Gift end, and the trail becomes too faint to follow. No successes means that the Gift fails to take effect, while a botch sends the character in a false direction. | Rage Across the Heavens | Rorg |
Fixit | The Garou can figure out what’s wrong with a device and make on-the-spot repairs which allow the item to run or function for a short time. | The player rolls Intelligence + Repair (difficulty 7). One success allows the character to repair the targeted item so that it runs for one turn. Two successes enable the item to work for one scene while three successes or more indicate that the item has been permanently repaired, barring excessive use or subsequent damage. Failure means the character cannot repair the item, while a botch renders the device unable to be repaired by anyone — ever. | Rage Across the Heavens | Shantar |
Hidden Depths | This Gift allows a Garou to uncover some hidden piece of information, or to decipher some cryptic passage of text. The Gift can also enable a Garou to figure out who the real power behind the scenes is in a given situation. | The player spends a point of Gnosis and rolls Perception + Enigmas (difficulty 8). Each success allows the character to learn one hidden or concealed fact about the person, place or thing targeted by the Gift. For example, one line of prophecy may be explained for each success. The Storyteller should decide the overall effects of this Gift so that players do not attempt to avoid pursuing other avenues of investigation. | Rage Across the Heavens | Ruatma |
Peace of the Counselor | This Gift enables a Garou to bring even the most heated discussion to a peaceful conclusion. Though it does not preclude more hostilities from erupting at a later time, the Gift creates an atmosphere of temporary truce among enemies or prevents tribe leaders from coming to blows over volatile issues. During the grace period, the Garou can attempt to resolve the circumstances underlying the state of enmity — such as encouraging the participants in a dispute to begin negotiations or achieving a compromise. | The player spends a Willpower point and rolls Charisma + Empathy (difficulty of the highest Willpower among the quarreling individuals). One success causes combatants to stop fighting (or prevents them from initiating combat) for one turn. Each extra success increases the length of time in which peace prevails by an additional turn; five successes extends the Gift to an entire scene. No successes means that the Gift has no effect on the situation, while a botch causes an escalation of force and frequently draws the character attempting to use the Gift into the heart of the battle. | Rage Across the Heavens | Lu-Bat |
Proclamation of Action | This Gift enables the Garou to force an end to discussion and take the course of action the character thinks is best. The werewolf can literally command others to act as he bids, although only if they had been previously dithering over a course of action. | The player spends a Willpower point and rolls Charisma + Leadership to put a damper on discussions that have gone on too long. (“Enough talk. Let’s do it!”). Each success allows the character to affect a single target. A character desiring to resist the effects of the Gift must make a Willpower roll (difficulty of the Gift user’s Willpower + 1, up to a maximum of 10). This Gift lasts for one scene. | Rage Across the Heavens | Zarok |
Shorten the Road | This Gift enables the Garou to cut normal travel time by a third, even in the Umbra. This feat may take shape in a number of ways – either through a series of fortunate coincidences or else through clearly supernatural means. | The player spends a point of Gnosis and rolls Manipulation + Survival (difficulty 7). A successful roll shortens a journey by a third so that a three-day trip takes only two days, while a two week long trek through unspoiled wilderness only takes ten days. A failure has no effect on the length of the journey, while a botch doubles the travel time. | Rage Across the Heavens | Meros |
Mantle of the Land | The Garou draws forth a mist or fog from water in the atmosphere. This misty mantle provides cover in which a Garou may hide herself or someone under her protection. The Gift may be used while the Garou is in motion in order to confuse pursuers by enveloping them in an obscuring fog. The mantle can also surround a Garou and her pack in order to allow them to attack from concealment or ambush. | The player spends a point of Gnosis. The fog is dense and heavy, obscuring the vision of anyone within, even muffling sound. Anyone save the Garou and her pack are at +3 difficulty on all Perception rolls while the mist ensures. This Gift lasts one scene or one combat. | Rage Across the Heavens | Tambiyah |
Shadow of the Ebon Whisperer | This Gift makes the Garou as insubstantial as a shadow and as hard to see. The physical form of the Garou fades to a murky, dark shape that can slither and flow almost anywhere. Although others can use certain Gifts to spot the “shadow” werewolf, anyone wishing to do so must first have a reason to suspect the presence of the Gift’s user. This Gift does not function in bright daylight or in places where no shadows exists — such as a brightly lit room (or a room in total darkness, for that matter). | The player spends a point of Willpower and rolls Appearance + Occult (difficulty as assigned by the Storyteller depending on the surroundings). Each success allows the character to assume the shadow-form for one scene (or one combat round); even one success can give the character the advantage of surprise in a battle. No successes means that the Gift fails while a botch throws the characters across the Gauntlet momentarily and does not conceal the Garou upon her return. | Rage Across the Heavens | Hakahe |
Flame of the Wind Rider | This Gift makes the Garou harder to damage by engulfing her in a ghostly blue-white flame. In addition to serving as a form of armor, the flame also offers protection from cold, including the intense cold of the far reaches of the Aetherial Realm and the freezing damage inflicted by certain creatures of the Wyrm. | The player spends a point of Gnosis and rolls Stamina + Occult (difficulty 7). Each success lowers the difficulty for soaking damage from cold by one. In addition, the Garou gains two dice to add to all soak rolls; these dice can even be used to soak silver. The effects last for one scene. | Rage Across the Heavens | Katanka-Sonnak |
Moonpool of Sokhta | This Gift enables a Garou to transform clear, standing water into a pool which offers visions of possible futures. Wilderness ponds, small mountain tarns, pools of clear rainwater or even basins filled with water can serve as a conduit for the images. The scenes that appear within the pool depict what might happen unless something occurs to change the course of events. The Garou must concentrate on the event (or series of events) to get a sense of the outcome. The pool may reflect either literal or symbolic images. | The player spends a point of Gnosis and rolls Wits + Enigmas (difficulty 7 for near future events, difficulty 8 for more distant occurrences). Each success causes one vision of the future to appear in the pool. The Storyteller should determine the clarity and accuracy of the visions. No successes indicate a failure of the Gift, while a botch produces false visions or an extremely chaotic jumble of meaningless images. | Rage Across the Heavens | Sokhta |
Sticky Fingers | This trick coats the fingers of a Garou with a silvery substance that adheres to anything, making it possible to climb vertical surfaces with ease. In addition, this Gift also assists a Garou in pilfering small items such as credit cards, keys or loose change. | The player spends a point of Gnosis. The ability to cling to sheer surfaces is automatic. In addition, the character gains two extra dice to any Streetwise or other roll that the Storyteller deems appropriate; he might get extra dice on a pickpocketing attempt, but not when trying to hotwire a car. The effect lasts for one scene. | Rage Across the Heavens | Mitanu |
Herb Call | Through singing or chanting, a Garou can find helpful or medicinal plants, roots or bark even in poor areas such as deserts. Such plants might be healing herbs, substances used in rites or tubers and other plants that provide needed sustenance. The song causes the plants to resonate from the music so that the Garou can locate them by following the sounds. | The player spends a point of Gnosis and rolls Perception + Performance. A single success enables the character to locate the desired herbs or plants within a mile of her location. Additional successes increase the range by one mile per success. Failure means that the character cannot hear any plants, while a botch leads the character to harmful herbs or plants. | Rage Across the Heavens | Eshtarra |
Shards of Icy Rage | The Garou invoking this Gift calls on the cold power of her Rage, converting her anger into physical ice. This ice cuts as deep as any knife, and can be hurled at her enemies in place of a normal attack. | The player spends a point of Rage and rolls Wits + Primal Urge (difficulty 8). The number of successes equals the number of shards that form from the crystalized Rage, up to a limit of five shards. The player makes a separate attack roll for each shard, and may direct them at more than one opponent. Each shard does three dice of aggravated damage; the range is five yard for every dot of the Garou’s strength. The player may spend only one point of Rage each time the Gift is used; this prohibits spending Rage to gain extra actions in the same turn as invoking the shards. Although a character may use the Gift more than once in a scene, each successive use after the first adds +1 to the difficulty roll to activate the Gift. | Rage Across the Heavens | Nerigal |
Gift | Description | System | Source | Spirit |
---|---|---|---|---|
Savagery of the Taloned Hunter | This Gift allows a Garou to gain twice the advantage of his Rage, thus increasing the ferocity and frequency of attacks or else allowing him to accomplish more under stress than he normally would. | The player spends a Rage point, which he may then convert into the equivalent of two points of Rage for the character. This enables a character to take two extra actions in a combat at the cost of a Rage point. Another use of the Gift allows the character to recover from a stunned state and take an extra action in the same turn. The Storyteller should make the final determination as to how the character may use the advantage gained from this Gift. This Gift cannot be used continuously, though; the Garou may call on its effects once per story for every point of Willpower he possesses. | Rage Across the Heavens | Rorg |
Tangling the Skein | This Gift enables the Garou to cause confusion among her enemies by mixing up their perceptions so that they cannot decide who to follow or what to do next. The effect resembles that of the Gift: Mitanu’s Deliberate Misinformation, except it distorts what others discern through sight or memory, rather than through what they hear. Victims may mistake one person for another and follow the wrong leader or they may go to the wrong meeting place in the mistaken impression they are proceeding to the correct spot. | The player spends a point of Gnosis and rolls Manipulation + Enigmas (difficulty of the victim’s Willpower). Each success allows the character to alter one visual or remembered perception for her victim. She can cause a Black Spiral Dancer to confuse the weakest member of his pack for the pack leader or make a rival show up at the wrong caern for an important meeting. No successes means that the Gift fails, while a botch actually arranges the victim’s perceptions so that they work against the character rather than the victim. | Rage Across the Heavens | Shantar |
Unravel | This Gift allows the Garou to put together seemingly random bits of information to form a tentative analysis of a situation and formulate a course of action. This is particularly useful in situations where gathering concrete information is difficult or in extremely complex situations. | The player spends a point of Gnosis and rolls Intelligence + Enigmas (difficulty 7). Only on success is necessary to make sense out of even the most confusing situation, but each additional success further clarifies matters. (The player may ask the Storyteller to explain to her what is actually going on in a given scene and use that information as character knowledge). A failure means that the character cannot make sense of a situation while a botch means that the character puts together a totally false scenario and draws erroneous conclusions from her “knowledge.” | Rage Across the Heavens | Ruatma |
Pall of Despair | This Gift inflicts a wave of despair upon a targeted individual, making the victim incapable of action due to feelings of profound melancholy. | The player spends a point of Gnosis and rolls Manipulation + Empathy (difficulty of the victim’s Willpower). A successful roll causes the victim to experience a feeling similar to Harano (or, in the case of humans, clinical depression). This state of mind forces the victim to roll her Willpower in order to take any action, while combat becomes almost impossible. (Optionally, the Storyteller can enforce the limitations of Harano found in either the Werewolf Players Guide 2nd Ed, p.207 or the Players Guide to Garou, p.226). The effects of this Gift last for one scene. | Rage Across the Heavens | Lu-Bat |
Undisputed Ruler | This Gift allows a Garou to take over the leadership of a small gathering of humans (whether a paramilitary group of town council) or a group of spirits for a period of up to 6 months. During this time, the targeted group accepts the Garou as their leader, rendering her the honor, respect and obedience due her position. The group demonstrates a high degree of loyalty, obeying the Garou’s instructions in a manner appropriate to her position (as orders if they are paramilitary, or as legally binding decisions if the position is akin to that of a town mayor, for instance). If the Garou uses this Gift in the Umbra, the targeted group of spirits will follow the Garou’s commands as if she were a greater spirit such as an Incarna. This Gift lasts anywhere from a week to six months. | The player spends a point of Gnosis and rolls Charisma + Leadership (difficulty of the highest Willpower in the target group). The Gift lasts for a period of time as follows: One success enables the character to exercise her authority over the group for one week. Two successes extends the period to a month, while three successes give the character leadership for two months. Four successes extends the period to four months, while five successes allows the character six months of undisputed rule. This Gift is only successful against mortals and spirits of no greater than Jaggling status, although “borderline” supernaturals such as ghouls and Kin are susceptible. A failure means that the Gift does not take effect. A botch turns the group against the character. | Rage Across the Heavens | Zarok |
Wyld Spirits | The Garou can call upon Meros’ erratic nature and inflict one or more of her opponents with a bout of erratic behavior, thus making it more difficult for the victims to coordinate attacks or act sensibly in any given situation. | The player spends a point of Willpower and rolls Manipulation + Empathy (difficulty of the victim’s Willpower). Each success allows the character to affect one individual. Affected targets fail to carry out any sustained course of action, attacking one minute and retreating the next or else stopping to make a speech. If the Gift is used in a non-combat situation, the victims change their actions radically from one moment to the next. This Gift lasts for one scene or one battle. | Rage Across the Heavens | Meros |
Veil of the Mother | This Gift allows the Garou to assume a different appearance for a short period of time in order to confuse pursuers or escape detection. Primarily useful in Homid form, the Veil of the Mother alters the physical features of the face, causes the user to seem either shorter or taller by up to 6 inches and changes the body size to reflect a gain or loss of up to 30 pounds. This Gift does not alter the sex or age of the Garou, though it can change skin, hair or eye color and hair texture or length. The Garou may use the Gift on herself or on another individual, usually someone she is trying to hide or draw attention from. | The player spends a Willpower point and rolls Appearance + Subterfuge (Difficulty 7). The number of successes indicate the degree to which the character can alter her appearance or that of another individual. One success allows only minor details in height weight, facial features, skin tone and other similar qualities. Three successes causes a complete change in appearance, while five or more successes enables the character to effect a drastic change in her physical form, even to the extent of appearing to be a specific person. (The Garou must, of course, be familiar with the appearance of anyone whose form she assumes). The effect of this Gift lasts for one scene. | Rage Across the Heavens | Tambiyah |
Hidden Heart | This Gift allows the Garou to take a dangerous piece of knowledge she possesses and lock it away in her mind so that it becomes inaccessible without a key. The concealed information cannot be taken from her through mental powers or coercion; she can neither access the information nor remember that she has something hidden away in her mind. Until someone speaks the trigger word, performs the appropriate gesture or enacts the conditions set forth in the activation of the Gift, the Garou remains blissfully unaware of the information she has hidden from everyone — including herself. | Before using this Gift, the Garou must set the conditions which will cause the information to become available to her. This information should be given a trusted ally — after all, the Garou herself won’t even remember that she has a key word, much less a secret. After describing the trigger, the player spends a point of Gnosis and rolls the character’s Willpower (difficulty 8). Only one success is necessary for the Gift to take effect. The effect of the Gift lasts until the hidden information is triggered. | Rage Across the Heavens | Hakahe |
Ride the Solar Winds | This Gift allows the Garou to ride the solar winds that sweep through the Aetherial Realm without worrying about being thrown off course by storms. Use of this Gift also increases the Garou’s movement rate, lessening travel time between locations within the Aetherial Realm. | The player spends a point of Gnosis and rolls Wits + Alertness (difficulty 7); the need to remain “in touch” with the ever-changing currents of these spirit winds requires concentration and attunement rather than physical agility. A single success allows the character to ride the winds successfully to her destination (or until she decides to end her journey). Additional successes either allow the Garou to carry others with her (on a one-for-one basis) or reduce the travel time by half per success. Thus, with one additional success, a journey of one month would only take two weeks, while two additional successes reduces the journey to a week. A character may use some of her extra successes to allow others to travel with her and the remaining ones to speed up travel time. No successes indicates either that the solar winds are not available for use or denotes failure to locate them. A botch means that the winds seize the character and carry her to some unintended destination (at the Storyteller’s discretion). | Rage Across the Heavens | Katanka-Sonnak |
Moonriver | By using this Gift, the Garou may swiftly travel across the surface of a body of water which reflects the moonlight. She can follow a river or cross a lake so long as she follows the “trail” of the moon’s light. If the light becomes obscured at any point (such as when a cloud passes across the moon), the effects of the Gift end and the Garou may have to swim or wade to shore. | The player rolls Dexterity + Occult. Only one success is needed for the character to gain the ability to travel the “moonriver”. The Garou travels across the water with supernatural speed, typically three times her normal movement rate. No successes on the roll indicates that the moon is either not visible or does not shine over a body of water in the character’s vicinity. A botch allows the character to get midway through her journey before the moon’s light fails, thus stranding the character in mid-stream. | Rage Across the Heavens | Sokhta |
Deliberate Misinformation | The Garou can slip confusing and contrary information into his target’s conversation, making their plans fall apart or otherwise causing them to suffer from a gross breakdown in communications. Opponents in the immediate vicinity of the Garou mishear each other or misinterpret instructions. The information affected by this Gift must be communicated verbally — either in person or through the use of a direct communication device such as a telephone or other transmission device. | The player rolls Perception + Linguistics (difficulty of the target’s Willpower, or the highest Willpower in the target group). Each success allows the character to subject one opponent to the effects of this Gift. All actions that result from information communicated verbally receive a +2 difficulty; simple orders, such as proceeding to a certain address or moving to the left or right flank in battle, automatically go awry. The Gift lasts for one scene. | Rage Across the Heavens | Mitanu |
Oaksong | By using this Gift, a Garou can communicate with inanimate objects made of wood or some other organic substance (i.e.: something that was once alive). The objects do not actually speak, but the Garou can sense their thoughts as images or sensations. For example, a wooden can might communicate that someone had used it for wilderness travel by filling the Garou’s mind with sounds of a crashing waterfall, the musty odor of bear spoor and the image of crowded undergrowth and towering pines. A straight-backed wooden chair might allow the Garou to “see” the person who last occupied it and get a sense of the emotional state of that individual. With practice, a Garou can hold an entire wordless conversation with anything from a sturdy help rope or a mat made of woven reeds to a charred scrap of paper (made from wood pulp). | The user of the Gift must concentrate on what sort of information she wishes to obtain from the object as if she were asking a question. The sensations and images constitute the “answer”. The player spends a point of Gnosis and rolls Perception + Enigmas (difficulty 7). Each success allows the character to formulate one question and direct it to one item. Additional successes allow the character to ask more questions (on a one-for-one basis) or else ask the same question of different objects. No successes indicate a simple failure of the Gift, while a botch provides the Garou with false or garbled information. | Rage Across the Heavens | Eshtarra |
Nerigal’s Call to Arms | This Gift allows the Garou to summon to her side any creatures of spirits allied to Nerigal or appropriate to the Ice Warrior. These beings, whether Nerigal’s spirit warriors or predatory animals, fight alongside the Garou for the duration of an entire battle. | The Garou spends a point of Gnosis and rolls Charisma + Leadership, difficulty 8. One success summons one of two creatures; additional successes increase the number of creatures or spirits that answer the summons. Thus, two successes bring up to five respondents, three successes summon up to ten creatures, four successes results in up to 15 beings while five successes brings everything within a five-mile radius of the character. Those creatures summoned serve as an army under the character’s command for an entire scene. Of course, if there are no wild predators or War-spirits of Nerigal within range, the Gift fails. | Rage Across the Heavens | Nerigal |
Gift | Description | System | Source | Spirit |
---|---|---|---|---|
Hunter's Horn | This Gift enables the Garou to create a sound so horrible and mind-chilling that it sends enemies into utter panic and causes them to flee an area without regard for direction or destination. Enemies so affected cannot attempt to evade pursuit or disguise their passage. This makes hunting them down and dispatching them a fairly simple task. | The player spends a point of Rage and rolls Manipulation + Primal-Urge (difficulty of the highest Willpower in the group). Each success affects one victim with uncontrollable panic, causing them to run blindly from an area. Garou affected by this Gift enter a state of fox frenzy, while others simply become mindless panicked creatures of prey. The effect lasts for an entire scene, during which time the character (and any allies) may hunt down and slay the victims if they so desire. No successes represents a simple failure of the Gift, while a botch affects the user of the Gift instead of her intended victim or victims. | Rage Across the Heavens | Rorg |
Shantar’s Loom | The use of this Gift allows the Garou to craft some item from the energy provided by either Gnosis, Rage or Willpower. The item may not involve multiple parts or have an overly complex make-up. For example, a Garou cannot make a gun using this Gift, but she can craft a dagger or hunting knife. Although this Gift can’t produce radioactive materials, it can produce such metals as silver. | The Garou spends either a Gnosis, Rage or Willpower point and rolls Dexterity + Repair (difficulty 8 for simple items, 9 for more sophisticated ones). (The Storyteller may allow the player to substitute a more appropriate secondary skill possessed by the character for the Repair Ability.) One success produces the item desired, while additional successes refine its quality and durability. The Storyteller may require additional successes to make an item from a less appropriate quality — such as making a child’s blanket from a Rage point, or using anything other than Gnosis to craft a silver knife. No successes means that the Gift fails to produce anything useful and allows the expended point to revert to the character. A botch uses up the expended point and produces an unusable or defective item. The item lasts a day per success. | Rage Across the Heavens | Shantar |
Blank Slate | The Garou can completely remove a single piece of information from her own mind or from that of another. This Gift becomes useful in situations where an individual has come across some dangerous knowledge that might lead to her death for possessing it. The Garou may not only remove the information – such as the identity of the Garou mole within a hostile group or the location of a safe house for ecoterrorists – but she may also smooth over the edges of the victim’s memory so that he does not realize anything is missing. The Garou may also use this Gift to alter her own memories in situations where she feels that this is necessary. | The player spends a point of Gnosis and rolls Manipulation + Empathy (difficulty of the victim’s Willpower). A single success allows the character to excise the desired piece of information. Additional successes enable the character to make secondary adjustments to the target’s memory to hide the fact that something is missing. No successes means that the victim retains the memory although she may not be aware that someone has tried to tamper with her mind. A botch may either remove the memory along with other chunks of information or else alert the victim to the unsuccessful attempt so that she knows who has tried to erase parts of her memory. | Rage Across the Heavens | Ruatma |
Harmonious Slumber | This Gift enables the Garou to create a perfect environment for sleep even in the most difficult circumstances. Under the influence of this Gift, the Garou receives the equivalent of eight hours of restful sleep and awakens refreshed and with his spirits revived. | The player spends a point of Gnosis and rolls Stamina + Enigmas (difficulty 7). One success is necessary to affect the character. Each additional success allows him to include another individual in the effects of the Gift. A failure means that the Gift does not work, while a botch inflicts restless sleep on the character, with no benefits. When a character awakens from a successful use of this Gift, he finds that his Gnosis is fully replenished. The nap can last for up to eight hours, although only two hours are necessary to reap full benefits. | Rage Across the Heavens | Lu-Bat |
Enthronement | The Garou can create small or simple objects out of thin air – including mist, clouds or wind. By shaping the air around him with his hands, the Garou may form a solid block of matter to serve as a chair, create a bowl or cup for holding liquid or construct some other useful item. Alternatively, the Garou can form small, stone-sized balls of air to use as hurled weapons against his enemies. The items last until the Garou disperses them. | The player simply rolls Dexterity + Repair (difficulty 7). The character may form one small item of solidified air for each success, or use two or more successes to shape a larger item (such as a throne-like seat). “Air-stones” used as weapons do the character’s Strength + 1 normal damage, and dissipate upon contact with their target (or any other solid substance). In addition, the victim must make a Stamina roll (difficulty 8) to remain on her feet when the “air-stone” discharges its mass. If she fails the Stamina roll, the victim is stunned for the remainder of the round and can take no action. | Rage Across the Heavens | Zarok |
Sleep’s Travels | Through this Gift, a Garou’s spirit may journey to another location while his body sleeps. Once he has arrived at his destination, the Garou may either examine his surroundings, impart a message to someone he sees, or retrieve a small (hand-held) item such as a ring, a set of keys or a piece of paper. Whether the Garou actually causes an object to assume spirit-form long enough for her to transport it from the place she has visited to the location of his sleeping body, or if the Gift causes the retrieved item to relocate from one place to another is unclear. The Garou must have at least four hours of uninterrupted sleep before he is able to begin the sleep journey. Once the journey has ended and the Garou’s spirit has reunited itself with her body, she must awaken naturally. Any disturbance in the sleep pattern negates the effectiveness of the Gift, though it does not otherwise physically threaten the Garou’s life. | The player spends a point of Gnosis and rolls Wits + Occult (Difficulty 8). One success enables the character to travel to the desired spot in his dreams and look around. He may overhear conversations but may not participate in them. Additional successes increase his ability to interact with what lies at his journey’s end. Three successes allows him to converse with individuals he meets (who, if he so chooses, see him as if he is really present) while five successes are necessary for the character to transport a physical object to his sleeping form. No successes means that the character simply gets a good night’s sleep, while a botch mot only means that the sleep journey fails but may cause serious disruptions to the character’s sleep patterns or give the character a Derangement. | Rage Across the Heavens | Meros |
Motherly Guardian | This Gift allows the Garou to “tag” an individual so that she can keep track of her target’s health and welfare. The Garou gains a general sense of the individual’s location at all times and can sense when the target is in trouble and needs assistance. The Gift lets the Garou know what kind of aid the target needs. The Garou must concentrate on her target in order to gain these insights. The effects of the Gift remain in place for a full cycle of the moon. | The player spends a point of Gnosis and rolls Perception + Empathy (difficulty of the target’s Willpower) to set the “tag” on the designated individual. Whenever she concentrates on that person, she receives information about the target’s general state of health and present circumstances. A failed roll means that the character is unable to tag the individual while a botch places the tag on the wrong person or else receives erroneous information. When the character attempts to concentrate on the targeted individual, she performs all other actions at a +1 difficulty due to her preoccupation with her charge. | Rage Across the Heavens | Tambiyah |
Whisper in the Dark | This Gift allows the Garou to determine a fact detrimental to an individual. The Garou may then use that piece of knowledge against the target of the Gift, either by holding it over the victim’s head or making the information public. | The player rolls Perception + Empathy (difficulty 8). Each success enables her to grasp one piece of heretofore-unknown information about the target of the Gift. Thus, a character can learn that an individual owes millions of dollars in gambling debts, hides a murder in his past or funds a company that systematically pollutes the rivers in a particular state. Failure means that the character learns nothing, while a botch provides the character with erroneous information leading to the character’s possible embarrassment or dishonor. | Rage Across the Heavens | Hakahe |
Hand of the Sun | The Garou’s hand blazes with a terrible heat and gives off a white-hot light, similar to a branding iron. The Garou may touch an individual and mark them indelibly (and painfully) with a brand of shame. Any Garou who encounters the victim in the future immediately recognize the mark as a sign of that person’s treachery, dishonor or other grave crime. Vampires ignite when touched by the Hand of the Sun. | The Garou spends a point of Rage and then a point of Gnosis. No roll is necessary for the Gift to take effect, but the character must make a standard attack roll in order to mark her victim. A victim touched by the Hand of the Sun takes two health levels of unsoakable aggravated damage and receives a permanent circular scar. The scar cannot be removed by any means short of amputating the part of the body which contains the scar. The fire lasts for one scene, although the Garou may extinguish it beforehand if she so chooses. | Rage Across the Heavens | Katanka-Sonnak |
Mooncat | This Gift allows the Garou to assume form of a small white cat (one of Sokhta’s favored animals). This ability can prove useful for getting into small places (or escaping from such) and remaining hidden. The Garou has the senses of a cat for the duration of the Gift, including good night sight, the ability to absorb information through her whiskers and extreme flexibility of movement – however, she also retains the power of a full-fledged Garou, and is much more dangerous than she looks. Anyone studying the cat closely can tell that it is not a normal feline because the cat’s eyes always reflect the current phase of the moon regardless of the surrounding light sources. | The player spends a point of Gnosis and rolls Dexterity + Animal Ken (difficulty 7). Each success allows the character to remain in cat form for one scene, although she can end the gift at any time before the duration runs out. While in cat form, the Garou retains her Lupus-form Attributes, may soak silver as if it were ordinary damage (although silver damage is still aggravated), and can inflict aggravated damage with claw and bite attacks as usual. No successes means that the Gift fails, while a botch results in a transformation into a misshapen creature somewhere between a cat and a wolf. The character may choose to end the Gift immediately if this happens. | Rage Across the Heavens | Sokhta |
Mercurial Messenger | This Gift enables a Garou who overhears a conversation or who is entrusted with a message to remember what she has heard. At a later time, the Garou may repeat back verbatim everything heard over a single scene as if she had total recall. The Gift allows the Garou to reproduce voice intonations, accents and speech patterns or mannerisms which match those of the original speaker. In addition, the Garou can approximate the speaker’s actual voice. | The player spends a point of Gnosis and rolls Wits + Linguistics (difficulty 7). Each success increases the accuracy of the character’s delivery of the remembered conversation or message. If necessary, the Storyteller may repeat the conversation for the benefit of the character’s audience. A failure means that the character remembers only what the player remembers. A botch introduces serious discrepancies into the repetition. | Rage Across the Heavens | Mitanu |
Lore of the Land | By eating, smoking or otherwise taking in a portion of the land, the Garou can sense things that happened in the immediate vicinity in the past. For instance, a Garou can mix dandelions from a meadow into a salad which she eats; as a result, she realizes that a group of hunters passed through the meadow three months ago. By chewing on the bark from a tree, the Garou can learn that a surveyor for a corporation measured the land around the tree as part of a planned site for a new factory, or that someone buried a body beneath the tree. | The player spends a point of Gnosis and rolls Perception + Empathy (difficulty 7). One success gives the character a piece of past information (“A group of men passed through here several weeks ago”). Additional successes either embellish the first piece of information (“The men wore security uniforms”) or else provide new information about other events (“A battle took place here last year”). The information provided will be as pertinent as possible; the character actually learns the most important (to Garou standards) thing or things that happened within the area, most often information that the Garou can act upon. | Rage Across the Heavens | Eshtarra |
Challenge of Single Combat | By invoking the name of the Ice Warrior and issuing a direct challenge to an enemy, the Garou can force her opponent to fight one-on-one according to the tacit rules of fair play. The opponent can launch no surprise attacks, employ dirty tricks or accept extra help from comrades or pack mates. However, the Garou using this Gift accepts the same restrictions – neither combatant can break off from the fight until one participant either concedes victory to the other or dies. | After the character has issued the challenge, the player spends a point of Rage and rolls Manipulation + Leadership (difficulty of the target’s Willpower). A single success forces the target to forego any unfair tactics and meet the Garou in single combat as described above. No successes means the Gift fails while a botch inspires the target to launch an immediate attack — usually with the help of the opponent’s friends. | Rage Across the Heavens | Nerigal |
Gift | Description | System | Source | Spirit |
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Pack Mind | This Gift forces a group of foes to behave like a single-minded pack. All individuals must perform the same task at the same time regardless of its appropriateness to a given situation. For example, if one individual fights, all the others fight; if one person attempts to sneak up behind an opponent, all the others make this attempt as well. This Gift lasts for one combat scene. | The player spends a point of Gnosis and rolls Willpower (difficulty 8). A single success allows the character to inflict Pack Mind on a group of up to four individuals. Additional successes allow the character to increase the number of people affected in increments of two; five successes, therefore, enables the character to affect twelve individuals. For the duration of this Gift, all the affected victims mimic the actions of their leader – or, more typically, the first person in a group to act each turn. If one decides to speak, all of them attempt to do so; if one throws a left hook, all of them choose this form of combat, ignoring any weapons they may have. Failure means the Gift has no effect, while a botch inadvertently links the character’s mind with another individual for the remainder of the scene. (The Storyteller should decide whether the character becomes linked with a friend or an enemy). | Rage Across the Heavens | Rorg |
Drown | This Gift causes the lungs of an opponent to fill with liquid. The victim must receive immediate medical or magical assistance or die within a few minutes. The target of the Gift can attempt to help herself but she can do nothing but attempt to expel the fluid. This Gift can either function as a way to capture an opponent, render an enemy helpless or inflict punishment on an individual. | The player spends a point of Rage and rolls her Willpower (difficulty of the victim’s Willpower). Only one success is necessary to activate this Gift. The victim must receive help immediately or else die by drowning. The victim may attempt to help herself by trying to cough up or otherwise expel the fluid, but she can take no other actions (including movement away from her surroundings) while she is making the attempt. No successes means the Gift fails, while a botch inflicts the Gift on the character attempting to use it. | Rage Across the Heavens | Shantar |
Diplomatic Immunity | This Gift enables the Garou to walk about in the middle of a hostile group without provoking the outbreak of hostilities. The Garou can enter a caern belonging to a rival or walk openly into the middle of a group of Black Spiral Dancers in order to retrieve something or deliver a message. The Garou surrounds herself with an aura of “neutrality” that negates her enemies’ or rivals’ animosity long enough to accomplish her task and leave without incident. The Gift only lasts for one scene, after which all bets are off. | The player spends a point of Willpower and rolls Manipulation + Subterfuge (difficulty 8). A successful roll allows the character to interact with a group of potential enemies for the purpose of delivering a message, retrieving an item or delivering an ultimatum. A failure means that the Gift does not take effect (in which case the character would be wise to avoid confronting the intended group). A Botch means that the character believes the Gift is in effect — a belief which will more than likely disappear as soon as she encounters the opposing group. | Rage Across the Heavens | Ruatma |
Burden of Knowledge | The Garou floods an individual with the knowledge of all her own limitations, making the victim aware of every flaw or failing and reminding her of all the wrongs she has committed or caused. The weight of this enlightenment can either change an individual for the better, or drive her into suicidal despair or murderous frenzy. Few individuals survive the effect of this Gift unscathed. This Gift can sometimes bring an errant Garou back from the edge of corruption or cause an enemy of the Garou to be “born again.” | The player spends a point of Gnosis and rolls Intelligence + Empathy (difficulty of the victim’s Willpower). Success causes the victim to experience every negative aspect of her personality and past, including secret vices, shortcomings, failures and other similar faults. The Storyteller should decide what ultimate effect the Gift produces in the victim – either a desire to reform her ways and correct her failings, an impulse to kill herself out of shame and despair or some course of action in between the two extremes. Once the victim has experienced the total effect of the Gift, the intense awareness begins to fade – but residual memories may plague the victim for a long time afterward. | Rage Across the Heavens | Lu-Bat |
Grand Gesture | By bestowing appropriate gifts on an individual or a group, the Garou increases her esteem and reputation in the eyes of the recipients of her largesse. The targets of this Gift tend to listen favorably to suggestions made by the Gift’s user and to support her arguments or come to her aid in a battle of words or weapons. This Gift lasts for an entire scene. When the effects of the Gift come to an end, the individuals affected may still continue to regard the Garou with some residual respect depending on their experiences while the Gift was active. | The player rolls Manipulation + Empathy (difficulty of the highest Willpower in the target group). Each success allows her to affect one individual. While the Gift is in effect, all Gifts or Social rolls involving persuasion are automatically successful against the affected individuals. No successes indicates that the Gift has no effect while a botch makes the targeted person or group resent the character, who suffers a penalty of +1 to the difficulty of Social rolls for the remainder of the scene. | Rage Across the Heavens | Zarok |
Essential Transformation | This Gift allows the Garou to convert part of her essence into Gnosis for use in situations which require the expenditure of large amounts of spiritual power. The Garou can either use the Gnosis gained by this Gift to create or replenish fetishes, enact Gifts that require Gnosis or for any other purpose that requires her to spend Gnosis. However, its residual effects are cumulative. Each use of this Gift imbues the Garou’s physical and mental abilities with more and more “spirit substance” until eventually she becomes a spirit creature lacking in material substance. When this happens, the Garou can no longer maintain her earthly existence and must either relocate to the Umbra as a permanent resident (not unlike the members of the Sept of the Stars) or else “die” and allow her spirit to return to Gaia. | The player rolls Willpower (difficulty 9). Only one success is necessary for the character to convert one dot in a chosen Attribute into 10 points of temporary Gnosis. Until the character uses all 10 of these points, she has one less dot in the chosen Attribute. When the converted Gnosis is depleted, the Attribute returns to its normal level. However, the Storyteller (and the character) should keep track of the number of times this Gift is used. When the character has used this Gift a number of times equal to her total number of dots in Physical, Mental and Social Attributes, her body loses its material substance and the character becomes a spirit. The character’s fate once this occurs is left to the Storyteller’s discretion, although in most cases this means that the player must retire the character from active play. | Rage Across the Heavens | Meros |
Bring Forth the Future | This Gift allows the Garou to call upon Tambiyah to change one facet of the individual’s future. The change must be specific, such as preventing the subject of the Gift from encountering a known situation that will result in her certain death. While this Gift does not guarantee that a foreseen future will be altered, it does allow the Garou to attempt to avert disaster or improve an individual’s lot. | The player sacrifices a permanent point of Gnosis and rolls Perception + Enigmas (difficulty 8). Only one success is necessary to effect a change in a future event. The player should explain to the Storyteller which element of the future even she wishes to alter. (For example, “I want my packmate to survive the coming battle against the fomori horde.”). If possible, the Storyteller should arrange events so that the change takes place exactly as stated. The Gift only affects events that will occur within the 24 hours immediately following the activation of the Gift; furthermore, characters cannot ensure the death or destruction of their foes with this power. Only pleas for preservation meet with the Veiled Mother’s approval. | Rage Across the Heavens | Tambiyah |
Ebon Binding | This Gift allows the Garou to take her knowledge of someone’s fault, practice or secret vice and bind a fitting punishment to that person. Most often, a target suffers crippling pains when he thinks of indulging in the forbidden action. The Garou may use this Gift to prevent rapists, child molesters, murderers or traitors from repeat offenses (assuming the Garou allows these individuals to live in the first place). | The player must sacrifice a point of permanent Gnosis and roll her Willpower (difficulty of the target’s Willpower). Only one success is necessary to make the binding permanent. A failed roll means that the binding is unsuccessful while a botch causes the character to undergo the mental or physical pain she intended to bind to her target — a one-time-only occurrence. | Rage Across the Heavens | Hakahe |
Cleansing Flame | The Garou can pinpoint an area (or an individual) and set the target ablaze with an intense and purifying flame that rages for 60 seconds and then dies out completely. The fire can burn out all Wyrm-taint or human-made pollution from an area or cleanse an individual (provided the victim survives) of Wyrm-taint. The fire does not spread beyond the target area or person and cannot be quenched by normal means. For instance, if the Garou targets a house occupied by a Pentex official, the fire blazes through the house destroying any vestige of the Wyrm’s corruption and leaving untouched anything not tainted by the Wyrm. | The player sacrifices a permanent point of Rage and rolls her Willpower. The difficulty is 8 to affect an area; the area cannot be larger than a large house. To target an individual, the difficulty of the Willpower roll equals the victim’s Willpower. Living or undead creatures set on fire must roll their Stamina (difficulty 9) or die from the shock. The flame destroys fomori utterly; Black Spiral Dancers who survive the Stamina roll must make Gnosis rolls, difficulty 9, or lose their Wyrm-taint and its accompanying Derangement. Such purified Garou are stripped of all Rank and Gifts; they may well fall again to corruption, but they are given a second chance. A failure on the Willpower roll indicates that the Garou fails to activate the Gift (and the permanent Rage point is not expended after all), while a botch inflicts one unsoakable health level of aggravated damage on the wielder (and the permanent Rage point is still lost). | Rage Across the Heavens | Katanka-Sonnak |
Moondream | The Garou petitions Sokhta to grant her a prophetic dream before she falls asleep beneath the light of the moon. She then enters a state of lucid dreaming in which she explores some potential future. The Garou may interact with the creatures and situations she encounters in the dream and, thus, learn the possible effects of certain actions upon the subject of the dream. The Garou may replay the dream several times in order to test various actions and their consequences until she awakens from the dream, eight hours late. Once the Garou has entered her Moon Dream, she may not be awakened until the full eight hours has passed. | The player spends a point of Gnosis and rolls Wits + Enigmas. The number of successes indicates the degree of control the character has over her part in the dream. The Storyteller may either take the player aside to run the dream privately or else create a scene that involves the entire troupe (particularly if the subject of the dream also involves the character’s park mates). The dream should give a reasonably accurate picture of the next two or three scenes so that the character may experiment with ways of handling the future, or, perhaps, changing it. No successes means that the character receives no dream while a botch gives the character an eight-hour long nightmare which she cannot remember but which results in a -1 penalty to all rolls involving Alertness. | Rage Across the Heavens | Sokhta |
Madthought | This trick literally makes the werewolf’s foes too clever for their own good. The Garou can cause her enemies’ thought processes to speed up so radically that they literally think too rapidly to put any one plan into motion. The victim of the Gift can only stand still as his thoughts run away with him, rushing madly from one brilliant plan to another or considering all the multiple alternatives for their “next” action. | The player spends a point of Willpower and rolls Wits + Subterfuge (difficulty of the victim’s Willpower). The number of successes determines how many turns the victim stands “lost in thought”. When the victim recovers from the Gift, he is most likely highly disoriented, and may need to regain focus and otherwise discover what’s been happening while he “was out”. A failure simply means that the Gift does not work, while a botch gives the victim not only rapid thought but the ability to translate those thoughts into immediate action — usually to the detriment of the character. | Rage Across the Heavens | Mitanu |
Earth Heal | This Gift allows the Garou to help a piece of land recover from blight, Wyrm-taint, poisoning or some other type of environmental disturbance. The Garou gives part of her essence to the damaged land and thus begins a process of renewal that spreads to encompass such details as purifying tainted soil, causing the growth of new plant life or purging signs of the Wyrm’s corruption from the designated spot. | The player sacrifices a permanent point of Gnosis and rolls Wits + Occult (difficulty 7 for naturally caused damage; difficulty 8 for Wyrm-taint). Each success contributes to the overall recovery of the designated piece of land; the area can be as large as a few miles, but must constitute a single terrain feature (a lake, forest or mountain, for instance). One success makes minimal but significant improvements in the target area, while five successes results in the area’s return (over time) to a state of unspoiled health and fertility. Although this is a potent Gift, it doesn’t prevent the healed land from being polluted once more. Even so, offering up one’s Gnosis to heal a portion of Gaia if often cause for significant rewards of Honor. | Rage Across the Heavens | Eshtarra |
Heart of the Ice Warrior | Usually used only in the most dire circumstance, this Gift renders the Garou impervious to damage long enough to deliver a final blow to her opponent. The exertion causes the Garou to collapse, mortally wounded. Unless healed immediately, the Garou dies, having given her all in battle. | No roll is necessary to invoke the Gift, but the player must spend a point of Rage. The character may not dodge when invoking this Gift, but no damage levied against the Garou will impair her in any way until her attack lands — lightning strikes won’t blow her back, and blades can’t sever her limbs. The character makes her next attack at +4 to her attack dice pool. The player may reroll any 1s rolled on this attack – they simply do not count. In addition, any damage rolls gain four extra dice. After delivering her attack, the character falls to Incapacitated. Unless somehow mystically healed by another using Mother’s Touch or a similar Gift or fetish (regeneration isn’t an option) within the same turn, the character dies at the end of the turn. | Rage Across the Heavens | Nerigal |
BSD Gifts
Only Wyrm aligned are able to take Black Spiral Dancer gifts. Only BSDs are able to take White Howler 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 |
Shining Sigils | When this Gift is active, glowing sigils representing the Garou’s tales of Renown appear upon their skin or pelt. The marks shine a luminescent woad-blue, although Honor, Glory, and Wisdom all gleam with their own subtle inflections of color. Temporary Renown appears as reinforcing details on the permanent Renown symbols. This gift is taught by a Lune spirit. | While this Gift is active, the Garou receives a pool of bonus dice equal to his rank that he can allocate towards any Social rolls (including intimidation) towards spirits or other Gaian Garou until the remainder of the scene. | White Howler Tribebook | White Howler Tribe |
Death Sight | 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 (see p. 213). A botch causes the Garou’s eyes to shine as beacons in the underworld, drawing the notice of broken, vengeful shades. | 20th Anniversary Edition | White Howler Tribe |
Haunting Howl | One of the howl-Gifts peculiar to the tribe, this eerie cry often echoed across the desolate moors prior to a White Howler raid. In the years since the White Howlers’ fall, this cry has become more alien and forlorn. | The player rolls Charisma + Intimidation, difficulty 7. All enemies within earshot of the werewolf’s howl suffer a +1 difficulty to Willpower rolls for three turns per success. Willpower expenditures are unaffected. No foe can be affected by more than one use of this Gift per scene. | Past Lives | White Howler Tribe |
Blood-Scent | Part of the White Howlers’ reputation as excellent trackers stemmed from Gifts such as this one. The Garou with this Gift finds it childishly easy to track down any human, beast or supernatural being whose blood he has tasted. the Howlers parlayed this Gift into the tactic of letting a wounded enemy escape, only to unerringly track him to his lair and the rest of his clan. Today, the Black Spiral Dancers continue this practice, although without the aid of the Blood-Scent Gift. | Once learned, this Gift’s effects are permanent. The Garou receives two additional dice on any roll made to track prey whose blood she has tasted. These dice also apply to the use of tracking Gifts such as Pulse of the Prey. | Past Lives | White Howler 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. In the Tribebook Bone Gnawers version, no teacher spirit is listed. In the 20th Anniversary Edition version, it’s taught by a badger spirit. | Tribebook Bone Gnawers (Revised) / 20th Anniversary Edition | White Howler Tribe |
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 / 20th Anniversary | White Howler Tribe |
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 | White Howler Tribe |
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 |
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 | White Howler Tribe |
Pain-Strength | The White Howlers were hardy enough to shrug off the effects of pain, but some learned the trick of letting their pain fuel them. The wounds of a White Howler actually gave him Strength, allowing him to achieve great feats Of might at the cost of his own blood. | When the character is first wounded, the Player may choose to Spend a Rage Point to activate this Gift. For the remainder of the scene, the character gains one dot of Strength for every die of wound penalties he suffers from. In addition, wound penalties do not affect his Strength score or damage pools (although they affect any Strength + Ability pools). Thus, a character at Wounded would lose two dice from most dice pools, but actually gain two dice to his Strength score. If the character would ignore wound penalties (due to frenzy or Resist Pain), he does not gain the bonus Strength. | Past Lives | White Howler Tribe |
Lion’s Bite | Lion’s children learned many things from their patron, including some hunting tactics more familiar to big cats than to wolves. The Garou with this Gift gains an unerring ability to bite down on the throat of his prey, choking it unconscious or to death, or even crushing its windpipe as lions do. | The effects of this Gift are permanent. After declaring the Lion’s Bite attack and making a successful Strength + Brawl roll, a Garou with this Gift does its normal bite damage the first turn. In addition, she establishes a choking hold on her target. Each successive round, the target may attempt to make a resisted Strength roll to attempt to break free of the hold. The target may attempt to take actions other than trying to break the hold, but any such action is +2 difficulty. However, if the hold is not broken by the end of a number of rounds equal to twice the target’s Stamina rating, he is rendered unconscious. Once a target is unconscious, he takes a level of lethal damage from the hold each turn, and cannot regenerate this damage until the hold is released. When he reaches Incapacitated, he reverts to his breed form, and if the hold is continued, will die in a number of turns equal to his Stamina. | Past Lives; White Howler Tribebook | White Howler Tribe |
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 | White Howler Tribe |
Spectral Authority | 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 | White Howler Tribe |
Gift | Description | System | Source | Type |
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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 |
Waking the Dead | This gift creates a shadowy representation of a fallen individual (human, Kin, or Garou) and gives the werewolf the ability to ask it a few questions. The shade created is not a ghost, and possesses no knowledge that was not known to the individual before their death. This Gift can only be used once on any given corpse. | The Garou spends two or more points of Gnosis and touches the dead body. A shadowy figure that resembles the fallen individual rises from the corpse, and will truthfully (to the best of its ability) answer one simple question for every point of Gnosis beyond the first that the Garou spent when activating the Gift. Its answers will be no longer than one sentence per question. After the last question has been asked (or at the end of the scene), the shade will disappear, and this Gift can never be used on that individual again. If the Gift is used on the undead, they will remember nothing after their first mortal death; vampires cannot answer questions about things that happened during their unlife, for example. | White Howler Tribebook | White Howler Tribe |
Sense of the Deep | Up until the Fall, Lion’s tribe was convinced it was their duty to Gaia to hunt down Her enemies even beneath the surface of the earth. This Gift aided them in their endeavors to fight Wyrm-things in their own burrows. A werewolf with this Gift is at home in a subterranean environment, almost moreso than above ground. | This Gift’s effects are permanent once learned. While underground, the werewolf automatically knows which direction is north, and can instinctively retrace his path to the exit. (However, this direction sense can be tampered with by other supernatural powers, as happened in the Hive where the Fall took palace.) The character can also see in darkness underground without suffering any dice pool penalties or added difficulty; this works much as the Metis Gift: Eyes of the Cat, but only while the Garou is underground. | Past Lives | White Howler Tribe |
Blooding Fury | The Fianna often wondered if the White Howlers were the masters of their Rage, or if Rage was the master of the White Howlers. This Gift only added to the Fianna’s trepidation. By wounding herself, the Garou is able to tap into a fresh reservoir of Rage, for good or for ill. This Gift is taught by a fire-spirit. | The Garou must injure herself with a claw or bite; the character takes one level of unsoakable aggravated damage, and regains all her temporary Rage. This Gift can be used only once per scene. | Past Lives | White Howler Tribe |
Territory / Predator’s Many Eyes | The Red Talon with this Gift doesn’t need to patrol his hunting ground to know what transpires there. With bit a moment of concentration, he may extend his senses to any area he has marked. This Gift is taught by a wolf spirit. White Howlers: White Howlers can mark a land as their own by carving sigils in stone in the area. Stones marked in this way can be used over and over, by the Garou who carved them. The duration remains the same; the werewolf reactivates the gift by adding additional details to the stone in question. | To use this Gift, the Red Talon must first mark one or more areas with his own urine. A Talon may have a number of marked locations equal to his Gnosis (and does not have to establish such a mark in every place that he urinates). Thereafter, the player may roll Perception + Primal-Urge (difficulty 7) to extend the Talon’s senses to that location. The character can sense the area as though standing in the same place he was in when he marked the area originally. The scent marks last for one week per dot of Gnosis the character possesses (for wilderness) or one day per dot of Gnosis (for urban environments). | Red Talon Tribebook (revised) / 20th Anniversary Edition | White Howler Tribe |
Ley Lines | The wilds of Britain are a dangerous place, and even more so when crossing Fianna territory. By manipulating the spirits of nature and the Wyld, the Fianna may send her target in illogical directions and even create tracks impossible to follow. Many who have dared to tread the Fianna’s land have found themselves circling while walking straight, rigidly keeping to paths that lead them, again and again, to the same landmarks. Then they starve, and their legend warns off other intruders. An earth-spirit teaches this Gift. | The player spends one Gnosis point and rolls Wits + Occult (difficulty 7). Any attempts at tracking or orientation now requires 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 | White Howler Tribe |
Gift | Description | System | Source | Type |
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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 |
Collapse the Barrow | In a land plagued with subterranean Wyrm-pits, the ability to destroy the structural integrity of an underground lair was priceless to the White Howlers. By using this gift, the werewolf is able to collapse an earthen or stone structure or tunnel in upon itself, thus making it much more difficult for it to be re-used for evil purposes. | The Garou spends a point of Gnosis, and touches the floor, ceiling, or walls of the targeted structure. The player makes a Strength + Occult roll, with a standard difficulty of 6 for an average excavation tunnel. The difficulty increases or decreases with the structural integrity and craftsmanship involved in creating the target; 7 for a stone cave or natural rock tunnel, but 4 for a quickly dug burrow; 5 for a hastily built rock hut, but 9 for a masterful stone broch tower.). For each success, a 5-foot section of the structure collapses. This Gift does not cleanse the area, and simply collapsing a pit creates a festering magnet for banes and other Wyrm-creatures. Because of this, Collapse the Barrow is most often used on the way back out of a pit, after the inhabitants have been dealt with, and the area within has been ritually cleansed. | White Howler Tribebook | White Howler Tribe |
Visions of Slaughter | This frightening curse derived from the White Howlers’ unusual practices of bonding with the ghosts of slain animals. By marking a person with his spit, blood or other bodily fluids, the werewolf can curse his victim to be haunted with visions of any animal or individual killed by his actions (or inaction), Even animals can be driven to distraction by visions of prey animals that are always within view, but cannot be touched. This Gift is of course of little use against the innocent, but against the soldiers, shapeshifters and vampires that werewolves most commonly face, it has terrible power. | The Garou must first bring the victim-to-be into contact with his saliva, blood, sweat or other bodily fluid; the player rolls Intelligence + Occult, difficulty of the target’s Willpower. The victim is haunted by bloody \visions of any reptile, bird or mammal dead by her hands for one day per success. The more deaths the \ victim has been responsible for, the more vivid and distracting the visions. Each day, the victim must make a Willpower roll at a difficulty set by the Storyteller to avoid losing a temporary point of Willpower. The difficulty ranges from 4 to 9, based on the amount of blood on the character’s hands; an all-but-innocent who has done little more than set mousetraps and accidentally run over an opossum would be a 4, while the average Garou might resist at difficulty 7, and a murderous vampire at difficulty 9. The amount of remorse the character would ordinarily feel has no bearing on the curse; a vampire who cares nothing for the people he’s drained to death will still be horribly distracted, as his victims appear far more real and far more frequently. While the Gift is in effect, the victim cannot recover temporary Willpower. Once the victim’s temporary Willpower has been reduced to half of the permanent score, all rolls she makes (apart from soak or damage rolls) are at +1 difficulty until the Gift’s effects pass. | Past Lives | White Howler Tribe |
Maddening Howl | This howl-Gift represents one of the White Howlers’ worst weapons, a terrible ululating wail that bends the minds of those who hear it to the breaking point. Only White Howlers are immune to the howl — even in modern-day settings. | The player spends one point of Rage and one point of Gnosis and rolls Charisma + Performance, difficulty 7; all non-White Howlers within earshot may roll Willpower, difficulty 7, to resist. If the player gains more successes than the victim, the victim is driven mad for the duration of the scene. Victims are treated as if they were affected by the “Catatonic Fear,” “Panic,” “Disbelief,” “Berserk,” or “Terror” effects on the Delirium chart (pg. 263). The Storyteller chooses the specific effect, although the Gift’s effects tend to be random rather than governed by the victim’s personality. | Past Lives | White Howler Tribe |
Call Elemental | The Garou is able to call one of the four classic elementals to his aid (earth, air, fire or water). An elemental teaches this Gift. | 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. | Core book revised / 20th Anniversary Edition | White Howler Tribe |
Hero’s Stand | The Garou channels the strength of Gaia herself, becoming one with the earth upon which he stands. While he may not retreat or even move from that spot for the duration of the Gift, he gains many powers through Gaia’s might. An earth elemental teaches this Gift. | The player rolls Willpower (difficulty 8). Each success grants one extra die to all Physical dice pools. Also, the Garou may not be surprised, and all attacks are considered frontal. The Garou may not move until all foes have been defeated or have fled. | Core book revised / 20th Anniversary Edition | White Howler Tribe |
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 |
Howl of Healing | The White Howler tribe is closely knit, sharing a bond rivaled by few others. This tie allows them to channel healing in a fashion others can only aspire to. | The werewolf howls. The player spends one Gnosis point and makes an Intelligence + Expression roll (difficulty 6). Everyone of the White Howler tribe (or their Kin) who can hear the howl heals one point of lethal, bashing, or aggravated damage. This howl cannot be amplified, communicated, or assisted through natural, artificial, or supernatural means, else it loses its effectiveness. | White Howler Tribebook | White Howler Tribe |
Fog on the Moor | This Gift transforms the Fianna into a ghostly outline of himself, allowing him to pass through anything except silver as though he were incorporeal. He may communicate and strike opponents normally. He cannot be harmed by anything except silver; all incoming attacks pass through him. A fog-spirit teaches this Gift. | The player spends one Willpower point and rolls Gnosis (difficulty 7) to instantly transform the Garou into a ghostly form. Each success allows the Garou to stay in that form for one turn, though the Garou may change back at will. The character cannot regenerate while in this form. | 20th Anniversary Edition | White Howler Tribe |
White Fire | This forgotten Gift is the last link to the sacred bone-fires that the White Howlers kept before their Fall and conversion to Balefire. The werewolf can hurl a stream of blinding white fire from his hand, searing the flesh from the bones of his foes. | The player spends one Gnosis and rolls Dexterity + Occult (difficulty 6). The bone-fire inflicts six dice of aggravated damage, plus one die for every extra success on the attack roll. In addition, if the victim suffers more than three levels of damage after soak, she is blinded for the duration of the scene. | Past Lives | White Howler Tribe |
Mad Strength | The greatest White Howlers were even more terrifying when they succumbed to their Rage. When he is driven to the breaking point, the werewolf’s strength is massively increased. Werewolves affected by this Gift undergo a bodily change when berserk; their thews bulge and twist disproportionately, giving them an almost monstrous appearance. | The character gains two extra dice of Strength and one extra die of Stamina whenever she enters a berserk frenzy (or Thrall of the Wyrm). Once learned, the Gift’s effects are permanent. | Past Lives | White Howler Tribe |
Gaia’s Vengeance | The Garou calls to the spirits of the surrounding forest to attack intruders. The terrain responds as best it can: Rocks roll and smash, vines trip, and water sucks victims under. An avatar of Gaia herself teaches this Gift. | The player spends one Gnosis point and one Rage point then rolls Charisma + Primal-Urge (difficulty of the local Gauntlet). The exact effects depend on the terrain and are left to the Storyteller. | Core book revised / 20th Anniversary Edition | White Howler Tribe |
This will probably never be learned by a PC.
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
Garou Kinfolk Gifts
Gift | Description | System | Source | Tribe |
---|---|---|---|---|
Owl’s Speech | Black Furies and their Kinfolk may draw on the connection between Athena and her sacred owls by means of this Gift. This Gift combines the effects of the Galliard Beast’s Speech Gift and the Philodox King of the Beasts Gift, though it only works on owls. The Moon-Daughters often share this Gift with Kinfolk, particularly those with Gnosis. | If a Kinfolk possesses Gnosis, this Gift is permanent and may be used at any time. If a Kinfolk does not possess Gnosis, she may learn this Gift, but must spend a point of Willpower to invoke it each time. It lasts for 8 hours. | Kinfolk: A Breed Apart | Black Furies |
Chain Talk | This Gift enables a human Kinfolk to participate in the Bone Gnawer’s Barking Chain for a brief time. Because they cannot change shape, Kin do not have the ability to shape lupine noises. For the duration of this Gift, the human Kinfolk’s normal voice can mimic that of a wolf’s. The human speaks normally, but the sounds that he produces mimic the language of the Barking Chain. | The Kinfolk spends either a point of Gnosis or Willpower to evoke this Gift. With Willpower, the Gift lasts for the length of one series of conversations (usually one scene). A Kinfolk who possesses the Gnosis Merit may use Gnosis instead of Willpower to extend the duration to 24 hours. A wolf- or dog-spirit teaches this gift. | Kinfolk: A Breed Apart | Bone Gnawers |
Trash Hound | This Gift resembles the Bone Gnawer Level One Cooking Gift except that Kinfolk without Gnosis can learn it. A Kinfolk uses a special cooking pot, such as a cast iron skillet, Dutch oven, or other all-purpose vessel and fills it with some sort of liquid and any food or food-related items that happen to be nearby. The food need not be still edible. Items can include wrappers from fast food to gourmet deli-paper, cereal box-tops, coffee filters, and similar goodies. The result is a meaty stew, a hearty casserole, mac and cheese, or spaghetti and meatballs — enough to feed a family for a main meal. | The Kinfolk combines the ingredients while concentrating on the desired meal, spends a point of Willpower, and waits 15 minutes. At the end of this time period, the food is piping hot and ready to eat. The meal must be consumed before the next morning or it will disappear. If a Kinfolk possesses Gnosis, spending one point of Gnosis instead of Willpower also erases tiredness and ensures a good night’s sleep for all partakers. This Gift is taught by a fire-spirit. | Kinfolk: A Breed Apart | Bone Gnawers |
Water-Conning | A Child of Gaia Kinfolk can evoke this Gift to purify any but the most tainted water by putting her hand into the water or touching her forehead to the surface. An avatar of Unicorn teaches this Gift after the Kinfolk performs an appropriate service for Unicorn. | The player spends a point of Gnosis (or Willpower) and rolls Perception + Intuition. Water polluted by feces or parasites has a 6 difficulty. Water fouled by chemical wastes or other man-made toxins has an 8 difficulty. Wyrm-taint may be cleansed only by a Garou possessing this Gift. Each success purifies enough water for one person for one day. | Kinfolk: A Breed Apart | Children of Gaia |
Safe Haven | This Gift allows a Fenrir Kinfolk to put a supernatural watch on her house or territory so that she instantly knows when anyone tainted by the Wyrm trespasses. Kinfolk who live within the bawn of a sept find this a useful Gift to know. An Owl-spirit teaches this Gift. | The player spends a point of Gnosis (or two points of Willpower) to activate this Gift. Afterward, one point of Willpower (or Gnosis) per day maintains it. When anyone possessing Wyrm taint enters the designated area, the player may roll Perception + Occult (difficulty 7) to detect the intrusion. More successes enable the character to pin down the type and strength of the intruder. Kinfolk may only protect an area they can lay claim to, whether within the bawn (excluding the actual caern) or in the outside world. | Kinfolk: A Breed Apart | Get of Fenris |
Control Simple Machine | Similar to the Glass Walker Garou Gift, this Gift allows Kinfolk to command the spirits of simple machines, cause switches to flip, operate levers, push buttons, etc. A technological spirit teaches this Gift. | The player spends a Willpower point and rolls Manipulation + Crafts (difficulty 7). The Gift lasts for one scene. | Kinfolk: A Breed Apart | Glass Walkers |
Diagnostics | As with the Glass Walker Garou Gift, this Gift enables a Kinfolk to tell just by looking what is wrong with a machine. She may then enlist the machine’s spirit to aid in repair. Any technological spirit teaches this Gift. | The player must spend a point of Willpower to enable the Kinfolk character to correctly diagnose the problem. By spending a point of Gnosis (or two points of Willpower), the Kinfolk may convince the spirit to aid in the repair process. The player rolls Dexterity + Repair (difficulty 6). The repair time is halved as well as the number of successes needed for a successful repair. | Kinfolk: A Breed Apart | Glass Walkers |
Well-Oiled Running | This Gift enables Kinfolk to keep their fighting equipment in the best possible condition, free from dust, damp, or other environmental factors. It is taught by a dust, war, or water spirit. | The player spends one point of Willpower and rolls Stamina + Crafts (difficulty 7). Each success allows the Kinfolk to protect one piece of machinery from environmental damage for one day. Direct hits or physical attacks still affect it. | Kinfolk: A Breed Apart | Glass Walkers |
Howl to the Pack | This Gift enables the wolf Kinfolk to raise her voice in a howl that any pack member of hers can hear, regardless of distance. Garou associated with her pack can also hear this howl and may respond to it. This Gift is instilled by a wolf-spirit. | The player spends one point of Willpower to activate this Gift along with a howl. | Kinfolk: A Breed Apart | Red Talons |
Purify Meat | This Gift allows a wolf Kinfolk to cleanse tainted meat of poison, chemicals, and other toxic substances not produced naturally. Foods that are toxic to wolves and other animals are not affected. The wolf must sense (usually by smell, touch, or taste) that the meat is corrupted. This Gift can cleanse 50 pounds of tainted meat. A wolf-Kin must possess at least one point of Gnosis to learn this Gift, which is taught by a water-spirit. | The player spends a Gnosis point. The character must touch the meat to activate the Gift. | Kinfolk: A Breed Apart | Red Talons |
Aura of Confidence | This Gift enables the individual Kinfolk to project an aura of superiority toward other humans, preventing anyone from detecting his flaws or reading his aura. An ancestor-spirit teaches this Gift. | Kinfolk must spend a point of Willpower to enact the Gift, which has a duration of one week. | Kinfolk: A Breed Apart | Shadow Lords |
Whisper Catching | This Gift allows a Kinfolk to supernaturally overhear conversations, giving her a chance to get a heads up on any potential plots against the Garou or their Kin. A crow-spirit teaches this Gift. | The player spends a Willpower point and can hear whispered conversations within earshot as if the speakers were next to her. If obstacles or distance could impede ordinary conversations, the player may need to make a Perception roll to succeed. | Kinfolk: A Breed Apart | Shadow Lords |
Heaven’s Guidance | A Kinfolk with this Gift can always find her way when there are stars visible in the sky. This Gift is taught by a spirit servant of the North Star. | The Kinfolk must spend a point of Gnosis to learn the Gift, but after that, it always operates from twilight to dawn. The user of the Gift is never lost so long as she can see a single star; she always knows where north is and the path she took to get to her present location. | Kinfolk: A Breed Apart | Silent Striders |
Silence | The Kinfolk can muffle any sound he makes. This Gift enables Kinfolk to assist his Strider Kin when necessary. An owl spirit teaches this Gift. | The player spends a point of Willpower and gains +2 dice to all Dexterity + Stealth rolls. This Gift lasts for one scene. | Kinfolk: A Breed Apart | Silent Striders |
Osprey’s Eye | This Gift enables a Kinfolk to spot objects or people through water, ignoring any distortion or discoloring of the water that might otherwise impede sight. It enables the user of the Gift to see someone who is underwater as clearly as if they were on dry land. An osprey- or salmon-spirit teaches this Gift. | The player spends a point of Gnosis (or two points of Willpower). The Gift lasts for one scene and cannot be used again for 12 hours. When the user is underwater, the difficulty of Perception rolls is at a -2 difficulty for seeing objects or people. | Kinfolk: A Breed Apart | Silver Fangs |
Balance | The Kinfolk achieves near perfect balance and can walk across ledges, ropes, or other narrow objects regardless of how slippery or mobile the surface is. A wind-spirit teaches this Gift. | The player spends a point of Gnosis or two points of Willpower and centers himself upon the task. Climbing difficulties decrease by 3, and maintaining balance is automatic. While this Gift is permanent for Garou once enacted, a Kinfolk must enact this Gift once each day or when necessary. | Kinfolk: A Breed Apart | Stargazers |
Iron Resolve | The Kinfolk uses her resolve to execute great feats through Willpower alone. An ancestor-spirit teaches this Gift. | The Kinfolk spends a Willpower point to gain 2 automatic successes instead of one. This ability may be enacted no more than three times per day for Kinfolk. | Kinfolk: A Breed Apart | Stargazers |
Sense Magic | The Kinfolk can detect the pulses of magic and mystical energies, whether the spiritual Gifts of the Garou or the blatant power of wizards or the more harmonious magics of healers, shamans, and other tribal practitioners. They can also sense the darker energies that emanate from vampires or those who practice infernal magic. A spirit-servant of Uktena teaches this Gift. | The player rolls Perception + Enigmas, with a difficulty that varies according to the nature and strength of the magic being sensed. One or two successes merely suggests that some spiritual energy is present. Three or more successes provide additional information. For example, the user can tell if the magic relates to dreamcraft, herbal magic, blood magic, or demoncraft. The radius is 20 feet per success. | Kinfolk: A Breed Apart | Uktena |
Call the Breeze | The Kinfolk can conjure up a strong, cold wind (20 mph) that chills anyone not prepared for it. The wind can redirect or disperse clouds of vapor or airborne toxins such as tear gas. It can also deflect swarms of insects. An air elemental teaches this gift. | The Kinfolk spends a point of Gnosis (or two points of Willpower) and whistles or hums to summon the wind. She can direct it by thought. Anyone caught in it loses one die from Perception rolls for the duration of the wind and, unless dressed appropriately for such a wind, suffers a -1 penalty to all actions after one minute of exposure. | Kinfolk: A Breed Apart | Wendigo |
Bastet Gifts
Gift | Description | System | Source | Type |
---|---|---|---|---|
Banish Sickness | Cats have long been renowned for their healing prowess. With a purr and a lick, a skillful Bastet can cure minor diseases and chase venoms away. Although a Bastet never takes ill herself, this Gift is helpful when a loved one is unwell. | Curing a simple illness like the flu requires a Manipulation + Medicine roll (difficulty 6). Severe diseases and venoms demand a Gnosis point and a roll against difficulty 7. Chronic illnesses or really lethal poisons demand two Gnosis points and a difficulty of 8 or higher. Vicious diseases that eat a victim alive, like AIDS, cancer, leprosy, etc. may demand three Gnosis or even remain incurable by magical means. | PGttCB p67, Bastet BB p96 | General |
Catfeet | As the Rank 3 Lupus gift. 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. | This ability becomes innate to those who learn the Gift. | PGttCB p67, Bastet BB p96 | General |
Command Attention | A werecat can call on his feline presence to draw attention the instant he steps into a room. Everyone in a given space (a room, a clearing, whatever) will immediately stop what they're doing to notice the Bastet's entrance. Their reaction from that point on will depend on what the character does, and upon their feelings about him; an attractive Homid will get a different reaction than an angry Crinos panther would. | The player rolls Manipulation + Expression (difficulty 7) to get everyone's attention for one turn. This gift also reduces the difficulty of his next Social roll by 1 for every success he rolls for the Gift. This bonus only applies once, upon entering the space. | Bastet BB p96 | General |
Dowsing | By pawing or sniffing at the ground, the Bastet tries to locate nearby water sources (underground streams, pipes, etc.). With luck, she'll be able to tell whether or not that water is safe to drink. | A roll of Perception + Primal Urge will determine the water's location, if any exists within 100 feet of the Bastet. The difficulty depends on the water's distance and quantity; a muddy puddle beneath debris would be 9, while a pure rushing stream on the other side of a wall would be 5. | Bastet BB p96 | General |
Lick Wounds | As the Garou Theurge Gift: Mother's Touch. | This power heals normal or aggravated wounds (but unlike the Theurge Gift, can be used to heal oneself). This gift may be used as many times as the player wants, but each healing "lick" costs another Gnosis point. Hear in mind that even a cat may be loathe to lick up toxic waste or raw sewage! Some substances, like silver or Wyrm-poison, might damage the healer in proportion to her healing - that is, by one health level per health level healed - if it's still in or on the wound when she licks it. | PGttCB p67, Bastet BB p96 | General |
Open Seal | As the Garou Ragabash Gift. 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) | General | |
Pathfinder's Pride | Cats have a remarkably good sense of direction. With this Gift, a Bastet may improve that knack to find his way out of most kinds of mazes, deserts or woodlands. Worthy folk may learn this Gift from Bird spirits, but no werecat willingly admits to it in public. | Invoking this Gift requires a Perception + Subterfuge roll. The difficulty depends on the area's complexity: a large flat desert or a small forest would be 5 or 6, a vast expanse or complicated maze might be 7 or 8, and a primordial rain forest would be 8 or 9. Magical confusion spells, like the Garou Gift: Trackless Waste, can be undone with difficulties 9 or 10. Pathfinder's Pride does not provide any kind of travel; the werecat merely discovers the way out - getting to the exit is her problem. | Bastet BB p96 | General |
Razor Claws | As the Garou Ahroun Gift. 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. | Bastet BB p97 | General |
Sense the Truth | As judges of the Litany, the Bastet may easily separate truth from falsehood. A Gaffling of Falcon teaches this Gift. | The player rolls Intelligence + Empathy (difficulty equals the subject's Manipulation + Subterfuge). This Gift reveals only which of the words that have been spoken are true and which are false. It doesn't reveal the truth behind a lie unless the speaker utters it. If the speaker is uncertain whether his words are true or false, the Gift identifies them as neither. | Changing Breeds 20th Anniversary Edition - Page 85 | General |
Sense the Unmaker's Hand | As the Garou Metis Gift: 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 eated 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. | PGttCB p67, Bastet BB p97 | General |
Silent Stalking | This common trick allows a Bastet to move without making any sound. Even squeaky or shifting surfaces, like wooden floors or piled twigs, can be passed over without noise. | The player rolls Dexterity + Stealth, difficulty 5. Failure renders the Gift unusable for the rest of the scene. Note that this Gift doesn't make the werecat himself invisible or silent in any way, nor will it prevent any damage (broken twigs, for instance) in his wake - it stifles the sound of his footsteps, nothing more. | PGttCB p67, Bastet BB p97 | General |
Spirits' Sight | Although werecats cannot normally travel through the Gauntlet, this Gift allows them to see through it for a short time. Plenty of good secrets can be discovered this way, but the Gift's effects tend to frustrate the hell out of the Bastet who cant get through, like a cat watching a bird on the other side of a window. | The player rolls Perception + Awareness (difficulty of the local Gauntlet) and spends one Gnosis point to look into the Penumbra. The Gift lasts one scene and ends if the Bastet is knocked unconscious. | Bastet BB p97 | General |
Diamond Claws | By raking his claws over stone, steel, or some other hard surface, the Bastet hones them to razor sharpness. A cat- or bear-spirit teaches this Gift. | The player spends one Rage point and the Bastet 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. | Changing Breeds 20th Anniversary Edition - Page 85 | General |
Sense Magic | The Bastet can sense the pulse and flux of mystic energies, whether the righteous Gifts of the Garou, the arrogant wizardry of mages, the debased powers of vampires, or even the black arts of the Wyrm's minions. 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 clues such as "Gaian," "dreamcraft," or "blood magic" might be granted with three or more successes. The radius is 20 feet per success. | Changing Breeds 20th Anniversary Edition - Page 85 | General |
Alms To The Poor | The werecat may summon up a small bit of money or food, generally to give to a beggar. If the cat uses the "alms" for himself, he's left with a bitter taste in his mouth and greasy palms. | The player spends one Gnosis point to create a handful of food or a few coins in the local currency (never more than a few dollars' worth by local standards). | Changing Breeds 20th Anniversary Edition - Page 88 | Bubasti |
Scholar's Friend | The Bubasti may read any scroll, tablet or book placed in front of him, no matter what language it's in. Coded messages remain written in code. | This Gift's effects are permanent. | Changing Breeds 20th Anniversary Edition - Page 88 | Bubasti |
Treeclimber | By extending and sharpening his claws, then invoking this Gift, a Bastet may travel up or down any vertical surface, from tree to concrete. | Climbing this way requires a Dexterity + Athletics roll. Really hard or slippery surfaces, like ice or steel, are difficulty 8, while easy ones like rock or bark are at difficulty 6. The character traveling this way moves at ten feet a turn or so and may have to make new rolls if the circumstances change (in an avalanche, for example). | Bastet BB p9 | Bagheera |
Cat Claws | By calling on her heritage, a Bastet in Homid or Sokto form can unsheathe her claws and attack as if she were in Crinos. | The player need not spend a Willpower point to enact this particular partial transformation, and the difficulty of the transformation is 6. | Changing Breeds 20th Anniversary Edition - Page 86 | Homid |
Sweet Hunter's Smile | This Gift imbues a homid's words with intrinsic credibility and conviction, causing them to ring true to the ear and lay heavy on the heart. An ancestor-spirit teaches this Gift. | The player rolls Charisma + Subterfuge (difficulty 7). Success lowers the difficulty of all social rolls by one for the rest of the scene, and allows successful rolls to have uncommonly strong impact (such as changing long-held political views, or causing an addict to seriously reconsider the course of his life). | Changing Breeds 20th Anniversary Edition - Page 86 | Homid |
Urban Hunter | As the City Running homid Gift. 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. | Changing Breeds 20th Anniversary Edition - Page 86 | Homid |
Blissful Ignorance | The bastet can become completely invisible to all senses, spirits or monitoring devices by remaining still. A chameleon-spirit teaches this Gift. | The player rolls Stamina + Stealth (difficulty 5). Each success subtracts one success from the Perception + Alertness rolls of those looking for the character. If no one is actively seeking the bastet, one success provides perfect concealment. | Changing Breeds 20th Anniversary Edition - Page 90 | Swara |
Impala's Flight | The Bastet 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. | Changing Breeds 20th Anniversary Edition - Page 90 | Swara |
Breakfast Of Stones | The Bastet can endure any hardship as he wanders Gaia's face. | The player spends a Willpower point and rolls Stamina + Survival, difficulty 6. Each success allows him one of the following benefits: ignore the worst effects of normal heat and cold for a week, go one day without water, or go three days without food. The difficulty of the Gift rises by 1 each time it is repeated in succession. | Changing Breeds 20th Anniversary Edition - Page 89 | Qualmi |
Turned Fur | As the Camouflage Wendigo Gift, save that the Qualmi must discard any clothing and equipment before activating the Gift. 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. | Changing Breeds 20th Anniversary Edition - Page 89 | Qualmi |
Faerie Light | The Ceilican conjures a small, bobbing sphere of light. It's no brighter than a torch, but that's usually enough to light the werewolf's way - or lead foes into an ambush. A marsh-spirit teaches this Gift. | The player rolls Wits + Enigmas (difficulty 6). The light can appear anywhere within the Bastet's line of sight, and bobs about at 10 feet (3 m) per turn if bidden to do so. It lasts for the rest of the scene. | Changing Breeds 20th Anniversary Edition - Page 88 | Celican |
Satyr's Wisdom | The Ceilican can play any musical instrument as if he'd been reared with it in his hands. | The character permanently adds three dice to all attempts to perform with a musical instrument. | Changing Breeds 20th Anniversary Edition - Page 88 | Celican |
Mother's Blessing/Curse | Folklore holds that a cat had the ability to either bless or curse a pregnant woman. In the case of the Ceilican, this legend is true. A kind Bastet can offer a boon to a mother, while a spiteful one can harm her in some minor but memorable way. | This Gift's effects are more psychological than physical, and get an extra boost from the way the Ceilican acts towards the mother while offering his wishes. Setting things in motion demands a Gnosis point and a roll of Manipulation + Occult (difficulty 7). While touching the mother's belly, the cat either wishes her well or ill, usually in some poetic rhyme. After that, some good or bad event befalls the woman or her child. Although the event itself is outside the character's control, the number of successes he rolls should reflect the power of the Blessing or Curse. Blessings can include an easy delivery, unusual good looks, or great health. Curses include breech birth, minor disability, or poor constitution. Once the event has occurred, the Gift is discharged. | Bastet BB p110 | Celican |
Humbaba's Escape | This Gift allows a wereleopard to dislocate her limbs and slide through small openings. | The difficulty of all rolls to escape bonds or slide through small gaps is permanently reduced by two. | Changing Breeds 20th Anniversary Edition - Page 87 | Bagheera |
Rhino's Favor | By calling on the spirit of the rhino, the Khan may grow a horn on her skull. Although unsightly, this protrusion makes for a fine weapon. | The player spends a Rage point to grow the horn. It lasts for one scene, and may be used to gore opponents for Strength + 2 aggravated damage. The attack is difficulty 7. | Changing Breeds 20th Anniversary Edition - Page 88 | Khan |
Skin Of Jade | Willing himself solid, the Khan's skin obtains the hardness of jade. | The player spends a Willpower point and gains two additional dice to his soak rolls for the rest of the scene. | Changing Breeds 20th Anniversary Edition - Page 89 | Khan |
Mockingbird's Mirror | The Pumonca may perfectly mimic any voice or sound she has ever heard. A mynah-spirit teaches this Gift. | This Gift's effects are permanent. | Changing Breeds 20th Anniversary Edition - Page 89 | Pumonca |
Wanderer's Boon | The werecat can endure any hardship as he wanders Gaia's face. | The player spends a Willpower point and rolls Stamina + Survival, difficulty 6. Each success allows him one of the following benefits: ignore the worst effects of normal heat and cold for a week, go one day without water, or go three days without food. The difficulty of the Gift rises by 1 each time it is repeated in succession. | Changing Breeds 20th Anniversary Edition - Page 89 | Pumonca |
Majesty | This Gift allows the Simba to command the respect of others. A shark-spirit teaches it. | The Bastet permanently adds one die to Leadership and Intimidation rolls. | Changing Breeds 20th Anniversary Edition - Page 89 | Simba |
Submit | Like the Black Fury Gift 'Kneel'. By pointing a finger or claw at a target, a Simba 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. | Changing Breeds 20th Anniversary Edition - Page 89 | Simba |
Hunter's Mists | The Balam calls up a thick, eerie fog that obscures vision and unnerves her opponents. The Balam can see through her own fog with no difficulty. A fog-spirit teaches this Gift. | The player makes a Gnosis roll, with the difficulty depending on humidity and closeness to a body of water (a lake shore might be difficulty 4, while a desert would be 9). Those other than the Balam who are enveloped in the fog lose half of their dice on all Perception rolls (round up). All those enveloped within the fog also lose one die from all Willpower rolls, save the Balam and her packmates. The fog covers roughly one city block in area. | Changing Breeds 20th Anniversary Edition - Page 88 | Balam |
Storm Of Pests | A target the Bastet 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. | Changing Breeds 20th Anniversary Edition - Page 88 | Balam |
Create Element | The metis may create a small amount of one of the four Western classical elements - fire, air, earth, or water. She could make a rock to throw, fill a bathtub with no faucet, light fires without matches, or provide air in an airtight room. She cannot create specialized forms of any element. Precious metals (especially silver), lethal gases, and acid are beyond her reach. Elementals teach this Gift. | The player spends one Gnosis point and rolls Gnosis. Each success allows the character to create roughly one cubic foot (.3 cubic meter) of the desired element, to a maximum weight of 100 lbs (45 kg), anywhere she can see within 60 feet (18 m). 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 by this Gift inflict one health level of damage per success, to a maximum of three levels of damage. | Changing Breeds 20th Anniversary Edition - Page 87 | Metis |
Sense Primal Nature | The Bastet can sense nearby manifestations of the Weaver, Wyrm, and Wild. This Gift involves a mystical sense, not a visual or olfactory image, although Garou often describe the Weaver's spiritual emanations as a feeling of breathing static air, the Wyrm's spiritual emanations as a stench, and the Wyld's spiritual emanations as an almost tangible vibration. This Gift doesn't necessarily sense dedication to the Weaver, Wyrm, or Wyld, merely contact with its spiritual essence, which can cling to even blameless souls. Sense Primal Nature requires active concentration; the spiritual sense it provides doesn't function passively. The Gift may be taught by any Gaian spirit. | The player rolls Perception + Occult. The difficulty depends on the concentration and strength of the Weaver's, Wyrm's, and Wyld's influence: Sensing a single fomor in the next room would be difficulty 7, 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 ratings of 7 or higher. | Changing Breeds 20th Anniversary Edition - Page 87 | Metis |
Shed | The metis can shed a layer of fur and skin, slipping from an opponent's grasp or escaping from bonds with ease. A lizard-spirit or snake-spirit teaches this Gift. | The player rolls Dexterity + Primal-Urge (difficulty 7). If the roll succeeds, the character loses a tuft of fur or skin (revealing healthy new hide), allowing her to slip free of grapples or bonds such as ropes or chains. | Changing Breeds 20th Anniversary Edition - Page 87 | Metis |
Heightened Senses | This Gift sharpens the Bastet's senses to an incredible degree. She enjoys the olfactory and auditory acuity of a feline whenever she is in Homid and Sokto forms, along with superior night vision. In Crinos, Chatro and Feline, her senses become preternaturally potent, allowing sensory feats that border on precognition. Sudden loud noises, bright lights or overwhelming scents can be disorienting, however. Wolf-spirits teach this Gift. | The player spends a Gnosis point to activate this Gift for a scene. In Homid and Sokto, the Bastet's Perception difficulties decrease by two and she may roll Perception + Primal-Urge to perform uncanny sensory feats such as tracking by scent. In Crinos, Chatro and Feline, Perception difficulties decrease by three (this is not cumulative with the ordinary Feline-form Perception bonuses) and the Bastet gains an extra die to Primal-Urge dice pools. | Changing Breeds 20th Anniversary Edition - Page 87 | Feline |
Mine | Rubbing against an object, the Bastet magically claims it as her own. | The player spends one Gnosis point. Anyone attempting to steal the object at any point afterward must roll Willpower (difficulty 9) before doing so. | Changing Breeds 20th Anniversary Edition - Page 87 | Feline |
Pounce | The Bastet can leap impossible distances. Hare-spirits teach this Gift, naturally, though cat-, frog-, kangaroo-, and even flea-spirits occasionally do so as well. | The player makes a reflexive Strength + Athletics roll (difficulty 7) to activate this Gift. If successful, the character's leaping distances are doubled for the scene - or tripled for a single turn with the expenditure of a Willpower point. | Changing Breeds 20th Anniversary Edition - Page 87 | Feline |
Kitten's Cry | Also called "Pathetamew" for its pitiful sound, this Gift imbues the werecat's voice with a tone so pathetic that anyone who hears it goes out of his way to comfort her. This compulsion extends to attackers, who break off hostilities unless they're attacked in return. Most Bastet consider this a dirty but useful trick. | The Bastet's player rolls her Manipulation + Expression; the difficulty depends on the circumstances and the target. If the roll succeeds, the target immediately stops whatever he's doing and offers sympathy for the werecat's pain. Some folks, of course, have no pity in their hearts. The Gift inspires hard-souled enemies to torment the Bastet even more than they normally would. * Relationship – Difficulty * Lover/relative: 4 * Friend: 5 * Passerby: 6 * Total Stranger: 7 * Rival: 8 * Enemy: 9 * Foe in combat: 10 |
Bastet BB p104 | Feline |
Gift | Description | System | Source | Type |
---|---|---|---|---|
Armor Of Kings | As the Luna's Armor Children of Gaia Gift. 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. | Changing Breeds 20th Anniversary Edition - Page 90 | Simba |
Heart Of Storms | As the Might Of Thor Get of Fenris Gift. 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. | Changing Breeds 20th Anniversary Edition - Page 90 | Simba |
Sun Claws | The Simba's claws and fangs burn with an intense, smokeless golden flame. | The werelion spends a turn igniting his fury and the player spends one Rage point. For the rest of the scene, the Simba's claw and fang attacks inflict two additional points of damage; used against vampires, these attacks inflict levels rather than dice of aggravated damage. However, the difficulty to regenerate while this Gift is active is raised by 1. | Changing Breeds 20th Anniversary Edition - Page 90 | Simba |
Rallying Challenge | By sending her inner power outward, a Simba may rally herself to accomplish things normally outside her range. With a shattering cry, she raises her physical strength or force of personality to unusual heights. | Like the Bagheera Gift: Ojas Surge, except that it only boosts Strength, Stamina or Charisma, takes one turn (and a thunderous roar) to achieve, and can only be done once per scene. | Bastet BB p116 | Simba |
Speak With Wind Spirits | As the Speak With Wind Spirits Wendigo Gift. 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. | Changing Breeds 20th Anniversary Edition - Page 89 | Pumonca |
Spirit Of The Fish | As the Spirit Of The Fish Uktena Gift. 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. | Changing Breeds 20th Anniversary Edition - Page 89 | Pumonca |
Raincalling | The spirits of wind and weather are the best friends and worst enemies a Pumonca can have. This Gift, which came from a pact between Old Stone Face and the East Wind, allows a cougar to call forth rain. The shower is more a drizzle than a thunderstorm, but it can cool a hot day, water crops or dampen an empty creed bed in minutes. | The cougar's player rolls Manipulation + Survival and spends a Gnosis point to call forth rain. The difficulty depends on the conditions: humid, overcast skies are difficulty 6, while dry, clear skies raise it to 10. If there aren't any clouds in sight, the Gift could take some time to manifest. The intensity and length of the shower depends on the successes rolled; one success might get a brief drizzle, while five successes would make it rain fairly hard for an hour or so. This Gift inflicts no damage and cannot flood most areas. | Bastet BB p113 | Pumonca |
Stonework | As the Garou Homid Gift: Reshape Object, except that it only affects stone, dirt, clay and glass, employs a Manipulation + Survival roll, and reshapes the object permanently. 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. * Successes Duration * One: 5 minutes * Two: 10 minutes * Three: One scene * Four: One story * Five: Permanent |
Bastet BB p113 | Pumonca |
Sense The Unnatural (Bastet) | As the Sense The Unnatural lupus Gift. 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). | Changing Breeds 20th Anniversary Edition - Page 90 | Swara |
Walking Between Worlds | As the Level Four Walking Between Worlds general Bastet Gift. Swara alone may buy this as a Level Two Gift. This is one of their most closely-guarded secrets. Some tales claim that Coyote taught Bastet to step sideways; others insist the trick was stolen from Garou. In any case, this Gift allows a werecat to walk into the Umbra as Garou do. The Swara Bastet learn this gift much more quickly and gain access to it at Rank 2. That this talent is so common among the Swara is a closely-guarded secret. | The talent becomes natural once a werecat learns this Gift. Once learned, this Gift is permanent. | Changing Breeds 20th Anniversary Edition - Page 90 | Swara |
Weight of a Heart | As the Swara know, the weight of emotions comes from the weight of the heart. Making the heart swell creates euphoria, while shrinking it generates terror or despair. By working the weight of another being's heart, a Swara can induce crazy mood swings from a distance. Nothing diffuses a fight faster than making the aggressor walk away in near suicidal depression. Tales credit this Gift to Hatti, who knows the ways of the heart better than most people do. | A Manipulation + Empathy roll changes the target's mood. The more radical the shift (from joy to sudden weeping), the higher the difficulty. Even so, this is an easy Gift to use - its difficulties range from 4 to 8. The victim - if even aware that something has changed his mood from the outside - can resist the Gift with a Willpower roll at difficulty 8. Otherwise, the Gift lasts one scene, and inflicts no damage. | Bastet BB p117 | Swara |
Pathfinder (Bastet) | As the Pathfinder Ragabash Gift. 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. | Changing Breeds 20th Anniversary Edition - Page 88 | Balam |
Terrors | As the True Fear Ahroun Gift. 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. | Changing Breeds 20th Anniversary Edition - Page 88 | Balam |
Smoking Mirror | As the Rank Three common Bastet Gift: Farsight. | PGttCB p70, Bastet BB p98 | Balam | |
Ancestral Wings | According to their folklore, the Balam were once two tribes. One of the original families, the Olioiuqui, had wings. By digging into this ancestral past, a werejaguar can invoke their gift and fly for short distances. | The player rolls Intelligence + Primal Urge against difficulty 8 and spends a Gnosis point. If successful, brightly colored wings burst from the Balam's shoulders and carry him aloft. While winged, the cat can fly at 15 yards per turn in any form, and may carry up to 200 pounds of additional weight. This Gift lasts for one scene (or one half-hour), after which the wings atrophy and harmlessly drop off. | Bastet BB p107 | Balam |
No Hidden Thing | By reading the riddles of the world as mystic patterns, the Qualmi can discover answers that aren't immediately obvious to lesser beings. It's hard to hide things from a lynx! | The character permanently adds three dice to all Enigmas rolls. | Changing Breeds 20th Anniversary Edition - Page 89 | Qualmi |
Wind From The West | The Qualmi presents a series of high-speed riddles designed to tie a victim's mind in knots. | The player rolls Manipulation + Enigmas (difficulty equals the target's Willpower). Success scrambles the target's sense of direction and relationship; three or more successes send the target into a panic, forcing Changing Breeds to check for frenzy and normal humans to flee in terror. Shapeshifters who have the option succumb to fox frenzy as a result of this Gift. The Gift's effects last for 15 minutes. | Changing Breeds 20th Anniversary Edition - Page 89 | Qualmi |
Lawgiver's Legacy | As the Command The Gathering Philodox Gift. 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. | Changing Breeds 20th Anniversary Edition - Page 87 | Bagheera |
Ojas Surge | By channeling the spiritual energy within himself, the Bagheera can boost his physical and perceptual abilities to impossible levels. | To perform this Gift, the Bagheera must first meditate for (6 - current Rank) minutes, then the player rolls Gnosis (difficulty 7). Each success may be used to boost one of the following Attributes by one dot for the rest of the scene: Strength, Dexterity, Stamina, Charisma, Perception or Wits. The successes may be distributed as the Bagheera wishes, and can raise Attributes beyond five dots. Multiple uses of this Gift do not stack. | Changing Breeds 20th Anniversary Edition - Page 87 | Bagheera |
Banish Burning | As the Master Of Fire homid Gift. 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. | Changing Breeds 20th Anniversary Edition - Page 88 | Ceilican |
Sorcerer's Blade | The werecat may enchant an edged weapon so that it becomes supernaturally potent. | The player spends a point of Gnosis and rolls Manipulation + Occult (difficulty 6). Success enables the weapon to inflict aggravated damage until the next sunrise. | Changing Breeds 20th Anniversary Edition - Page 88 | Ceilican |
Heart Of Fury | As the Heart Of Fury Ahroun Gift. 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. | Changing Breeds 20th Anniversary Edition - Page 89 | Khan |
Ricepaper Walk | By attuning his inner energies, the Khan can walk across a light or fragile surface without disturbing it, no matter what shape he wears. | The player rolls Gnosis, difficulty 6. For a (successes x 3) turns, the Khan exerts no more weight on the surface she stands on than a scrap of paper. | Changing Breeds 20th Anniversary Edition - Page 89 | Khan |
Snarl of the Predator (Bastet) | As the Garou Get of Fenris Gift. 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. | PGttCB p72 | Khan |
Dreamspeak | As the Dreamspeak Galliard Gift. 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. | Changing Breeds 20th Anniversary Edition - Page 88 | Bubatsi |
Spirit Barrier | As the Spirit Ward homid Gift. A werewolf with this Gift may protect himself from spirits by performing a quick warding rite. To use this Gift, the werewolf draws an invisible pictogram in the air that scares and unnerves any nearby spirits (except pack totems or caern spirits). The symbol travels with the werewolf as long as it lasts. An ancestor-spirit teaches this Gift. | The player spends one Gnosis point and rolls Manipulation + Rituals (difficulty 7). Spirits within 100 feet of the character (again, except the pack totem or local caern spirits) must subtract one from their dice pools for each success. This Gift lasts for one scene. | Changing Breeds 20th Anniversary Edition - Page 88 | Bubatsi |
Mousemaze | An unsettling spell of confusion, this Gift disorients a target until he blunders around in a panic. Walls shift and close in, shadows lengthen, sounds drift to his ears from all corners, and familiar places seem strange and threatening. Although the magic has no real effect on the person's surroundings, his terror and confusion send him into a frenzy, making him an easy target for the werecat lurking nearby... | The cat's player rolls Manipulation + Empathy, with the target's Willpower (or Rage, if higher) as a difficulty. Success scrambles his sense of direction and relationship. The better the roll, the more confused the target becomes. Three success or more send him into a panic; werewolves and vampires must check for frenzy; mages must make Willpower rolls or go into short Quiet; mere humans just freak out. This disorientation lasts about 15 minutes, then slowly fades. | Bastet BB p109 | Bubatsi |
Blinding Moonbeam Gaze | The werecat shoots bright beams of moonlight from her eyes. These don't inflict damage, but can blind or distract an opponent, and provide illumination as well. | The player rolls Gnosis (difficulty 7), and may turn her "high beams" on and off at will for the rest of the scene. The moonbeams are roughly equivalent to a high-powered flashlight. | Changing Breeds 20th Anniversary Edition - Page 87 | Metis |
Whisker Sight | By attuning herself to her surroundings, a Metis Bastet can get a sense of her surroundings. Anything within reach - even if it's behind her, or invisible - is plain to all her senses. | Roll Perception + Primal Urge (difficulty 6). Success grants the character total sensory perceptions within a 10 foot radius. This doesn't automatically reveal hidden or invisible objects, but it allows her to try a normal Perception roll to notice things that would normally be beyond her sight. The Gift lasts one scene. | PGttCB p68, Bastet BB p102 | Metis. Feline |
Catfeet | As the Catfeet lupus Gift. 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. Possum-spirits teach the Bunyip version. | This ability becomes innate to those who learn the Gift. | Changing Breeds 20th Anniversary Edition - Page 87 | Feline |
Prehensile Tail | As the Monkey Tail lupus Gift. 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 lift objects with her tail, the Garou’s Strength rating is halved. If used as an attack, the tail’s damage is Strength -1. | Changing Breeds 20th Anniversary Edition - Page 87 | Feline |
Perfect Cover | Cats must excel at covering up their tracks and lairs, especially in these dangerous times. To help them, the spirits have passed this Gift on to the wild members of the race. By scratching around the place, trail or object to be hidden, the Bastet obscures it from normal and magical view. | After the Bastet "buries" all traces of the hidden thing, the player rolls Perception + Survival and spends a Gnosis point. From that point on, the place or object is safe from any form of mortal perception until it moves or is moved. Any magical senses (including Awareness) scanning the area add 1 to their difficulty to notice the hiding place for every success the Bastet rolls. The difficulty of the roll depends on the size of the object and the surroundings: hiding small objects in areas with thick cover would be 5, while hiding larger objects in areas with light cover would be 9. The Gift cannot conceal obvious objects, like the car on the side of the street, nor does it make objects invisible. Rather, it uses surrounding cover, like shadows and underbrush, to make the hidden spot seem more overgrown. A letter on a table covered with paper could be hidden, but a jewelry box on a bare mantle could not. A Bastet may use this Gift to conceal himself, and many do. | PGttCB p69, Bastet BB p104 | Feline |
Killer's Leap | As the Garou Lupus Gift: 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. | Bastet BB p104 | Feline |
Eavesdropper's Ear | As the Whisper Catching Shadow Lord Gift. 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. | Changing Breeds 20th Anniversary Edition - Page 86 | Homid |
Jam Technology (Bastet) | As the Jam Technology homid Gift. 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: * Device Difficulty * Computer: 4 * Phone: 6 * Automobile: 8 * Gun: 9 * Knife: 10 |
Core book revised / 20th Anniversary Edition | Homid |
Call Spirits | By speaking the ancient language of The-World-That-Was, a Bastet may communicate with nearby spirits as if they normally speak her language. This Gift weaves between the Gauntlet and the material world, and carries words both ways. | The player rolls Gnosis against the local Gauntlet. If she’s standing inside the Penumbra already, no roll is necessary. Once she learns this Gift, the werecat understands spirit-speech for the rest of her life, although some truly alien spirits might be beyond normal comprehension. | Changing Breeds 20th Anniversary Edition | General |
Cat Sight | 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. | Changing Breeds 20th Anniversary Edition | General |
Eerie Eyes | 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 Garou 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. | Changing Breeds 20th Anniversary Edition | General |
First Slash | 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. | Changing Breeds 20th Anniversary Edition | General |
Night Terror | By standing vigil over a sleeping person or animal, the Bastet can evoke the famous cat-fear, causing his target to have nightmares for several nights running. | The werecat must sit beside his victim for several minutes while she sleeps, spend one Gnosis point, and roll Wits + Occult or Enigmas (whichever is higher). If he rolls well, she’ll have nightmares for one night per success. Five successes or more will cost the victim a temporary point of Willpower until she can sleep normally again. The Gift cannot be reused on the same person until the original nightmares have passed. | Changing Breeds 20th Anniversary Edition | General |
Night’s Passage | By attuning himself to the shadows from which he was born, a Bastet may walk through dim or dark areas while effectively invisible. Others may hear him or spy him with magical sight, but until he makes his move, the werecat remains hidden from view. This Gift even foils sudden lights, so long as some shadows still exist to hide in. | By spending a Gnosis point and rolling Dexterity + Subterfuge or Occult (difficulty 7), the cat effectively “disappears.” Although he’ll remain substantial, the darkness will mask his presence for the rest of the scene, or until he attacks someone. At that point, the Gift disperses, and the Bastet is left with his natural hiding talents only. Supernatural beings can use their own magics to detect the cat by rolling Perception + Occult, difficulty 8. Otherwise, nothing short of total illumination will reveal the skulking werecat. | Changing Breeds 20th Anniversary Edition | General |
Pulse Of The Prey | As the Pulse Of The Prey Ragabash Gift. 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. | Changing Breeds 20th Anniversary Edition | General |
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. | Changing Breeds 20th Anniversary Edition | General |
Sense Silver | As the Sense Silver metis Gift. 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. | Changing Breeds 20th Anniversary Edition | General |
Shriek | With an ear-splitting scream, the Bastet deafens everyone nearby. | The player rolls Stamina + Intimidation (difficulty 7). Everyone within 20 feet is deafened (and at +1 difficulty to all rolls) for one turn per success. | Changing Breeds 20th Anniversary Edition | General |
Summon Water | By calling upon the ancient affinity between catkind and the waters, a Bastet can create a bit of water in some place where none was before, or add to an existing amount of it. This Gift, known by most desert cats, only creates pure water, not any other form of liquid. | By spending a Gnosis point and rolling his Manipulation + Survival, the cat creates a pool of water. The difficulty depends on the circumstances: adding to existing water is difficulty 6; conjuring it into a dry place is difficulty 7. Each success brings forth five gallons of fresh, clean water, which lasts until it is consumed. | Changing Breeds 20th Anniversary Edition | General |
Swipe | As the Taking The Forgotten Ragabash Gift. 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). | Changing Breeds 20th Anniversary Edition | General |
Touch the Mind | 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. | Changing Breeds 20th Anniversary Edition | General |
Gift | Description | System | Source | Type |
---|---|---|---|---|
Eye Of The Cobra | As the Eye Of The Cobra Galliard Gift. 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. | Changing Breeds 20th Anniversary Edition - Page 87 | Ceilican |
Faerie Kin | As the Faerie Kin Fianna Gift. 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. | Changing Breeds 20th Anniversary Edition - Page 88 | Ceilican |
Phantasm | As the Phantasm Fianna Gift. The Garou creates an unmoving illusion that contains visual, auditory, olfactory and even tactile elements. A grain-spirit — the so-called “spirit of spirits” — teaches this gift. | The player spends one Gnosis for each 10-foot area to be covered by the illusion and then rolls Intelligence + Expression. Anyone who doubts the illusion must roll Perception + Alertness and exceed the Garou’s successes in order to see through it. | Changing Breeds 20th Anniversary Edition - Page 88 | Ceilican |
Data Flow | As the Garou Glass Walkers Gift. 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. | Bastet BB p110 | Ceilican |
Bayou's Embrace | As the Quicksand Red Talon Gift. | Changing Breeds 20th Anniversary Edition - Page 89 | Pumonca | |
Thunderbolt | So long as even a single cloud hangs in the sky, the werecougar may call down a lightning bolt to strike her foes. | The player spends one Rage point and rolls Dexterity + Survival to aim it (difficulty 8 in relatively clear conditions, difficulty 6 during a storm). The bolt inflicts (Cunning) dice of lethal damage. | Changing Breeds 20th Anniversary Edition - Page 89 | Pumonca |
Banish Cahlash's Brood | By calling upon the Father of Dark Spirits, a Bubasti may command Wyrmish spirits to depart. Each time the Bubasti does so, his fur grows a deeper shade of black and his actions become more… erratic. Sense Wyrm detects a faint trace of Wyrm-taint on the Bastet for a week afterward. | The player spends a Willpower point and rolls Manipulation + Enigmas against a difficulty of the higher of the spirit's Rage or Gnosis. Each success removes three points of the spirit's Essence. Botching the roll inflicts an immediate derangement of the Storyteller's choice. | Changing Breeds 20th Anniversary Edition - Page 88 | Bubasti |
The Many Tongues Of Ptah | As the Speech Of The World homid Gift. 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. | Changing Breeds 20th Anniversary Edition - Page 88 | Bubasti |
Messenger's Fortitude | As the Messenger's Fortitude Silent Strider Gift. | Changing Breeds 20th Anniversary Edition - Page 90 | Swara | |
Speed Beyond Thought | As the Speed Beyond Thought Silent Strider Gift. The Garou can run at 10 times his normal land speed. The effects last for up to eight hours, during which the Garou can do nothing but concentrate on running. When the Gift’s effects end, the Garou must eat immediately or face frenzy from hunger. A cheetah- or air-spirit teaches this Gift. | The player spends one Gnosis point and rolls Stamina + Athletics (difficulty 7) to activate the Gift. | Changing Breeds 20th Anniversary Edition - Page 90 | Swara |
Clearwater Passage | By turning herself into liquid, a Swara can pass through barriers without fully passing into the Umbra. Like water, she trickles through cracks, seeps around obstacles and soaks through materials. Once she reaches the other side, the cheetah reforms into a solid shape and continues on her way. It's said that Shi'a the Water Ghost taught this Gift to the Swara elder Nyolo in return for a kiss. He nearly drowned, but survived her embrace long enough to pass the Gift to his friends before joining his love beneath the waves. | The player spends a Gnosis point and rolls Stamina + Enigmas (difficulty 7) to turn her Bastet into water, and the cat remains in that state for two turns per success. While liquid, she cannot be harmed by any physical attack except fore (from which she takes the usual aggravated damage). She may reform at any time, but must use the Gift again to turn liquid again. If she's been "absorbed" while in a watery state, the Swara bursts out of the material when she turns back into solid form. | Bastet BB p117 | Swara |
Dance of the Chaya | One of the greatest favors a Bastet can offer a spirit is the chance to ride in his skin for a while. Although most cats would never consider such a "loan", many Swara see voluntary possession as a service, not a chore. This Gift, which begins with a frenzied dance, allows a chaya to enter the werecat and "take control" for a while. The spirit gets a body to ride, and the werecat gets certain... benefits. The dance is seen more as an act of love or affection than of servitude - a sentiment few bastet would ever understand. | A smart cheetah performs a spirit calling before he starts the Gift, and scans the Umbra to see who responds before opening himself to the possession. More often than not, the cat will be familiar with the ghost or spirit before he offers it a ride. Once the Dance has begun, the player rolls Charisma + Enigmas, difficulty 7. The Gift lasts about two turns per success, and allows the Swara to do things that would usually be impossible - wild contortions, great feats of strength, flight, etc. The exact effects of the Dance will depend on the spirit, the Bastet, their circumstances, and the relationship between the three, but should emphasize drama over game systems. | PGttCB p74, Bastet BB p117 | Swara |
Ancestral Wings | As the Wings Of Pegasus Black Fury Gift. 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. | Changing Breeds 20th Anniversary Edition - Page 88 | Balam |
Wandering Forest | As the Trackless Waste Red Talon Gift. Humans have no sense of direction, the Talons assert. With this Gift, the Garou can make certain that they don’t. The Talon employing Trackless Waste must have some familiarity with the terrain in question. Upon using the Gift, humans become hopelessly lost. Compasses malfunction, maps are misleading, and landmarks seem to be out of place. A spirit of the wilderness teaches this Gift. | The player spends one Gnosis point and rolls Intelligence + Primal-Urge. Each success “scrambles” a two-mile radius. This Gift functions on other werewolves, but they can resist with a Perception + Primal-Urge roll, and they must score more successes than the Talon to remain unaffected. This Gift lasts for four hours. | Changing Breeds 20th Anniversary Edition - Page 88 | Balam |
Touch of the Tree Frog | By touching a victim with her paw, teeth, or even spittle, a Balaam can paralyze him for minutes on end. Some jaguars take this opportunity to get away, or to deliver a warning; others make more sadistic use of that time. This Gift stems from the Tree-Frog spirits, whose fluids coat the arrows of the ancient folk. | The jaguar spends a Gnosis point to activate the Gift; once done it lingers in her skin until she brushes against someone. Unless the target makes a Stamina + Awareness or Primal Urge roll (difficulty 8), he is frozen for one turn per point of the Balam's current Gnosis (the score she had before she cast the Gift). He may, if he's lucky, break the paralysis with a Willpower roll (difficulty 9); if not, he remains helpless for the duration. | Bastet BB p107 | Balam |
Song Of The Earth Mother | As the Song Of The Earth Mother Shadow Lord Gift. 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. | Changing Breeds 20th Anniversary Edition - Page 89 | Qualmi |
Wisdom Of The Ancient Ways | As the Wisdom Of The Ancient Ways Philodox Gift. 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. | Changing Breeds 20th Anniversary Edition - Page 89 | Qualmi |
Drop of Sea | Qualmi are renowned shapeshifters; this Gift, which allows them to take a veriety of forms, demonstrates why. | This Gift combines the powers of the Rank Four Homid Gift: Monkey's Uncle and the Rank Five Swara Gift: All the Beasts Under the Sun, with the following differences: The roll is Manipulation + Subterfuge (difficulty 7); the animal shapes run from hare-sized to bear-sized, and an observer who makes a Perception + Enigmas roll (difficulty 9) may see the werecat for what she is. If he wants to undo the magic, he may ask the transformed werecat a riddle (see "Gamecraft"); if she cant answer it, she changes back to her old form immediately. | Bastet BB p114 | Qualmi |
Nighttime Web | As the common Bastet Gift: Cheshire Prank, except that it works in all forms, and does not require a grin. Why should Lewis Carroll have all the fun? It took a while, but enterprising Bastet finally discovered the secret to disappearing from plain sight. Today, it remains a valuable but popular trick. | By putting on a wide grin, spending a Gnosis point, and rolling Charisma + Subterfuge (difficulty 7), a Bastet may fade from view. The Prank takes three turns to complete. This invisibility lasts for the scene’s duration and foils even magical perceptions. The Gift won’t dampen sounds, but any werecat who can’t move silently by this rank is in big trouble, anyway. This Gift only works in Feline and Chatro forms, and changing forms ends the invisibility. (For the Qualmi, the Nighttime Web works in all forms and does not require a grin.) | Bastet BB p115 | Qualmi |
Fist Of Cahlash | The Bastet can destroy any material thing with a snarl. | The player spends a Rage point and rolls Rage against difficulty 6 (for inanimate objects) or 8 (for living and undead targets). Each success destroys 10 pounds of contiguous matter, reducing it to dust. A canny Bastet could use this Gift to weaken a building, or dispose of toxic waste. Used on a living creature, each success inflicts one level of bashing damage. The Bastet must be able to see what she intends to destroy, and it must be close enough to hear her snarl. | Changing Breeds 20th Anniversary Edition - Page 87 | Metis |
Visceral Agony | As the Visceral Agony Black Fury Gift. 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. | Changing Breeds 20th Anniversary Edition - Page 87 | Metis |
Spirit-Touch | This Gift functions like the Rank Four common Bastet Gift: Spirit Claws, except that it works anywhere. (HR: Only Metis may purchase). Another Den-Realm Gift, this one allows a werecat to attack from the Penumbra, or to rip through the Gauntlet at an Umbral opponent, without stepping sideways. Naturally, he must be able to see his opponent before he can hit him | By rolling Gnosis against the local Gauntlet, the Bastet can slash through with a normal hand-to-hand attack (+1 difficulty) without exposing himself to danger. Each attack requires a new roll against the Gauntlet. This Gift can only be used within the cat’s own Den-Realm. | Bastet BB p102 | Metis |
Chains Of Mist | As the Chains Of Mist Uktena Gift. 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. | Changing Breeds 20th Anniversary Edition - Page 87 | Feline |
Underbelly | As the Fatal Flaw Shadow Lord Gift. 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. | Changing Breeds 20th Anniversary Edition - Page 87 | Feline |
Weak Arm (Bastet) | As the Weak Arm Philodox Gift. 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. | Changing Breeds 20th Anniversary Edition - Page 87 | Bagheera |
Cobra's Dance | Long ago, a panther named Tola entered into negotiations with King Snake. After weeks of discussion and debate, the two came to an understanding of sorts. No one knows what secrets Tola offered King Snake, but he learned this Gift as part of the exchange. The Dance allows a cat to freeze prey with a glance. Some old Bagheera claim to know other secrets of the serpent folk, but if any other Gifts have survived, they're not well known. | To begin the Dance, a panther sways in place; the player rolls Manipulation + Expression and spends a Gnosis point. This requires at least one turn spent dancing, and the effect lasts one turn per success. The roll's difficulty depends on the target: hypnotizing most animals is easy (5), while freezing a hostile vampire is anything but (10). To break the spell, the target must win a Willpower contest with the cat (difficulty 8). Otherwise, he's held stunned and helpless until the Gift wears off. Once the Dance takes hold, the cat can do whatever he likes - such as leave, talking or mauling the target. | Bastet BB p106 | Bagheera |
Eye of the Cobra (Bastet) | As the Garou Galliard Gift. 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. | PGttCB p70 | Bagheera |
Traveler's Tongues | As the Bastet Homid Gift: Babel's Cure. By flexing Rahjah's powers, a Bastet can translate any human language in her vicinity. Invoking the Unmaker will turn everything into gibberish. | To render languages either clear or unintelligible, the player rolls her Manipulation + Linguistics (difficulty 6). This Gift works on spoken words, writing, and even body language. Everyone within 50 feet will understand all communications for the duration. Cahlash's inversion of the Gift scrambles everything the same way. Either version lasts for one turn (or minute) per success, and each can cancel the other out. | Bastet BB p101 | Bagheera |
Coup De Grace | Prerequisite: Simba. As the Coup De Grace Black Fury Gift. 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. | Changing Breeds 20th Anniversary Edition - Page 90 | Simba |
Wrath Of Kings | As the Wrath Of Gaia Silver Fang Gift. 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. | Changing Breeds 20th Anniversary Edition - Page 90 | Simba |
Fireroar | As the Khan Gift: Dragonroar. Bellowing like a thunderclap, the Khan breathes a ball of fire onto his foes. | The player spends two Gnosis points. The fireball is aimed with Dexterity + Brawl, and inflicts Ferocity levels of aggravated damage. In subsequent turns the target continues to burn for half the damage suffered the previous turn (round down), until the flames gutter out. | PGttCB p73, Bastet BB p112 | Simba |
Shadow the Moon's Light | There is a time for everything, even for stealth. As nocturnal hunters, the cat kings have perfected a secret which allows them to dim the light as they approach. While it cant actually extinguish the moon, this Gift stifles natural, magical, and technological lights equally well. | To dim the local lights, the werecat's player rolls Manipulation + Stealth. The dimness lasts for one turn per success. * Light Source – Difficulty * Weak (torches, lamps): 6 * Bright (fires, moonlight): 7 * Harsh Illumination (headlights): 8 * Powerful lamps (halogen bulbs, yard lights): 9 * Overwhelming (spotlights, the sun): 10 |
Bastet BB p116 | Simba |
Cowing The Bullet | As the Cowing The Bullet homid Gift. 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. | Changing Breeds 20th Anniversary Edition - Page 86 | Homid |
Craft Of The Maker | Garou Homid Gift: 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. | Changing Breeds 20th Anniversary Edition - Page 86 | Homid |
Babel's Cure | By flexing Rahjah's powers, a Bastet can translate any human language in her vicinity. Invoking the Unmaker will turn everything into gibberish. | To render languages either clear or unintelligible, the player rolls her Manipulation + Linguistics (difficulty 6). This Gift works on spoken words, writing, and even body language. Everyone within 50 feet will understand all communications for the duration. Cahlash's inversion of the Gift scrambles everything the same way. Either version lasts for one turn (or minute) per success, and each can cancel the other out. | Bastet BB p101 | Homid |
Asuras' Bane | As the Banish Cahlash's Brood Bubasti Gift. The weretiger's fur turns white with use, rather than black. | Changing Breeds 20th Anniversary Edition - Page 89 | Khan | |
Paws Of The Raging Spirit Tiger | By channeling his chi through this Gift, the Khan wreaths his paws or hands in crackling spirit power. Thus fortified, the weretiger can rip through enemies in the spirit world without stepping sideways, so long as he can see them. | The player spends a Gnosis point, and enjoys the Gift's effects for six turns. | Changing Breeds 20th Anniversary Edition - Page 89 | Khan |
Maker's Charm | As the Bastet Homid Gift: Craft of the Maker. (As the Garou Homid Gift: 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. | Bastet BB p101 | Khan |
Call the Pride | By moaning or crying out, the Bastet may summon the local cats (domestic, wild or big cats, depending on where she is) to her aid. Although the Gift isn’t a life-or-death command, the summoned cats will help the Bastet if they can. Some Bastet can summon other creatures as their “prides;” Bubasti often keep jackals nearby, Qualmi summon birds, and Pumonca have been known to summon hawks, owls and alligators to their defense. | Roll Charisma + Animal Ken (difficulty 7). For each success, four normal cats or one large predator (if any are nearby) respond at their own speed. The Gift can reach up to a mile; cats more distant than that won’t be much help, anyhow. The Pride remains until it has performed one service, then departs. Variant creatures must be approved by the Storyteller, and work just as cats do (four small or one large per success). | Bastet BB p97 | General |
Caper | By dancing around, a Bastet can charm bystanders into a semi-trance. This works in any form, so long as the werecat invokes the Gift and dances for at least a turn. Violence breaks the spell, but subtle actions like sneaking away remain unnoticed until the trance ends. | A roll of Manipulation + Expression (or Dancing) and a spent Gnosis point set the charm in motion. Anyone watching the werecat dance must roll his Willpower against difficulty 9 or be lulled into a genial daze. Storytellers may simply make a single roll against difficulty 7 to reflect a large group of normal humans. The trance lasts one turn per success, unless someone starts a fight or obviously steals something, in which case it ends immediately. | Bastet BB p98 | General |
Cat Fear | Garou aren’t the only ones who command primal fear. By bristling and spitting, a werecat can scare holy hell out of everyone nearby. Unfortunates suffering from ailurophobia (fear of cats) often go catatonic with fear when confronted this way. | A successful Manipulation + Primal-Urge roll (difficulty 7) and a point of Gnosis can send everyone within 10 feet per success into a panic. Supernatural creatures can resist with their Willpower (difficulty 7), but humans and animals flee or fall into shock for one turn per success. Ailurophobes lapse into a coma for one day per success. This Gift cannot be used in Homid or Sokto forms. | Bastet BB p98 | General |
Cheshire Prank | Why should Lewis Carroll have all the fun? It took a while, but enterprising Bastet finally discovered the secret to disappearing from plain sight. Today, it remains a valuable but popular trick. | By putting on a wide grin, spending a Gnosis point, and rolling Charisma + Subterfuge (difficulty 7), a Bastet may fade from view. The Prank takes three turns to complete. This invisibility lasts for the scene’s duration and foils even magical perceptions. The Gift won’t dampen sounds, but any werecat who can’t move silently by this rank is in big trouble, anyway. This Gift only works in Feline and Chatro forms, and changing forms ends the invisibility. (For the Qualmi, the Nighttime Web works in all forms and does not require a grin.) | Bastet BB p98 | General |
Command the Prey | By chittering slightly, a Bastet may, with this Gift, make her prey come to her. So long as she stands still and chants, the victim will wander slightly dazed until he’s close enough to grab. Once the cat moves, the trance is broken. Naturally, this Gift can be used for all kinds of hunting… | The Bastet player rolls Manipulation + Primal-Urge (difficulty 7) to command her target to approach. Unless he can resist with a Willpower roll (difficulty 8), any human or animal will obey. Supernatural opponents with a mind-empowering supernatural ability (if active when the Gift’s influence began) or more than five points of Rage resist at difficulty 6. Otherwise, they’re attracted as usual. This only works against victims who were unaware of the Bastet’s presence beforehand — as far as they know, they want to wander over that way. Once the prey is close, the werecat can move in however she prefers; a leap, a distraction or an opening line all work equally well once the target’s in place. This Gift does not work in combat. | Bastet BB p98 | General |
Farsight | By concentrating on a reflective surface or summoning a spirit, the Bastet looks into distant places. It helps if he’s been there before, but it isn’t essential. Once he finds what he’s looking for, he may watch it for a while until, slowly, the Farsight fades. | Invoking this Gift requires a Gnosis point, a Perception + Occult roll, and time to concentrate. The roll’s difficulty depends on the werecat’s knowledge of his target. Although Farsight only spies on places, not people, anyone there can be observed as usual. The cat sees the place as if from a bird’s-eye perspective — high enough to see everything nearby, but close enough to discern objects. A Willpower roll (difficulty 6) allows him to “focus” on certain things. The Gift lasts for one turn per success, and extends up to 30 miles distant. * Difficulty – Location * 6: Intimately familiar (home, girlfriend's place) * 7: Somewhat Familiar (friend's house, vacation spot) * 8: Visited occasionally (old elementary school) * 9: Been there once * 10: Only described or seen in photos |
Bastet BB p98 | General |
Freyja’s Blessing | The old Norse goddess of fertility and love traveled in a chariot drawn by cats. Now she remembers the service by gifting certain cat-folk with a profound fertility, which they may bestow upon others if they wish. Although the Gift doesn’t insure that a given mating will sire a Bastet kitten, many within the Folk claim that without the Blessing, their kind might be virtually extinct. | By rolling Gnosis (difficulty 7) and calling upon Freyja, Gaia or Nala, the Bastet summons a Fertility-spirit into herself. By laying her hands on another’s belly, the werecat may pass the spirit into someone else who wants a child. A male may use the Gift at +1 difficulty to sire some offspring with his next mating. If the roll succeeds, a child of some kind will result. Whether that child carries the werecat gene depends on Nala’s (and the Storyteller’s) whim. | Bastet BB p98 | General |
Gift of Rage | By tapping into her inner Beast, the werecat may summon a Berserk frenzy, lashing out at everyone within range until the Gift wears off. Sadly, this is usually a last-ditch tactic; most werecats use the Gift only once. | To invoke a frenzy, the cat’s player rolls her Rage (difficulty 6). This sends her into a killing state where tactics and mercy are impossible and all Health Level penalties are suspended. This rage lasts as long as there’s danger around, and in this state, anyone present seems dangerous. The Thrall of the Wyrm applies to werecats, too. | Bastet BB p98 | General |
Ignore Pain | By summoning up his inner reserves, the werecat can ignore the effects of his wounds. | A successful Stamina + Primal-Urge roll (difficulty 8) allows the character to ignore all Health Level penalties for the Gift’s duration, even those from aggravated damage. Each success lets the Gift last two turns. If the Bastet hasn’t healed by then, he’ll be in serious pain… | Bastet BB p98 | General |
Impala’s Flight | An essential Gift on the open plains, the Flight doubles the werecat’s running speed. As the name implies, Bastet credit Impala with this wisdom. | A successful Stamina + Athletics roll (difficulty 6) boosts the cat’s maximum speed to double. It does not confer additional actions in the same turn. The Gift lasts two turns per success, and works in any form. | Changing Breeds 20th Anniversary Edition - Page 86 | General |
Invisibility | As the Invisibility Uktena Gift. | Changing Breeds 20th Anniversary Edition - Page 86 | General | |
Purr | The ultimate tool of feline seduction: by softly purring near some person or animal, the Bastet instills her with a desire to cuddle, pet and spoil him. So long as he treats his paramour well, she’ll want nothing more than to shower him with affection for days at a time. Purr works in any form. | To set this charm in motion, the Bastet must purr audibly for at least a minute. The player spends a Willpower point and rolls Charisma + Empathy (difficulty of the target’s Willpower). This Gift works on anyone, and unless she has some reason to suspect a trick, the subject will believe her affections are genuine (soon, they may be). Violence or unreasonable demands (“Go kill that vampire for me, sweetheart”) wreck the charm beyond repair — it’ll never work on her again. The infatuation lingers for one day per success; the results may last a lifetime. | Bastet BB p98 | General |
Righteous Gaze | By staring into the heart of a liar, the werecat can break through his deception, shaming him badly. Bagheera and Simba excel at this Gift. | The werecat must stare into her target’s eyes for at least a turn and accuse him of lying. On a successful Perception + Subterfuge or Primal-Urge roll (difficulty of the target’s Willpower), the target not only confesses any lies he may have told, but also loses one point of temporary Willpower per success and falls to his knees in tears. If the accused is honest, the Gift merely makes him uneasy. | Bastet BB p99 | General |
Touch The Mind | As the Mental Speech metis Gift. 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. | Changing Breeds 20th Anniversary Edition - Page 86 | General |
Gift | Description | System | Source | Type |
---|---|---|---|---|
Attunement | Bastet who've set up Den-Realms use this secret to view their holdings from where they stand. By going into a light trance, the werecat in question communes with the spirits in her territory and learns what's going on throughout the Den-Realm. Visitors, intruders or crises can be discovered long before they get too close to the cat herself. | The player spends a Gnosis point and rolls Perception + Survival (difficulty 6). The more successes she wins, the more she learns. On a botch, the spirits lie. | Bastet BB p99 | General |
Clawstorm | The Bastet becomes a blur of slashing claws. | By spending a point of Rage and Willpower, the Bastet makes four close-range attacks in a single turn. He cannot spend Rage for any more attacks, or use this Gift more than (homid form's Stamina) times per fight. | Changing Breeds 20th Anniversary Edition - Page 86 | General |
Fortuna | Cats love their friends, and they’re famous for their luck. This Gift allows them to share some of that good fortune with others, or even to use a bit of it themselves. | For every point of Gnosis spent, the Bastet (or her friend) can call for one re-roll of the dice. If she spends three Gnosis, she may re-roll the dice three times. Only one re-roll is allowed per task, and only if the first roll was a failure or a botch. This Gift may only be used once per scene, but it lasts until all rerolling has occurred. This luck works for whomever the werecat cares to give it to. Only one person at a time can receive this Fortuna — it can’t be given to a number of people before an adventure begins. | Bastet BB p99 | General |
Spirit Claws | Another Den-Realm Gift, this one allows a werecat to attack from the Penumbra, or to rip through the Gauntlet at an Umbral opponent, without stepping sideways. Naturally, he must be able to see his opponent before he can hit him… | By rolling Gnosis against the local Gauntlet, the Bastet can slash through with a normal hand-to-hand attack (+1 difficulty) without exposing himself to danger. Each attack requires a new roll against the Gauntlet. This Gift can only be used within the cat’s own Den-Realm. | Bastet BB p100 | General |
Spitfire | With a wicked hiss, the werecat spits a stream of fire at his opponent. Crude, but effective! | The player spends a Gnosis point and rolls Stamina + Athletics to hit a victim (difficulty 7). Each success inflicts one aggravated Health Level of flame damage, which may ignite flammable items. | Bastet BB p100 | General |
Walking Between Worlds | Some tales claim that Coyote taught Bastet to step sideways; others insist the trick was stolen from Garou. In any case, this Gift allows a werecat to walk into the Umbra as Garou do. The Swara Bastet learn this gift much more quickly and gain access to it at Rank 2. That this talent is so common among the Swara is a closely-guarded secret. | The talent becomes natural once a werecat learns this Gift. Once learned, this Gift is permanent. | Changing Breeds 20th Anniversary Edition - Page 86 | General |
Wolf's Terror | The Ahroun can establish her battlefield primacy against other werebeasts by transforming her own claws into silver. A Lune teaches this Gift. | 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. Silver claws still do aggravated damage to all targets, and they are naturally unsoakable to Garou and most other werebeasts. While the Ahroun manifests the claws, she suffers searing agonies. Each turn, she gains an automatic Rage point. Furthermore, all non-combat difficulties increase by one because of the distraction. When her Rage points exceed her Willpower, she must check for frenzy. | Changing Breeds 20th Anniversary Edition - Page 86 | General |
Beast Life | As the Beast Life lupus Gift. The werewolf with this Gift can communicate with other wild animals and attract (or even command) them. Domesticated animals will speak with the werewolf, but they have given themselves to the ways of humans and must be persuaded to obey the Garou. Any animal spirit may teach this Gift, although Lion and Bear are most often sought as teachers. Children of Gaia who use this Gift never do so if the animals attracted would come to harm, unless the very heart of a caern is threatened. | The player spends on Gnosis point and rolls Charisma + Animal Ken (difficulty 7). The character gains the ability to communicate with all animals automatically. One success can attract specific types of animals within a 10-mile radius, and those that can reach the werewolf in a reasonable amount of time will do so. Each additional success adds 10 miles (two successes indicate a 20-mile radius). All wild animals become friendly to the character. They follow any reasonable request the character makes, and many unreasonable ones as well. A character who uses this Gift to force an animal to sacrifice itself had best pay homage to its spirit or risk angering Gaia. The effect lasts for one scene, but the time may be extended by spending one Gnosis point per extra scene desired. | Changing Breeds 20th Anniversary Edition - Page 87 | Feline |
Ghosts at Play | By spraying around an area, the werecat can expose all nearby spirits. Although the Gauntlet remains intact, any active spirit becomes visible, as if everyone in the vicinity had used the Rank One common Bastet Gift: Spirit's Sight. | The Bastet's player rolls Manipulation + Enigmas against a difficulty of the Gauntlet. Success reveals all spirits in the area. The range of the Gift extends 10 feet for every success the player rolls; the vision itself lasts for one turn per success. | Bastet BB p105 | Feline |
Hand of Will | By willing things to move, the Bastet can lift objects or open barriers merely by staring at them. A strong-willed Bastet can move even trucks and construction vehicles with her mind alone! King-of-Beasts and Hatti favor this Gift, especially given the devastation brought about by human traffic. | Invoking the power of the will requires a Gnosis point and a Willpower roll (difficulty 7). Each success gives the Bastet three points worth of Strength at range (see "Feats of Strength" in the Werewolf rulebook). This power can only move things, not punch or crush them, and the cat's degree of control is limited. A typewriter can be shoved aside, but not used. It's possible to employ a bit of fine manipulation by raising the difficulty to 9, but this requires total concentration. For each extra turn the object remains in motion, the werecat has to spend a point of Willpower to keep it going. Once he sets it aside, the Gift ends. | Bastet BB p105 | Feline |
Moon's Gateway | As the Open Moon Bridge Ragabash Gift. 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. | Changing Breeds 20th Anniversary Edition - Page 87 | Metis |
Redeem the Waste | Part of a Metis' roll is the salvation of despoiled wilderness. To do so, he'll often sniff around, paw at the earth, rub his scent around and urinate in various places, essentially claiming the place as his own. While this isn't a true Rite of Claiming, it resembles it in many ways. By dedicating himself to this land, he can summon forth a healing power to save it from toxins and other desecrations. | The player rolls Manipulation + Survival (difficulty 7) and spends a Gnosis point. Each success makes one square half-mile of damaged, cursed or barren land fertile again; uprooted trees wont re-plant themselves, but new trees and plants will rapidly grow. This healing is permanent until someone takes the time to despoil the land again. | Bastet BB p103 | Metis |
Monkey's Uncle | As the Doppelganger Glass Walker Gift: Doppelganger, although the Bastet can only take the forms of humans, great cats or Bastet. 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. | Changing Breeds 20th Anniversary Edition - Page 86 | Homid |
Tech Speak (Bastet) | As the Tech Speak Glass Walker Gift. This Gift allows the Glass Walker to contact others through any technological device. The Garou speaks to a Pattern Spider in or near a technological device and tells them the message to be delivered and whom it should be delivered to. The Pattern Spider then finds the receiver and uses any communications technology near them to deliver the message; Telephones yell it out, (without picking up the handset), electronic billboards display it, computer printers print it out as text. If no communications technology is present, any other technology will activate, though no message will be imparted. If no technology whatsoever is present near the receiver, the Gift fails. A Pattern Spider teaches this Gift. | The player spends a Gnosis point and rolls Charisma + Science. The difficulty is relevant to the distance the message needs to be sent: The next room is difficulty 4, the same building 5, one block away 6, one mile away 7, a time-zone away 8. Beyond that is difficulty 9. The more successes achieved, the longer the message can be. A single success will only allow one word to be sent, five would allow unlimited length. | Changing Breeds 20th Anniversary Edition - Page 86 | Homid |
What's the Password? | By communicating with the odd spirits inside computers, a werecat can call up the passwords to files, accounts, or encryptions. Although few nature-bound Bastet know this trick, many of their city cousins have at least heard of it. Most of those who do know charge hefty favors for the teaching... | The player rolls Manipulation + Enigmas, spends a Gnosis point, and hopes the Net-Spiders will be generous. These encounters should be played out - computer spirits can be pretty weird, and may want a bribe. The difficulty depends on the target's value. A successful Computer or Hacking roll can reduce this difficulty by 1 for every two successes. * Difficulty – Information * 5: Checking accounts * 6: Corporate records * 7: Important documents, designer viruses * 8: Secure accounts * 9: Corporate Secrets * 10: Government Secrets |
Bastet BB p101 | Homid |
Call Elemental | As the Call Elemental Uktena Gift. The Garou is able to call one of the four classic elementals to his aid (earth, air, fire or water). An elemental teaches this Gift. | 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. | Changing Breeds 20th Anniversary Edition - Page 89 | Pumonca |
Element-Folk Favor | Old Stone Face made many allies among the elemental spirits, and performed many favors for their kind before passing on. The ageless spirits remember his good deeds by aiding those who invoke their ancient ancestor. A Pumonca who performs this Gift can call up an elemental spirit for help. Once it arrives, the spirit will do what it can to assist the cat; after it finishes one task, the spirit departs. | The player rolls Manipulation + Enigmas and spends a Gnosis point to summon the elemental. The roll's difficulty is that of the local Gauntlet. The spirit, if it appears, will be friendly toward the cat, so long as she reminds him of her blood-link to Old Stone Face. No other tribe warrants the same kindness; in fact, Bubasti who have tried to swipe this Gift have been destroyed by the angry elemental spirits they called up. When the first service named has been finished or when one hour has elapsed, the elemental departs peacefully. | Bastet BB p113 | Pumonca |
The Hungry Earth | The Mother is not at peace. Some Pumonca know how to rouse her enough to show her displeasure. When this Gift is employed, the ground shakes, opens or gives way, covering tracks, sealing passages or burying the cat's opponents alive. | Depending on the cat's environment, this Gift takes many different forms; among hills or mountains, it causes an avalanche; in the swamps it begets quicksand; in deserts and plains, it causes the ground to open up beneath a target. To invoke these disasters, the cat's player rolls Manipulation + Survival, with the difficulty being the area's Gauntlet +2 (maximum 10) and spends a Rage point. The exact effects are up to the Storyteller, but often affect a 100 foot radius for each success rolled. If the attack causes damage, assume that the victim takes two or three normal health levels for each success. Some attacks, like falling rocks, are more deadly, but may allow the target a Dexterity + Athletics roll (difficulty 6 - 8) to get clear. | Bastet BB p114 | Pumonca |
Arms Of Darkness | As the Coils Of The Serpent Uktena Gift. 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. | Changing Breeds 20th Anniversary Edition - Page 88 | Bubasti |
Shadowplay | As the Theurge Gift. Unlike the werewolf Gift, the Bubasti does not have to mimic the shadow's movements; once free, it can go about its business as if it were a perfect duplicate of the Bastet. Also unlike the Garou Gift, some light must be present to cast the shadow in the first place. The Theurge breathes life into her shadow, which can then perform tasks for her. The shadow moves about independently with the same abilities as its creator. The Theurge’s emissary can cause lifesaving distractions, pick up remote objects and even fight battles. | To activate the shadow, the player must roll Dexterity + Enigmas (difficulty 8) and spend one Gnosis point. The Theurge must act out the doings of her shadow by making “shadow puppets” with her hands. No light need be present for the shadow to be active. In all respects besides appearance, the shadow maintains the same Traits and Abilities as the Garou. The werewolf cannot create multiple shadows. The shadow can operate out of sight of the Garou; its range is ten yards per success. | PGttCB p72, Bastet BB p109 | Bubasti |
The Scarab's Flight | By calling together the elements of her soul, a Bubasti can send them out of her body for a while. The body itself enters a deathlike trance until the Scarab returns; although it doesn't decompose, all other signs (magical and otherwise) declare that the cat has died. The flying Scarab resembles an ordinary insect unless inspected with magical senses, in which case it glows brightly. | Manifesting a soul into the beetle shape requires a Manipulation + Occult roll (difficulty 8) and a one-Gnosis expenditure. From there, it takes wing from some orifice or crawls away unnoticed (Perception + Alertness, difficulty 9, to spot). The body remains intact for one day per success, during which time the Scarab can reenter and resurrect the cat. After the time limit passes, the body instantly decays, even if it has been preserved somehow. | Bastet BB p109 | Bubasti |
Dragonroar | Bellowing like a thunderclap, the Khan breathes a ball of fire onto his foes. | The player spends two Gnosis points. The fireball is aimed with Dexterity + Brawl, and inflicts Ferocity levels of aggravated damage. In subsequent turns the target continues to burn for half the damage suffered the previous turn (round down), until the flames gutter out. | Changing Breeds 20th Anniversary Edition - Page 89 | Khan |
Asura's Bane | As the Rank Three Bubasti Gift: Banish Cahlash's Brood, except that using it turns the tiger's pelt white instead of black. Unlike the shadowcats, tigers channel Rahjah to banish corruption. By calling upon the Father of Dark Spirits, a Bubasti may command Wyrmish spirits to depart. Each time the Bubasti does so, his fur grows a deeper shade of black and his actions become more… erratic. Sense Wyrm detects a faint trace of Wyrm-taint on the Bastet for a week afterward. | The player spends a Willpower point and rolls Manipulation + Enigmas against a difficulty of the higher of the spirit's Rage or Gnosis. Each success removes three points of the spirit's Essence. Botching the roll inflicts an immediate derangement of the Storyteller's choice. | PGttCB p72, Bastet BB p112 | Khan |
Ghost Caress | The Swara may use sympathetic magic to send sensations across a distance. Although the magic can't physically harm its target, it can drive him mad as phantom pains or pleasures wash over him without apparent cause. | The player spends a Willpower point and rolls Gnosis. At short range (within a mile) the difficulty is 7, while at maximum range (50 miles) the difficulty is 9. The Swara selects another person in her presence to act as her 'focus.' Whatever she does to the 'focus,' the target feels. This Gift's effects last for one turn per success. | Changing Breeds 20th Anniversary Edition - Page 90 | Swara |
Speed Beyond Thought | As the Rank 4 Garou Silent Strider Gift. The Garou can run at 10 times his normal land speed. The effects last for up to eight hours, during which the Garou can do nothing but concentrate on running. When the Gift’s effects end, the Garou must eat immediately or face frenzy from hunger. A cheetah- or air-spirit teaches this Gift. | The player spends one Gnosis point and rolls Stamina + Athletics (difficulty 7) to activate the Gift. | PGttCB p74 | Swara |
Judgement of Pestilence | As the Rank Five Bastet Feline Gift (Swara only). In many ancestral lands, epidemics ravage both human and animal populations. The Mistress of Catkind bequeaths this Gift to her feline children in an effort to channel the disease. Communities who respect the cats’ Kinfolk and the land find pestilence banished from their homes; those who exploit nature or hunt the great cats receive the disease in return. Nature’s balance must be maintained. | This Gift doesn’t create a plague; instead, it moves it from one place to another. To do this, a cat spends two Gnosis points and rolls Manipulation + Primal-Urge to absorb the sickness without harming herself. From there, she carries it to a place she dislikes, then releases it by breathing into the night air. Once in motion, the disease runs its course in the new location. Every survivor in the original community mysteriously recovers. A werecat who botches her roll quickly dies, overwhelmed by the toxins in her blood. | Bastet BB p105 | Swara |
Gift Of Dreams | As the Gift Of Dreams Galliard Gift. The Galliard crafts a dream, then breathes it into a sleeping individual. A Lune teaches this Gift. | The player rolls Wits + Expression (difficulty 6) to craft the dream; more successes allow for more vivid and impactful dreams. To ensure that an individual experiences this dream, the Galliard must breathe it into the target’s mouth while they sleep. The player spends a Gnosis point to complete the Gift. Dreams crafted with this Gift are often unusually vivid and dramatic, often leaving even lifelong skeptics convinced that they hold some deep meaning. | Changing Breeds 20th Anniversary Edition - Page 88 | Ceilican |
Small Cousin | The Ceilican gains the ability to shapeshift into a house cat. While not terribly useful physically, this form is very unobtrusive. | This Gift grants a permanent alternative option when shifting into feline form. Housecat form effectively has Strength and Stamina 1, and grants +2 Dexterity. | Changing Breeds 20th Anniversary Edition - Page 88 | Ceilican |
Monkey's Uncle | As the Bastet Homid Gift. As the Doppelganger Glass Walker Gift: Doppelganger, although the Bastet can only take the forms of humans, great cats or Bastet. 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. | Bastet BB p102 | Ceilican |
King Of Beasts | As the King Of The Beasts Philodox Gift, save that it affects all animals within 300 feet. 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). * Relationship Difficulty * A sibling: 3 * Feed and care for: 6 * Stranger: 8 * Hostile: 10 |
Changing Breeds 20th Anniversary Edition - Page 90 | Simba |
The Bountiful Dominion | A ruler must be prepared to provide for his subjects. By laying this Gift upon the land, a Simba can make the local crops grow quickly, the soil turn fertile and the waters run clear. This Gift comes from the land of Manu T'Chaa, who ended a famine with his wisdom and passed the secret to his descendants. | As the Metis Gift: Redeem the Waste, except that the magic doubles crop growth, and health, purifies water immediately, and costs one Gnosis per success. | Bastet BB p116 | Simba |
Vision Cloud | By calling to the spirits of the air and the plants, the Balam can conjure the Vision Cloud, a swirling fog that wraps itself through the area, bringing mystic insights to those who seek them - and those who do not. | The player spends a Gnosis point and makes a Manipulation + Enigmas roll (difficulty 5). An area 50 feet in diameter fills up with a misty cloud that bestows visions to those that breathe it. The content of the visions are left up to the Storyteller, but should generally foreshadow possible future events or reveal lost lore. | Changing Breeds 20th Anniversary Edition - Page 88 | Balam |
Jungle's Vengeance | By tapping into her ties with the land, a Balam urges the jungle to turn against any invaders. The assault begins innocently enough, with vines that trip and swarms of hungry bugs; if the outsiders don't get the hint and leave, however, the Vengeance turns nastier. Pool's of quicksand, poisonous plants and insects and clouds of noxious gas spring into existence right in the invader's path. Ultimately, the Gift whittles a determined force of trespassers down to a handful of desperate survivors - easy pickings for an angry werejaguar and her friends... | The player spends a point of Rage and two points of Gnosis, and sets in motion a purposeful series of events designed to drive invaders away from the werejaguar's domain. Although the Storyteller has the final say about what happens and to whom, the one constant with the Gift is the fact that it gets more and more dangerous as time goes by. It wont be enough to harm supernaturals (much), but it will drive humans to the brink of madness and beyond (and might significantly interfere with Garou operations, should they be unlucky enough to rub the Balam the wrong way...). | PGttCB p70, Bastet BB p107 | Balam |
The Paradox Of Time | The werecat shows her target a dizzying and nonlinear view of the vast sweep of time, producing sickness and confusion rather than enlightenment. | The player spends one Gnosis point and rolls Manipulation + Enigmas against a difficulty of the target's Willpower. For each success, the subject becomes disoriented for two turns, suffering a -3 penalty to all dice pools. Mages with any dots in the Time Sphere are immune to this Gift. | Changing Breeds 20th Anniversary Edition - Page 87 | Bagheera |
Potter's Clay | As the Rank Three Bastet Homid Gift: Craft of the Maker (As the Garou Homid Gift: 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. * Successes Duration * One: 5 minutes * Two: 10 minutes * Three: One scene * Four: One story * Five: Permanent |
PGttCB p70, Bastet BB p101 | Bagheera |
Chill Of Early Frost (Bastet) | As the Chill Of Early Frost Wendigo Gift. 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. | Changing Breeds 20th Anniversary Edition - Page 89 | Qualmi |
Dancing on Air | As the Bastet Metis Gift: Moon's Gateway, except that the roll is Intelligence + Enigmas. 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. | Bastet BB p115 | Qualmi |
Still Breeze Blowing | Like the Lupus Gift: Elemental Gift, this magic allows a Qualmi to conjure a spirit to shift the elements to her advantage. Dwelling in the North as they do, most members of this tribe favor air and ice elemental over fire or earth. The werewolf calls upon the primal force of Gaia Herself, thereby commanding the spirits of the elements to rise up, undulate forward and even engulf foes. This Gift summons an elemental spirit, not merely the raw matter of the elements, but the primal spirits possessing power enough to challenge even something as powerful as a Nexus Crawler. The elementals grant this Gift. | The player spends one Gnosis point and rolls Charisma + Occult (difficulty 7). If successful, he calls an elemental who grants him the ability to control a large volume of air, earth, water or fire (in any of their forms) that is approximately 20′ by 20′ per success. The effect lasts for one scene or until the elemental leaves or is destroyed. | Bastet BB p115 | Qualmi |
Gift | Description | System | Source | Type |
---|---|---|---|---|
Madness (Bastet) | As the Madness metis Gift. 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. | Changing Breeds 20th Anniversary Edition - Page 86 | Homid |
Black Friday | This dreaded Gift, the bane of the Information Age, allows a Bastet to crash a computer network in seconds. By communing with net Spiders (see the Gift: What's the Password?) and promising a few favors, a lucky werecat can wreak system havoc without even touching a keyboard. It's rarely done because of its tendency to backfire (wiping out one's own computer files!), but causes untold headaches for the programmers of Pentex. | The player rolls his Manipulation + Enigmas to convince the Spiders to do his dirty work. Obviously, he has to have some way of reaching them first, such as a Gift, a short visit to the Penumbra, or a message typed into the doomed system. Once the deal is set in motion, the Spiders eat the system's data; a skillful data retriever can undo the damage, but it'll take days or weeks to fix. The Gift's difficulty depends on the size and complexity of the system in question. Protected networks add 1 to the amount of successes needed; magical system include Trinary computers or Technomagical networks (see Mage: The Ascension). A botch causes the Spiders to wreck your own data instead. Note that this kind of tampering immediately sets of alarms on guarded systems; a would-be saboteur would be wise to amscray ontopray! * Network – Difficulty – Succs Needed * Small office: 6 – 1-2 * Large office: 6 – 3-4 * Small Corporate: 7 – 4-5 * Large corporate: 8 – 4-5 * International/Government: 9 – 5-10 * Secret Government/Magical: 10 – 5-15 |
Bastet BB p102 | Homid |
Deny the Hungry | With a gesture or spray, a spiteful werecat can destroy crops and fertile land, spoil food or toxify drinking water. Legend lays this Gift at the feet of the Bubasti, who were said to punish disrespectful communities with famine and drought. Some Simba use it for the same reasons. Sadly, it's easier to destroy than to create; undoing this damage requires a different Gift altogether. | The player spends a permanent Rage point and rolls Wits + Primal Urge (difficulty 7). Each success whithers one mile of crops, spols a waterhole or lake, or renders one ton of food or drink unusable. Only the Redeem the Waste Gift, a Rite of Cleansing, or powerful Life and Prime magics (see Mage) can undo the destruction. Cropland will remain infertile for a year, water will be poisoned for the same time. Spoiled food is rotten forever, and those who eat it will grow ill. These effects, and the casting of the Gift, clearly come from the Unmaker, and may be detected by appropriate Gifts. | Bastet BB p102 | Homid |
Moon Sense | By meditating upon a pool of moonlit water, a Bastet may see anything that transpires beneath Seline's glow. Although it's difficult to see distant or hidden locations, a rigorous search can see anywhere on Earth. | The player rolls Perception + Enigmas and spends a Gnosis point. The Bastet must be staring into outside water. Any place touched by moonlight (even near windows, indoors, and within the Penumbra) may be sensed with all six senses, as if the Bastet were standing in the moonlight itself. The water's surface must be calm; raging waves will reveal nothing. The search's difficulty depends on the distance scanned and the Bastet's familiarity with it. If she observes for more than a minute (or requires more than three rolls) another Gnosis point must be spent. A person with mystical senses might realize he's being spied upon with a successful Perception + Occult or Enigmas roll (difficulty 6). He would, if he discovered this, see a giant moonlit cat slowly fading away. Naturally, discovery terminates the Gift. * Subject – Difficulty – Succs Needed * Near and familiar: 6 – 2 * Distant and familiar: 7 – 3 * Unfamiliar: 8 – 3 * Seen Pictures: 8 – 5 * Never Been: 9 – 5 * Distant and Alien: 10 – 5 |
Bastet BB p103 | Metis |
Revolt Of The Land | As the Gaia's Vengeance Red Talon Gift. The Garou calls to the spirits of the surrounding forest to attack intruders. The terrain responds as best it can: Rocks roll and smash, vines trip, and water sucks victims under. An avatar of Gaia herself teaches this Gift. | The player spends one Gnosis point and one Rage point then rolls Charisma + Primal-Urge (difficulty of the local Gauntlet). The exact effects depend on the terrain and are left to the Storyteller. | Changing Breeds 20th Anniversary Edition - Page 87 | Feline |
Judgement of Pestilence | In many ancestral lands, epidemics ravage both human and animal populations. The Mistress of Catkind bequeaths this Gift to her feline children in an effort to channel the disease. Communities who respect the cats' Kinfolk and the land find pestilence banished from their homes; those who exploit nature or hunt the great cats receive the disease in return. Nature's balance must be maintained. | This Gift doesn't create a plague; instead, it moves it from one place to another. To do this, a cat spends two Gnosis points and rolls Manipulation + Primal Urge to absorb the sickness without harming herself. From there, she carries it to a place she dislikes, then releases it by breathing into the night air. Once in motion, the disease runs its course in the new location. Every survivor in the original community mysteriously recovers. A werecat who botches her roll quickly dies, overwhelmed by the toxins in her blood. | Bastet BB p105 | Feline |
The Madness Of Crowds | As the Riot Bone Gnawer Gift. This Gift summons a horde of malevolent spirits to provoke the inhabitants of a city into violent rioting. The Gift plays on the hatred and fear of the down-and-outs of the city: the homeless, the poor and even stray animals. The Gnawer can direct the riot to a degree, but such things tend to escalate, and the Garou has no power to stop the riot from doing so. A rat-spirit teaches this Gift. | The player spends one Gnosis point and rolls Wits + Subterfuge (difficulty 8). If successful, the spirits direct their hosts against a target of the Garou’s choice. The different hosts, however, will not necessarily work together — they may even begin to fight each other as the mob mentality takes over. The number of successes determines the area affected. | Changing Breeds 20th Anniversary Edition - Page 88 | Ceilican |
Chariot of Lions | This less than subtle Gift lets a Ceilican conjure a chariot drawn by huge cats. Like the craft of the goddess Freyja, this chariot is made of coarse-cut wood and covered in Nordic designs. The two huge cats that pull it run as fast as the average car and can, in a pinch, carry the Ceilican and one passenger into the air for a few moments. Only the Mistress of Catkind teaches this Gift, learning it without her blessing is a grave insult. | The player rolls Gnosis against difficulty 8 and spends three Gnosis points. The chariot appears from thin air and lasts for one scene, or for an hour - long enough to make a quick getaway, but not long enough to use as regular transportation. By spending a Willpower point, the Bastet's player may urge the chariot into the air for two turns; each additional turn costs another Willpower point. | Bastet BB p111 | Ceilican |
Thunderbird's Cry | As the Divine Wind Hakken Gift. The Hakken can call forth a powerful storm in a designated area. The storm uproots trees and overturns cars in its fury. An ancestor-spirit or a servant of Narukami, Lord of Thunder, teaches this Gift. | The player rolls Stamina + Enigmas (difficulty 7) and spends a minimum of one Rage point. Each success equals a one-mile (1.6 km) radius for the storm. Each Rage point spent adds a success and, therefore, increases the size of the storm, which lasts for no more than one scene. | Changing Breeds 20th Anniversary Edition - Page 89 | Pumonca |
Earthspeaking | By sifting dirt and calling on the spirits within the ground, a puma receives visions of things that have happened in the area. These insights can help her follow trails, "witness" past events, or learn where things came from or went. Bird spirits often pass this Gift along, but some worm and elemental chaya do their part too, especially if the Bastet's questions serve the spirit's ends. | The Pumonca concentrates while chanting a single question and a plea. While she does, the player rolls Perception + Enigmas to see into the past. Success reveals the answer. The more distant the event, the higher the difficulty, unless it left impressions so vivid that they never fade (like the Trail of Tears), which might reduce the difficulty by one or two. Events that occurred more than a year ago require a Gnosis point to "see". The vision comes from the perspective of the ground nearby, which might make details hard to read (imagine a worm's-eye view of a murder); some dreams pass emotional impressions, too, leaving moods that can last for hours. * Time Elapsed – Difficulty * A week: 4 * A month: 5 * Six months: 6 * A year: 7 * 10 years: 8 * 50 years: 9 * 100+ years: 10 |
Bastet BB p114 | Pumonca |
Shiva's Might | The mightiest of wereleopards may change into a Juddho form reminiscent of Shiva the Destroyer. In a burst of holy light, the Bastet becomes a 12-foot-tall, six-armed Crinos-werecat wielding mystical flaming weapons, which lays waste to everything around it until nothing moves. | The player spends two Rage points and two Gnosis points. The Bagheera springs into Juddho form and enters an indiscriminate killing frenzy. This form persists for (Bastet's permanent Rage) turns. After the transformation ends, the Bastet loses all Rage, assumes his breed form and falls asleep for four hours. The Juddho form's traits are: Strength +6, Dexterity +3, Stamina +6, Appearance 0, and its weapons inflict Strength + 4 aggravated damage. | Changing Breeds 20th Anniversary Edition - Page 87 | Bagheera |
Part the Curtain | Like the Rank Four common Bastet Gift: Walking Between Worlds, this spell allows a leopard to cross into the Near Umbra. This variation, however, lets her bring others across as well. the Mistress of Cat-kind is said to have brought this Gift to several Bagheera elders during the British occupation of India. Working with allies from the Swara and Khan, these old cats turned several staid English manors into shrieking chaos. | All systems resemble the aforementioned Gift, except that the Bagheera can take one additional ally through for every point of Gnosis she possesses. | Bastet BB p106 | Bagheera |
Water's Vision | The Qualmi can see through barriers to glimpse what lies beyond. | The player rolls Perception + Primal-Urge against a difficulty of the local Gauntlet. The Qualmi can see through all solid objects for 100 feet per success - all things seem transparent and ephemeral. | Changing Breeds 20th Anniversary Edition - Page 89 | Qualmi |
Call Down the Stars | Sometimes the best answer to a riddle is force. This Gift recalls the days of Strange Owl Woman, when the white men dragged iron monsters across the open lands. By confusing the spirits inside machinery with a staggering riddle, the lynx causes fires, and power generators and other sources of combustion to explode. This tends to fix most problems for good. | The player rolls Manipulation + Enigmas (difficulty 7) and spends a Willpower point to drive the riddle home. If she succeeds, the power source - be it gas, coal, wood, electricity, kerosene, whatever - ignites. The exact effects are left to the Storyteller; small fires may flare for one or two health levels per success, while car gas tanks or steam train furnaces might blow for four health levels per success. Some combustion must be involved - a canister of gasoline will not explode on its own. No Qualmi has dared to find out what would happen if the spirits of nuclear power plants were confused; the results might poison the entire land. | Bastet BB p115 | Qualmi |
Heaven Thunder Hammer | Channeling the power of Heaven itself, the Khan strikes out with a shockwave-blow that shatters walls and splinters trees. | The player spends three Rage and makes a Strength + Primal-Urge roll (difficulty 3) to hit everything within 10 feet directly in front of the weretiger. The attack adds the Khan's Ferocity to its damage dice. | Changing Breeds 20th Anniversary Edition - Page 89 | Khan |
Call the Battle | As the Garou Ahroun Gift: Strength of Will. The Ahroun with this Gift could lead his pack to the gates of Hell itself if that were what it took. A wolf-spirit or an Incarna avatar teaches this Gift. | The Garou’s player spends a point of Willpower and rolls Charisma + Leadership (difficulty 8). Each success grants all the Garou’s allies within 100 feet an extra point of Willpower. These extra points last for the rest of the scene, and they can be spent as usual. This Gift can even raise an ally’s Willpower above its maximum or even above 10. This Gift may be used only once per scene. | PGttCB p72, Bastet BB p113 | Khan |
Thousand-Thunder Strike | By slamming his paws together and invoking Rahjah or one of his manifestations (Shiva, Pan Gu, etc.), an angry tiger causes a shock wave that can level buildings or disrupt unclean spirits. The King of Cats, in his more regal guises, teaches this Gift to worthy Khan. | The player spends two points of Gnosis and rolls Willpower (difficulty 7). Each success inflicts three points of Power against Asura or other Banes, whichever side of the Gauntlet they might inhabit. This wave also shakes structures in a 200-foot radius. The severity of the damage depends on the Khan's successes: One breaks windows, two cracks plaster, three snaps wood, four shatters concrete, and five bends metal. The wave lasts only a moment, but can be felt for a mile or more. | Bastet BB p113 | Khan |
Feed The Gods | The Balam can rip out the heart of an enemy from a distance, pull it to his hand, and consume it in a burst of fire. | The player rolls Gnosis (difficulty 7) and spends two Gnosis points. If the werejaguar's successes amount to at least twice the target's dots in Stamina, the target dies. Supernatural toughness (such as a vampire's Fortitude) subtracts two successes for every dot or level of protection. | Changing Breeds 20th Anniversary Edition - Page 88 | Balam |
Heal the Wounded Land | As the Rank Four Bastet Metis Gift: Redeem the Waste. Part of a Metis' roll is the salvation of despoiled wilderness. To do so, he'll often sniff around, paw at the earth, rub his scent around and urinate in various places, essentially claiming the place as his own. While this isn't a true Rite of Claiming, it resembles it in many ways. By dedicating himself to this land, he can summon forth a healing power to save it from toxins and other desecrations. | The player rolls Manipulation + Survival (difficulty 7) and spends a Gnosis point. Each success makes one square half-mile of damaged, cursed or barren land fertile again; uprooted trees won't re-plant themselves, but new trees and plants will rapidly grow. This healing is permanent until someone takes the time to despoil the land again. | PGttCB p70, Bastet BB p103 | Balam |
River Of Blood | The soil of Africa has been bathed in blood for tens of thousands of years. With this Gift, a Swara calls that spilled blood together through the soil and gives it form, creating a pool, a river, a mass of tentacles, or a variety of other things. | The player spends a Rage point and rolls Manipulation + Primal-Urge (difficulty 7, or 5 for a notable site of bloodshed). It takes three turns for the blood to coalesce; once it does, it will assume any form the Swara demands. All forms have Strength and health levels equal to twice the successes rolled. This Gift lasts for one scene. | Changing Breeds 20th Anniversary Edition - Page 90 | Swara |
All Beasts Under the Sun | As the Garou Black Fury Gift: The Thousand Forms. Most trickster archetypes are shapeshifters, and the Ragabash is no different. The Garou with this Gift may change herself into any animal between the sizes of a small bird and a bison. The Garou gains all the special powers (flight, gills, poison, sensory abilities, etc.) of the animal she mimics. She may not take the form of Wyrm-beasts (not that she would wish to!), but she may take the form of mythical beasts with some extra effort. Black Furies: The Fury that chooses to risk taking the form of a mythical beast typically honors Pegasus by assuming her form. | The player spends a Gnosis point and rolls Intelligence + Animal Ken. The difficulty varies, rising higher the farther removed from the Garou’s natural form the desired animal is. For example, an ape or panther (mammals of roughly equal mass) might be difficulty 5, while an alligator (a reptile of slightly larger size) would be difficulty 7, and a frog (a much smaller amphibian) would be difficulty 9. Mimicking mythical animals is always difficulty 10. | Bastet BB p118 | Swara |
Jump to the Moon | The greatest of Bastet can return to Seline for short visits. By forming a Moon Bridge from her Den-Realm to the moon, the werecat departs to the court of Luna. While there, she can breathe and move about normally; so long as she’s careful, it’ll be a glorious stay… | Opening the Bridge requires 10 successes with a Wits + Enigmas roll (difficulty 8). Obviously, this demands an extended roll, a bit of time (each roll takes one hour), and some great moonlit ritual. Seline must be invoked and her servants called. The Gift can only be attempted once per night; if dawn comes before 10 successes are accumulated, the ritual has been wasted. If the Bastet succeeds, the Bridge lasts for one night. Lunes come down to guide the werecat and her guests to Seline’s body. The trip, it is said, is faster than thought — reaching or returning to the moon takes only minutes. If the Bridge closes before the character returns, she must open another one from the moon. | Bastet BB p100 | General |
Perfect Passage | The ultimate stealth Gift; a werecat who knows this trick can travel over or through any material obstacle without leaving traces. It’s said this Gift allowed the Bubasti to rob the tombs of the Pharaohs long before any human could circumvent the traps and blocks. | Using this Gift costs one Gnosis point per scene (or per hour if it’s a long trip), and requires a Wits + Stealth roll (difficulty 5) each time the character encounters a new obstacle. Perfect Passage does not render the cat invisible, but it dampens all sounds and scents, eliminates footprints, opens and closes doors, springs locks, and shuts down security systems long enough for the cat to pass. When necessary, the character may even walk through solid barriers as if they were smoke. Botching any roll during this journey has terrible results — the Bastet may be trapped inside a wall, spotted by a security camera, scented by a guard dog, or worse. Some magical perceptions (Prime magicks, Auspex) might betray signs of a Passage, but will not reveal one in progress unless the seeker makes a successful Perception + Occult roll (difficulty is Bastet’s Stealth + 5). The Gift applies only to a single Bastet and anything she carries in her hands or jaws. | Changing Breeds 20th Anniversary Edition - Page 86 | General |
Soothe/Summon Storm | Mighty werecats can call upon the weather spirits to whip up or disperse a storm. The bigger the tempest, the harder it is to call up or put down. Doing so usually requires a long rite in which the cat yowls and capers at the sky. Undoing what you have summoned requires another, harder effort. This Gift is said to be a birthright from Nala herself. | Beginning this process requires two Gnosis points and a Manipulation + Survival roll. Once it’s in action, stopping it requires another Gnosis point and a roll at 2 difficulty higher. Once a weather pattern has begun, it will run its own course. This may take hours. Storms in unlikely locations (a sudden rainstorm in the desert, for instance) require five or more additional successes. Botching during a storm-call can be unpredictable — and disastrous. The Bastet is not immune to the forces she calls upon…. | Bastet BB p101 | General |
Withering Stare | This Gift lets a werecat kill with a glance, a favorite trick of Simba lords and wandering Pumonca. Using this Gift against other Bastet is considered deeply dishonorable, but it happens. | The werecat locks eyes with his target; the player spends a Gnosis point and rolls Rage. The difficulty is the victim’s Willpower, and each success inflicts one aggravated Health Level of damage. Only a Willpower roll (difficulty 8) can soak the Stare, which twists the victim into agonized convulsions either until death or until the werecat grants release. | Changing Breeds 20th Anniversary Edition - Page 86 | General |
Shadow Brethren (Bastet) | As the Shadow Pack Shadow Lord Gift. The Garou summons up shadowy duplicates of himself to stand by him in battle. These shadow-wolves resemble the Shadow Lord and have some of the same capabilities. A night-spirit teaches this Gift. | The player rolls Gnosis (difficulty 8) and spends a variable number of Gnosis points. For each point spent, the Garou summons a shadow-duplicate. These duplicates have the same Attributes and Abilities as the Garou, but they may not use Gnosis or Willpower. Each has only one health level (i.e., any attack that is not soaked destroys it). The duplicates fade at the end of the scene. | Changing Breeds 20th Anniversary Edition - Page 88 | Bubasti |
Deny the Hungry | As the Bastet Homid Gift. With a gesture or spray, a spiteful werecat can destroy crops and fertile land, spoil food or toxify drinking water. Legend lays this Gift at the feet of the Bubasti, who were said to punish disrespectful communities with famine and drought. Some Simba use it for the same reasons. Sadly, it's easier to destroy than to create; undoing this damage requires a different Gift altogether. | The player spends a permanent Rage point and rolls Wits + Primal Urge (difficulty 7). Each success whithers one mile of crops, spols a waterhole or lake, or renders one ton of food or drink unusable. Only the Redeem the Waste Gift, a Rite of Cleansing, or powerful Life and Prime magics (see Mage) can undo the destruction. Cropland will remain infertile for a year, water will be poisoned for the same time. Spoiled food is rotten forever, and those who eat it will grow ill. These effects, and the casting of the Gift, clearly come from the Unmaker, and may be detected by appropriate Gifts. | PGttCB p72, Bastet BB p102 | Bubasti |
Spirit Wall | One of the greatest tricks a Bubasti learns is the art of calling together minor spirits from around the area and forming them into a wailing Umbral wall. Such magics do not endear a cat to the spirits in general, but by the time she achieves this Rank, a Bubasti should have enough sense to use such a power wisely - and enough power to protect herself when she uses it at all. | The player rolls Manipulation + Enigmas. The difficulty can range from 6 to 10, depending on how many minor spirits are nearby. This takes two turns. To shape the assembled chaya into a wall, she spends two Gnosis points and rolls a contested roll between her Willpower and the spirits' (assume a dice pool of three dice for every success the Bubasti scores on her earlier roll). If she succeeds, the resulting wall blocks spirits, imposes a Gauntlet of 10 and lasts for one turn per success on the Willpower roll. If she fails, the spirits remain unbound, unformed, and angrier than hell. | Bastet BB p109 | Bubasti |
Obedience | As the Obedience Shadow Lord Gift. With the power of this Gift, the Shadow Lord becomes the ultimate alpha, compelling all others to follow her orders. A Stormcrow teaches this Gift. | The player spends one Gnosis point and rolls Charisma + Leadership (difficulty 8). All in the vicinity must roll Willpower (difficulty 8) and match or exceed the Garou’s successes to avoid the effects of the Gift. If the werewolf wins by one success, the targets follow any order they don’t mind following. Getting three successes means that the targets will treat the Garou as their alpha and fight for him. Getting five successes means that the targets will follow him into the Abyss or perform other virtually suicidal actions. | Changing Breeds 20th Anniversary Edition - Page 90 | Simba |
Command the Multitude | Like the Rank One Gift: Submit, except that it affects everyone in a 200 foot radius and requires a Gnosis point. To make things easy, the Storyteller may simply have the player roll three successes with Willpower (difficulty 9) to dominate a strong-willed crowd. Lesser foes, like normal humans or animals, reduce the difficulty to 6. Like the Black Fury Gift 'Kneel'. By pointing a finger or claw at a target, a Simba 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. | Bastet BB p116 | Simba |
Rising Sun | It is said that the lion carries the sun in his heart; the saying may contain more truth than poetry. Some powerful Simba can cause the land around them to blaze with sunlight, even at night. According to tribal caliah, Taa Mlimba used this magic to drive the vampires from his lands ages ago. Although it's not as effective against the undead as true sunlight, this Gift is certainly potent. | Conjuring sunlight requires two Gnosis points and a Charisma + Primal Urge roll (difficulty 7). Once this is done, the surrounding rock and earth begin to glow. Each turn, the light grows brighter, until the rocks blaze like the sun; after six turns, it fades away. The light, blinding as it is, doesn't hurt most living things, and leaves the rocks stone cold; against vampires and other things that fear the sun, however, the Gift inflicts one additional cumulative aggravated health level for every turn after the first (one during the second turn, two during the third, etc.). Thus, at its height, the light causes five health levels of damage. While this damage may be soaked with Fortitude, most Kindred will remember such an encounter... | Bastet BB p116 | Simba |
Corax Gifts
Gift | Description | System | Source |
---|---|---|---|
Enemy Ways | The Corax gains an acute and accurate danger sense. This Gift is taught by one of Grandfather Thunder’s Stormcrows | The player rolls Perception + Primal-Urge, difficulty 7. Success grants knowledge of the number and nature of hostile entities within (Wisdom x 20) yards, with more successes granting clearer information | Changing Breeds 20th Anniversary Edition |
Morse | By tapping out his message onto a nearby hard surface, a Corax can make sure that someone out there gets his message. This Gift is taught by a machine-spirit. | The player spends a Gnosis point, ensuring that the nearest Corax will hear (and understand) the message clearly. With a difficulty 8 Wits + Expression roll, the message can instead be directed to the nearest Gaian shapeshifter of any breed | Changing Breeds 20th Anniversary Edition |
Persuasion | As the homid gift. 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). | Changing Breeds 20th Anniversary Edition |
Open Seal | As the Garou Ragabash Gift. 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). | Changing Breeds 20th Anniversary Edition |
Raven's Gleaning | The Corax may tell, at a glance, whether or not a shiny object is worth obtaining. A raven-spirit teaches this Gift | The player spends a point of Gnosis, bestowing instinctive knowledge of whether or not a specific object the Corax can perceive is of value (this may indicate financial or practical value, or that it will be in some way useful in the future — the Corax doesn’t know which). | Changing Breeds 20th Anniversary Edition |
Scent of the True Form (Corax) | As the Garou Philodox Gift. 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. | Changing Breeds 20th Anniversary Edition |
Truth of Gaia (Corax) | As the Garou Philodox Gift. 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. | Changing Breeds 20th Anniversary Edition |
Word Beyond | This Gift allows the Corax to create a message out of any available materials while in the Umbra, which can be instinctively understood by other wereravens. One of Coyote’s brood teaches this Gift. | The player rolls Wits + Expression (difficulty 6) to create a marker out of nearby Umbral materials. The number of successes indicates the complexity of the message that can be encrypted into the marker; one success would suffice for simple concepts such as “danger” or “safe haven,” while five successes could convey complex concepts equivalent to a short essay. Non-Corax cannot read these markers. | Changing Breeds 20th Anniversary Edition |
Targeted Heave | A trick swiped from real buzzards, Targeted Heave may well be the most disgusting weapon in a Scab's arsenal. When cornered or just feeling ornery, a Buzzard can call upon this Gift and heave up the contents of his stomach - digestive juices and all - at a target up to 10 feet away. | The results of his Gift are very similar to the Fomori Power: Stomach Pumper. The attack does two dice of damage if it hits (Dexterity + Athletics to hit, difficulty 7), but any victim struck must expend a point of Willpower to keep from stopping whatever they're doing and start gagging. | BotW, p138 |
Spirit Speech (Corax) | As the Garou Theurge Gift. This Gift allows the Nuwisha to communicate with encountered spirits, addressing them whether they wish to be addressed or not. | Once learned, this Gift allows the Nuwisha to intuitively understand the communication of spirits. Alien spirits may be difficult or painful to understand. | Changing Breeds 20th Anniversary Edition |
Gift | Description | System | Source |
---|---|---|---|
Voice of the Mimic | The Corax may perfectly mimic any voice or sound she has ever heard. A mynah-spirit teaches this Gift. | This Gift’s effects are permanent. | Changing Breeds 20th Anniversary Edition |
Carrion's Call | This Gift helps Corax execute their duties with regard to the slain, leading them to fresh corpses. It is taught by a vulture-spirit. | The player may roll Perception + Empathy (difficulty 6). The Corax becomes aware of all cadavers within (successes rolled) miles | Changing Breeds 20th Anniversary Edition |
Messenger's Fortitude (Corax) | As the Silent Strider Gift, but enabling flight rather than running. 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. | Changing Breeds 20th Anniversary Edition |
Enemy Ways | This is a danger sense. Taught by one of Grandfather Thunder's Stormcrows, Enemy Ways is more than just a heightened (and reasonably accurate) sense of paranoia. Instead, it provides solid information on what immediate peril a Corax faces. | The Corax, by rolling Perception + Stealth, can pick up hints as to the nature of enemies in the area. Usually, a Corax who uses this Gift successfully can pick out the number and type of opponents; with extreme successes, sometimes more can be learned. | PGttCB p80, Corax BB p75 |
Omens and Signs | Corax can find symbolic portents in their surroundings without even trying - but this Gift helps. The world is full of omens, after all, but a Corax with this Gift knows where to look for them. | To find an open in her surroundings, the Corax rolls Wits + Occult (difficulty 6). However, Corax have to be careful not to abuse this Gift, otherwise they start to mistake false omens for true - proof positive that the universe doesn't like to give away all of its secrets. | Corax BB, p76 |
Razor Feathers | The Corax’s wing-feathers become hard and sharp as steel. This Gift is taught by a steel-spirit, and only functions when the wereraven is in Crinos. | The player spends a point of Gnosis, enabling Wing Swipe maneuvers for the rest of the scene (see Wing Swipe, p. 214). | Changing Breeds 20th Anniversary Edition |
Speech of the World (Corax) | As the homid Gift. 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. | Changing Breeds 20th Anniversary Edition |
Sky's Beneficence | The Corax can accurately drop a package of any sort onto a target from any altitude she can reach. Whether the package is a letter, hand grenade, or a more… natural... offering is up to the wereraven. Any aerial spirit can teach this Gift. | The Corax aims the dropped package with Perception + Melee (difficulty 7), regardless of inclement conditions, crosswinds, etc. The Corax must be able to see her target. | Changing Breeds 20th Anniversary Edition |
Sky's Shadow | There's little that is more frustrating than a creeping sensation that you're being watched. This Gift allows a Corax to bestow that feeling on the target of her choice without necessitating that the Corax herself trail her victim. Sometimes the Gift creates the shadow of a large bird that follows the target everywhere; other times, it just imbues a sense of pure paranoia. | The Gift implants in the target the certainty that he is being watched, with the feeling lasting a day for each success on a Manipulation + Intimidation roll (difficulty 7). The Gift costs a point of Rage to activate. While under the Gift's influence, the victim is constantly aware of the shadowy eyes of unknown figures upon him. This takes away from his ability to concentrate, and he's at +1 difficulty on all Willpower- and Mental-related rolls as long as the Gift's effect lasts. | Corax BB, p77 |
Swallow's Return | This Gift will safely carry a Corax home, even when she doesn’t know where ’home’ is. A swallow-spirit teaches it. | The player spends a point of Gnosis. The Corax flies to the place she truly considers ’home’ on autopilot, without any conscious awareness of the path she takes; she may even do so while healing or sleeping. | Changing Breeds 20th Anniversary Edition |
Taking the Forgotten (Corax) | As the Garou Ragabash Gift. The Ragabash with this Gift can steal something from a target, and his victim will forget that she ever possessed the stolen item. | The player must score three successes on a Wits + Stealth roll (difficulty of the victim’s Intelligence + Streetwise). | Changing Breeds 20th Anniversary Edition |
Whisper Catching (Corax) | As the Shadow Lords gift. 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. | Changing Breeds 20th Anniversary Edition |
Wire Sitting | As the Ragabash Gift: 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. | Changing Breed 20th Anniversary Edition |
Tongues (Corax) | As the Rank Three Garou Homid Gift. 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. | Corax BB, p78 |
Poisoned Flesh | By calling upon Poisoned Flesh, a Buzzard can taint the meat of a corpse - anything from a roadkill squirrel to a human body - so that it is poisonous. Even a Corax' legendary tough digestive tract can't do anything with the garbage this Gift leaves behind; it's sheer poison. | The Buzzard invests a point of Willpower and pits upon the corpse. With a successful Manipulation + Occult roll (difficulty 7), the corpse is poisoned, and it will remain poisoned until the last bits of flesh are flensed away by the elements. Shapechangers indulging in any portion of a cadaver tainted with his Gift get violently ill for a period of 24 hours unless he succeeds on a Stamina roll (difficulty 9, two successes needed); mortals take three health levels of damage. The symptoms include vomiting, dizziness (so flying is out), and occasionally hallucinations. Plus, if she botches the Stamina roll, the unfortunate gourmand smells of the Wyrm for the duration of her sickness. | BotW, p139 |
Gift | Description | System | Source |
---|---|---|---|
Dark Truths | This Gift allows the Corax to uncover a secret truth or character flaw of an observed subject. Corax love to use this Gift, and it can be a source of blackmail material. | To utilize Dark Truths, the Corax spends a Gnosis point and rolls Perception + Enigmas (difficulty 7). With a success, the Corax acquires knowledge of one of his target's deep dark secrets. | Corax BB p78 |
Dead Talk | Sometimes a dead man’s last vision just isn’t enough. This Gift allows the Corax to interrogate a recently-deceased (no more than 24 hours dead) corpse. It is taught by a vulture-spirit. | The player spends a Gnosis point and rolls Perception + Occult (difficulty 8). The number of successes determines how talkative the corpse is willing to be. | Changing Breeds 20th Anniversary Edition |
Eyes of the Eagle | The Corax’s keen eyes easily pierce fog, smoke, clouds, darkness — anything short of a solid object. Eagle-spirits teach this Gift. | The player spends one Gnosis point to enjoy this Gift’s benefits for a scene. Adding a Willpower point extends the duration until the sun next rises. | Changing Breeds 20th Anniversary Edition |
Flight of the Swift | This Gift provides a Corax with a burst of speed, doubling their flight rate for speedy escapes. | The Gift allows a Corax to double his rate of speed. It requires the sacrifice of a point of Rage and a Dexterity + Flying roll (difficulty 5). Multiple successes can allow the Corax to exceed the Gift's parameters. | Corax BB, p78 |
Hummingbird Dart | The Corax plucks one of her own feathers and hurls it like a dart. A hummingbird-spirit teaches this Gift. | The player spends one point of Rage. For
the rest of the scene, she may make Dexterity + Melee (difficulty 5) attacks out to 50 feet away, with (Dexterity+ 3) base lethal damage. With Razor Feathers active, this damage is aggravated. This Gift can only be used in Corvid and Crinos form. || Changing Breeds 20th Anniversary Edition | |
Larder of the Shrike | This Gift allows a Corax to store food or other items (including corpses) in perfect condition for up to a year, preserving them from rot and decay. | By spending a Gnosis and succeeding on a Willpower roll (difficulty 6), a Corax can preserve food or other dead items in perfect condition for up to a year. Living items and undead creatures like Vampires and Risen are not affected by this Gift. | Corax BB, p79 |
Mynah's Touch | The Corax “borrows” knowledge of a single Garou Gift. Mynahspirits teach this Gift. | The player spends two Gnosis points, gaining knowledge of any Garou Gift of lower rank than the Corax. The Gift may then be used at any point afterward — once. Mynah’s Touch can only ’store’ one Gift at a time. In the case of permanent Gifts, the Corax may enjoy the Gift’s benefits for one scene before it vanishes. | Changing Breeds 20th Anniversary Edition |
Scrying (Corax) | As the Uktena Gift. 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. | Changing Breeds 20th Anniversary Edition |
Sun's Guard | Given to his children by Raven after their great misadventure with Helios, this Gift protects Corax from heat and flames. An avatar of Raven teaches it. | The player spends two points of Rage and rolls Stamina + Primal-Urge (difficulty 6). The Corax is completely immune to flames and heat, no matter their source or intensity, for one turn per success. She remains vulnerable to balefire. | Changing Breeds 20th Anniversary Edition |
Plague Feather | This Gift allows the Buzzard to imbue one of his feathers with the power of sickness, creating a trap for the unwary that spreads disease. | The Corax spends a point of Gnosis and a point of Willpower and makes a successful Manipulation + Occult roll (difficulty 8). The feather is imbued with sickness and will affect the next three people to touch it. Resisting the disease requires a similar roll. | BotW p139 |
Sense The Unnatural (Corax) | As the Sense The Unnatural lupus Gift. 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). | Changing Breeds 20th Anniversary Edition |
Gift | Description | System | Source |
---|---|---|---|
Attunement | As the Silent Strider Gift. The Garou may commune with the spirits of a city or town and gain information about the area from them, including rough population, enclaves of Garou or other being and secret tunnels. This Gift does not function in the wilderness, since the Bone Gnawers have lost the knack for conversing with such spirits easily. A rat-spirit teaches this Gift. Glass Walkers: a cockroach-spirit teaches this Gift. Silent Strider: one exception: When the Garou learns the Gift, she must choose if it functions in the city or the wilderness. The “city” version is identical to the Bone Gnawer Gift. The “wilderness” version is similar, but the roll required is Perception + Survival. Uktena: any animal spirit teaches this Gift. Works in rural or wilderness rather than urban areas, and the required roll is Perception + Survival. | The player spends one Gnosis and rolls Perception + Streetwise. The amount and accuracy of the information depends on the number of successes rolled. On a botch, playful spirits lie (which can be fatal, depending on the nature of misinformation). | Changing Breeds 20th Anniversary Edition |
Airt Sense | As the spirit Charm. | Changing Breeds 20th Anniversary Edition | |
Deceptive Demise | The Corax uses this Gift to fake her death and distract her enemies. She disappears in a feathery cloud, leaving behind only a bit of blood and ash — but no body. This Gift is taught by a fox-spirit. | The player spends one Gnosis point and one lethal health level. The character immediately steps sideways when this Gift is used. | Changing Breeds 20th Anniversary Edition |
Flight of Seperation | When the Corax can’t outrun an enemy, confusion is the best stratagem. The Corax explodes into an entire murder of ravens, which take off in all directions — but only one is the true wereraven. An avatar of Raven teaches this Gift. | The player spends two Gnosis points. Enemies must make a Perception + Enigmas roll (difficulty 3 + wereraven’s Honor, maximum 9) to determine which bird is the original. The fake Ravens created by this Gift vanish when the sun next rises; until then, they continue to fly as far and as fast as the Corax could. | Changing Breeds 20th Anniversary Edition |
Bloody Feather Storm | Particularly favored by the Tengu of Asia, this Gift causes the wereraven’s feathers to rain down on everyone beneath him in a deadly razor-storm. This Gift is taught by a monsoon- or hurricane-spirit. | The Tengu must be in the air when using this Gift. The player spends three Gnosis and two Rage as his action for the turn. The feather storm causes Dexterity + 4 dice of lethal damage to everything beneath the Tengu within a 15 foot radius. Those caught in the storm must roll three successes on a Dexterity + Athletics roll (difficulty 8) to avoid this damage. If Razor Feathers is active, this damage is aggravated. | Changing Breeds 20th Anniversary Edition |
Gauntlet Runner | The Corax may pass quickly and easily through the Gauntlet. Any Wyld-spirit can teach this Gift. | A roll of Wits + Enigmas (difficulty 8) lowers the Gauntlet within 20 yards by one point for every 2 successes for the rest of the scene. | Changing Breeds 20th Anniversary Edition |
Kiss of Helios (Corax) | As the ahroun gift. The Ahroun can invoke the sun’s power to become completely immune to the damaging effects of fire. Additionally, the Ahroun may ignite any portion of his body and keep it burning for extended periods. Most commonly the Garou will light his mane during rituals, but he can also ignite his claws or mouth without ill effect. A fire elemental or a sun-spirit teaches this Gift. | The player spends one Gnosis. For the rest of the scene, the Ahroun cannot be harmed by any natural forms of fire, up to and including molten lava. Artificial fires (napalm, gas fires, etc.) do one-quarter damage, and they are treated as bashing damage. The Garou does two additional dice of aggravated damage if he attacks with blazing fists, claws or fangs. The effects last for one scene. | Changing Breeds 20th Anniversary Edition |
Vulture's Feast | This Gift allows the Corax to rot flesh with a touch, causing serious injury or disfigurement to a living being or accelerating decay in dead flesh. | The Corax spends a Willpower point and two Gnosis points, then rolls Dexterity + Brawl (difficulty 5) to touch the target. A successful contested Stamina roll determines the number of aggravated health levels of damage (one per success) inflicted as the flesh rots. This Gift can only be used in Homid form. | Corax BB, p79 |
Gift | Description | System | Source |
---|---|---|---|
Gift of Eyes | This Gift allows a Corax to transfer a horrific vision from a devoured eye to another individual, letting them see the memory in all its gruesome detail. | The Corax spends 2 Gnosis points and engages in a contested Willpower roll against the target. If successful, the memory is transferred without distortion. | PGttCB p82, Corax BB p80 |
Moments of Eclipse | This Gift allows a Corax to temporarily sever their connection to the Sun, which can be useful in extreme situations but comes with the risk of losing access to Rage. | The Corax spends 2 Gnosis points and rolls Willpower (difficulty 7). Each success grants 10 minutes of severed connection to Helios, during which time the Corax is not vulnerable to gold but cannot use Rage. | Corax BB p80 |
Portents | The wereraven may look into the future. A wind-spirit teaches this Gift. | The player spends two Gnosis points and rolls Intelligence + Enigmas (difficulty 8), then asks for a vision of the future with regard to a certain subject. More successes grant greater clarity. | Changing Breeds 20th Anniversary Edition |
Theft of Stars | This Gift renders its target completely unable to see any light derived from a natural source (the sun, moon, or stars, as well as any manner of bioluminescence). Victims are reduced to stumbling about in a bizarre twilight, if not absolute darkness. Helios’s avatar teaches this Gift. | The player spends a point of Willpower and Rage, then makes a contested Willpower roll against the victim. If the Corax wins the roll, her victim is immediately plunged into darkness, capable of seeing only artificial light. The effects of Theft of Stars last for the Corax’s Glory in hours. | Changing Breeds 20th Anniversary Edition |
Thieving Talons of the Magpie (Corax) | As the Ragabash Gift, which the Corax originally taught to the Garou, this Gift allows the Corax to steal and use another being's powers, whether they be Gifts, spirit Charms, or even magical abilities. | The player rolls Wits + Stealth (difficulty of the target’s Willpower) and must gain 3 successes. If successful, the Corax can use the stolen power for one turn per Gnosis point spent, substituting Gnosis for any necessary Traits. | Changing Breeds 20th Anniversary Edition |
Ratkin Gifts
Gift | Description | System | Source | Type |
---|---|---|---|---|
Rat Mother’s Touch | As the Theurge Gift: Mother’s Touch. 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 one 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. | Changing Breeds 20th Anniversary Edition | Shadow Seer, Metis, Knife Skulker |
Sense Weaver | As the metis Gift: Sense Wyrm, but detecting Weaver emanations. The werewolf can sense manifestations of the Weaver in the nearby area. This Gift involves a mystical sense, not a visual or olfactory image. | The player rolls Perception + Occult. The difficulty depends on the concentration and strength of the Weaver’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. | Changing Breeds 20th Anniversary Edition | Shadow Seer, Twitcher |
Sense Wyrm (Ratkin) | As the metis Gift: 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. | 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. | Changing Breeds 20th Anniversary Edition | Shadow Seer, Metis |
Sense Weaver | As the metis Gift: Sense Wyrm, but detecting Weaver emanations. The werewolf can sense manifestations of the Weaver in the nearby area. This Gift involves a mystical sense, not a visual or olfactory image. | The player rolls Perception + Occult. The difficulty depends on the concentration and strength of the Weaver’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. | Changing Breeds 20th Anniversary Edition | Knife Skulker |
Sense Wyrm (Ratkin) | As the metis Gift: 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. | 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. | Changing Breeds 20th Anniversary Edition | Knife Skulker |
Rat’s Judgment | As the Philodox Gift: Fangs of Judgement, but also works against all humans with any trace of Wyrm-taint, no matter its origin. 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). | Changing Breeds 20th Anniversary Edition | Knife Skulker |
Sticky Paws | The Ratkin snatches away an opponent’s weapon and may wield it himself. An avatar of Rat teaches this Gift. | The player spends one Rage point and rolls Dexterity + Melee (difficulty of the victim’s Dexterity + 3). The victim cannot resist; such is the nature of the Gift. | Changing Breeds 20th Anniversary Edition | Knife Skulker |
Truth of Gaia (Ratkin) | 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. | Changing Breeds 20th Anniversary Edition | Knife Skulker |
Fatal Flaw (Ratkin) | As the Shadow Lord Gift. 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. | Changing Breeds 20th Anniversary Edition | Blade Slave |
Resist Pain (Ratkin) | As the Philodox Gift. 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. | Changing Breeds 20th Anniversary Edition | Blade Slave |
Slicing Teeth | As the Ahroun Gift: Razor Claws, but works with bite attacks. As the Garou Ahroun Gift. 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. | Changing Breeds 20th Anniversary | Blade Slave |
Control Simple Machine (Ratkin) | As the Glass Walker Gift. 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. | Changing Breeds 20th Anniversary Edition | Engineer |
Open Seal (Ratkin) | As the Ragabash Gift. 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). | Changing Breeds 20th Anniversary Edition | Engineer |
Trash is Treasure (Ratkin) | As the Bone Gnawer Gift. 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. | Changing Breeds 20th Anniversary Edition | Engineer |
Poison Food | The Plague Lord may afflict food around him with a terrible pestilence. Fly-spirits teach this Gift. | The player spends one Gnosis point and rolls Intelligence + Enigmas. All food within (Infamy x 5) feet of the character becomes temporarily poisonous, inflicting (successes) lethal damage to anyone that eats it during that scene. | Changing Breeds 20th Anniversary Edition | Plague Lords |
Sniffle | Germs, microbes, and even the dust in the air conspire to protect the Plague Lord, betraying the presence of his enemies. This Gift is taught by a disease-spirit. | The player spends one Gnosis point when she suspects there are others lurking nearby. Any concealed character within (Infamy x 3) yards sneezes, coughs, or otherwise gives away their position. | Changing Breeds 20th Anniversary Edition | Plague Lords |
Toxic Hate | As the metis Gift: 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. | Changing Breeds 20th Anniversary Edition | Plague Lords, Twitcher |
Persuasion (Ratkin) | As the homid Gift. 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). | Changing Breeds 20th Anniversary Edition | Munchmausen, Homid |
Spirit Speech (Ratkin) | As the Theurge Gift. 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. | Changing Breeds 20th Anniversary Edition | Munchmausen |
Tale Spinning | As the Ragabash Gift: 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 | Changing Breeds 20th Anniversary Edition | Munchmausen |
Firebug | By focusing her anger, the Twitcher can ignite flammable materials within ten feet — paper, wood, cloth — that are not being worn or carried. A Wyldling teaches this Gift. | The player spends one Rage and rolls Infamy to ignite the flame; only one success is needed. | Changing Breeds 20th Anniversary Edition | Twitcher |
Danger Sense | When a ship is sinking, the rats leave first. The Tunnel Runner gains an instinctive flash of warning when danger is near. Rat-spirits teach this Gift. | The Storyteller warns the character when danger is imminent (though not the nature of the threat) one turn before it appears. This Gift’s effects are permanent. | Changing Breeds 20th Anniversary Edition | Tunnel Runner |
Silent Running | The Ratkin can hide his tracks from all means of detection, supernatural or otherwise. Wind-spirits teach this Gift. | The player spends one Gnosis point and rolls Intelligence + Subterfuge. The Ratkin leaves behind no physical traces of his passage for the rest of the scene, and any magical tracking attempt raises its difficulty by 1 per success to a maximum of 9. | Changing Breeds 20th Anniversary Edition | Tunnel Runner |
Absolute Balance | As the Stargazer Gift: 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. | Changing Breeds 20th Anniversary Edition | Rodens |
Leap of the Kangaroo Rat | As the lupus Gift: 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. | Changing Breeds 20th Anniversary Edition | Rodens |
Survival | The Ratkin can sustain himself with his own Gnosis. A kangaroo rat-spirit teaches this Gift. | The player spends one Gnosis point and rolls Wits + Survival, difficulty 6. The character need not eat or drink for one day. | Changing Breeds 20th Anniversary Edition | Rodens |
Form Mastery | As the metis Gift. 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. | Changing Breeds 20th Anniversary Edition | Metis |
Cooking (Ratkin) | As the Bone Gnawer Gift. 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. | Changing Breeds 20th Anniversary Edition | Homid |
Eau de Rat | As the Bone Gnawer Gift: 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. | Changing Breeds 20th Anniversary Edition | Homid, Plague Lord |
City Running | As the homid Gift. 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. | Changing Breeds 20th Anniversary Edition | General |
Cloak of Shadows | The Ratkin can hide himself, and anyone he’s touching, in shadows. A night-spirit teaches this Gift. | The player spends a Gnosis point and rolls Manipulation + Stealth (difficulty 6). The Ratkin and a number of others equal to his successes gain one automatic success on all Stealth rolls for the rest of the scene. | Changing Breeds 20th Anniversary Edition | General |
Darksight | All Ratkin have a degree of night vision; this Gift magnifies that ability. A night-spirit teaches it. | When the Ratkin activates its night vision (see Traits, p. 182), the enhancement lasts for eight hours and grants perfect vision in the dark. The player rolls Perception + Occult (difficulty 7); each success adds one die to all Perception rolls for the rest of the scene (maximum of three extra dice). With five successes, the Ratkin might even see sound or sense heat signatures. | Changing Breeds 20th Anniversary Edition | General |
Gift | Description | System | Source | Type |
---|---|---|---|---|
Crawling Chaos | As the Uktena Gift: 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. | Changing Breeds 20th Anniversary Edition | General |
Deep Pockets | The Ratkin can store innumerable items about his person, far more than should be possible. A packrat-spirit teaches this Gift. | The player spends one Gnosis point and rolls Wits + Enigmas. Each success lets the character hide one extra item (small enough to be held in one hand) somewhere on his person. If searched, none of these items will turn up. Once an item is removed from hiding, this Gift must be used again to put it back. | Changing Breeds 20th Anniversary Edition | General |
Filch | The wererat becomes an expert at using misdirection to take what he wants, whenever he wants. Chipmunk-spirits teach this gift. | The character permanently adds three dice to all Larceny actions to steal something in plain sight (such as by pickpocketing). | Changing Breeds 20th Anniversary Edition | Homid |
Instinct | This Gift forces its target to indulge his basest impulses for one turn. The Ratkin must provoke the victim’s reaction in some way. Mouse-spirits teach this gift. | The player spends one Rage point and rolls permanent Rage (difficulty equal to the victim’s Willpower). The target loses all restraint and impulse control for one turn. | Changing Breeds 20th Anniversary Edition | Homid |
Spirit of the Spiny Rat | As the metis Gift: Gift of the Porcupine, but only usable in Rodens form. When using this Gift, the werewolf undergoes a startling transformation. Her fur becomes elongated, bristly and sharp like the quills of a porcupine. This change makes her an even more fearsome killing machine. A werewolf must be in Crinos, Hispo or Lupus form to use this Gift. Porcupine teaches this Gift, and he has a great fondness for metis. | The character spends a Gnosis point to sharpen his fur. Anyone whom the metis tackles, grapples or immobilizes takes aggravated damage from his new found quills (Strength +1). Furthermore, anyone who strikes him with bare flesh (and scoring fewer than five successes on the attack roll) takes damage based on the attacker’s own Strength, although the metis still takes normal damage. This Gift lasts for one scene or until the werewolf wills his fur to return to normal. | Changing Breeds 20th Anniversary Edition | Metis |
Stink | As the Bone Gnawer Gift: 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. | Changing Breeds 20th Anniversary Edition | Metis |
Devour the Dead | This gruesome Gift is used to clean up messes. The Ratkin summons a swarm of rat-spirits to consume a dead body, removing all physical evidence it was there. An avatar of Rat teaches this Gift. | The player spends one Gnosis point. The body is gone three turns later, all possessions carried off into the Umbra, probably never to be seen again. | Changing Breeds 20th Anniversary Edition | Rodens |
Scamper | This Gift makes a fleeing Ratkin much harder to hit. A rat-spirit teaches this Gift. | Once the character decides to flee from the battle, the player may spend one Gnosis point to add four dice to all dodge attempts. If the Ratkin changes her mind and stays in place, turns to fight, or returns to the fray in the same scene, the Gift ends and she immediately loses all remaining Rage and Gnosis. | Changing Breeds 20th Anniversary Edition | Rodens |
Sigil | As the Corax Gift: Word Beyond, but also functions outside the Umbra. When traveling through the Umbra, Corax often feel the need to leave information for their fellow birds. After all, it's common courtesy to inform a relative that the old safe road now leads right into a nest of Pattern Spiders, right? Unfortunately, there's a dearth of writing materials in the Umbra, which means only that the Corax had to find an alternate method of leaving their missives. That's where this Gift - which allows a Corax to create a recognizable sigil out of whatever's handy - comes in. A spirit in service to Coyote teaches this Gift (when he feels like it). | In the Umbra, the Corax (by rolling Wits + Expression, difficulty 6) can create a marker out of available materials for any other Corax who come by. The number of successes indicates the complexity of the message that can be encrypted into the marker, which can be decrypted by another Corax rolling Perception + Occult (difficulty 7). | Changing Breeds 20th Anniversary Edition | Tunnel Runner |
Urban Camouflage | The wererat becomes utterly nondescript, fading from notice. A fog-spirit teaches this gift. | The player spends one Gnosis point and rolls Intelligence + Stealth (difficulty 8). Success makes the Ratkin unnoticeable so long as he stays in a crowd and takes no violent actions. This Gift doesn’t work during combat. | Changing Breeds 20th Anniversary Edition | Tunnel Runner |
Name the Spirit (Ratkin) | As the lupus Gift. 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). | Changing Breeds 20th Anniversary Edition | Shadow Seer, Munchmausen |
Spirit Snare (Ratkin) | As the Theurge Gift. 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. | Changing Breeds 20th Anniversary Edition | Shadow Seer |
Chitter | As the Get of Fenris Gift: 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. | Changing Breeds 20th Anniversary Edition | Shadow Seer |
Stalk | As the Ragabash Gift: 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. | Changing Breeds 20th Anniversary Edition | Shadow Seer |
Curse of Hatred (Ratkin) | As the metis Gift. 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. | Changing Breeds 20th Anniversary Edition | Blade Slave |
Rat’s Teeth | As long as the Ratkin has at least one throwing weapon to hand (Nezumi prefer shuriken and kunai; most Ratkin make do with knives, bricks, and bits of broken glass), she may pull an infinite supply of similar projectiles from various places on her person. This Gift is taught by a gopher-spirit. | The player spends one Rage, enjoying infinite duplicates of the selected throwing weapon for the rest of the scene. All duplicate weapons somehow get lost, carried off by spirit rats, etc., and vanish into the Umbra within half an hour. | Changing Breeds 20th Anniversary Edition | Blade Slave |
Mousetrap | The Engineer is at his best when at his worst. Able to call up an uncanny burst of ingenuity when up against the wall, this Gift allows him to build a trap out of anything at hand. This Gift is taught by a packrat-spirit. | The player spends a point of Gnosis and rolls Wits + Craft — the difficulty depends on how much spare material is laying around to work with. Success allows the Ratkin to McGyver together some manner of insane death trap in (15 – Cunning) minutes. | Changing Breeds 20th Anniversary Edition | Engineer |
Power Surge (Ratkin) | As the Glass Walker Gift. 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. | Changing Breeds 20th Anniversary Edition | Engineer |
Blur of the Weeping Eyes | As the Hakken Gift: Dark of Night, save that the character spits at her victim rather than spilling ink. The Gift causes the victim’s eyes to swell and become so rheumy that he cannot see. Sewage-spirits teach this Gift. A Hakken can cause an opponent to become temporarily blinded. Hakken reserve such underhanded tactics for use against minions of the Wyrm. This Gift comes from a raven-spirit. | The Hakken spills a vial of ink; the player spends one Gnosis and rolls Manipulation + Subterfuge, resisted by the target’s Gnosis (if any). Each success blinds the victim for an hour. | Changing Breeds 20th Anniversary Edition | Plague Lord |
Umbral Camouflage (Ratkin) | As the Theurge Gift. 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. | Changing Breeds 20th Anniversary Edition | Munchmausen |
Cornered Rat’s Ferocity | As the Bone Gnawer Gift. 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. | Changing Breeds 20th Anniversary Edition | Twitcher |
Jam Technology (Ratkin) | As the homid Gift. 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: * Device Difficulty * Computer: 4 * Phone: 6 * Automobile: 8 * Gun: 9 * Knife: 10 |
Changing Breeds 20th Anniversary Edition | Twitcher |
Gift | Description | System | Source | General |
---|---|---|---|---|
Backbite | The wererat disappears and instantly reappears behind an opponent up to 50 feet away. This Gift is taught by grasshopper mouse-spirits. | The player spends one point of Gnosis and Rage; the victim must be within line-of-sight. The wererat can immediately attack in the same turn at –2 difficulty. | Changing Breeds 20th Anniversary Edition | General |
Squeeze | So long as there is any sort of a crack or opening (no matter how small), a Ratkin can slip through an otherwise solid object to the other side. This Gift only works to pass through objects that are a yard or less in depth: a locked door, a wall, or a bank vault, but not a mountain. Air-spirits teach this gift. | The player spends one Willpower and rolls Dexterity + Enigmas (difficulty 6). With a success, the Ratkin is able to squeeze through the opening and emerge on the other side. Three or more successes allow the wererat to pull another person through with him. | Changing Breeds 20th Anniversary Edition | General |
Ratman | With a bit of practice, the wererat learns to assume a new form between Homid and Crinos, rather like a Garou’s Glabro form. Though still mostly human, this new form gains exaggerated “ratlike” features: beady eyes, a long nose, gnarled hands, sharp incisors. A City Mother or City Father teaches this Gift. | This form may be assumed in the same fashion as werewolves assume Glabro form, as a permanent ability. The Ratman’s traits are: Dexterity +2, Charisma +1 (to rats), Charisma –1 (to humans), and Perception +2. The difficulty of Subterfuge and Stealth rolls’ difficulties are reduced by 2, and the character may make claw attacks which inflict lethal damage. | Changing Breeds 20th Anniversary Edition | Homid |
Reshape Object | As the homid Gift. 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. | Changing Breeds 20th Anniversary Edition | Homid |
Rat Thing | With a bit of practice, the Ratkin can learn to take on a form between Crinos and Rodens, rather like the Garou Hispo form. The result is a giant, lumbering Rat Thing: a long, furry quadrupedal rodent the size of a St. Bernard. A capybara-spirit teaches this Gift. | This form may be assumed in the same fashion as werewolves assume Hispo form, as a permanent ability. The form’s traits are: Strength +4, Dexterity +1, Stamina +1, Manipulation 0, and the brute can move at triple normal running speed. | Changing Breeds 20th Anniversary Edition | Metis, Rodens |
Sliver Tooth | The Ratkin’s incisors leave behind nasty splinters in the wound when used to bite her enemies. Beaver-spirits teach this Gift. | After a successful bite attack, the player spends one Rage point. Any damage inflicted cannot be healed until all the splinters are removed (requiring five successes on an extended Dexterity + Medicine roll, difficulty 6). | Changing Breeds 20th Anniversary Edition | Metis, Rodens |
Bolt! | Fighting to the death is for suckers. This Gift allows the Ratkin to escape a fight he can’t win. This Gift is taught by a kangaroo rat-spirit. | The player spends one point of Gnosis and Rage; the Ratkin can teleport up to 50 feet toward the nearest exit within his line-of-sight. | Changing Breeds 20th Anniversary Edition | Tunnel Runner, Blade Slave |
Evasion | As the Fianna Gift: 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. | Changing Breeds 20th Anniversary Edition | Tunnel Runner |
Command Spirit | As the Theurge Gift. 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. | Changing Breeds 20th Anniversary Edition | Shadow Seer |
Exorcism (Ratkin) | As the Theurge Gift. This is the Gift of ejecting spirits from places or objects, whether they are there voluntarily or are bound there. Any Incarna avatar can teach this Gift. | Changing Breeds 20th Anniversary Edition | Shadow Seer | |
Doppelganger (Ratkin) | As the Glass Walker Gift. 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. | Changing Breeds 20th Anniversary Edition | Knife Skulker |
Paralyzing Stare (Ratkin) | As the Shadow Lord Gift. 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. | Changing Breeds 20th Anniversary Edition | Knife Skulker |
Improvisation | Anything may become a lethal weapon in the Blade Slave’s hands. Any of Rat’s brood can teach this Gift. | The player spends one Rage point. Whatever improvised weapon the Ratkin seizes may be used to make difficulty 6, Strength + 2 attacks, with damage type determined by the prop in question. | Changing Breeds 20th Anniversary Edition | Blade Slave, Munchmausen |
Control Complex Machine (Ratkin) | As the Glass Walker Gift. 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. | Changing Breeds 20th Anniversary Edition | Engineer |
Electroshock (Ratkin) | As the Glass Walker Gift. 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. | Changing Breeds 20th Anniversary Edition | Engineer |
Lesions | As the Garou Gift: Halt the Coward’s Flight, but transmitted via bite; impedes movement as sores and lesions appear on the target’s legs and feet. Flea-spirits teach this Gift. 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. | Changing Breeds 20th Anniversary Edition | Plague Lord |
Venom Blood (Ratkin) | As the Get of Fenris Gift. 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. | Changing Breeds 20th Anniversary Edition | Plague Lord |
Taste of Madness | The Munchmausen constructs a brief variant of reality for his victim to experience. This must be summarized in one sentence of no more than ten words (“a world where apes evolved from men,” “dinosaurs are on the loose in this mall,” etc). Fungal-spirits teach this Gift. | The player spends a Gnosis point and rolls Manipulation + Subterfuge (difficulty of the victim’s Willpower). If the roll succeeds, the victim believes the delusion as truth for one hour per success. | Changing Breeds 20th Anniversary Edition | Munchmausen |
Gremlins (Ratkin) | As the Ragabash Gift. 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. * Device – Difficulty * Computer: 4 * Phone: 6 * Automobile: 8 * Knife: 10 |
Changing Breeds 20th Anniversary Edition | Twitcher |
Pyrotechnics | The Ratkin may improvise explosive devices out of just about any junk she can find to hand; her Rage serves as the fuse and the fuel. This Gift is taught by weasel-spirits. | The player rolls Intelligence + Craft to improvise the bomb and spends as much Rage as desired. When the bomb is triggered (either by being tossed, or through a remote detonation system — the type is chosen at the time it is created), it inflicts (Rage spent x 3) dice of lethal damage to everything within (Infamy x 3) yards. | Changing Breeds 20th Anniversary Edition | Twitcher |
Gift | Description | System | Source | General |
---|---|---|---|---|
Infest (Ratkin) | As the Bone Gnawer Gift. The Garou can summon a horde of vermin to invade a structure (no bigger than a large building). The Gift summons any kind of vermin common to the area, which usually includes a lively variety of insect, slugs, and rodents, and it may also include carrion birds and snakes. These creatures will not attack humans mindlessly. They will act according to their natures, which often means fleeing to dark places and hiding out. Any vermin spirit can teach this Gift. | The player spends one Gnosis and rolls Manipulation + Animal Ken (difficulty 7). One success stirs up some shrieks and a call to an exterminator, while five swamps that structure in vermin completely, making it uninhabitable for quite some time. | Changing Breeds 20th Anniversary Edition | Twitcher |
Whispered Dreams | As the Fianna Gift: Phantasm. As the Phantasm Fianna Gift. The Garou creates an unmoving illusion that contains visual, auditory, olfactory and even tactile elements. A grain-spirit — the so-called “spirit of spirits” — teaches this gift. | The player spends one Gnosis for each 10-foot area to be covered by the illusion and then rolls Intelligence + Expression. Anyone who doubts the illusion must roll Perception + Alertness and exceed the Garou’s successes in order to see through it. | Changing Breeds 20th Anniversary Edition | Munchmausen |
Inflict Pain | The Plague Lord has such mastery over disease that he can control precisely how much pain his victims feel. This Gift is taught by a Pain-spirit. | The character must successfully bite or claw his victim to use this Gift. Spend a point of Rage and roll Intelligence + Medicine (difficulty of your target’s Gnosis, or 4). Your victim suffers a penalty to all dice pools equal to half your successes (rounding up, maximum –3) for the rest of the scene. Gifts and powers that reduce wound penalties also reduce these penalties. | Changing Breeds 20th Anniversary Edition | Plague Lord |
Battery | The Ratkin Engineer scrambles together some means of energizing himself or other wererats. This is likely to involve a mixture of electricity, packs of store-bought batteries, energy drinks, illegal drugs — or a fusion of all of the above. This Gift is taught by a squirrel-spirit. | The player rolls Wits + Craft and spends one point of Gnosis to create the “pick-me-up,” which then may be administered at any point within the next (Cunning) days; after that, it loses its potency. The Gift’s beneficiary may increase a physical Attribute by one per two successes rolled, for the duration of a scene. | Changing Breeds 20th Anniversary Edition | Engineer |
Persecution Complex | As the Stargazer Gift: Preternatural Awareness. The Stargazer attunes all her senses to her surroundings, thereby becoming preternaturally aware of her opponent’s doing and allowing her to anticipate them somewhat. A wind-spirit teaches this Gift. | The player spends one Gnosis point and rolls Perception + Dodge (difficulty 7). All opponents’ dice pools to hit the Garou decrease by a number of dice equal to the number of successes. This penalty applies even if the Garou cannot see the attack coming. The effect lasts for one scene. | Changing Breeds 20th Anniversary Edition | Blade Slave |
Open Wounds (Ratkin) | As the 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. | Changing Breeds 20th Anniversary Edition | Knife Skulker |
Pulse of the Invisible (Ratkin) | As the Theurge Gift. 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. | Changing Breeds 20th Anniversary Edition | Shadow Seer |
Speak in Tongues | As the homid Gift: 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. | Changing Breeds 20th Anniversary Edition | Tunnel Runner |
Mind of the Swarm | The wererat with this Gift is able to command a horde of mundane rats through sheer will. An avatar of Rat teaches this Gift. | The player spends one Gnosis point and rolls Manipulation + Animal Ken; the effects last for the Ratkin’s Obligation in hours. Each success allows the Ratkin to command up to ten rats. | Changing Breeds 20th Anniversary Edition | Rodens |
Rat Emperor’s Wisdom | As the lupus Gift: Beast Life. As the Beast Life lupus Gift. The werewolf with this Gift can communicate with other wild animals and attract (or even command) them. Domesticated animals will speak with the werewolf, but they have given themselves to the ways of humans and must be persuaded to obey the Garou. Any animal spirit may teach this Gift, although Lion and Bear are most often sought as teachers. Children of Gaia who use this Gift never do so if the animals attracted would come to harm, unless the very heart of a caern is threatened. | The player spends on Gnosis point and rolls Charisma + Animal Ken (difficulty 7). The character gains the ability to communicate with all animals automatically. One success can attract specific types of animals within a 10-mile radius, and those that can reach the werewolf in a reasonable amount of time will do so. Each additional success adds 10 miles (two successes indicate a 20-mile radius). All wild animals become friendly to the character. They follow any reasonable request the character makes, and many unreasonable ones as well. A character who uses this Gift to force an animal to sacrifice itself had best pay homage to its spirit or risk angering Gaia. The effect lasts for one scene, but the time may be extended by spending one Gnosis point per extra scene desired. | Changing Breeds 20th Anniversary Edition | Rodens |
Rattler’s Bite (Ratkin) | As the metis Gift. The metis’s eyeteeth lengthen, and she can inject a deadly poison with her bite. Some elder Garou look down upon this Gift as a deformity. Spider- and snake-spirits teach this Gift. | The player spends a Rage point when attempting to bite an opponent. If the bite is successful, any remaining damage after soak is doubled. If the attack fails or causes no damage, the Rage point is lost. | Changing Breeds 20th Anniversary Edition | Metis |
Whelp Body (Ratkin) | As the Ragabash Gift. With this Gift a Garou may deliver a devastating curse upon a foe’s body, causing it to weaken or palsy. Many consider the use of this power on a foe to be a declaration of unending war. Either a pain-spirit or a spirit of disease teaches this Gift. | The player spends on Gnosis point and rolls Gnosis, and the target resists with his own Gnosis roll. The Garou’s difficulty is the opponent’s Willpower, while her victim’s difficulty is the Ragabash’s Gnosis. (Victims without Gnosis roll Stamina without any adjustments for supernatural powers or the like.) Each success scored by the Ragabash allows him to remove one point from any of the victim’s Physical Attributes. The effect is permanent, although the victim may restore these Attributes via experience. This Gift may be used only once ever against a given opponent. | Changing Breeds 20th Anniversary Edition | Metis |
Blink (Ratkin) | As the Bone Gnawer Gift. The Bone Gnawer can duck into a shaded area (an open dumpster, a dark alley, beneath a parked car) and pop out in another shaded area some distance away. A rat-spirit teaches this Gift. | The player spends one Gnosis point and rolls Manipulation + Stealth (difficulty 6). The character can reappear in any shaded area within (number of successes x 20) yards (18 m per success). | Changing Breeds 20th Anniversary Edition | Homid |
Body Wrack (Ratkin) | As the Black Fury Gift. The Fury causes a target immense, crippling pain. The Fury needs only point to the target for this Gift to be effective. A pain-spirit teaches this Gift. | The player spends a Gnosis point and rolls Strength + Medicine (difficulty of the opponent’s Stamina + 3). Each success causes the victim to lose one die from all dice pools as pain wracks her body. The effects last for one scene. | Changing Breeds 20th Anniversary Edition | Homid |
Attunement (Ratkin) | As the Bone Gnawer Gift. The Garou may commune with the spirits of a city or town and gain information about the area from them, including rough population, enclaves of Garou or other being and secret tunnels. This Gift does not function in the wilderness, since the Bone Gnawers have lost the knack for conversing with such spirits easily. A rat-spirit teaches this Gift. Glass Walkers: a cockroach-spirit teaches this Gift. Silent Strider: one exception: When the Garou learns the Gift, she must choose if it functions in the city or the wilderness. The “city” version is identical to the Bone Gnawer Gift. The “wilderness” version is similar, but the roll required is Perception + Survival. Uktena: any animal spirit teaches this Gift. Works in rural or wilderness rather than urban areas, and the required roll is Perception + Survival. | The player spends one Gnosis and rolls Perception + Streetwise. The amount and accuracy of the information depends on the number of successes rolled. On a botch, playful spirits lie (which can be fatal, depending on the nature of misinformation). | Changing Breeds 20th Anniversary Edition | General |
Gnaw (Ratkin) | As the lupus Gift. The werewolf’s jaws strengthen to the point that she can chew through just about anything, given enough time. In addition, her jaws do more damage in combat, and only death will break her grip if she clamps her teeth into an opponent. Wolf-spirit teaches this Gift. | The player spends one Willpower point and rolls Stamina + 4 against a variable difficulty (3 for wood, 6 for steel handcuffs, 9 for a train car coupling). The length of time it takes to gnaw through something depends on the number of successes. In addition, this Gift gives a character’s bite two extra dice of damage for the duration of the scene. | Changing Breeds 20th Anniversary Edition | General |
Gift | Description | System | Source | General |
---|---|---|---|---|
Riot (Ratkin) | As the Bone Gnawer Gift. This Gift summons a horde of malevolent spirits to provoke the inhabitants of a city into violent rioting. The Gift plays on the hatred and fear of the down-and-outs of the city: the homeless, the poor and even stray animals. The Gnawer can direct the riot to a degree, but such things tend to escalate, and the Garou has no power to stop the riot from doing so. A rat-spirit teaches this Gift. | The player spends one Gnosis point and rolls Wits + Subterfuge (difficulty 8). If successful, the spirits direct their hosts against a target of the Garou’s choice. The different hosts, however, will not necessarily work together — they may even begin to fight each other as the mob mentality takes over. The number of successes determines the area affected. | Changing Breeds 20th Anniversary Edition | General |
Survivor (Ratkin) | As the Bone Gnawer Gift. This Gift confers temporary immunity to many environmental factors. The Garou has no need of food, water or sleep, and she does not suffer from temperature extremes. She is also immune to natural diseases and poisons. Wyrm toxins will still affect her, but at half their normal potency. | The player spends one Gnosis and rolls Stamina + Survival (difficulty 7). The effects last for one day per success. By spending a second Gnosis point, the Bone Gnawer can gain three extra points of Stamina, and he suffers no wound penalties, but the Gift will expire prematurely after 10 rounds of full combat. The Garou must sleep for at least eight hours when the Gift wears off, and he awakens ravenously hungry. | Changing Breeds 20th Anniversary Edition | General |
Ugly Truth | As the homid Gift: Part the Veil. The Ratkin must bite a human to transmit this Gift. With this Gift, a werewolf may immunize any human from the Delirium for a scene. In this way, the human can interact with Garou without deleterious effects. However, the human will forget much of what he knows if the Delirium is induced in him at a later date. An ancestor-spirit teaches this Gift. | The player spends a Gnosis point and rolls Charisma + Empathy. One success is all that’s required. | Changing Breeds 20th Anniversary Edition | Homid |
War of Vengeance | As the lupus Gift: Song of the Great Beast. The werewolf with this Gift may summon one of the legendary great beasts – the mythical creatures said to have been slain by the Garou in the Impergium. Each tribe’s legends hold different mythical creatures that their greatest heroes defeated in the days of legend. These creatures include the Sasquatch, the Loch Ness Monster, and various other “cryptids.” A Great Beast teaches this Gift. | The player spends two Gnosis points and rolls Charisma + Primal-Urge (difficulty 8). If successful, the Great Beast comes to assist the werewolf for one battle. | Changing Breeds 20th Anniversary Edition | Metis |
Feral Lobotomy (Ratkin) | As the Theurge Gift. With but a thought, the Garou can devolve an opponent’s mind to that of an animal, effectively destroying his intelligence. A spirit servant of the Griffin totem teaches this Gift. | The player rolls Wits + Empathy (difficulty of the target’s Willpower + 3, maximum 10), and spends a variable number of Gnosis. If successful, the Garou can destroy a target’s Intelligence Attribute temporarily (HR). Two Gnosis points must be spent for each point of Intelligence destroyed, and the Garou cannot destroy more points than he rolls successes. Additionally, the target begins acting more animalistic with each point removed. | Changing Breeds 20th Anniversary Edition | Rodens |
Cheese It! | This Gift allows the Tunnel Runner’s entire pack to escape from danger. This Gift is taught by a kangaroo-rat spirit. | The player spends three points of Gnosis and Rage. Every member of the wererat’s pack, including herself, benefits from the effects of Bolt! They need not all teleport toward the same exit. | Changing Breeds 20th Anniversary Edition | Tunnel Runner |
Feast of the Dead | By devouring the heart or brain of another, the Ratkin temporarily gains some of that individual’s power. This Gift is taught by a rat-spirit. | After eating the heart or brain of another supernatural being, the Ratkin gains three of its powers (chosen at random by the Storyteller) for the next 24 hours. This Gift can only be used once on a single corpse. | Changing Breeds 20th Anniversary Edition | General |
Geas (Ratkin) | As the Philodox Gift. This Gift places its target under a geas, a sacred oath to obey the Philodox’s bidding. The geas cannot make the targets act contrary to their basic instincts (such as self-preservation). Therefore, she could send a group on a quest, but she could not make its members attack and try to kill each other — unless they were psychotics or werewolves without pack bonds. An Incarna avatar teaches this Gift. | The player spends one Gnosis point and rolls Manipulation + Leadership (difficulty of the target’s Willpower). In the case of a group, the difficulty is the highest Willpower among its members. The geas’ compulsion lasts until the task is completed or until the target is dropped to the Incapacitated health level in pursuit of the quest. No victim can labor under more than one geas at a time; the first one laid always takes precedence. | Changing Breeds 20th Anniversary Edition | Knife Skulker |
Blessed Frenzy | As the Stargazer Gift: Circular Attack. The greatest Stargazers have no fear of fighting even a horde of opponents. They are able to not only avoid their foes’ attacks, but they can actually channel those attacks into other enemies. A Stargazer with this Gift can even redirect a single foe’s attacks upon himself. A wind-spirit teaches this Gift. | The player spends one Willpower point and rolls Wits + Dodge (difficulty of the opponent’s Wits + 3, or the highest Wits + 3 if facing multiple foes). The werewolf must be in close combat, or must be attacked in a firefight by two or more foes. Each success enables the Garou to avoid and redirect one attack. This Gift counts as an action. The Stargazer may not use this Gift multiple times in one turn or spend Rage the same turn (although he may take multiple actions in the standard manner). For example, a Stargazer with a Wits 4 and Dodge 4 is fighting six foes, each with Wits 2. The player rolls eight dice against a difficulty of 5. He gains four successes, and the Stargazer redirects four attacks. Each of the attackers whose attack was redirected would roll to hit each other or another of the Stargazer’s foes, at the Stargazer’s choice. Two of the foes would strike normally, but the Garou could still dodge their attacks (had the player set apart any multiple actions…) | Changing Breeds 20th Anniversary Edition | Blade Slave |
Death Ray | The wererat can discharge energy through his fingertips. Granted, he needs to hook himself up to a car battery or wall outlet for a few hours a day, but hey — Death Ray. So worth it. An electric elemental teaches this Gift. | The character must spend at least an hour “meditating” while attached to a supply of electricity. Afterwards, the player spends one Gnosis point and rolls Infamy (difficulty 6) to aim the Death Ray. It has a range of 50 feet, and inflicts (Rage + Gnosis) dice of aggravated damage. The Death Ray can be shot once per hour spent “juicing up.” | Changing Breeds 20th Anniversary Edition | Engineer |
Epidemic Contagion | The Plague Lord gains the ability to make his disease magic communicable and highly contagious. This Gift is taught by rat-spirits. | If the victim of Blur of the Weeping Eyes, Lesions, or Inflict Pain comes within a yard or so of another person while under the effects of those Gifts, that person must make a Stamina roll (difficulty 7) or also contract the Gift’s ailment. He, in turn, also becomes contagious as if Epidemic Contagion had been successfully activated on him. Ratkin are immune to the spread of these ailments. | Changing Breeds 20th Anniversary Edition | Plague Lord |
Hyperattenuation | The Arcadian Ratkin can exaggerate any one sense to legendary proportions. She might hear footsteps through the ground seven leagues away, smell a single human breath through a mile of sewer pipes, or read the newspaper over the shoulder of a businessman sitting in a public park… from atop a rooftop five miles away. This Gift is taught by a Wyldling. | Spend one Willpower point and roll Manipulation + Expression (difficulty 9) to activate the Gift. It lasts for one scene. | Changing Breeds 20th Anniversary Edition | Munchmausen |
All Hell | The Twitcher conjures a swarm of rat-spirits and Wyldlings, and pandemonium ensues: mundane objects fly about, the walls breathe, people smell colors and see sounds, and chaos rules. Wyld-spirits teach this Gift. | The player spends two Gnosis points; all non-Ratkin present with a Willpower score lower than the Twitcher’s Infamy are subjected to the Delirium. Beings normally immune to the Delirium treat their Willpower as two higher than normal when determining how they react (but not whether they succumb). | Changing Breeds 20th Anniversary Edition | Twitcher |
Ajaba Gifts
Gift | Description | System | Source | General |
---|---|---|---|---|
Eye of the Hunter (Ajaba) | As the Red Talon Gift. Wolves can sense which animal from a herd is sick or weak and therefore the easiest prey. Red Talons can do so normally when confronted with a herd of deer, but more complex creatures like predators or pseudo-predators (like humans) make this difficult. This Gift, taught by a wolf-spirit, allows the Talon to pick out the weakest member of a group at a glance. It does not reveal why the target is the weak link in a herd, only that she is, but that alone is often enough to give the Garou an edge. | The player rolls Perception + Primal-Urge (difficulty 7). If the roll succeeds, the character knows which member of a given group is the weakest (determined by the Storyteller) and which is the leader. If the Red Talon enters combat against this group, she gains an extra die to her attack pools against the weakest member. | Changing Breeds 20th Anniversary Edition | General |
Feral Grin | With a snarl or glare, the Ajaba forces her opponent to back down, unnerved. A hyena-spirit teaches this Gift. | The Ajaba adds two dice to all attempts to intimidate others of equal or higher Willpower. When attempting to intimidate lower-Willpower individuals, the Ajaba adds the two dice or her Primal-Urge rating, whichever is higher. This Gift’s effects are permanent. | Changing Breeds 20th Anniversary Edition | General |
Gift of Terror (Ajaba) | As the Red Talon Gift: Wolf at the Door. When used to target a group, the Ajaba chuckles rather than howls. Some humans can’t just be splattered all over the nearest tree. Some of them have to be taught a lesson and left alive, for whatever reason. however, the Red Talons know how to make the message stick. This Gift induces a terrible dread of and respect for the forest, and it makes a human target afraid to tamper with it in any way. Any predator spirit can teach this Gift. | The Garou must make eye contact with the target, but he can be in any form when she does so. The player then rolls Charisma + Primal-Urge (difficulty of the target’s Willpower). The effects last for one day per success. During this time, the human must roll Willpower to leave his home, and he may not go near anything resembling a forest without spending a Willpower point. If the human does leave home, he is shaky and fearful until he returns, and his player loses two dice from all Mental and Social dice pools. This Gift functions on Kinfolk, mages, ghouls and other “supernatural” humans, but the difficulty increases by two to a maximum of 10. | Changing Breeds 20th Anniversary Edition | General |
Infectious Laughter (Ajaba) | As the Ragabash Gift. 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. | Changing Breeds 20th Anniversary Edition | General |
Primal Anger (Ajaba) | As the metis Gift. 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. | Changing Breeds 20th Anniversary Edition | General |
Sense Prey (Ajaba) | As the lupus Gift. 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). | Changing Breeds 20th Anniversary Edition | General |
Beat of the Heart-Drum (Ajaba) | As the Wendigo Gift. 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. | Changing Breeds 20th Anniversary Edition | Dawn |
Finishing Blow | A merely wounded enemy is an enemy that can still fight; dead, he can do no more harm. This Gift, taught by a lion-spirit, helps the Ajaba finish her kills. | When attacking an enemy already suffering a wound penalty of at least –2, the player may spend one Rage point (before rolling the attack) to double the Ajaba’s Strength for the purpose of determining damage. | Changing Breeds 20th Anniversary Edition | Dawn |
Lightning Reflexes (Ajaba) | As the Get of Fenris Gift. 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. | Changing Breeds 20th Anniversary Edition | Dawn |
Pack Tactics (Ajaba) | As the Ahroun Gift. 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). | Changing Breeds 20th Anniversary Edition | Dawn |
Razor Claws (Ajaba) | As the Ahroun Gift. As the Garou Ahroun Gift. 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. | Changing Breeds 20th Anniversary Edition | Dawn |
Resist Pain (Ajaba) | As the Philodox Gift. 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. | Changing Breeds 20th Anniversary Edition | Dawn |
Sense Wyrm (Ajaba) | As the metis Gift. 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. | Changing Breeds 20th Anniversary Edition | Dawn |
Burning the Vision | The Midnight can etch a moment into another’s memory, ensuring that they can never forget so much as a single detail of what they see or hear. This Gift, taught by a servant of Helios, is often used at the scenes of terrible atrocities against Gaia. | The Ajaba touches the one he wishes to force remembrance on and spends one Willpower point. The target gains perfect recall of everything that happens during the scene until his dying day. | Changing Breeds 20th Anniversary Edition | Midnight |
Mindspeak (Ajaba) | As the Galliard Gift. 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. | Changing Breeds 20th Anniversary Edition | Midnight |
Mother’s Touch (Ajaba) | As the Theurge Gift. 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. | Changing Breeds 20th Anniversary Edition | Midnight |
Perfect Recall (Ajaba) | As the Galliard Gift. 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. | Changing Breeds 20th Anniversary Edition | Midnight |
Persuasion (Ajaba) | As the homid Gift. 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). | Changing Breeds 20th Anniversary Edition | Midnight |
Tears of the Heavens | Raising his arms and reciting a spontaneous poem, the Ajaba calls down the rain. A sky-spirit teaches this Gift. | The player spends one Gnosis point and rolls Wits + Expression (difficulty 8). Success causes rain to fall across an area (Obligation) miles in diameter around the Ajaba for ten minutes per success. | Changing Breeds 20th Anniversary Edition | Midnight |
Blur of the Milky Eye (Ajaba) | As the Ragabash Gift. 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. | Changing Breeds 20th Anniversary Edition | Dusk |
Fatal Flaw (Ajaba) | As the Shadow Lord Gift. As the Shadow Lord Gift. 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. | Changing Breeds 20th Anniversary Edition | Dusk |
Laughter in the Night | Like any good hyena, the Ajaba is much more dangerous once the sun goes down — and far bolder in taking prey. A night-spirit teaches this Gift. | The character permanently adds one die to all Stealth rolls at night. | Changing Breeds 20th Anniversary Edition | Dusk |
Open Seal (Ajaba) | As the Ragabash Gift. 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). | Changing Breeds 20th Anniversary Edition | Dusk |
Scent of Running Water (Ajaba) | As the Ragabash Gift. 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). | Changing Breeds 20th Anniversary Edition | Dusk |
Spirit Snare (Ajaba) | As the Theurge Gift. 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. | Changing Breeds 20th Anniversary Edition | Dusk |
Spirit Speech (Ajaba) | As the Theurge Gift. 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. | Changing Breeds 20th Anniversary Edition | Dusk |
Beast Speech (Ajaba) | As the Galliard Gift. 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. | Changing Breeds 20th Anniversary Edition | Midnight |
Whispers in the Grass | The werehyena may move soundlessly through any natural environment; grass bends without making any noise, and dry twigs break silently beneath her tread. A mouse-spirit teaches this Gift. | The player rolls Wits + Stealth, difficulty 6. Success reduces the difficulty of moving quietly in natural environments by 3 (to a minimum of 2). This Gift has no effect in man-made environments. | Changing Breeds 20th Anniversary Edition | Dusk |
Gift | Description | System | Source | General |
---|---|---|---|---|
Crushing Jaws | Only death can loose the Ajaba’s jaws. By using this Gift together as a group, several Ajaba can pull apart even the mightiest opponent. A hyena-spirit teaches this Gift. | The player spends one Willpower point after executing a successful bite attack to lock her jaws. Each turn thereafter, the Ajaba automatically inflicts one health level of unsoakable aggravated damage as her jaws crush bone and rend flesh. She may take no other action, save to voluntarily let go of her prey. While she is locked in, all close-range attacks against her are made at –2 difficulty due to her relative immobility. Only death can pry her loose against her will. | Changing Breeds 20th Anniversary Edition | General |
Curse of Hatred (Ajaba) | As the metis Gift. 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. | Changing Breeds 20th Anniversary Edition | General |
Gender Shift | As the Black Fury Gift: 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. | Changing Breeds 20th Anniversary Edition | General |
Odious Aroma (Ajaba) | As the Bone Gnawer Gift. 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. | Changing Breeds 20th Anniversary Edition | General |
Pulse of the Prey (Ajaba) | As the Ragabash Gift. 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. | Changing Breeds 20th Anniversary Edition | General |
Command Spirit (Ajaba) | As the Theurge Gift. 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. | Changing Breeds 20th Anniversary Edition | Dawn |
Dancing with the Dawn | As the Fianna Gift: 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. | Changing Breeds 20th Anniversary Edition | Dawn |
Shield of Rage (Ajaba) | As the Ahroun Gift. 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. | Changing Breeds 20th Anniversary Edition | Dawn |
Spirit of the Fray (Ajaba) | As the Ahroun Gift. 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. | Changing Breeds 20th Anniversary Edition | Dawn |
Teeth at Dawn | To act first is a sign of confidence and power; a hyena who has seized the initiative in battle is nearly unstoppable. A jaguar-spirit teaches this Gift. | Whenever the Ajaba has the highest initiative in a combat turn, she adds two dice to each of her attacks that turn. This Gift’s effects are permanent. | Changing Breeds 20th Anniversary Edition | Dawn |
Bless the Rains | The Ajaba composes words of thanks to the rain falling around him, complimenting it for sharing its bounty with the dry Earth. The rains respond with generosity. An ancestor-spirit teaches this Gift. | The player spends one Gnosis point and rolls Wits + Expression (difficulty 7). The rain subsequently restores one level of bashing or lethal damage to all non-Wyrm-tainted beings it touches, and renders the ground it falls on unusually fertile. This Gift may only be used while standing in the rain, and the Ajaba can only empower a rainstorm once — though the effects of the Gift strike everywhere that the same rains fall. | Changing Breeds 20th Anniversary Edition | Midnight |
Distractions (Ajaba) | As the Galliard Gift. 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. | Changing Breeds 20th Anniversary Edition | Midnight |
Dreamspeak (Ajaba) | As the Galliard Gift. 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. | Changing Breeds 20th Anniversary Edition | Midnight |
Scavenge | The Ajaba may safely consume and digest any physical object he can get into his mouth, from carrion to pistols to toxic waste: his jaws can chew it, and his stomach can process it. A goat-spirit teaches this Gift. | This Gift’s effects are permanent, though it costs a Gnosis point to eat anything that is actively poisonous (such as toxic waste) rather than merely noxious or inedible. The Ajaba’s digestion destroys fetishes and other empowered items, though supernaturally indestructible items may survive their transit. The Ajaba can even destroy an opponent’s armor in combat, one bite at a time. | Changing Breeds 20th Anniversary Edition | Midnight |
Shadows of the Serengeti | As the Ajaba sings a song of his fallen Kin, their shadows rise from the dust of the earth to lend their strength to his cause. A night-spirit teaches this Gift. | The player spends one Gnosis point and rolls Obligation (difficulty 8). For each success, one unearthly shadow-hyena rises from the earth around the Ajaba, and aids him until the end of the scene. These shadows have the traits of a normal hyena, save that they possess only three health levels. The shadow hyenas have physical presence, but they are neither truly ghosts or spirits. | Changing Breeds 20th Anniversary Edition | Midnight |
Ambush | When the Ajaba strikes from concealment, her blow burns with Rage, felling her opponent in a single strike. A jaguar-spirit teaches this Gift. | The player may spend one Rage point when making a surprise attack, after rolling damage, to double the amount of damage inflicted before soak. | Changing Breeds 20th Anniversary Edition | Dusk |
Blissful Ignorance (Ajaba) | As the Ragabash Gift. 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. | Changing Breeds 20th Anniversary Edition | Dusk |
Luna’s Armor (Ajaba) | As the Child of Gaia Gift. 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. | Changing Breeds 20th Anniversary Edition | Dusk |
Sight From Beyond (Ajaba) | As the Theurge Gift. 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. | Changing Breeds 20th Anniversary Edition | Dusk |
Taking the Forgotten (Ajaba) | As the Ragabash Gift. 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). | Changing Breeds 20th Anniversary Edition | Dusk |
Gift | Description | System | Source | General |
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Clenched Jaw (Ajaba) | As the Ahroun Gift. The werewolf with this Gift can bite down with such power that her grip won’t loosen until she chooses to do so; even in death, her jaws bite down. A wolf- or hyena-spirit teaches this Gift. | After making a successful bite attack, the player may invoke this Gift by spending a Rage point. For each successive turn she opts to maintain her grip, she makes a bite attack roll (difficulty 3). While foes can make a resisted Strength roll to break the grip (suffering an additional health level of damage in the process of tearing free), the Garou may add half her Willpower to her dice pool. | Changing Breeds 20th Anniversary Edition | General |
Gift of the Skunk (Ajaba) | As the Bone Gnawer Gift. 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. | Changing Breeds 20th Anniversary Edition | General |
Laugh of the Hyena (Ajaba) | As the Bone Gnawer Gift. 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. | Changing Breeds 20th Anniversary Edition | General |
Laughter of the Soul | The Ajaba’s barking chuckle worms into enemies’ minds, becoming a harbinger of terror and madness. Fear-spirits teach this Gift. | The Ajaba laughs, and the player rolls Manipulation + Intimidation (difficulty of the victim’s Willpower). One success makes the target uneasy, three induce shivering paranoia and anxiety attacks, and five send him fleeing into the night screaming. Rolling three or more successes drives creatures capable of fear frenzy into that state, unless they spend two Willpower to resist for the rest of the scene. Even then, they remain unnerved and jumpy. | Changing Breeds 20th Anniversary Edition | General |
Bloody Feast (Ajaba) | As the Wendigo Gift. 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. | Changing Breeds 20th Anniversary Edition | Dawn |
Redirect Pain (Ajaba) | As the Get of Fenris Gift. 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. | Changing Breeds 20th Anniversary Edition | Dawn |
Sense the Unnatural (Ajaba) | As the lupus Gift. 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). | Changing Breeds 20th Anniversary Edition | Dawn |
Silver Jaws | As the Ahroun Gift: Silver Claws, save that it enhances bite rather than claw attacks. 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. | Changing Breeds 20th Anniversary Edition | Dawn |
Calling the Eshu | As the Fianna Gift: Faerie Kin. Ajaba use this Gift to summon tale-telling spirits to enlighten their packs. As the Faerie Kin Fianna Gift. 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. | Changing Breeds 20th Anniversary Edition | Midnight |
Exorcism (Ajaba) | As the Theurge Gift. This is the Gift of ejecting spirits from places or objects, whether they are there voluntarily or are bound there. Any Incarna avatar can teach this Gift. | The Garou must concentrate uninterrupted for three turns. If a spirit does not wish to leave, the player must make a Manipulation + Intimidation roll (difficulty of the spirit’s Willpower). If the spirit has been bound to its lodging place (or into a fetish), then the exorcist must make a Wits + Subterfuge roll (difficulty 8) and gain more successes than the binder did when tying the spirit to its location. This Gift can be used to “cure” fomori, although the host will surely die as the Bane is ejected unless a powerful healer manages to preserve her live during the exorcism. | Changing Breeds 20th Anniversary Edition | Midnight |
Song of Heroes (Ajaba) | As the Galliard Gift. 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. | Changing Breeds 20th Anniversary Edition | Midnight |
Wisdom of the Ancient Ways (Ajaba) | As the Philodox Gift. As the Wisdom Of The Ancient Ways Philodox Gift. 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. | Changing Breeds 20th Anniversary Edition | Midnight |
Paralyzing Stare (Ajaba) | As the Shadow Lord Gift. 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. | Changing Breeds 20th Anniversary Edition | Dusk |
Pulse of the Invisible (Ajaba) | As the Theurge Gift. 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. | Changing Breeds 20th Anniversary Edition | Dusk |
Smoky Passage | Having struck her blow for Gaia, the Dusk may easily escape before the carnage she’s unleashed catches her in its jaws. This Gift allows her to leap through a wall as though it were made of smoke, leaving behind only an unearthly ripple to mark her passage. A smoke-spirit teaches it. | The player spends one Gnosis point. The Ajaba may spring through any wall during that turn at her full movement speed, so long as it is no thicker than (Ferocity) feet. | Changing Breeds 20th Anniversary Edition | Dusk |
Umbral Strike | As the general Ratkin Gift: Backbite. The wererat disappears and instantly reappears behind an opponent up to 50 feet away. This Gift is taught by grasshopper mouse-spirits. | The player spends one point of Gnosis and Rage; the victim must be within line-of-sight. The wererat can immediately attack in the same turn at –2 difficulty. | Changing Breeds 20th Anniversary Edition | Dusk |
Gift | Description | System | Source | General |
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Culling the Weak | The Ajaba use the strength Gaia granted them to mark the weak — and then allow their enemies’ very weakness to prepare them for the slaughter. This Gift is taught by a vulture-spirit. | Whenever an opponent who has not yet managed to injure the Ajaba during the scene attempts to attack the werehyena, but fails to inflict any health levels of damage with that attack, they automatically lose one point of Willpower and one point of Rage (if applicable). | Changing Breeds 20th Anniversary Edition | General |
Gnaw (Ajaba) | As the lupus Gift. The werewolf’s jaws strengthen to the point that she can chew through just about anything, given enough time. In addition, her jaws do more damage in combat, and only death will break her grip if she clamps her teeth into an opponent. Wolf-spirit teaches this Gift. | The player spends one Willpower point and rolls Stamina + 4 against a variable difficulty (3 for wood, 6 for steel handcuffs, 9 for a train car coupling). The length of time it takes to gnaw through something depends on the number of successes. In addition, this Gift gives a character’s bite two extra dice of damage for the duration of the scene. | Changing Breeds 20th Anniversary Edition | General |
Gorge (Ajaba) | As the Red Talon Gift. Natural wolves will eat as much as possible when food is available, for they never know when their next meal will arrive. With this Gift, a Red Talon can do much the same thing with Rage, Gnosis or Willpower, storing such energy against the day when she will need it. A wolf-spirit teaches this Gift. | Upon learning this Gift, the player chooses which Trait (Rage, Gnosis or Willpower) her character can store. Thereafter, the character can hold three more points in the appropriate Trait than her permanent rating. These extra points must be regained as usual, and they do not add extra dice to rolls involving these Traits. To amplify more than one Trait the character must lean the Gift (i.e., pay the experience cost) a second time. | Changing Breeds 20th Anniversary Edition | General |
Battle Fury Focus | The Ajaba enters a battle trance, minimizing the openings she leaves for opponents. A mongoose-spirit teaches this Gift. | The player spends one Gnosis point and rolls Dexterity + Athletics (difficulty 7). The Ajaba can reflexively dodge all attacks directed at her for the rest of the scene with a pool of three dice. | Changing Breeds 20th Anniversary Edition | Dawn |
Grasp the Beyond (Ajaba) | As the Theurge Gift. The Garou may take things to and from the Umbra without having to dedicate them to herself (see the Rite of Talisman Dedication). This Gift affects humans and animals, both willing and unwilling. Garou often use this power to take loyal Kinfolk with them on Umbral quests or to heal injured Kinfolk — both body and soul — in mystic Glens. | The Garou must grasp the object or person he wishes to take to the spirit world. He must then spend a number of Willpower points: one for small items (a pocket-watch or knife), two for larger items (a backpack or bow) and three for huge items (including people). The player makes the usual Gnosis roll to pierce the Gauntlet and step sideways; if successful, both he and the desired object or person pass into the Umbra. An unwilling target may resist with a Willpower roll; each success subtracts one from the Garou’s successes. A Garou attempting to abduct an unwilling victim must achieve at least three successes on his Gnosis roll. Unless she has the ability to step sideways, any person taken to the Umbra must rely on the Garou to escape, or she must find an area with a very thin Gauntlet, such as a caern. The Gauntlet rating must be 3 or lower for a victim to exit of his own accord. If he does exit, he may not reenter the Umbra, regardless of the Gauntlet rating. If left in the Umbra too long, a living creature eventually turns to spirit matter entirely. | Changing Breeds 20th Anniversary Edition | Dawn |
Stoking Fury’s Furnace (Ajaba) | As the Ahroun Gift. No auspice is as closely tied to their Rage as the Ahroun, who is the master of directing his fury. This Gift — taught by a wolverine-spirit — allows him to channel his Rage even more effectively. | The Garou regains one Rage point in any turn that he takes damage, and he does not have to check for frenzy from that specific stimulus (other stimuli induce frenzy checks as normal). In addition, the Garou can spend one Rage point — and only one — per turn without losing any temporary Rage. However, if he spends multiple Rage in any turn, they are marked off as usual. | Changing Breeds 20th Anniversary Edition | Dawn |
Bitter Tears | Standing in the pouring rain, the Ajaba composes a spontaneous poem expressing his sorrow at Gaia’s fallen state; the intensity of the rain redoubles, and it carries some measure of his sadness. An ancestor-spirit teaches this Gift. | The player spends one Gnosis point and rolls Manipulation + Expression (difficulty 7). All humans touched by the rain whose main dwelling is in a place with a Gauntlet of 7 or higher are seized with a great listless melancholy so long as the rain lasts, suffering a –3 penalty to all dice pools. This Gift may only be used while standing in the rain. | Changing Breeds 20th Anniversary Edition | Midnight |
Gift of Dreams (Ajaba) | As the Galliard Gift. The Galliard crafts a dream, then breathes it into a sleeping individual. A Lune teaches this Gift. | The player rolls Wits + Expression (difficulty 6) to craft the dream; more successes allow for more vivid and impactful dreams. To ensure that an individual experiences this dream, the Galliard must breathe it into the target’s mouth while they sleep. The player spends a Gnosis point to complete the Gift. Dreams crafted with this Gift are often unusually vivid and dramatic, often leaving even lifelong skeptics convinced that they hold some deep meaning. | Changing Breeds 20th Anniversary Edition | Midnight |
Phantasm (Ajaba) | As the Fianna Gift. As the Phantasm Fianna Gift. The Garou creates an unmoving illusion that contains visual, auditory, olfactory and even tactile elements. A grain-spirit — the so-called “spirit of spirits” — teaches this gift. | The player spends one Gnosis for each 10-foot area to be covered by the illusion and then rolls Intelligence + Expression. Anyone who doubts the illusion must roll Perception + Alertness and exceed the Garou’s successes in order to see through it. | Changing Breeds 20th Anniversary Edition | Midnight |
Becoming the Night Jester | Though this Gift offers no power during the day, by night the Dusk’s Crocas form takes on an aspect of ancient nocturnal terror — a primal, red-eyed, and black-furred hyena the size of a polar bear. Hyena herself teaches this Gift. | At night, the character’s Crocas form adds one to its Strength, Dexterity, and Stamina. This Gift’s effects are permanent. | Changing Breeds 20th Anniversary Edition | Dusk |
Echoes of the Asamando | Powerful Ajaba of the Dusk learn dark roads to victory, gleaning wisdom from voices most would quail to hear. This Gift, taught by an ancestor-spirit, allows the Ajaba to speak and be heard by the dead — and to hear their voices in return. | The character must kill to use this Gift — whether it is beast, or man, or monster that she slays is irrelevant, but she must end a life to hear the Echoes of Asamando. Additionally, within a minute of enacting the kill, the player must spend a point of Gnosis. For the rest of the scene, the Ajaba’s voice may be heard unmistakably across the Shroud, and she can hear anything that nearby ghosts might say as clearly as though she stood in the Underworld herself. | Changing Breeds 20th Anniversary Edition | Dusk |
Open Wounds (Ajaba) | As the 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. | Changing Breeds 20th Anniversary Edition | Dusk |
Gift | Description | System | Source | General |
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Strength of Kilimanjaro | As the Get of Fenris Gift: Endurance of Heimdall. This powerful Gift grants the Garou great endurance and hardiness for a time. This Gift is taught by a Boar-spirit. | The Garou spends one Gnosis point and rolls Willpower (difficulty 6). If successful, the Garou’s Stamina rating is doubled for the duration of the scene. This will aid Stamina and Soak rolls. | Changing Breeds 20th Anniversary Edition | General |
Survivor (Ajaba) | As the Bone Gnawer Gift. This Gift confers temporary immunity to many environmental factors. The Garou has no need of food, water or sleep, and she does not suffer from temperature extremes. She is also immune to natural diseases and poisons. Wyrm toxins will still affect her, but at half their normal potency. | The player spends one Gnosis and rolls Stamina + Survival (difficulty 7). The effects last for one day per success. By spending a second Gnosis point, the Bone Gnawer can gain three extra points of Stamina, and he suffers no wound penalties, but the Gift will expire prematurely after 10 rounds of full combat. The Garou must sleep for at least eight hours when the Gift wears off, and he awakens ravenously hungry. | Changing Breeds 20th Anniversary Edition | General |
Withering Stare (Ajaba) | As the general Bastet Gift. This Gift lets a werecat kill with a glance, a favorite trick of Simba lords and wandering Pumonca. Using this Gift against other Bastet is considered deeply dishonorable, but it happens. | The werecat locks eyes with his target; the player spends a Gnosis point and rolls Rage. The difficulty is the victim’s Willpower, and each success inflicts one aggravated Health Level of damage. Only a Willpower roll (difficulty 8) can soak the Stare, which twists the victim into agonized convulsions either until death or until the werecat grants release. | Changing Breeds 20th Anniversary Edition | General |
Bone Cracker | As the Get of Fenris Gift: Fenris’ Bite. The Garou’s already vicious bite increases in power terribly, to the point that the Garou can mangle or even sever limbs with a single bite. An avatar of Fenris teaches this Gift. | The player spends one Rage point and rolls Strength + Medicine (difficulty of the opponent’s Stamina + 3). The Garou’s next bite attack, if it hits, will mangle and disable one of the target’s limbs, inflicting three automatic, unsoakable, aggravated health levels of damage in addition to any damage already rolled. The limb is rendered useless until the target can regenerate the damage, or permanently in the case of humans and other creatures who do not regenerate. If the player achieves five or more successes on the Strength + Medicine roll, the limb is severed. | Changing Breeds 20th Anniversary Edition | Dawn |
Strength of Will (Ajaba) | As the Ahroun Gift. The Ahroun with this Gift could lead his pack to the gates of Hell itself if that were what it took. A wolf-spirit or an Incarna avatar teaches this Gift. | The Garou’s player spends a point of Willpower and rolls Charisma + Leadership (difficulty 8). Each success grants all the Garou’s allies within 100 feet an extra point of Willpower. These extra points last for the rest of the scene, and they can be spent as usual. This Gift can even raise an ally’s Willpower above its maximum or even above 10. This Gift may be used only once per scene. | Changing Breeds 20th Anniversary Edition | Dawn |
Fabric of the Mind (Ajaba) | As the Galliard Gift. The highest-ranked Galliards can bring the products of their imagination to very solid life, crafting creatures from the spiritual essence of dreams. Chimerlings teach this Gift. | The player makes an extended roll of Intelligence + Performance (difficulty 8). She can create any form of life she can imagine, assigning it one dot of Traits for each success gained on the roll. The werewolf can take as long as she wants to form the creature, accumulating successes from turn to turn, but once she stops, the dream being takes form and requires the expenditure of Gnosis to keep it manifested. The cost is one Gnosis per scene if the dream being remains relatively inactive (such as doing minor chores or watching a location), or one point per turn if the being engages in combat or similarly strenuous activity. The werewolf must be careful, because if she botches at any point, the dream being escapes her control. It will remain in the physical world for as long as it sees fit. | Changing Breeds 20th Anniversary Edition | Midnight |
Rain of Doom | Standing in the rain, the Ajaba points to a man-made object or building and spits insults and curses at it, expressing his rage and disdain. The rain acts as acid when it strikes the structure, pitting concrete and corroding steel. A pain-spirit teaches this Gift. | The player spends three Rage points and rolls Wits + Primal-Urge (difficulty 8). The successes gained dictate how large a structure may be destroyed. Only one success would be necessary to tear down a cabin, three for a three-story house, or five for an office complex. This Gift may only be used when standing in the rain. | Changing Breeds 20th Anniversary Edition | Midnight |
Reach the Umbra (Ajaba) | As the Silent Strider Gift. The Garou may step into and out of the Umbra at will, without need of a reflective surface or even any effort at all. An owl-spirit teaches this Gift. | The Garou may step sideways instantly, at any time, with no fear of being “caught.” No roll is necessary. In addition, all rolls made to enter or leave Umbral Realms receive a -2 difficulty bonus. She may not, however, spend Rage in the same turn that she steps sideways. | Changing Breeds 20th Anniversary Edition | Dusk |
Shadow Pack (Ajaba) | As the Shadow Lord Gift. The Garou summons up shadowy duplicates of himself to stand by him in battle. These shadow-wolves resemble the Shadow Lord and have some of the same capabilities. A night-spirit teaches this Gift. | The player rolls Gnosis (difficulty 8) and spends a variable number of Gnosis points. For each point spent, the Garou summons a shadow-duplicate. These duplicates have the same Attributes and Abilities as the Garou, but they may not use Gnosis or Willpower. Each has only one health level (i.e., any attack that is not soaked destroys it). The duplicates fade at the end of the scene. | Changing Breeds 20th Anniversary Edition | Dusk |
Gurahl Gifts
Gift | Description | System | Source | General | |
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Desperate Strength (Gurahl) | As the Bone Gnawer Gift. 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. | Changing Breeds 20th Anniversary Edition | General | |
Healing Tongue | As the Theurge Gift: Mother’s Touch. 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. | Changing Breeds 20th Anniversary Edition | General | |
Ignore Wounds | As the Philodox Gift: 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. | Changing Breeds 20th Anniversary Edition | General | |
Nature’s Plenty | This Gift allows the Gurahl to always locate sufficient food and medicinal herbs to tend to an individual in need of his ministrations. Regardless of the season, enough of the required plants or herbs may be found, even if they are buried under deep snow or growing in the most unlikely of places. A raven-spirit teaches this Gift. | The player spends a Gnosis point and rolls Perception + Survival, difficulty 7. | Changing Breeds 20th Anniversary Edition | General | |
Sense Pattern Breaker | As the metis Gift: 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. | Changing Breeds 20th Anniversary Edition | General | |
Sentinel’s Warning | As the Ratkin Tunnel Runner Gift: Danger Sense. When a ship is sinking, the rats leave first. The Tunnel Runner gains an instinctive flash of warning when danger is near. Rat-spirits teach this Gift. | The Storyteller warns the character when danger is imminent (though not the nature of the threat) one turn before it appears. This Gift’s effects are permanent. | Changing Breeds 20th Anniversary Edition | General | |
Ursa’s Cleansing | As the Bone Gnawer Gift: 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. | Changing Breeds 20th Anniversary Edition | General | |
Wyld Resurgence (Gurahl) | As the Black Fury Gift. 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. | Changing Breeds 20th Anniversary Edition | General | |
Master of Fire (Gurahl) | As the homid Gift. 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. | Changing Breeds 20th Anniversary Edition | Homid | |
Persuasion (Gurahl) | As the homid Gift. As the homid gift. 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). | Changing Breeds 20th Anniversary Edition | Homid | |
Ursa’s Light | The Gurahl may draw down the light of the stars for illumination or a directional beacon. An ancestor-spirit teaches this Gift. | The Gurahl reaches toward the sky while the player makes a Charisma + Occult roll (difficulty 6). Success produces a soft light that illuminates a 100’ square area, or sends a directional beacon 100 yards. If he can see either of the constellations Ursa Major or Ursa Minor, the affected area is doubled. | Changing Breeds 20th Anniversary Edition | Homid | |
Create Element (Gurahl) | As the metis Gift. 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. | Changing Breeds 20th Anniversary Edition | Ursine | |
Heightened Senses (Gurahl) | As the lupus Gift. This Gift sharpens the Bastet's senses to an incredible degree. She enjoys the olfactory and auditory acuity of a feline whenever she is in Homid and Sokto forms, along with superior night vision. In Crinos, Chatro and Feline, her senses become preternaturally potent, allowing sensory feats that border on precognition. Sudden loud noises, bright lights or overwhelming scents can be disorienting, however. Wolf-spirits teach this Gift. | The player spends a Gnosis point to activate this Gift for a scene. In Homid and Sokto, the Bastet's Perception difficulties decrease by two and she may roll Perception + Primal-Urge to perform uncanny sensory feats such as tracking by scent. In Crinos, Chatro and Feline, Perception difficulties decrease by three (this is not cumulative with the ordinary Feline-form Perception bonuses) and the Bastet gains an extra die to Primal-Urge dice pools. | Changing Breeds 20th Anniversary Edition | Ursine | |
Voice of Woe | The Gurahl sends out a call of distress. A bear-spirit teaches this Gift. | The player spends a point of Gnosis and rolls Charisma + Primal-Urge (difficulty 6). All Gaian shapeshifters within (successes x 5) miles hear the call and know precisely what sort of creature is in trouble, how far away he is, and what direction to head in to get there. | Changing Breeds 20th Anniversary Edition | Ursine | |
Open Seal (Gurahl) | As the Ragabash Gift. 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). | Changing Breeds 20th Anniversary Edition | Arcas | |
Walk Like a Man | The Gurahl may leave human footprints or bear prints behind in any form, at his discretion. A fox-spirit teaches this Gift. | The player rolls Dexterity + Larceny, difficulty 7. This Gift’s effects last for one scene. | Changing Breeds 20th Anniversary Edition | Arcas | |
Slash of the Death Bear | As the Ahroun Gift: 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. | Changing Breeds 20th Anniversary Edition | Uzmati | |
Ultimatum | By pitting his will against his opponent’s, the Gurahl may reduce his enemy’s choices down to two options. (“Fight me now or flee like a rabbit!”) A rattlesnake-spirit teaches this Gift. | The player spends a Gnosis point and makes a contested Willpower roll (difficulty 6). Success allows the Gurahl to present an enemy with two choices, and the opponent must follow one or the other. The Gurahl cannot make either of these commands suicidal or directly harmful to the opponent, nor may they both amount to slight rewordings of the same action. | Changing Breeds 20th Anniversary Edition | Uzmati | |
Beast Speech (Gurahl) | As the Galliard Gift. 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. | Changing Breeds 20th Anniversary Edition | Kojubat | |
Stonesight | The Gurahl may look through a piece of stone or rock to see its potential or composition. Aside from the obvious benefits for sculptors and builders, the Gift is also useful for uncovering hidden minerals or fossils, as well as identifying stones of mystic significance. An earth elemental teaches this Gift. | The player rolls Perception + Enigmas (difficulty 5) to learn about the stone. The more successes gained, the more in-depth the knowledge. | Changing Breeds 20th Anniversary Edition | Kojubat | |
Diagnose | The Gurahl can determine anyone’s general health with little more than a glance. A bear-spirit teaches this Gift. | The character can take Medicine actions to diagnose patients in only a single turn of inspection. This Gift’s effects are permanent. | Changing Breeds 20th Anniversary Edition | Kieh | |
Spirit Speech (Gurahl) | As the Theurge Gift. 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. | Changing Breeds 20th Anniversary Edition | Kieh | |
Befriend | The Gurahl seems as a friend to all she meets. A dog-spirit teaches this Gift. | The character adds one automatic success to all attempts to make a good first impression. This Gift’s effects are permanent. | Changing Breeds 20th Anniversary Edition | Rishi | |
Truth of Gaia (Gurahl) | As the Philodox Gift. 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. | Changing Breeds 20th Anniversary Edition | Rishi | |
Ultimatum | By pitting his will against his opponent’s, the Gurahl may reduce his enemy’s choices down to two options. (“Fight me now or flee like a rabbit!”) A rattlesnake-spirit teaches this Gift. | The player spends a Gnosis point and makes a contested Willpower roll (difficulty 6). Success allows the Gurahl to present an enemy with two choices, and the opponent must follow one or the other. The Gurahl cannot make either of these commands suicidal or directly harmful to the opponent, nor may they both amount to slight rewordings of the same action. | Changing Breeds 20th Anniversary Edition | Uzmati |
Gift | Description | System | Source | General |
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Calm (Gurahl) | As the Children of Gaia Gift. 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. | Changing Breeds 20th Anniversary Edition | General |
Grisly Aspect | As the Ahroun Gift: 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. | Changing Breeds 20th Anniversary Edition | General |
Treeshake | By simply shaking a tree, the Gurahl may procure enough fruits and nuts to feed several people — regardless of what sort of tree is selected, or whether it is in season. A bear-spirit teaches this Gift. | The player spends one Gnosis point, and produces enough food to sate (Succor) individuals. | Changing Breeds 20th Anniversary Edition | General |
Climate Control | The Gurahl can raise or lower the temperature around her. A migratory bird-spirit teaches this Gift. | The player rolls Manipulation + Primal-Urge, difficulty 6. Each success allows the player to raise or lower the temperature in the area by 5 degrees. | Changing Breeds 20th Anniversary Edition | Homid |
Dolorous Countenance | As the homid Gift: 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. | Changing Breeds 20th Anniversary Edition | Homid |
Burrow (Gurahl) | As the metis Gift. 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. | Changing Breeds 20th Anniversary Edition | Ursine |
Weather Watch | The Gurahl can accurately predict the weather without any prior knowledge. A bear-spirit teaches this Gift. | The Gurahl permanently gains five extra dice on Survival rolls to predict the weather. | Changing Breeds 20th Anniversary Edition | Ursine |
Cajole | The character uses this Gift to coax another individual into giving her something, such as food, an item, or a service. Bear- or dog-spirits teach this Gift. | The player spends a Gnosis point and rolls Charisma + Empathy against a difficulty of the target’s Willpower. The larger the gift or service requested, the more successes needed; five successes will cajole a human into giving up house and home. | Changing Breeds 20th Anniversary Edition | Arcas |
Pulse of the Prey (Gurahl) | As the Ragabash Gift. As the Pulse Of The Prey Ragabash Gift. 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. | Changing Breeds 20th Anniversary Edition | Arcas |
Mangi’s Strong Arms | The Gurahl squeezes the life from her opponent with this Gift. A bear-spirit or death-spirit teaches it. | The Gurahl spends an action in concentration. Then the player spends a Rage point and rolls Strength + Primal-Urge. Each success adds one die to the Gurahl’s damage on his next successful grappling attack. | Changing Breeds 20th Anniversary Edition | Uzmati |
Threaten | The Gurahl stands upright and roars, causing her opponents to flee in terror. A bear-spirit teaches this Gift. | The player spends one Rage point and rolls Charisma + Intimidation (difficulty of the victim’s Willpower + 2, maximum 9). Three or more successes cause the victim to flee in terror for (Honor) turns; fewer simply induce fear, producing a –1 penalty to all actions for the same duration. | Changing Breeds 20th Anniversary Edition | Uzmati |
Eyes of the Soul | As the Philodox Gift: 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. | Changing Breeds 20th Anniversary Edition | Kojubat |
Song of Terra | The Gurahl may touch the earth and hear what occurred in that spot in the recent past. A hare-spirit teaches this Gift. | The player rolls Perception + Primal-Urge (difficulty 6) and spends a Gnosis point. The Gurahl hears the most significant event to occur on that spot during the last (successes rolled) days. | Changing Breeds 20th Anniversary Edition | Kojubat |
Refresh | The Gurahl’s blessing helps a target ignore pain until the end of battle. A bear-spirit teaches this Gift. | The Gurahl must touch her target. The player spends a Gnosis point; the target suffers no wound penalties until the end of the combat. | Changing Breeds 20th Anniversary Edition | Kieh |
Sense the Unnatural (Gurahl) | As the lupus Gift. 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). | Changing Breeds 20th Anniversary Edition | Kieh |
Compel Truth | The Gurahl compels an individual to speak the truth. A falcon-spirit teaches this Gift. | The player rolls Wits + Empathy (difficulty of the target’s Willpower) and spends a point of Gnosis. Each success renders the target incapable of deliberate falsehood for one minute. | Changing Breeds 20th Anniversary Edition | Rishi |
Presence of the Great Bear | As the Philodox Gift: King of Beasts. As the King Of The Beasts Philodox Gift, save that it affects all animals within 300 feet. 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). * Relationship Difficulty * A sibling: 3 * Feed and care for: 6 * Stranger: 8 * Hostile: 10 |
Changing Breeds 20th Anniversary Edition | Rishi |
Gift | Description | System | Source | General |
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Shape Matter | As the homid Gift: 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. | Changing Breeds 20th Anniversary Edition | Homid |
Sense Need | The Gurahl can open her senses to discover someone in need of rescue or succor. An ancestor-spirit teaches this Gift. | The player rolls Perception + Empathy. The number of successes rolled determines the clarity of the pull she feels toward an individual in need within (Succor) miles, if one exists. | Changing Breeds 20th Anniversary Edition | Homid |
Pull of the Chosen Land | The Gurahl can find the shortest, fastest route to his protectorate, regardless of where he is and how he got there. | The player spends a point of Gnosis and rolls Perception + Primal-Urge (difficulty 7). | Changing Breeds 20th Anniversary Edition | Ursine |
Shelter of the Earth | The Gurahl uses the local landscape as a secure hiding place. So long as the Gurahl doesn’t move more than a few feet per turn and takes no sudden actions, he remains concealed. This Gift is taught by many prey animal spirits that rely on camouflage. | The player spends a Gnosis point and rolls Dexterity + Stealth (difficulty 4). The Gift doesn’t function if no cover is available. | Changing Breeds 20th Anniversary Edition | Ursine |
Safe Passage | The Gurahl and those traveling with him may journey without leaving any trace of their passage. A fox-spirit teaches this Gift. | The player spends one Gnosis point and rolls Dexterity + Primal-Urge. Each success beyond the first allows the werebear to include another person in the Gift’s effects. It lasts for one scene. | Changing Breeds 20th Anniversary Edition | Arcas |
Trackless Waste (Gurahl) | As the Red Talon Gift. Humans have no sense of direction, the Talons assert. With this Gift, the Garou can make certain that they don’t. The Talon employing Trackless Waste must have some familiarity with the terrain in question. Upon using the Gift, humans become hopelessly lost. Compasses malfunction, maps are misleading, and landmarks seem to be out of place. A spirit of the wilderness teaches this Gift. | The player spends one Gnosis point and rolls Intelligence + Primal-Urge. Each success “scrambles” a two-mile radius. This Gift functions on other werewolves, but they can resist with a Perception + Primal-Urge roll, and they must score more successes than the Talon to remain unaffected. This Gift lasts for four hours. | Changing Breeds 20th Anniversary Edition | Arcas |
Crush | This Gift delivers a “bear-hug” from a distance, dispatching enemies without touching them. A bear-spirit teaches this Gift. | The player may make grapple attacks out to a distance of (Honor) yards, as a permanent capability. | Changing Breeds 20th Anniversary Edition | Uzmati |
Silver Claws (Gurahl) | As the Ahroun Gift. 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. | Changing Breeds 20th Anniversary Edition | Uzmati |
Mind Sight | The Gurahl may read the surface thoughts of a sentient being. Air-spirits teach this Gift. | The player spends a Gnosis point and rolls Wits + Empathy (difficulty of the subject’s Willpower). This mind-reading lasts for (successes rolled) turns. | Changing Breeds 20th Anniversary Edition | Kojubat |
Mind to Mind | As the Galliard Gift: 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. | Changing Breeds 20th Anniversary Edition | Kojubat |
Exorcism (Gurahl) | As the Theurge Gift. This is the Gift of ejecting spirits from places or objects, whether they are there voluntarily or are bound there. Any Incarna avatar can teach this Gift. | The Garou must concentrate uninterrupted for three turns. If a spirit does not wish to leave, the player must make a Manipulation + Intimidation roll (difficulty of the spirit’s Willpower). If the spirit has been bound to its lodging place (or into a fetish), then the exorcist must make a Wits + Subterfuge roll (difficulty 8) and gain more successes than the binder did when tying the spirit to its location. This Gift can be used to “cure” fomori, although the host will surely die as the Bane is ejected unless a powerful healer manages to preserve her live during the exorcism. | Changing Breeds 20th Anniversary Edition | Kieh |
Name the Spirit (Gurahl) | As the lupus Gift. 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). | Changing Breeds 20th Anniversary Edition | Kieh |
Waken | The Gurahl may rouse an individual from supernatural sleep or unnatural slumber, including comas, vampires in torpor, Gurahl in hibernation caused by Bhernocht, and even triggering resurrection in mummies. A thunder-spirit teaches this Gift. | The player spends a point of Gnosis and rolls Wits + Rituals (difficulty 7). | Changing Breeds 20th Anniversary Edition | Rishi |
Ways of the Tapestry | The Gurahl gains insight into a mystery or puzzle, seeing how an event fits into the larger scheme of things. A cloud-spirit teaches this Gift. | The player rolls Wits + Enigmas (difficulty 8). Each success provides one oblique but helpful clue about a particular problem or dilemma. | Changing Breeds 20th Anniversary Edition | Rishi |
Calm the Savage Beast (Gurahl) | As the homid Gift. 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. | Changing Breeds 20th Anniversary Edition | General |
Dreams of the Buri-Jaan | The Gurahl sends dream messages to a known cub she has chosen to mentor. These dreams and visions act as both a summons and a directional guide. An ancestor-spirit teaches this Gift. | The player spends a Gnosis point and rolls Wits + Occult (difficulty determined by the distance between the two — difficulty 4 if the cub is within a mile, up to difficulty 9 for a cub over a thousand miles away). Alternately, spending two Gnosis points allows the character to send dreams and visions to an unknown cub actively seeking guidance. | Changing Breeds 20th Anniversary Edition | General |
Ease the Fevered Mind | As the Children of Gaia Gift: 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. | Changing Breeds 20th Anniversary Edition | General |
Survival of the Bear | As the Silent Strider Gift: 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. | Changing Breeds 20th Anniversary Edition | General |
Gift | Description | System | Source | General |
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Spirit Shield | As the homid Gift: Spirit Ward. A werewolf with this Gift may protect himself from spirits by performing a quick warding rite. To use this Gift, the werewolf draws an invisible pictogram in the air that scares and unnerves any nearby spirits (except pack totems or caern spirits). The symbol travels with the werewolf as long as it lasts. An ancestor-spirit teaches this Gift. | The player spends one Gnosis point and rolls Manipulation + Rituals (difficulty 7). Spirits within 100 feet of the character (again, except the pack totem or local caern spirits) must subtract one from their dice pools for each success. This Gift lasts for one scene. | Changing Breeds 20th Anniversary Edition | Homid |
Ursa’s Coat | As the homid Gift: Cocoon. The werewolf can wrap himself in a thick, opaque sarcophagus-like epidermis, making him immobile but near-impervious to harm. This cocoon grants him immunity to fire, starvation, gas, high pressure, cold and similar environmental hazards. An insect or Weaver-spirit teaches this Gift. | The Garou spends one Gnosis point. While in the cocoon, the werewolf ignores any attacks which fail to do damage at least equal to her Stamina + Rituals, but attacks that pierce the cocoon destroy it. The cocoon lasts for one scene, after which it dissolves rapidly and evaporates. The player may extend the duration of the Gift spending more Gnosis points. Spending days in the cocoon is entirely possible, but the maximum duration is up to the Storyteller. | Changing Breeds 20th Anniversary Edition | Homid |
Gnaw | As the lupus Gift. The werewolf’s jaws strengthen to the point that she can chew through just about anything, given enough time. In addition, her jaws do more damage in combat, and only death will break her grip if she clamps her teeth into an opponent. A wolf-spirit teaches this Gift. | The player spends one Willpower point and rolls Stamina + 4 against a variable difficulty (3 for wood, 6 for steel handcuffs, 9 for a train car coupling). The length of time it takes to gnaw through something depends on the number of successes. In addition, this Gift gives a character’s bite two extra dice of damage for the duration of the scene. | Changing Breeds 20th Anniversary Edition | Ursine |
Sweet Swarm of Vengeance | As the Bone Gnawer Gift: 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. | Changing Breeds 20th Anniversary Edition | Ursine |
Favor of Ursa Minor | As the Ragabash Gift: Luna’s Blessing. When the moon is visible in the night sky, silver refuses to cause the Garou aggravated wounds. Indeed, if the moon waxes full, silver weapons may well turn on those who would wield them against the character. A Lune teaches this Gift. | For each strike against the Garou, the wielder of the weapon must roll three extra dice on the attack; these dice are ready only to check for botches. The Garou can soak and regenerate silver as if it were bashing or lethal damage (depending on whether the silver is part of an edged weapon or not), but only when the moon is in a visible phase above the horizon. Therefore, the Garou is still vulnerable during the new moon. | Changing Breeds 20th Anniversary Edition | Arcas |
Rejuvenate | As the Black Fury Gift: Breath of the Wyld, save that its effects last for (Succor) days. 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. | Changing Breeds 20th Anniversary Edition | Arcas |
Delay the Death Bear’s Coming | The Gurahl or a chosen ward may suffer a heroic amount of damage without dying. A cockroach-spirit teaches this Gift. | The player spends a Gnosis point and rolls Wits + (Occult or Medicine), difficulty 6. Each success grants the target one additional Incapacitated health level for the rest of the scene. The Gurahl may not use this Gift on herself if she is already Incapacitated. | Changing Breeds 20th Anniversary Edition | Uzmati |
Strength of the Earth | As the Get of Fenris Gift: Hero’s Stand. The Garou channels the strength of Gaia herself, becoming one with the earth upon which he stands. While he may not retreat or even move from that spot for the duration of the Gift, he gains many powers through Gaia’s might. An earth elemental teaches this Gift. | The player rolls Willpower (difficulty 8). Each success grants one extra die to all Physical dice pools. Also, the Garou may not be surprised, and all attacks are considered frontal. The Garou may not move until all foes have been defeated or have fled. | Changing Breeds 20th Anniversary Edition | Uzmati |
Probe Thoughts | This Gift enables the Gurahl to acquire hidden thoughts from an individual. A snake-spirit teaches this Gift. | The player spends a Gnosis point (and a Willpower point if the target is supernatural) and rolls Wits + Empathy (difficulty of the subject’s Willpower). Each success reveals one piece of information the subject is actively attempting to conceal. | Changing Breeds 20th Anniversary Edition | Kojubat |
Shadows by the Firelight (Gurahl) | As the Galliard Gift. By invoking the power of shadows and dreams, the Galliard may create interactive stories in which others take part — willingly or not. Shadows dance around the participants as they act out their roles (as directed by the Galliard). This Gift is used commonly at moots, allowing many Garou to take part in the same legend recounted by the Galliard. However, this Gift can also be used on the unwilling, forcing them to participate in a story of the Garou’s choosing. An ancestor-spirit teaches this Gift. | When using this Gift on the unwilling, the player must spend a variable amount of Gnosis and score three successes on a Manipulation + Performance roll (difficulty of the target’s Willpower). If successful, the player may tell a story and force the victim to perform exactly as the story’s character does. This effect lasts one turn per Gnosis point spent. | Changing Breeds 20th Anniversary Edition | Kojubat |
Spirit Shape | The Gurahl may assume the countenance and form of a creature native to the Umbra, appearing to other spirits as one of their own kind. A coyote-spirit teaches this Gift. | This Gift only functions in the Umbra. The player spends a Gnosis point and rolls Appearance + Enigmas (difficulty 7). The Gurahl’s body then assumes the desired appearance for (Wisdom) days. The Gurahl can will the Gift to end earlier if he requires. | Changing Breeds 20th Anniversary Edition | Kieh |
Image of the Sky Bear | The Great She-Bear grants the Gurahl a body that glows with seven pinpoints of light similar to the seven stars of Ursa Major’s constellation, allowing the Garou to perform additional acts of healing or protection. Ursa Major teaches this Gift herself. | The player spends a Gnosis point and rolls Wits + Rituals. The Gurahl may then touch targets and instantly heal five lethal or bashing damage, heal three aggravated damage, or grant the target mystic armor (equivalent to Kevlar body armor) for the rest of the scene. One of the points of light on the Gurahl’s body goes out each time he uses this Gift’s benefits; when all the lights are extinguished, so is the Gift. | Changing Breeds 20th Anniversary Edition | Kieh |
Bestow Ursa’s Blessing | The Gurahl may call down the blessing of the Great Bear on another individual, granting that individual the favor of a mighty spirit. A servant of Ursa Major teaches this Gift. | The player spends a Gnosis point and rolls Wits + Occult (difficulty 7) while describing the blessing she wishes to bestow. This may be an automatic success when attempting a particular endeavor, or a one-point bonus to an Attribute. The blessing lasts for (Wisdom) hours. | Changing Breeds 20th Anniversary Edition | Rishi |
Quell Mob Rage | The Gurahl can diffuse the anger of a crowd, even lynch mobs and riots. A manatee-spirit teaches this Gift. | The player rolls Charisma + Leadership (difficulty of the highest Willpower rating in the crowd). The degree by which (Succor x 30) individuals reduce their hostile mood depends on the successes rolled. | Changing Breeds 20th Anniversary Edition | Rishi |
Spirit Healing | The Gurahl may replenish the Essence of a wounded spirit in the Umbra. A bear-spirit teaches this Gift. | The player rolls Charisma + Occult (difficulty of the spirit’s Willpower). Success allows the Gurahl to spend Gnosis to restore the spirit’s Essence, at a rate of two Essence per Gnosis spent. | Changing Breeds 20th Anniversary Edition | Kieh |
Heart of the Mountain (Gurahl) | As the Get of Fenris Gift. The werewolf becomes as untiring and eternal as the mountains, and cannot be defeated in a test of endurance. A mountain goat-spirit teaches this Gift. | The player spends one Rage point and one Willpower point. For the rest of the scene, the Garou cannot fail any task involving Stamina. Torturers can never break him; though he can’t breathe underwater and his lungs may fill with water, he will not die. The only exception to this is soaking damage. While this Gift is active, the werewolf is guaranteed to always soak at least one level of damage, but otherwise takes damage normally. | Changing Breeds 20th Anniversary Edition | General |
Hide the Bear | As the Homid Gift: Bury the Wolf. 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. | 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. | Changing Breeds 20th Anniversary Edition | General |
Masking the Hunted | The Gurahl may use terrain to conceal up to 12 human or bear-sized individuals from pursuers. A bear-spirit teaches this Gift. | The player spends a point of Gnosis and rolls Manipulation + Stealth (difficulty 7). The Gurahl may hide up to 12 targets, including himself, for one hour per success. | Changing Breeds 20th Anniversary Edition | General |
Gift | Description | System | Source | General |
---|---|---|---|---|
Fearless Unveiling | As the homid Gift: Part the Veil. With this Gift, a werewolf may immunize any human from the Delirium for a scene. In this way, the human can interact with Garou without deleterious effects. However, the human will forget much of what he knows if the Delirium is induced in him at a later date. An ancestor-spirit teaches this Gift. | The player spends a Gnosis point and rolls Charisma + Empathy. One success is all that’s required. | Changing Breeds 20th Anniversary Edition | Homid |
Bear’s Bounty | As the metis Gift: Totem Gift. Due to the metis’ strong ties with Garou society, she can plead directly with her tribal totem, gaining some of its power. The effects of this Gift depend on the nature of the tribal totem power. Rat (totem of the Bone Gnawers) might send swarms of rats to attack the Garous’s enemies, and Grandfather Thunder (totem of the Shadow Lords) might smite the Garou’s enemies with a blast of thunder and lightning. The potential of this Gift depends only on the favor of the totem, and it may cross over into the miraculous. Only the tribal totem teaches this gift. | The player spends on Gnosis point and rolls Charisma + Rituals (difficulty 7). The greater the number of successes, the more dramatic the effects. One success might cause a minor distraction, whereas 10 successes is the dramatic equivalent of summoning a localized twister to destroy the metis’ foes. | Changing Breeds 20th Anniversary Edition | Ursine |
Call of the Cave Bear | As the lupus Gift: Song of the Great Beast. The werewolf with this Gift may summon one of the legendary great beasts – the mythical creatures said to have been slain by the Garou in the Impergium. Each tribe’s legends hold different mythical creatures that their greatest heroes defeated in the days of legend. These creatures include the Sasquatch, the Loch Ness Monster, and various other “cryptids.” A Great Beast teaches this Gift. | The player spends two Gnosis points and rolls Charisma + Primal-Urge (difficulty 8). If successful, the Great Beast comes to assist the werewolf for one battle. | Changing Breeds 20th Anniversary Edition | Ursine |
Natural State | The Gurahl may cause a portion of the land to revert to its original wild state: fields reject planted crops, clear-cut areas regain their trees, buildings and their contents lapse into ruin and disappear. This can be used both to restore once-tainted land after cleansing it and to cause chaos directed against despoilers of the wilderness. A glade child teaches this Gift. | The player spends a Gnosis point and rolls Manipulation + Primal-Urge (difficulty 8). The number of successes determines the degree of reversion the land undergoes in an (Honor x 20) yard radius. | Changing Breeds 20th Anniversary Edition | Arcas |
Rage of the Mother Bear | The anger of Mother Bear transforms the Gurahl into a whirlwind of furious motion. Ursa Major herself teaches this Gift. | The player spends a Gnosis point and rolls Dexterity + Rituals, difficulty 6. Each success grants the Gurahl one extra action in the next turn, at her full dice pool. | Changing Breeds 20th Anniversary Edition | Uzmati |
Aversion Therapy | The Gurahl may attach negative emotions to a particular desire, as a form of mental conditioning. A thief, for example, may experience terror when he contemplates theft. The effect lasts for a year and a day. A servant of Coyote teaches this Gift. | The player spends a Gnosis point (and a Willpower point, if the target is supernatural) and rolls Wits + Empathy (difficulty of the target’s Willpower). | Changing Breeds 20th Anniversary Edition | Kojubat |
Oath of the Great Bear | As the Philodox Gift: Geas. This Gift places its target under a geas, a sacred oath to obey the Philodox’s bidding. The geas cannot make the targets act contrary to their basic instincts (such as self-preservation). Therefore, she could send a group on a quest, but she could not make its members attack and try to kill each other — unless they were psychotics or werewolves without pack bonds. An Incarna avatar teaches this Gift. | The player spends one Gnosis point and rolls Manipulation + Leadership (difficulty of the target’s Willpower). In the case of a group, the difficulty is the highest Willpower among its members. The geas’ compulsion lasts until the task is completed or until the target is dropped to the Incapacitated health level in pursuit of the quest. No victim can labor under more than one geas at a time; the first one laid always takes precedence. | Changing Breeds 20th Anniversary Edition | Rishi |
Gaia’s Breath | With this legendary Gift, the Gurahl may return a deceased shapeshifter to life. Bear herself teaches this Gift. | The player spends one point each of permanent Gnosis and Willpower, then rolls Charisma + Occult (difficulty 6 + the number of hours since death). Success restores life to the target with one health level restored per success. A botch opens the corpse to possession by a powerful Bane. This Gift may be attempted once and only once on a single creature. | Changing Breeds 20th Anniversary Edition | General |
Gentle Soul | The werebear’s nature as a bringer of comfort and release from pain finally overwhelms the Rage simmering within. A servant of Gaia Herself teaches this Gift. | The character is no longer subject to the Curse (see W20, p. 262); her Rage never leaks out to alienate those around her. | Changing Breeds 20th Anniversary Edition | General |
Kitsune Gifts
Gift | Description | System | Source | Type |
---|---|---|---|---|
Chi Sense | The Kitsune may sense the ebb and flow of Yin and Yang through the world around her. This Gift is taught by any spirit of the Middle Kingdom. | The player permanently adds one die to any Gift or Rite which inspects or alters the environment around the Kitsune. | Changing Breeds 20th Anniversary Edition | General |
Ishin Deshin | As the Galliard Gift: 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. | Changing Breeds 20th Anniversary Edition | General |
Scent of Running Water (Kitsune) | As the Ragabash Gift. 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). | Changing Breeds 20th Anniversary Edition | General |
Persuasion (Kitsune) | As the homid Gift. As the homid Gift. As the homid gift. 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). | Changing Breeds 20th Anniversary Edition | Kojin |
Seduction | A Fox with this Gift can cause humans to fall in love with her. A cloud- or rain-spirit teaches it. | The player spends one Gnosis point and rolls Charisma + Subterfuge (difficulty 6) in a contested roll against the victim’s Willpower (difficulty 7). The more successes the Kitsune wins by, the deeper the target’s infatuation. | Changing Breeds 20th Anniversary Edition | Kojin |
Smell of Man (Kitsune) | As the homid Gift. 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. | Changing Breeds 20th Anniversary Edition | Kojin |
Burrow (Kitsune) | As the metis Gift. 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. | Changing Breeds 20th Anniversary Edition | Roko |
Cricket Leap | As the lupus Gift: Hare’s Leap. 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. | Changing Breeds 20th Anniversary Edition | Roko |
Heightened Senses (Kitsune) | As the lupus Gift. This Gift sharpens the Bastet's senses to an incredible degree. She enjoys the olfactory and auditory acuity of a feline whenever she is in Homid and Sokto forms, along with superior night vision. In Crinos, Chatro and Feline, her senses become preternaturally potent, allowing sensory feats that border on precognition. Sudden loud noises, bright lights or overwhelming scents can be disorienting, however. Wolf-spirits teach this Gift. | The player spends a Gnosis point to activate this Gift for a scene. In Homid and Sokto, the Bastet's Perception difficulties decrease by two and she may roll Perception + Primal-Urge to perform uncanny sensory feats such as tracking by scent. In Crinos, Chatro and Feline, Perception difficulties decrease by three (this is not cumulative with the ordinary Feline-form Perception bonuses) and the Bastet gains an extra die to Primal-Urge dice pools. | Changing Breeds 20th Anniversary Edition | Roko |
Flow of Aura | The Kitsune feels the emotional aura of a place — the imprint left behind by events of great sorrow, joy, aggression, and the like. Wood- and stone-spirits teach this Gift. | The player rolls Perception + Empathy (difficulty 6). The more successes gained, the more the Fox picks up about the nature of the area’s aura and what caused it. One success might reveal that a building has a foreboding atmosphere; five might reveal that it is actively haunted by the ghost of a traveling student who took his own life there. | Changing Breeds 20th Anniversary Edition | Shinju |
Scent of the True Form (Kitsune) | As the Philodox Gift. 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. | Changing Breeds 20th Anniversary Edition | Shinju |
Sense Wyrm (Kitsune) | As the metis Gift. 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 eated 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. | Changing Breeds 20th Anniversary Edition | Shinju, Doshi |
Blessing the Blade | The sorcerer calls on a local spirit to inhabit a blade for a finite time to enhance it with supernatural power. If prepared in advance, special wrappings restrain the spirit until the bearer speaks an enemy’s name. Only one such weapon may be carried at a time. This Gift is taught by a fire-spirit. | The player spends one Gnosis point. The weapon does aggravated damage for one scene only. | Changing Breeds 20th Anniversary Edition | Doshi |
Breath of Yu-Chiang | As the Black Fury Gift: 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. | Changing Breeds 20th Anniversary Edition | Doshi |
Shroud (Kitsune) | As the Uktena Gift. 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. | Changing Breeds 20th Anniversary Edition | Doshi |
Spirit Snare (Kitsune) | As the Theurge Gift. 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. | Changing Breeds 20th Anniversary Edition | Doshi |
Falling Touch (Kitsune) | As the Ahroun Gift. 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. | Changing Breeds 20th Anniversary Edition | Eji |
Razor Claws (Kitsune) | As the Ahroun Gift. As the Garou Ahroun Gift. 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. | Changing Breeds 20th Anniversary Edition | Eji |
Resist Pain (Kitsune) | As the Philodox Gift. 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. | Changing Breeds 20th Anniversary Edition | Eji |
Sense Hostility | The Eji can sense hostile beings within 100 feet. A fox-spirit teaches this Gift. | The player rolls Perception + Alertness (difficulty 6). | Changing Breeds 20th Anniversary Edition | Eji |
Blur of the Milky Eye (Kitsune) | As the Ragabash Gift. As the Ragabash Gift. 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. | Changing Breeds 20th Anniversary Edition | Gukutsushi |
Clear the Mind (Kitsune) | As the Children of Gaia Gift: 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. | Changing Breeds 20th Anniversary Edition | Gukutsushi |
Mother’s Touch (Kitsune) | As the Theurge Gift. As the Theurge Gift. 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. | Changing Breeds 20th Anniversary Edition | Gukutsushi |
Open Seal (Kitsune) | As the Ragabash Gift. As the Ragabash Gift. 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). | Changing Breeds 20th Anniversary Edition | Gukutsushi |
Beast Speech (Kitsune) | As the Galliard Gift. 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. | Changing Breeds 20th Anniversary Edition | Kataribe |
Fable | The Kataribe uses her expression and will to sway onlookers. By telling a tale or singing a song, she can plant a suggestion in the minds and hearts of listeners. Nightingale-spirits teach this Gift. | The player spends a Willpower point and rolls Manipulation + Empathy (difficulty 7) to plant a faint compulsion in the listener’s head, which lingers for the Kitsune’s Chie in days. Recordings and broadcasts cannot carry this Gift’s magic. | Changing Breeds 20th Anniversary Edition | Kataribe |
Perfect Recall (Kitsune) | As the Galliard Gift. As the Galliard Gift. 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. | Changing Breeds 20th Anniversary Edition | Kataribe |
Truth of Gaia (Kitsune) | As the Philodox Gift. 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. | Changing Breeds 20th Anniversary Edition | Kataribe |
Lantern | By crafting a paper lantern or similar kami, the Kitsune can infuse it with an eerie light. | The light is as bright as that of a mundane paper lantern and lasts for one scene. | Changing Breeds 20th Anniversary Edition | Ju-Fu |
Umekochi’s Mouth | The Kitsune crafts a small paper cup, dish, or other container, which can hold four times as much as it should. | The player rolls Gnosis (difficulty 6). | Changing Breeds 20th Anniversary Edition | Ju-Fu |
Gift | Description | System | Source | Type |
---|---|---|---|---|
Moon Dance | The Kitsune becomes completely invisible so long as no moonlight touches her. She may step in and out of moonlight, appearing and vanishing as she does. Lunes teach this Gift, which cannot be used during the daytime. | The player spends one Gnosis point. The effect lasts the entire night. The Gift doesn’t mask the Kitsune from any sense save sight. | Changing Breeds 20th Anniversary Edition | General |
Sense Magic (Kitsune) | As the Uktena Gift. 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. | Changing Breeds 20th Anniversary Edition | General |
Spirit Speech (Kitsune) | As the Theurge Gift. 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. | Changing Breeds 20th Anniversary Edition | General |
Jam Technology (Kitsune) | As the homid Gift. 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: * Device Difficulty * Computer: 4 * Phone: 6 * Automobile: 8 * Gun: 9 * Knife: 10 |
Changing Breeds 20th Anniversary Edition | Kojin |
Silver Tongue | As the Fianna Gift: 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. | Changing Breeds 20th Anniversary Edition | Kojin |
Staredown (Kitsune) | As the homid Gift. 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. | Changing Breeds 20th Anniversary Edition | Kojin |
Name the Spirit (Kitsune) | As the lupus Gift. 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). | Changing Breeds 20th Anniversary Edition | Roko, Doshi |
Scent of Sight (Kitsune) | As the lupus Gift. 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). | Changing Breeds 20th Anniversary Edition | Roko |
Sense Imbalance | The Kitsune can sense if any one of the Triat has upset the balance in the area. She knows if the Weaver is too strong, or if the Wyld is lacking. A servant of the Emerald Mother teaches this Gift. | The player rolls Perception + Occult (difficulty 6) to evaluate the area’s spiritual balance. | Changing Breeds 20th Anniversary Edition | Roko |
Call to Duty (Kitsune) | As the Philodox Gift. 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. | Changing Breeds 20th Anniversary Edition | Shinju |
Imperial Authority | Shinju can assert their superiority by staring into another’s eyes. Animals fawn, while humans and shen assume the Nine-tails is of superior social standing. This Gift is taught by dragon- or phoenix-spirits. | The player rolls Charisma + Intimidation (difficulty 6, or 9 against other shen). | Changing Breeds 20th Anniversary Edition | Shinju |
Past Whispers | The Kitsune can learn the thoughts impressed upon a place. Intense thought fragments (especially those spoken aloud) may linger for years. Wind-spirits teach this Gift. | The player rolls Perception + Occult (difficulty 7). The more successes gained, the more detail is revealed. | Changing Breeds 20th Anniversary Edition | Shinju |
Blood Omen | The Fox reads the future through blood sacrifice. The actual divination is performed by reading entrails, interpreting the smoke of a burnt offering, casting bones, or in some other way using the resulting body as an oracular tool. Doshi are careful to dedicate the sacrifice to spirits opposed to the Wyrm. Predator-spirits teach this Gift. | The player rolls Intelligence + Enigmas (difficulty 9, or 7 for human or shen sacrifices!) and spends one Gnosis point. The more successes, the more accurate and detailed the information gained. | Changing Breeds 20th Anniversary Edition | Doshi |
Command Spirit (Kitsune) | As the Theurge Gift. 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. | Changing Breeds 20th Anniversary Edition | Dosh |
Shadows at Dawn (Kitsune) | As the Uktena Gift. 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. | Changing Breeds 20th Anniversary Edition | Doshi |
Sight from Beyond (Kitsune) | As the Theurge Gift. 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. | Changing Breeds 20th Anniversary Edition | Doshi |
Bolt | The Kitsune calls a bolt of raw elemental force to strike his foe — fire, lightning, and freezing wind are all possibilities. Elementals teach this Gift. | The player spends one Rage point and rolls Dexterity + Occult, difficulty 6. The target suffers aggravated damage equal to the successes rolled; the range is 50 yards. | Changing Breeds 20th Anniversary Edition | Eji |
Enduring Warrior | Eji using this Gift heal just like their hengeyokai cousins. A bear-spirit teaches it. | The player spends one point of Rage to regenerate like a Garou for the rest of the scene. | Changing Breeds 20th Anniversary Edition | Eji |
Pulse of the Prey (Kitsune) | As the Ragabash Gift. 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. | Changing Breeds 20th Anniversary Edition | Eji |
Spirit of the Fray (Kitsune) | As the Ahroun Gift. 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. | Changing Breeds 20th Anniversary Edition | Eji |
Dreamspeak (Kitsune) | As the Galliard Gift. As the Dreamspeak Galliard Gift. 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. | Changing Breeds 20th Anniversary Edition | Gukutsushi |
Fan-Shadow-Robe | The Kitsune can change her appearance. She can’t precisely duplicate the appearance of another, however, or perfectly replicate complex patterns or garments (such as military uniforms). Chimerlings teach this Gift. | The player rolls Manipulation + Empathy, with the difficulty depending on how radical the Kitsune wishes the change to be (6 to change hair and eye color, 8 to appear as a different build and ethnicity entirely). The alterations last for one scene. | Changing Breeds 20th Anniversary Edition | Gukutsushi |
Silver Tongue | As the Fianna Gift: 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. | Changing Breeds 20th Anniversary Edition | Gukutsushi |
Taking the Forgotten (Kitsune) | As the Ragabash Gift. 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). | Changing Breeds 20th Anniversary Edition | Gukutsushi |
Centipede’s Beckoning | As the Galliard Gift: 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. | Changing Breeds 20th Anniversary Edition | Kataribe |
Distractions (Kitsune) | As the Galliard Gift. 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. | Changing Breeds 20th Anniversary Edition | Kataribe |
Silence | The werefox blankets the area in an eerie silence. Lake- and mountain-spirits teach this Gift. | The player spends two Gnosis points and rolls Manipulation + Stealth, difficulty 8. The area affected is 5 yards in radius per success. The Gift lasts for one scene. | Changing Breeds 20th Anniversary Edition | Kataribe |
Speech of the World (Kitsune) | As the homid Gift, only Kataribe are able to take this gift at level 2. 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. | Changing Breeds 20th Anniversary Edition | Kataribe |
Attraction | The Kitsune attracts or repels a certain type of animal by crafting an appropriate kami. She might repel tigers to travel safely through the jungle or fashion a paper firefly to summon enough fireflies to eerily light a graveyard. | The player rolls Manipulation + Animal Ken, difficulty 7. The more successes, the stronger the kami’s effects. | Changing Breeds 20th Anniversary Edition | Ju-Fu |
Silver Sigil | The Kitsune can write “badge” on a piece of paper — people will see a badge. She can write “passport” on a bit of bark and breeze through customs. | The player rolls Gnosis, difficulty 7. The kami remains effective for one scene. | Changing Breeds 20th Anniversary Edition | Ju-Fu |
Gift | Description | System | Source | Type |
---|---|---|---|---|
Ghost Speech | This Gift allows Kitsune to speak with inhabitants of the Yin Realm — the Dark Umbra. It is taught by ancestor-spirits and spirits associated with death. | The Kitsune may speak in a tone that carries across into the Yin Realm and hear any responses to her words. | Changing Breeds 20th Anniversary Edition | General |
Puppeteer’s Secret | The Fox fades into the crowd; everyone assumes she belongs and that her familiar face has been there for quite some time. Deer-spirits teach this Gift. | The player rolls Charisma + Subterfuge, difficulty 6. If the Kitsune begins to act suspiciously given her attire and the situation, or otherwise draws attention to herself, the Storyteller may demand a fresh roll to keep the Gift from breaking. | Changing Breeds 20th Anniversary Edition | General |
Disquiet (Kitsune) | As the homid Gift. 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. | Changing Breeds 20th Anniversary Edition | Kojin |
Reshape Object (Kitsune) | As the homid Gift. 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. | Changing Breeds 20th Anniversary Edition | Kojin |
Speech of the World (Kitsune) | As the homid Gift. 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. | Changing Breeds 20th Anniversary Edition | Kojin |
Blind | The Kitsune can blind an enemy for one day. This Gift is taught by a porcupine-spirit. | The player spends one Gnosis point and rolls Manipulation + Medicine (difficulty 7) resisted by the Stamina (also difficulty 7) of a target within 10 feet. | Changing Breeds 20th Anniversary Edition | Roko |
Catfeet (Kitsune) | As the lupus Gift. 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. | Changing Breeds 20th Anniversary Edition | Roko |
Ten Chi | The Kitsune always knows where he is, in whatever Realm he occupies, by feeling his relationship to Gaia. Additionally, wherever he stands becomes his territory; natural animals sense this and allow the werefox to pass without challenge. Migratory bird-spirits teach this Gift. | The Kitsune may spend one Gnosis to know what Realm he stands in, where the cardinal directions are, and in which direction his home lies. | Changing Breeds 20th Anniversary Edition | Roko |
Distant Whispers | As the metis Gift: Mental Speech, but the Fox speaks into a river, ground, fire, or other element and the target hears her voice coming from a similar source nearby. Storms are popular vehicles for this Gift. 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. | Changing Breeds 20th Anniversary Edition | Shinju, Gukutsushi |
Eyes of the Cat (Kitsune) | As the metis Gift. 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. | Changing Breeds 20th Anniversary Edition | Shinju |
Wisdom of the Ancient Ways (Kitsune) | As the Philodox Gift. 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. | Changing Breeds 20th Anniversary Edition | Shinju |
By the Light of the Moon | The Kitsune can see any creature touched by moonlight, no matter what mundane skill or magic they use to hide. Bat-spirits teach this Gift. | The player spends one Gnosis point and rolls Perception + Alertness (difficulty 6). All moon-touched beings within (successes x 20) feet are revealed to the Kitsune. | Changing Breeds 20th Anniversary Edition | Doshi |
Exorcism (Kitsune) | As the Theurge Gift. This is the Gift of ejecting spirits from places or objects, whether they are there voluntarily or are bound there. Any Incarna avatar can teach this Gift. | The Garou must concentrate uninterrupted for three turns. If a spirit does not wish to leave, the player must make a Manipulation + Intimidation roll (difficulty of the spirit’s Willpower). If the spirit has been bound to its lodging place (or into a fetish), then the exorcist must make a Wits + Subterfuge roll (difficulty 8) and gain more successes than the binder did when tying the spirit to its location. This Gift can be used to “cure” fomori, although the host will surely die as the Bane is ejected unless a powerful healer manages to preserve her live during the exorcism. | Changing Breeds 20th Anniversary Edition | Doshi |
Pulse of the Invisible (Kitsune) | As the Theurge Gift. 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. | Changing Breeds 20th Anniversary Edition | Doshi |
Swarm of Servants | From the fur of his tail, the Doshi can summon tiny vermin — mice, lice, beetles, frogs, and so forth — to serve him. Vermin-spirits teach this Gift. | The player spends one Willpower point and rolls Stamina + Occult (difficulty 8). Each success calls 25 vermin that the Doshi controls. The swarm must stay within 20 feet and can harass foes (–1 to victim’s dice pools per 25 vermin) and perform simple tasks (at Strength 1). | Changing Breeds 20th Anniversary Edition | Doshi |
Call of the Dead | The Kitsune uses Yin energies to disrupt the vital energies of the living with just a touch. Ice-spirits teach this Gift. | The player spends one Rage point and rolls Stamina + Occult (difficulty 8). Living creatures, spirits, vampires with Humanity 6+, and Yang-aspected Kuei-jin suffer lethal damage equal to the successes rolled. Five or more successes instantly kill human targets. | Changing Breeds 20th Anniversary Edition | Eji |
Song of Fear | The Kitsune may cast her fox frenzy into another. This Gift is taught by hare-spirits. | The player rolls Manipulation + Intimidation (difficulty of the target’s Willpower). Each success sends the target into flight for one turn. | Changing Breeds 20th Anniversary Edition | Eji |
Weak Arm (Kitsune) | As the Philodox Gift. 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. | Changing Breeds 20th Anniversary Edition | Eji |
Ebisu’s Fingers | As the Ragabash Gift: 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. * Device – Difficulty * Computer: 4 * Phone: 6 * Automobile: 8 * Knife: 10 |
Changing Breeds 20th Anniversary Edition | Gukutsushi |
Liar’s Craft (Kitsune) | As the Ragabash Gift. 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. | Changing Breeds 20th Anniversary Edition | Gukutsushi |
Seek | The Kitsune asks the local spirits for a single individual’s location. The spirits answer correctly if they can; should the individual be beyond their territory, they say as much. The spirits of predatory animals teach this Gift. | The player spends a Gnosis point to contact an appropriate spirit and rolls Wits + Occult, difficulty 6, to beseech its help. | Changing Breeds 20th Anniversary Edition | Kataribe |
Uzume Sings | The Kataribe’s voice becomes achingly beautiful, paralyzing an enemy or luring him forward to his doom. Nightingale- and snake-spirits teach this Gift. | The player spends one Gnosis point and rolls Charisma + Performance (difficulty of the target’s Willpower). For every success, the target is under the Fox’s power for one turn. | Changing Breeds 20th Anniversary Edition | Kataribe |
Wisdom of the Ancient Ways | As the Philodox Gift: 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. | Changing Breeds 20th Anniversary Edition | Kataribe |
Paper Beast | The Kitsune fashions a kami in the shape of a mundane animal, with the animal’s pictogram written on it. When the Kitsune spits on the kami, the paper beast immediately grows to full size and obeys the Fox’s commands. | The player spends two Gnosis and rolls Gnosis, difficulty 7. The resulting creature has all the traits of its likeness but only one health level. | Changing Breeds 20th Anniversary Edition | Ju-Fu |
Gift | Description | System | Source | Type |
---|---|---|---|---|
Shadow-Fan-Flowers | One creature within the Kitsune’s line of sight sees a vision and believes. The illusion is perfectly detailed with color, light, and motion. Chimerlings teach this Gift. | The player spends a point of Gnosis and rolls Manipulation + Enigmas (difficulty of the victim’s Willpower). Supernatural targets may roll Willpower (difficulty 9) to realize the illusion is false only if given compelling reason to suspect its falsity. | Changing Breeds 20th Anniversary Edition | General |
Forgetfulness | The Kitsune can erase an individual’s memories of a specific event. Fog-spirits teach this Gift. | The player spends one Gnosis and Willpower point, then makes a contested Manipulation + Subterfuge (difficulty 6) roll against the victim’s Willpower (difficulty 3 + Kitsune’s number of tails). | Changing Breeds 20th Anniversary Edition | Kojin |
Spirit Ward (Kitsune) | As the homid Gift. A werewolf with this Gift may protect himself from spirits by performing a quick warding rite. To use this Gift, the werewolf draws an invisible pictogram in the air that scares and unnerves any nearby spirits (except pack totems or caern spirits). The symbol travels with the werewolf as long as it lasts. An ancestor-spirit teaches this Gift. | The player spends one Gnosis point and rolls Manipulation + Rituals (difficulty 7). Spirits within 100 feet of the character (again, except the pack totem or local caern spirits) must subtract one from their dice pools for each success. This Gift lasts for one scene. | Changing Breeds 20th Anniversary Edition | Kojin |
Carrion Clothes | Wild foxes catch birds by pretending to be dead; werefoxes aspire to bigger game. This Gift causes the Kitsune to appear to all natural and supernatural examination to be dead. This Gift is taught by fly-spirits. | The player spends a Gnosis point and makes a Stamina + Larceny roll (difficulty 7). The Gift hides only small motions, such as breathing or cracking an eyelid to look about; any greater movement breaks the spell. | Changing Breeds 20th Anniversary Edition | Roko |
Forest Lord | As the lupus Gift: Beast Life. The werewolf with this Gift can communicate with other wild animals and attract (or even command) them. Domesticated animals will speak with the werewolf, but they have given themselves to the ways of humans and must be persuaded to obey the Garou. Any animal spirit may teach this Gift, although Lion and Bear are most often sought as teachers. Children of Gaia who use this Gift never do so if the animals attracted would come to harm, unless the very heart of a caern is threatened. | The player spends on Gnosis point and rolls Charisma + Animal Ken (difficulty 7). The character gains the ability to communicate with all animals automatically. One success can attract specific types of animals within a 10-mile radius, and those that can reach the werewolf in a reasonable amount of time will do so. Each additional success adds 10 miles (two successes indicate a 20-mile radius). All wild animals become friendly to the character. They follow any reasonable request the character makes, and many unreasonable ones as well. A character who uses this Gift to force an animal to sacrifice itself had best pay homage to its spirit or risk angering Gaia. The effect lasts for one scene, but the time may be extended by spending one Gnosis point per extra scene desired. | Changing Breeds 20th Anniversary Edition | Roko |
Roll Over (Kitsune) | As the Philodox Gift. The Philodox can call on her power to radiate a commanding presence that compels others to submit to her. Should she succeed in a test of wills, she dominates her foe, which causes humans to fall to their knees and wolves to roll on their backs. Either a lion- or a wolf-spirit teaches this Gift. | The player must score at least three successes more than her opponent on a resisted Willpower contest. If the Gift takes effect, the victim can take no action other than submission unless he is in direct danger. | Changing Breeds 20th Anniversary Edition | Shinju |
Scent of Beyond (Kitsune) | As the Philodox Gift. The werewolf can bring all his senses to bear on one spot with which he is familiar (even an Umbral site), no matter how far away that spot is. The Philodox senses the site from a point of view as if he were standing in the middle of the area being scanned. A bird-spirit teaches this Gift. | The player rolls Perception + Enigmas (difficulty 8). If the spot is in the Umbra, the difficulty is 9 or the Gauntlet rating (whichever is higher). | Changing Breeds 20th Anniversary Edition | Shinju |
Grasp the Beyond (Kitsune) | As the Theurge Gift. The Garou may take things to and from the Umbra without having to dedicate them to herself (see the Rite of Talisman Dedication). This Gift affects humans and animals, both willing and unwilling. Garou often use this power to take loyal Kinfolk with them on Umbral quests or to heal injured Kinfolk — both body and soul — in mystic Glens. | The Garou must grasp the object or person he wishes to take to the spirit world. He must then spend a number of Willpower points: one for small items (a pocket-watch or knife), two for larger items (a backpack or bow) and three for huge items (including people). The player makes the usual Gnosis roll to pierce the Gauntlet and step sideways; if successful, both he and the desired object or person pass into the Umbra. An unwilling target may resist with a Willpower roll; each success subtracts one from the Garou’s successes. A Garou attempting to abduct an unwilling victim must achieve at least three successes on his Gnosis roll. Unless she has the ability to step sideways, any person taken to the Umbra must rely on the Garou to escape, or she must find an area with a very thin Gauntlet, such as a caern. The Gauntlet rating must be 3 or lower for a victim to exit of his own accord. If he does exit, he may not reenter the Umbra, regardless of the Gauntlet rating. If left in the Umbra too long, a living creature eventually turns to spirit matter entirely. | Changing Breeds 20th Anniversary Edition | Doshi |
Spirit Drain (Kitsune) | As the Theurge Gift. The Garou may drain power from a spirit to feed his own resolve. A spirit servant of the Uktena totem teaches this Gift. | The player makes a resisted Gnosis roll against the spirit. If the player succeeds, the spirit loses one Essence point per success for the rest of the scene. For every two points drained, the Garou gains a temporary Willpower point, but she loses any points exceeding her maximum at the end of the scene. | Changing Breeds 20th Anniversary Edition | Doshi |
Spirit Ward (Kitsune) | As the homid Gift. A werewolf with this Gift may protect himself from spirits by performing a quick warding rite. To use this Gift, the werewolf draws an invisible pictogram in the air that scares and unnerves any nearby spirits (except pack totems or caern spirits). The symbol travels with the werewolf as long as it lasts. An ancestor-spirit teaches this Gift. | The player spends one Gnosis point and rolls Manipulation + Rituals (difficulty 7). Spirits within 100 feet of the character (again, except the pack totem or local caern spirits) must subtract one from their dice pools for each success. This Gift lasts for one scene. | Changing Breeds 20th Anniversary Edition | Doshi |
Elemental Meld | The Eji may transform into any physical element (earth, water, fire, or air), allowing her to merge with and move through that element. On attaining rank five, the Kitsune can change into secondary elements (mist, electricity, moonlight, etc.) as well. Elementals teach this Gift. | The player spends a Gnosis point and rolls Manipulation + Gnosis (difficulty 8). She must be in contact with the desired element to change, and changes on contact (taking no harm from fire, for example). She reverts to her natural form upon leaving the element. Her body remains the same size and in one piece but can distort to avoid obstacles. Silver, radioactivity, and toxic waste harm her as normal and will bar her progress. While merged, detecting the Kitsune requires a Perception + Alertness roll (difficulty 9). | Changing Breeds 20th Anniversary Edition | Eji |
Sorcerous Bite | The Kitsune can transform her teeth into any substance she wills, most commonly silver or jade. They are uncommonly strong, regardless of the substance chosen. Elementals teach this Gift. | The player spends a Gnosis point and rolls Stamina + Primal-Urge. Silver teeth don’t harm the Fox by their mere presence. | Changing Breeds 20th Anniversary Edition | Eji |
Moon-Fan-Face-Shadow | As the Glass Walker Gift: 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. | Changing Breeds 20th Anniversary Edition | Gukutsushi |
Whelp Body (Kitsune) | As the Ragabash Gift. With this Gift a Garou may deliver a devastating curse upon a foe’s body, causing it to weaken or palsy. Many consider the use of this power on a foe to be a declaration of unending war. Either a pain-spirit or a spirit of disease teaches this Gift. | The player spends on Gnosis point and rolls Gnosis, and the target resists with his own Gnosis roll. The Garou’s difficulty is the opponent’s Willpower, while her victim’s difficulty is the Ragabash’s Gnosis. (Victims without Gnosis roll Stamina without any adjustments for supernatural powers or the like.) Each success scored by the Ragabash allows him to remove one point from any of the victim’s Physical Attributes. The effect is permanent, although the victim may restore these Attributes via experience. This Gift may be used only once ever against a given opponent. | Changing Breeds 20th Anniversary Edition | Gukutsushi |
Kuei Dance | This Gift calls on the dead to bear witness. There is no compulsion, but the dead are eager to be remembered, so they rarely refuse. The spell may take any form, from story to song to dance, with the ghost acting out her part as appropriate. This Gift is taught by ancestor-spirits. | The player spends a Willpower point and rolls Gnosis + Empathy, difficulty 8, to establish contact. This Gift works only if the deceased lingers in some spiritual form, such as a ghost or ancestor-spirit. The more successes rolled, the more coherent the ghost’s performance. | Changing Breeds 20th Anniversary Edition | Kataribe |
Shadows by the Firelight (Kitsune) | As the Galliard Gift. By invoking the power of shadows and dreams, the Galliard may create interactive stories in which others take part — willingly or not. Shadows dance around the participants as they act out their roles (as directed by the Galliard). This Gift is used commonly at moots, allowing many Garou to take part in the same legend recounted by the Galliard. However, this Gift can also be used on the unwilling, forcing them to participate in a story of the Garou’s choosing. An ancestor-spirit teaches this Gift. | When using this Gift on the unwilling, the player must spend a variable amount of Gnosis and score three successes on a Manipulation + Performance roll (difficulty of the target’s Willpower). If successful, the player may tell a story and force the victim to perform exactly as the story’s character does. This effect lasts one turn per Gnosis point spent. | Changing Breeds 20th Anniversary Edition | Kataribe |
Beast Shape | As the Ragabash Gift: Thousand Forms. The Kitsune may take the form of the animal depicted by this kami. Most trickster archetypes are shapeshifters, and the Ragabash is no different. The Garou with this Gift may change herself into any animal between the sizes of a small bird and a bison. The Garou gains all the special powers (flight, gills, poison, sensory abilities, etc.) of the animal she mimics. She may not take the form of Wyrm-beasts (not that she would wish to!), but she may take the form of mythical beasts with some extra effort. Black Furies: The Fury that chooses to risk taking the form of a mythical beast typically honors Pegasus by assuming her form. | The player spends a Gnosis point and rolls Intelligence + Animal Ken. The difficulty varies, rising higher the farther removed from the Garou’s natural form the desired animal is. For example, an ape or panther (mammals of roughly equal mass) might be difficulty 5, while an alligator (a reptile of slightly larger size) would be difficulty 7, and a frog (a much smaller amphibian) would be difficulty 0. Mimicking mythical animals is always difficulty 10. | Changing Breeds 20th Anniversary Edition | Ju-Fu |
Gift | Description | System | Source | Type |
---|---|---|---|---|
Possession | The Kitsune abandons her body to take over another’s. This Gift is taught by one of Fox’s brood. | The Kitsune must be in contact with the victim, the victim’s hair or nail cuttings, or an extremely important personal token of the victim. The player spends a point of Gnosis and Willpower, then rolls Manipulation + Occult (difficulty of the victim’s Willpower). If successful, the Fox becomes a spirit and possesses her victim; supernatural targets may roll Stamina + Occult (difficulty of Kitsune’s Willpower) each day at sunrise to attempt to exorcise the Fox. The Kitsune returns to her own body when she is cast out or ends the possession. | Changing Breeds 20th Anniversary Edition | General |
Assimilation (Kitsune) | As the homid Gift. 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 does not belong. The Gift doesn’t hide racial differences, but it does allow the user 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. Ancestor-spirits teach this gift. | The player rolls Manipulation + Empathy. If successful, the character interacts with members of another culture as if he were one of them. This difficulty depends on how alien the culture is. The difficulty would be 5 for another Garou sept, but it could be as high as 9 when trying to assimilate into a Black Spiral Hive in a foreign country. The character will not suffer Social-roll penalties when interacting with members of the culture, although he will not receive any special benefits. The Gift lasts for one scene plus one day per Willpower point spent when activating it. | Changing Breeds 20th Anniversary Edition | Kojin, Kataribe |
Call to Allies | This Gift is the Kitsune’s ultimate distress call. Her Batsu, clan, and sentai will hear it, along with all other friendly neutrals and unknown allies in the area, as well as local spirits and spiritually sensitive mortals. The Fox’s fear or rage acts as a beacon unerringly guiding any that answer the cry to her. This Gift is taught by an ancestor-spirit. | The Kitsune must simply call out in need. | Changing Breeds 20th Anniversary Edition | Kojin |
Elemental Gift (Kitsune) | As the lupus Gift. The werewolf calls upon the primal force of Gaia Herself, thereby commanding the spirits of the elements to rise up, undulate forward and even engulf foes. This Gift summons an elemental spirit, not merely the raw matter of the elements, but the primal spirits possessing power enough to challenge even something as powerful as a Nexus Crawler. The elementals grant this Gift. | The player spends one Gnosis point and rolls Charisma + Occult (difficulty 7). If successful, he calls an elemental who grants him the ability to control a large volume of air, earth, water or fire (in any of their forms) that is approximately 20′ by 20′ per success. The effect lasts for one scene or until the elemental leaves or is destroyed. | Changing Breeds 20th Anniversary Edition | Roko |
Song of the Great Beast (Kitsune) | As the lupus Gift. The werewolf with this Gift may summon one of the legendary great beasts – the mythical creatures said to have been slain by the Garou in the Impergium. Each tribe’s legends hold different mythical creatures that their greatest heroes defeated in the days of legend. These creatures include the Sasquatch, the Loch Ness Monster, and various other “cryptids.” A Great Beast teaches this Gift. | The player spends two Gnosis points and rolls Charisma + Primal-Urge (difficulty 8). If successful, the Great Beast comes to assist the werewolf for one battle. | Changing Breeds 20th Anniversary Edition | Roko |
Imperial Obligation | As the Philodox Gift: Geas. This Gift places its target under a geas, a sacred oath to obey the Philodox’s bidding. The geas cannot make the targets act contrary to their basic instincts (such as self-preservation). Therefore, she could send a group on a quest, but she could not make its members attack and try to kill each other — unless they were psychotics or werewolves without pack bonds. An Incarna avatar teaches this Gift. | The player spends one Gnosis point and rolls Manipulation + Leadership (difficulty of the target’s Willpower). In the case of a group, the difficulty is the highest Willpower among its members. The geas’ compulsion lasts until the task is completed or until the target is dropped to the Incapacitated health level in pursuit of the quest. No victim can labor under more than one geas at a time; the first one laid always takes precedence. | Changing Breeds 20th Anniversary Edition | Shinju |
Marionette | The Kitsune can make the target move in whatever fashion she wishes by mimicking the desired action. Snake-spirits teach this Gift. | The player spends a Willpower point and rolls Manipulation + Subterfuge, resisted by the victim’s Willpower (both difficulty 7); the Kitsune controls her victim for one turn per success. | Changing Breeds 20th Anniversary Edition | Shinju |
Feral Lobotomy (Kitsune) | As the Theurge Gift. With but a thought, the Garou can devolve an opponent’s mind to that of an animal, effectively destroying his intelligence. A spirit servant of the Griffin totem teaches this Gift. | The player rolls Wits + Empathy (difficulty of the target’s Willpower + 3, maximum 10), and spends a variable number of Gnosis. If successful, the Garou can destroy a target’s Intelligence Attribute temporarily (HR). Two Gnosis points must be spent for each point of Intelligence destroyed, and the Garou cannot destroy more points than he rolls successes. Additionally, the target begins acting more animalistic with each point removed. | Changing Breeds 20th Anniversary Edition | Doshi |
Malleable Spirit (Kitsune) | As the Theurge Gift. The Garou can change a spirit’s form or purpose. A Chimerling teaches this Gift. | The Garou’s player must best the spirit in a resisted Gnosis roll. The difficulty is based on what the Garou tries to accomplish, while the spirit’s difficulty is the Garou’s Gnosis. | Changing Breeds 20th Anniversary Edition | Doshi |
Seal of Inari | The sorcerer can secretly “brand” anyone he encounters with sigils only Kitsune can see. These may be warnings, death marks, requests for help, etc. These ghostly marks shine through all concealment so long as the bearer’s head is visible. Chimerlings teach this Gift. | The player rolls Manipulation + Occult (difficulty 8). For each success, he may inscribe one message of his choice on the recipient. | Changing Breeds 20th Anniversary Edition | Doshi |
Dragon Ally | As the lupus Gift: Song of the Great Beast, save that it summons forth a dragon made of one of the elements. The werewolf with this Gift may summon one of the legendary great beasts – the mythical creatures said to have been slain by the Garou in the Impergium. Each tribe’s legends hold different mythical creatures that their greatest heroes defeated in the days of legend. These creatures include the Sasquatch, the Loch Ness Monster, and various other “cryptids.” A Great Beast teaches this Gift. | The player spends two Gnosis points and rolls Charisma + Primal-Urge (difficulty 8). If successful, the Great Beast comes to assist the werewolf for one battle. | Changing Breeds 20th Anniversary Edition | Eji |
Fire Immunity | As the Ahroun Gift: Kiss of Helios. The Ahroun can invoke the sun’s power to become completely immune to the damaging effects of fire. Additionally, the Ahroun may ignite any portion of his body and keep it burning for extended periods. Most commonly the Garou will light his mane during rituals, but he can also ignite his claws or mouth without ill effect. A fire elemental or a sun-spirit teaches this Gift. | The player spends one Gnosis. For the rest of the scene, the Ahroun cannot be harmed by any natural forms of fire, up to and including molten lava. Artificial fires (napalm, gas fires, etc.) do one-quarter damage, and they are treated as bashing damage. The Garou does two additional dice of aggravated damage if he attacks with blazing fists, claws or fangs. The effects last for one scene. | Changing Breeds 20th Anniversary Edition | Eji |
Madness (Kitsune) | As the metis Gift. 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. | Changing Breeds 20th Anniversary Edition | Gukutsushi |
Mist on the Water | As the Fianna Gift: Fog on the Moor. This Gift transforms the Fianna into a ghostly outline of himself, allowing him to pass through anything except silver as though he were incorporeal. He may communicate and strike opponents normally. He cannot be harmed by anything except silver; all incoming attacks pass through him. A fog-spirit teaches this Gift. | The player spends one Willpower point and rolls Gnosis (difficulty 7) to instantly transform the Garou into a ghostly form. Each success allows the Garou to stay in that form for one turn, though the Garou may change back at will. The character cannot regenerate while in this form. | Changing Breeds 20th Anniversary Edition | Gukutsushi |
Fabric of the Mind (Kitsune) | As the Galliard Gift. The highest-ranked Galliards can bring the products of their imagination to very solid life, crafting creatures from the spiritual essence of dreams. Chimerlings teach this Gift. | The player makes an extended roll of Intelligence + Performance (difficulty 8). She can create any form of life she can imagine, assigning it one dot of Traits for each success gained on the roll. The werewolf can take as long as she wants to form the creature, accumulating successes from turn to turn, but once she stops, the dream being takes form and requires the expenditure of Gnosis to keep it manifested. The cost is one Gnosis per scene if the dream being remains relatively inactive (such as doing minor chores or watching a location), or one point per turn if the being engages in combat or similarly strenuous activity. The werewolf must be careful, because if she botches at any point, the dream being escapes her control. It will remain in the physical world for as long as it sees fit. | Changing Breeds 20th Anniversary Edition | Kataribe |
Paper Flesh | As the Gift: Paper Beast, save that it requires three Gnosis points, and the beast is fully flesh and blood (though it reverts to paper at the end of the scene or when slain). The Kitsune fashions a kami in the shape of a mundane animal, with the animal’s pictogram written on it. When the Kitsune spits on the kami, the paper beast immediately grows to full size and obeys the Fox’s commands. | The player spends two Gnosis and rolls Gnosis, difficulty 7. The resulting creature has all the traits of its likeness but only one health level. | Changing Breeds 20th Anniversary Edition | Ju-Fu |
Mokole Gifts
Gift | Description | System | Source | Rank |
---|---|---|---|---|
Falling Touch (Mokolé) | As the Ahroun Gift. 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. | Changing Breeds 20th Anniversary Edition | General |
Fatal Flaw (Mokolé) | As the Shadow Lord Gift. 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. | Changing Breeds 20th Anniversary Edition | General |
Inspiration (Mokolé) | As the Ahroun Gift. 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. | Changing Breeds 20th Anniversary Edition | General |
Razor Claws (Mokolé) | As the Ahroun Gift; only usable in Archid. 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. | Changing Breeds 20th Anniversary Edition | General |
Sense Dissolver | As the metis Gift: 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 eated 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. | Changing Breeds 20th Anniversary Edition | General |
Shed (Mokolé) | As the metis Gift. 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. | Changing Breeds 20th Anniversary Edition | General |
Sight of the True Form | As the Philodox Gift: 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. | Changing Breeds 20th Anniversary Edition | General |
Speed of Thought (Mokolé) | As the Silent Strider Gift, but costing 2 Gnosis rather than 1. 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. | Changing Breeds 20th Anniversary Edition | General |
Bellow | The Mokolé releases a powerful and terrifying reptilian roar. This Gift is taught by a crocodile-spirit. | The player spends one Rage point and rolls permanent Rage (difficulty of the target’s Willpower). If successful, the target reacts as though afflicted by the Delirium. Subtract the Mokolé’s Glory from the target’s Willpower before consulting the Delirium chart. Other shapeshifters can spend one Willpower point to resist the Gift’s effects for the rest of the scene. | Changing Breeds 20th Anniversary Edition | Rising Sun |
Eye of the Raptor | The Mokolé can see clearly for miles. A raptor-spirit teaches this Gift. | The player rolls Perception + Alertness (difficulty 8). The number of successes equals the number of miles the character can see clearly. | Changing Breeds 20th Anniversary Edition | Rising Sun |
Master of Fire (Mokolé) | As the homid Gift. 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. | Changing Breeds 20th Anniversary Edition | Rising Sun |
Fangs of Judgment | As the Philodox Gift. 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). | Changing Breeds 20th Anniversary Edition | Noonday |
Persuasion (Mokolé) | As the homid Gift. 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). | Changing Breeds 20th Anniversary Edition | Noonday, Decorated Sun |
Truth of Olodumare | As the Philodox Gift: Truth of Gaia. con 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. | Changing Breeds 20th Anniversary Edition | Noonday |
Burrow (Mokolé) | As the metis Gift. 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. | Changing Breeds 20th Anniversary Edition | Setting Sun |
Mother’s Touch (Mokolé) | As the Theurge Gift. As the Theurge Gift. 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. | Changing Breeds 20th Anniversary Edition | Setting Sun |
Resist Pain (Mokolé) | As the Philodox Gift. 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. | Changing Breeds 20th Anniversary Edition | Setting Sun |
Darksight | The ambient light of the Penumbra illuminates the physical world, even when darkness surrounds the Mokolé. A Lune teaches this Gift. | The player spends one Willpower point, and suffers no penalties for lack of light for the rest of the scene. | Changing Breeds 20th Anniversary Edition | Midnight Sun |
Brother’s Scent (Mokolé) | As the Children of Gaia Gift. 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. | Changing Breeds 20th Anniversary Edition | Midnight Sun |
Spirits of Laughter | The Midnight Sun invokes spirits of good humor, lightening everyone’s mood. A mockingbird-spirit teaches this Gift. | The player spends one Gnosis point. For the rest of the scene, all Rage rolls are made at +2 difficulty, and everyone finds it very difficult to become upset or out-of-sorts about anything. | Changing Breeds 20th Anniversary Edition | Midnight Sun |
Call the Rain | As the Ajaba Midnight Gift: Tears of the Heavens. Raising his arms and reciting a spontaneous poem, the Ajaba calls down the rain. A sky-spirit teaches this Gift. | The player spends one Gnosis point and rolls Wits + Expression (difficulty 8). Success causes rain to fall across an area (Obligation) miles in diameter around the Ajaba for ten minutes per success. | Changing Breeds 20th Anniversary Edition | Shrouded Sun |
Mother’s Touch (Mokolé) | As the Theurge Gift. 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. | Changing Breeds 20th Anniversary Edition | Shrouded Sun |
Sense Designer | As the metis Gift: Sense Wyrm, save that it detects the presence of the Weaver. 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 eated 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. | Changing Breeds 20th Anniversary Edition | Shrouded Sun |
Sense Magic (Mokolé) | As the Uktena Gift. As the Uktena Gift. 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. | Changing Breeds 20th Anniversary Edition | Shrouded Sun |
Spirit Speech (Mokolé) | As the Theurge Gift. 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. | Changing Breeds 20th Anniversary Edition | Shrouded Sun |
Mercy (Mokolé) | As the Children of Gaia Gift. 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. | Changing Breeds 20th Anniversary Edition | Decorated Sun |
Pack Tactics (Mokolé) | As the Ahroun Gift. 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). | Changing Breeds 20th Anniversary Edition | Decorated Sun |
Aura of Confidence (Mokolé) | As the Shadow Lord Gift. 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. | Changing Breeds 20th Anniversary Edition | Eclipsed Sun |
Heightened Senses (Mokolé) | As the lupus Gift. 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. | Changing Breeds 20th Anniversary Edition | Eclipsed Sun |
Lambent Flame (Mokolé) | As the Silver Fang Gift. 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. | Changing Breeds 20th Anniversary Edition | Eclipsed Sun |
Gift | Description | System | Source | Rank | ||
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Blessings of the Nest | Hissing a blessing in the Dragon Tongue, the Mokolé bestows a gift of fertility. In addition to ensuring conception on most recipients, the Gift also removes impotence from those who suffer from it and grants fertility to the normally barren. A rooster-spirit teaches it. | The player spends one Gnosis point. This Gift’s power is insufficient to make metis fertile. | Changing Breeds 20th Anniversary Edition | General | ||
Reptoid Form | Through careful refinement of her shapeshifting capabilities, the Mokolé learns to assume a form between Homid and Archid. This “near-man” form, roughly equivalent to the Garou Glabro form, lacks hair, has tough, lightly scaled skin, and sports small but sharp claws. It can only pass for human at a distance, under heavy clothing, or in poor light, but still avoids the size and subtlety issues associated with Archid. This Gift is taught by memory-spirits. | The character assumes her new form in the same manner as a Garou assuming Glabro. Its traits are: Strength +2, Stamina +2, Appearance –2, and it can make claw attacks for lethal damage. | Changing Breeds 20th Anniversary Edition | General | ||
Sense Gold | As the Ahroun Gift: Sense Silver, save that it detects gold. 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. | Changing Breeds 20th Anniversary Edition | General | ||
Silver Claws (Mokolé) | As the Ahroun Gift. 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. | Changing Breeds 20th Anniversary Edition | General | ||
Stinking Breath | As the Bone Gnawer Gift: Odious Aroma. | Odious Aroma (Nuwisha) | As the Bone Gnawer Gift. The Bone Gnawer amplifies his body odor to the point that it debilitates any who can smell it. | 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. | Changing Breeds 20th Anniversary Edition | General |
Paint the Meadows | The Mokolé may utter pitiable moans and groans to draw prey closer. Margay-spirits teach this Gift. | The player rolls Wits + Expression (difficulty of the target’s Willpower). The victim moves closer for one turn per success; if the victim is harmed, the Gift’s effects end. | Changing Breeds 20th Anniversary Edition | Rising Sun, Setting Sun | ||
Sense Silver (Mokolé) | As the Ahroun Gift. 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. | Changing Breeds 20th Anniversary Edition | Rising Sun | ||
Calm (Mokolé) | As the Children of Gaia Gift. 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. | Changing Breeds 20th Anniversary Edition | Noonday | ||
Strength of Purpose (Mokolé) | As the Philodox Gift. 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. | Changing Breeds 20th Anniversary Edition | Noonday | ||
Tame Sunbeam | The sun has long been the staunchest ally of the Mokolé, and sends his light when they need it most. A servant of Helios teaches this Gift. | The player spends a Gnosis point and rolls Intelligence + Occult, difficulty 6. An aura of bright sunlight surrounds the Mokolé for the rest of the scene, illuminating everything out to (successes x 2) yards. | Changing Breeds 20th Anniversary Edition | Noonday | ||
Clap of Thunder (Mokolé) | As the Shadow Lord Gift. 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. | Changing Breeds 20th Anniversary Edition | Setting Sun | ||
Rage of the Nest Mother | As the Boli Zousizhe Gift: Fu Xi’s Honor. | Changing Breeds 20th Anniversary Edition | Setting Sun | |||
Warding Dance | As the Fianna Gift: 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. | Changing Breeds 20th Anniversary Edition | Setting Sun | ||
Breaking the Tomorrow Wall | The Mokolé swims upstream through the river of Mnesis, catching vague glimpses of the future. A crane-spirit teaches this Gift. | The player spends one Gnosis point and rolls Perception + Enigmas, difficulty 6. The Mokolé gains one vague insight of the Storyteller’s choice per success. | Changing Breeds 20th Anniversary Edition | Midnight Sun, Shrouded Sun | ||
Dreamspeak (Mokolé) | As the Galliard Gift. 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. | Changing Breeds 20th Anniversary Edition | Midnight Sun | ||
Glib Tongue (Mokolé) | As the Fianna Gift. 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. | Changing Breeds 20th Anniversary Edition | Midnight Sun | ||
Command Spirit (Mokolé) | As the Theurge Gift. As the Theurge Gift. 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. | Changing Breeds 20th Anniversary Edition | Shrouded Sun | ||
Send the Dream | As the metis Gift: 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. | Changing Breeds 20th Anniversary Edition | Shrouded Sun | ||
Walking Between Worlds | As the Mokolé general Gift. Shrouded, Decorated, and Eclipsed Suns alone may buy this as a Level Two Gift. The Mokolé can breach the Gauntlet and enter the Umbra in the same manner as Garou. Lunes teach this Gift. | This Gift’s effects are permanent. | Changing Breeds 20th Anniversary Edition | Shrouded Sun, Decorated Sun, Eclipsed Sun | ||
Call to Duty (Mokolé) | As the Philodox Gift. 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. | Changing Breeds 20th Anniversary Edition | Decorated Sun | ||
Command the Gathering (Mokolé) | As the Philodox Gift. 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. | Changing Breeds 20th Anniversary Edition | Decorated Sun | ||
Dragon Drill | The Mokolé may organize her allies into a potent workforce, sharing any Ability known to a single member of the group with all members. This Gift can empower Mokolé, Kin, and any character with whom the Mokolé shares a totem. Ant-spirits teach this Gift. | The player spends a Gnosis point and rolls Manipulation + the appropriate Skill or Knowledge (difficulty 7). The number of successes is the number of individuals who gain the targeted Ability at the rating of the highest-rated member of the group. This Gift’s effects last for one scene. | Changing Breeds 20th Anniversary Edition | Decorated Sun | ||
Awe | The Mokolé becomes an unmistakable avatar of primal glory and majesty, crowned by the sun and cloaked in years. An avatar of Helios teaches this Gift. | The character permanently adds one die to all Charisma rolls. | Changing Breeds 20th Anniversary Edition | Eclipsed Sun | ||
Dazzle (Mokolé) | As the Children of Gaia Gift. 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. * Target Difficulty * Normal human: 4 * Packmate: 5 * Gaian Garou (even frenzied): 6 * Wyrm creature (including Black Spiral Dancers): 8 * Alien or unemotional creatures (vampires): 9 |
Changing Breeds 20th Anniversary Edition | Eclipsed Sun |
Gift | Description | System | Source | Rank |
---|---|---|---|---|
Dragonfear | As the Ahroun Gift: 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. | Changing Breeds 20th Anniversary Edition | General |
Dragon’s Breath | The Mokolé can spit fire. This Gift is taught by Dragon himself. | The player spends one Rage point and rolls Dexterity + Brawl (difficulty 8) to aim the attack (range 30 feet). It inflicts two automatic levels of aggravated damage, plus two additional levels per extra point of Rage spent after the attack is rolled. | Changing Breeds 20th Anniversary Edition | General |
Walking Between Worlds | The Mokolé can breach the Gauntlet and enter the Umbra in the same manner as Garou. Lunes teach this Gift. | This Gift’s effects are permanent. | Changing Breeds 20th Anniversary Edition | General |
Combat Healing (Mokolé) | As the Ahroun Gift. 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. | Changing Breeds 20th Anniversary Edition | Rising Sun |
Dragon’s Tongue | As the Bastet Pumonca Gift: Thunderbolt. So long as even a single cloud hangs in the sky, the werecougar may call down a lightning bolt to strike her foes. | The player spends one Rage point and rolls Dexterity + Survival to aim it (difficulty 8 in relatively clear conditions, difficulty 6 during a storm). The bolt inflicts (Cunning) dice of lethal damage. | Changing Breeds 20th Anniversary Edition | Rising Sun |
Hot Ichor | The Mokolé may use her Rage to heat her blood, enhancing her prowess in battle or on the hunt. A raptor-spirit teaches this Gift. | The player may spend Rage to increase her physical Attributes at a rate of one point of Rage per Attribute dot gained. This enhancement lasts for a number of turns equal to the Mokolé’s lowest permanent Renown category. | Changing Breeds 20th Anniversary Edition | Rising Sun |
Lash of Ages | As the Red Talon Gift: Render Down. Red Talons who posses this powerful Gift can destroy any man-made substance. Plastics, alloys and any other material not found in nature disintegrate with just a touch. Lawn chairs dissolve into oily puddles and steel melts into iron and carbon. The cockroach-spirit, which has witnessed the human’s secret creation rites, knows the Gifts that can dissolve almost anything. | The Garou must touch the material for the Gift to work. Only materials that science has manufactured are viable targets. For instance, a wooden chair would be unaffected, whereas a plastic chair would melt to the ground. The Garou then must roll her Rage against a difficulty determined by the item’s complexity. The difficulty ranges from iron (difficulty6) and ordinary plastics (difficulty 7) to rare and complex metal alloys (difficulty 9). Every success reduces five pounds of the target material to its base components. | Changing Breeds 20th Anniversary Edition | Rising Sun |
Clear Mind | This Gift encourages clarity of thought, no matter the distractions; it is taught by a crow-spirit. | The player spends one or more Willpower points, then chooses a Mental dice pool (such as Intelligence + Enigmas); each Willpower point spent adds one die to that pool until the sun next rises. | Changing Breeds 20th Anniversary Edition | Noonday |
Weak Arm (Mokolé) | As the Philodox Gift. 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. | Changing Breeds 20th Anniversary Edition | Noonday |
Armor of the Tortoise | The Mokolé may form a hard shell around his skin, protecting himself from harm. This Gift is taught by a turtle-spirit. | The player rolls Stamina + Primal-Urge, difficulty 6, and the weresaurian spends a turn in concentration. Add the number of successes rolled to the Mokolé’s soak rolls. The Gift lasts for (permanent Honor) turns, and may be used only once per scene. | Changing Breeds 20th Anniversary Edition | Setting Sun |
Clarity (Mokolé) | As the Stargazers Gift. This Gift grants the ability to see through fog, pitch darkness and even recognize illusions or invisibility. A wind-spirit teaches this Gift. | The player rolls Perception + Enigmas (difficulty 7). If the Stargazer attempts to see through someone else’s illusion, the number of successes rolled by the creator must be matched or beaten by the Garou. | Changing Breeds 20th Anniversary Edition | Setting Sun |
Combat Healing (Mokolé) | As the Ahroun Gift. 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. | Changing Breeds 20th Anniversary Edition | Setting Sun |
Might of the Kings | As the Get of Fenris Gift: 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. | Changing Breeds 20th Anniversary Edition | Setting Sun |
Become Log | As the Ragabash Gift: Blissful Ignorance, save that the Mokolé must be in a natural environment, or one comfortable to his varna (such as a golf course’s pond for an alligator varna). The bastet can become completely invisible to all senses, spirits or monitoring devices by remaining still. A chameleon-spirit teaches this Gift. | The player rolls Stamina + Stealth (difficulty 5). Each success subtracts one success from the Perception + Alertness rolls of those looking for the character. If no one is actively seeking the bastet, one success provides perfect concealment. | Changing Breeds 20th Anniversary Edition | Midnight Sun |
Invisibility (Mokolé) | As the Uktena Gift. 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. | Changing Breeds 20th Anniversary Edition | Midnight Sun |
Open Moon Bridge (Mokolé) | As the Ragabash Gift. 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. | Changing Breeds 20th Anniversary Edition | Midnight Sun |
Deeper Lungs | The Mokolé may reserve air within herself, allowing her to live for a period of time without breathing. This Gift is taught by a turtle-spirit. | The Mokolé may hold her breath for (Stamina) hours. This Gift’s effects are permanent. | Changing Breeds 20th Anniversary Edition | Shrouded Sun |
Exorcism (Mokolé) | As the Theurge Gift. This is the Gift of ejecting spirits from places or objects, whether they are there voluntarily or are bound there. Any Incarna avatar can teach this Gift. | The Garou must concentrate uninterrupted for three turns. If a spirit does not wish to leave, the player must make a Manipulation + Intimidation roll (difficulty of the spirit’s Willpower). If the spirit has been bound to its lodging place (or into a fetish), then the exorcist must make a Wits + Subterfuge roll (difficulty 8) and gain more successes than the binder did when tying the spirit to its location. This Gift can be used to “cure” fomori, although the host will surely die as the Bane is ejected unless a powerful healer manages to preserve her live during the exorcism. | Changing Breeds 20th Anniversary Edition | Shrouded Sun |
Shadow Wings | As the Uktena Gift: Spirit of the Bird. 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. | 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. | Changing Breeds 20th Anniversary Edition | Shrouded Sun |
Long Running | The Mokolé can make long trips far more quickly than should be possible. An air-spirit teaches this Gift. | The player spends one Gnosis point and rolls Dexterity + (Athletics or Drive) against a difficulty of the local Gauntlet. Each success reduces the overall travel time to reach the Mokolé’s current destination by 5%. | Changing Breeds 20th Anniversary Edition | Decorated Sun |
Reshape Object (Mokolé) | As the homid Gift. 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. | Changing Breeds 20th Anniversary Edition | Decorated Sun |
Dragon-King’s Majesty | As the Shadow Lord Gift: 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. | Changing Breeds 20th Anniversary Edition | Eclipsed Sun |
Eye of the Cobra (Mokolé) | As the Galliard Gift. 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. | Changing Breeds 20th Anniversary Edition | Eclipsed Sun |
Wrath of the Dragon | As the Silver Fang Gift: 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. | Changing Breeds 20th Anniversary Edition | Eclipsed Sun |
Gift | Description | System | Source | Rank |
---|---|---|---|---|
Attunement (Mokolé) | As the Silent Strider Gift. The Garou may commune with the spirits of a city or town and gain information about the area from them, including rough population, enclaves of Garou or other being and secret tunnels. This Gift does not function in the wilderness, since the Bone Gnawers have lost the knack for conversing with such spirits easily. A rat-spirit teaches this Gift. Glass Walkers: a cockroach-spirit teaches this Gift. Silent Strider: one exception: When the Garou learns the Gift, she must choose if it functions in the city or the wilderness. The “city” version is identical to the Bone Gnawer Gift. The “wilderness” version is similar, but the roll required is Perception + Survival. Uktena: any animal spirit teaches this Gift. Works in rural or wilderness rather than urban areas, and the required roll is Perception + Survival. | The player spends one Gnosis and rolls Perception + Streetwise. The amount and accuracy of the information depends on the number of successes rolled. On a botch, playful spirits lie (which can be fatal, depending on the nature of misinformation). | Changing Breeds 20th Anniversary Edition | General |
Cocoon (Mokolé) | As the homid Gift. The werewolf can wrap himself in a thick, opaque sarcophagus-like epidermis, making him immobile but near-impervious to harm. This cocoon grants him immunity to fire, starvation, gas, high pressure, cold and similar environmental hazards. An insect or Weaver-spirit teaches this Gift. | The Garou spends one Gnosis point. While in the cocoon, the werewolf ignores any attacks which fail to do damage at least equal to her Stamina + Rituals, but attacks that pierce the cocoon destroy it. The cocoon lasts for one scene, after which it dissolves rapidly and evaporates. The player may extend the duration of the Gift spending more Gnosis points. Spending days in the cocoon is entirely possible, but the maximum duration is up to the Storyteller. | Changing Breeds 20th Anniversary Edition | General |
Serenity (Mokolé) | As the Children of Gaia Gift. The Garou can fill a hot heart with the peace of Gaia, even in the midst of battle. An avatar of Unicorn teaches this Gift. | The player spends one Gnosis point and rolls Charisma + Expression (difficulty equal to the target’s Willpower). For one turn per success, the target automatically fails all Rage rolls, cannot frenzy, and cannot spend Rage. | Changing Breeds 20th Anniversary Edition | General |
Anger of the Wani | As the Wendigo Gift: Invoke the Spirits of the Storm. The Garou can summon nearly any weather effect she desires, be it a tornado, fog, blizzard or thunderstorms. An avatar of Wendigo teaches this Gift. An avatar of Rainbow Serpent teaches the Bunyip version. | The player spends one Gnosis pint and rolls Willpower (difficulty varies based on how close the desired effect is to the actual weather patterns of the area). The storm covers 10 miles per success. If the Garou summons a thunderstorm, she may spend Gnosis to call lightning down on her enemies (Dexterity + Occult to hit, 10 dice of aggravated damage). Shadow Lord version: Only thunderstorms may be called and an avatar of Grandfather Thunder teaches this Gift. | Changing Breeds 20th Anniversary Edition | Rising Sun |
Scream of Gaia (Mokolé) | As the lupus Gift. The Garou emits a horrible, ragged scream imbued with Rage and pain of Gaia. The force of the scream batters foes and knocks them off their feet. Storm-spirits, which the Get call Sturms, teach this Gift. | The player spends a Gnosis point and rolls Rage. Everyone within a 50-foot radius is blasted to the ground to suffer one health level of bashing damage per success as a shockwave rips through the area. | Changing Breeds 20th Anniversary Edition | Rising Sun |
Raptor’s Gaze | As the Fianna Gift: Balor’s Gaze. This Gift emulates the power of one of the Fianna’s legendary enemies. One of the Garou’s eyes glows a livid red color, and all enemies caught in his gaze are stricken with pain. A pain-spirit teaches this Gift. | The player spends one Rage point and one Gnosis. She must then roll Perception + Occult (difficulty 8). For the rest of the scene, any foe at whom the Garou glances must roll Willpower (difficulty 8 (and equal or exceed the player’s successes or double over in pain. Any beings thus affected take wound penalties as though they were at Crippled (-5 dice to all actions), regardless of their current health. Any characters already at Crippled are considered Incapacitated. | Changing Breeds 20th Anniversary Edition | Noonday |
Strength of the Dominator (Mokolé) | As the Shadow Lord Gift. The Garou draws on a target’s anger to feed his own. A Stormcrow teaches this Gift. | The player rolls Wits + Intimidation (difficulty of the target’s Willpower). For a number of turns equal to the successes scored, the target will lose a point of Rage per turn, while the Shadow Lord gains that Rage. The character can use this Gift only once per target per scene. | Changing Breeds 20th Anniversary Edition | Noonday |
Clenched Jaw (Mokolé) | As the Ahroun Gift. The werewolf with this Gift can bite down with such power that her grip won’t loosen until she chooses to do so; even in death, her jaws bite down. A wolf- or hyena-spirit teaches this Gift. | After making a successful bite attack, the player may invoke this Gift by spending a Rage point. For each successive turn she opts to maintain her grip, she makes a bite attack roll (difficulty 3). While foes can make a resisted Strength roll to break the grip (suffering an additional health level of damage in the process of tearing free), the Garou may add half her Willpower to her dice pool. | Changing Breeds 20th Anniversary Edition | Setting Sun |
Hand of the Earth Lords (Mokolé) | As the Uktena Gift. By drawing on the land’s energies, the Uktena can move any one object weighing up to 1000 pounds telekinetically. An air elemental and an earth elemental must teach this Gift in concert. | The player spends one Gnosis point and rolls Dexterity + Occult (difficulty 7). The Uktena must maintain concentration in order to move the object, which travels at roughly 20 mph. The effect lasts for one turn per success. | Changing Breeds 20th Anniversary Edition | Setting Sun |
Fool’s Luck | This Gift grants temporary immunity to bad luck. A rabbit-spirit teaches it. | The player spends one Gnosis point. The character cannot botch any rolls until the sun next rises; treat any botches as normal failures. | Changing Breeds 20th Anniversary Edition | Midnight Sun |
Living Treasure (Mokolé) | As the Hakken Gift. A Hakken can convince the spirit of a treasure in his possession to relate its history and lore. An ancestor-spirit imparts this Gift. | The Hakken touches the object; the player rolls Manipulation + Etiquette (difficulty 7). Each success causes the spirit to reveal one fact about itself. Hakken may use this Gift on common items as well, making it a useful tool for investigations or problem solving. This Gift may only be used once per object. | Changing Breeds 20th Anniversary Edition | Shrouded Sun |
Recapitulate | The Mokolé can attack enemies with their own evolutionary heritage, forcing them to retreat back down the tree of life toward a clump of cells. The foe is transformed into a lower form of life. A lungfish-spirit teaches this Gift. | The Mokolé shouts the enemy’s name and certain Words out of time. The player spends two Gnosis points, then rolls Mnesis + Intimidation, difficulty 7. The player splits her successes between the effects of devolution and the duration. For each success spent on effect, the victim devolves through one stage of existence: for humans or Garou, one success makes him a primitive rat-like mammal, two make him a synapsid, and so on. The effect lasts for ten minutes per success spent on duration. | Changing Breeds 20th Anniversary Edition | Shrouded Sun |
Infest (Mokolé) | As the Bone Gnawer Gift. The Garou can summon a horde of vermin to invade a structure (no bigger than a large building). The Gift summons any kind of vermin common to the area, which usually includes a lively variety of insect, slugs, and rodents, and it may also include carrion birds and snakes. These creatures will not attack humans mindlessly. They will act according to their natures, which often means fleeing to dark places and hiding out. Any vermin spirit can teach this Gift. | The player spends one Gnosis and rolls Manipulation + Animal Ken (difficulty 7). One success stirs up some shrieks and a call to an exterminator, while five swamps that structure in vermin completely, making it uninhabitable for quite some time. | Changing Breeds 20th Anniversary Edition | Decorated Sun |
Shadows by the Firelight (Mokolé) | As the Galliard Gift. By invoking the power of shadows and dreams, the Galliard may create interactive stories in which others take part — willingly or not. Shadows dance around the participants as they act out their roles (as directed by the Galliard). This Gift is used commonly at moots, allowing many Garou to take part in the same legend recounted by the Galliard. However, this Gift can also be used on the unwilling, forcing them to participate in a story of the Garou’s choosing. An ancestor-spirit teaches this Gift. | When using this Gift on the unwilling, the player must spend a variable amount of Gnosis and score three successes on a Manipulation + Performance roll (difficulty of the target’s Willpower). If successful, the player may tell a story and force the victim to perform exactly as the story’s character does. This effect lasts one turn per Gnosis point spent. | Changing Breeds 20th Anniversary Edition | Decorated Sun, Midnight Sun |
Mastery (Mokolé) | As the Silver Fang Gift. With the power of this Gift, the Fang can command other Garou, including Black Spiral Dancers, to do her bidding. A falcon-spirit teaches this Gift. | The player rolls Charisma + Leadership (difficulty of the target’s Wits +3). If the roll succeeds, the Garou can give the target one non-suicidal command, which he must obey for one turn per success. This Gift works only against Garou. | Changing Breeds 20th Anniversary Edition | Eclipsed Sun |
Sun Enfleshed | The Mokolé becomes a living embodiment of the sun’s holy fire. She bursts into silent, solar flames, burning her opponents with a touch. This Gift is taught by an avatar of Helios. | The player spends three Gnosis points to activate this Gift. Any vampires looking upon the Mokolé must roll to resist fear frenzy as though they beheld the sun at full noon, and the Mokolé’s natural weapons inflict two additional dice of aggravated damage, as well as being treated as weapons made of gold. | Changing Breeds 20th Anniversary Edition | Eclipsed Sun |
Gift | Description | System | Source | Rank |
---|---|---|---|---|
Grasp the Beyond (Mokolé) | As the Theurge Gift. The Garou may take things to and from the Umbra without having to dedicate them to herself (see the Rite of Talisman Dedication). This Gift affects humans and animals, both willing and unwilling. Garou often use this power to take loyal Kinfolk with them on Umbral quests or to heal injured Kinfolk — both body and soul — in mystic Glens. | The Garou must grasp the object or person he wishes to take to the spirit world. He must then spend a number of Willpower points: one for small items (a pocket-watch or knife), two for larger items (a backpack or bow) and three for huge items (including people). The player makes the usual Gnosis roll to pierce the Gauntlet and step sideways; if successful, both he and the desired object or person pass into the Umbra. An unwilling target may resist with a Willpower roll; each success subtracts one from the Garou’s successes. A Garou attempting to abduct an unwilling victim must achieve at least three successes on his Gnosis roll. Unless she has the ability to step sideways, any person taken to the Umbra must rely on the Garou to escape, or she must find an area with a very thin Gauntlet, such as a caern. The Gauntlet rating must be 3 or lower for a victim to exit of his own accord. If he does exit, he may not reenter the Umbra, regardless of the Gauntlet rating. If left in the Umbra too long, a living creature eventually turns to spirit matter entirely. | Changing Breeds 20th Anniversary Edition | General |
Song of the Great Beast (Mokolé) | As the lupus Gift. The werewolf with this Gift may summon one of the legendary great beasts – the mythical creatures said to have been slain by the Garou in the Impergium. Each tribe’s legends hold different mythical creatures that their greatest heroes defeated in the days of legend. These creatures include the Sasquatch, the Loch Ness Monster, and various other “cryptids.” A Great Beast teaches this Gift. | The player spends two Gnosis points and rolls Charisma + Primal-Urge (difficulty 8). If successful, the Great Beast comes to assist the werewolf for one battle. | Changing Breeds 20th Anniversary Edition | General |
Jointsnake’s Mojo | The Mokolé may rejoin severed body parts without even touching them; they simply wriggle back to the stump, reattaching themselves. This Gift is taught by jointsnake-spirits. | The player need only spend one Gnosis to call back and reattach a severed body part, so long as that body part is within (Glory x 2) yards. | Changing Breeds 20th Anniversary Edition | Rising Sun |
Wall of Granite (Mokolé) | As the Philodox Gift. Philodox have a stronger relationship with the elementals of the earth than do other werewolves, for just as the earth upholds those upon it, the Philodox uphold their people’s ways. While in contact with earth or rock, the Philodox can invoke a wall to protect himself. This wall will move with the Garou, defending him from all angles. Earth elementals teach this gift. | The Garou spends one Gnosis point. The wall’s dimensions are three yards high, two yards long and one yard thick. It has a soak pool of 10 dice, and 15 health levels must be inflicted to penetrate it at any point. The wall lasts for one scene or until released into the earth by the Garou. | Changing Breeds 20th Anniversary Edition | Rising Sun |
Geas (Mokolé) | As the Philodox Gift. This Gift places its target under a geas, a sacred oath to obey the Philodox’s bidding. The geas cannot make the targets act contrary to their basic instincts (such as self-preservation). Therefore, she could send a group on a quest, but she could not make its members attack and try to kill each other — unless they were psychotics or werewolves without pack bonds. An Incarna avatar teaches this Gift. | The player spends one Gnosis point and rolls Manipulation + Leadership (difficulty of the target’s Willpower). In the case of a group, the difficulty is the highest Willpower among its members. The geas’ compulsion lasts until the task is completed or until the target is dropped to the Incapacitated health level in pursuit of the quest. No victim can labor under more than one geas at a time; the first one laid always takes precedence. | Changing Breeds 20th Anniversary Edition | Noonday |
Wisdom of the Sun | As the Stargazer Gift: Wisdom of the Seer, save that the Mokolé must meditate beneath Lord Sun’s face. By gazing into the night sky for an hour, the Stargazer can find the answer to almost any question among the stars. A Chimerling teaches this Gift. | The Garou’s player spends one Gnosis point and rolls Intelligence + Enigmas (difficulty 7). If successful, the player can ask any one simple question of the Storyteller and expect an honest answer. The clarity of the information depends on the number of successes, and it is rare to gain a complete and straightforward answer. | Changing Breeds 20th Anniversary Edition | Noonday |
Halo of the Sun (Mokolé) | As the Children of Gaia Gift. The Garou is surrounded by a nimbus of blazing sunlight. Some Wyrm-creatures may flee before this terrifying sight, but any who stay and fight discover that the Garou strikes with added power. Helios, the Celestine of the sun, teaches this Gift. | The player spends one Gnosis point, and the effects of the Gift last for one scene. The Garou is surrounded in blinding sunlight, and anyone looking directly at the werewolf is blinded (add three to difficulties to attack the Garou). The Garou adds two dice of damage to all hand attacks, and hand damage is considered aggravated in all forms. Any vampires within 20 feet take damage as though exposed to true, direct sunlight. | Changing Breeds 20th Anniversary Edition | Setting Sun, Eclipsed Sun |
Take the True Form (Mokolé) | As the Philodox Gift. The Philodox with this power can force a Garou into her breed form. This Gift is especially useful to abate frenzy, prevent damage from silver or take a combative advantage. A wolf-spirit teaches a worthy Philodox the workings of this Gift. | The player rolls his Manipulation + Primal-Urge (difficulty 7). If successful, the target automatically shifts to her breed form. The number of successes equals the number of turns the target must remain in her natural form. | Changing Breeds 20th Anniversary Edition | Midnight Sun |
Thousand Forms (Mokolé) | As the Ragabash Gift. Most trickster archetypes are shapeshifters, and the Ragabash is no different. The Garou with this Gift may change herself into any animal between the sizes of a small bird and a bison. The Garou gains all the special powers (flight, gills, poison, sensory abilities, etc.) of the animal she mimics. She may not take the form of Wyrm-beasts (not that she would wish to!), but she may take the form of mythical beasts with some extra effort. Black Furies: The Fury that chooses to risk taking the form of a mythical beast typically honors Pegasus by assuming her form. | The player spends a Gnosis point and rolls Intelligence + Animal Ken. The difficulty varies, rising higher the farther removed from the Garou’s natural form the desired animal is. For example, an ape or panther (mammals of roughly equal mass) might be difficulty 5, while an alligator (a reptile of slightly larger size) would be difficulty 7, and a frog (a much smaller amphibian) would be difficulty 0. Mimicking mythical animals is always difficulty 10. | Changing Breeds 20th Anniversary Edition | Midnight Sun |
Gorgon’s Gaze (Mokolé) | As the Black Fury Gift. This hideous power of legend can turn living flesh into stone with but a gaze. Victims who make eye contact with the user of this Gift find themselves changed into statues where they stand. This Gift is a closely guarded secret, not to be shared with the other tribes. Rumors persist that elder Black Furies can make the effect permanent. Difficult to find and even more dangerous to approach, the legendary Basilisk-spirit can teach this Gift. | After making eye contact, the player rolls Perception + Occult (difficulty equal to the target’s Willpower) to determine the number of rounds the victim remains stone. The player can double this time by spending a Willpower point. | Changing Breeds 20th Anniversary Edition | Shrouded Sun |
Malleable Spirit (Mokolé) | As the Theurge Gift. The Garou can change a spirit’s form or purpose. A Chimerling teaches this Gift. | The Garou’s player must best the spirit in a resisted Gnosis roll. The difficulty is based on what the Garou tries to accomplish, while the spirit’s difficulty is the Garou’s Gnosis. | Changing Breeds 20th Anniversary Edition | Shrouded Sun |
Chaos Mechanics (Mokolé) | As the Glass Walker Gift. Werewolves pulse with the Wyld’s energy, of course, but all creatures with form and nature have something of the Weaver in them, or so the Glass Walkers argue. Upon learning this Gift, the Glass Walker reconciles these two sides of his being, and he can summon primal energy and mystical form at the same time. | A Garou with this Gift may use Rage and Gnosis in the same turn with no penalty. Doing so allows the Garou to use Rage actions to activate fetishes and use Gifts requiring Gnosis (provided that said Gift does not take a full turn to enact). What’s more important is that it allows the Garou to take Rage actions in the same turn that he steps sideways, provided that the player rolls enough successes to get to or from the Umbra instantly. This Gift’s effects are permanent. | Changing Breeds 20th Anniversary Edition | Decorated Sun |
Obedience (Mokolé) | As the Shadow Lord Gift. With the power of this Gift, the Shadow Lord becomes the ultimate alpha, compelling all others to follow her orders. A Stormcrow teaches this Gift. | The player spends one Gnosis point and rolls Charisma + Leadership (difficulty 8). All in the vicinity must roll Willpower (difficulty 8) and match or exceed the Garou’s successes to avoid the effects of the Gift. If the werewolf wins by one success, the targets follow any order they don’t mind following. Getting three successes means that the targets will treat the Garou as their alpha and fight for him. Getting five successes means that the targets will follow him into the Abyss or perform other virtually suicidal actions. | Changing Breeds 20th Anniversary Edition | Decorated Sun |
Stop Continental Drift | The Crowned with this powerful Gift can travel the world as though it were still the dawn of time. A journey from the shores of Africa to South America, for example, may take only a matter of days. Crocodile-spirits teach this gift. | Once the character begins her journey, the player rolls Stamina + Rituals, difficulty 7. The Crowned leads any companions traveling with her in a song of the oldest times, of smoking mountains and gods that walk in thunder. The group passes in and out of the world as in a dream, bypassing oceans as though the land were connected as it was in the days of Pangaea. | Changing Breeds 20th Anniversary Edition | Eclipsed Sun |
Nuwisha Gifts
Gift | Description | System | Source |
---|---|---|---|
Camouflage (Nuwisha) | As the Wendigo Gift. As the Garou Wendigo Gift. The Wendigo blends in with the surrounding wilderness, making him very difficult to see. | The difficulties to spot the Garou increase by three, provided that he is in the woods. The werewolf invokes the effects at whim. | Changing Breeds 20th Anniversary Edition |
Coyote’s Intuition | The Nuwisha can intuitively discern what subject the target least wants to talk about at that moment. | After a few moments of scrutiny, the player rolls Perception + Subterfuge (difficulty of the target’s Willpower). | Changing Breeds 20th Anniversary Edition |
Earworm | The Nuwisha can make a simple tune endlessly replay in the victim’s mind, distracting them for days. It can also be used constructively to ensure a tune or code-phrase is remembered. | The Nuwisha hums, sings a tune, or jingle while looking at his target, and rolls Wits + Expression (difficulty equal to the target’s Willpower). Success makes the sound play endlessly in the victim’s mind for one day per success. The victim can still sleep but suffers +2 difficulty on rolls requiring concentration or any extended action. | Changing Breeds 20th Anniversary Edition |
Emperor’s Clothes | The Nuwisha can whisk an item of clothing off a person with a simple grab, even if it should be difficult to remove. | The Nuwisha rolls Dexterity + Larceny (difficulty of the target’s Dexterity + Athletics) and pulls at the item of clothing. On a success, she grabs the garment from the target. This Gift can only be used on an individual once per night. | Changing Breeds 20th Anniversary Edition |
Finders Keepers | The Nuwisha leaves a spiritual mark on a victim that other Nuwisha and spirits can see, compelling spirits to avoid the victim until they learn their lesson. | The Nuwisha spends a Gnosis point and touches the victim. Nuwisha and spirits automatically see the spirit mark, but do not know who has placed it. A spirit must roll Gnosis (difficulty equal to the Nuwisha’s Willpower) to approach or communicate with the victim. | Changing Breeds 20th Anniversary Edition |
Laugh of the Vagabond | As the Bone Gnawer Gift: 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. | Changing Breeds 20th Anniversary Edition |
Rabbit Run | As the Silent Strider Gift: 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. | Changing Breeds 20th Anniversary Edition |
Salaryman | The Nuwisha becomes forgettable in any crowd of three or more humans (or similar creatures), making her difficult to spot or recognize. | The difficulties to spot the Nuwisha in any group of three or more humans (or human-like supernatural creatures) increase by three, to a maximum of difficulty 9. This Gift is always active. | Changing Breeds 20th Anniversary Edition |
Scent of Sweet Honey (Nuwisha) | As the Bone Gnawer Gift. 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. | Changing Breeds 20th Anniversary Edition |
Secret Question | This Gift allows the Nuwisha to provide the correct answer to a question intended to verify someone’s identity, even if she doesn’t know the answer herself. | The player spends a point of Gnosis and rolls Manipulation + Subterfuge (difficulty 7). A single success is all that is required, but each question requires another use of the Gift. The Nuwisha does not know what answer the victim heard. | Changing Breeds 20th Anniversary Edition |
Sleep of the Ages | This Gift ensures that nothing short of physical contact will wake the target, who is already asleep. | The Nuwisha must touch an already-sleeping target and roll Gnosis (difficulty of the target’s Willpower). Each success gives one hour during which nothing except direct physical contact will wake the victim. | Changing Breeds 20th Anniversary Edition |
Snake’s Skin | As the metis Gift: 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. | Changing Breeds 20th Anniversary Edition |
Swollen Tongue | The Nuwisha can cause a target’s tongue to swell with a touch, preventing speech for the rest of the scene. | The character touches her target, and the player rolls Gnosis (difficulty of the victim’s Willpower). Three or more successes also cause the target’s hands to fumble when attempting to sign or write. | Changing Breeds 20th Anniversary Edition |
Twin-Faced Trickster | As the Black Fury Gift: 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. | Changing Breeds 20th Anniversary Edition |
Two Tongues (Nuwisha) | As the Fianna Gift. 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. | Changing Breeds 20th Anniversary Edition |
Song of Kokopelli | This Gift ensures that everyone within hearing range of the Nuwisha's song remains calm and sedate, potentially canceling an opponent's frenzy for as long as the song continues. | The player rolls Manipulation + Performance, with a varying difficulty depending on the situation. Individuals may resist with a Willpower roll (difficulty 6), with the difficulty to resist increasing by one for each success on the initial roll. The Gift lasts as long as the Nuwisha's song. | Nuwisha BB p49 |
Spirit Speech (Nuwisha) | As the Garou Theurge Gift. This Gift allows the Nuwisha to communicate with encountered spirits, addressing them whether they wish to be addressed or not. | Once learned, this Gift allows the Nuwisha to intuitively understand the communication of spirits. Alien spirits may be difficult or painful to understand. | PGttCB p135 |
Xochipilli's Touch | This Gift brings luck, either good or bad, to the Nuwisha or a target. The nature and manifestation of the luck are entirely in the Storyteller's hands. | The player rolls Wits + Enigmas (difficulty 7). The Storyteller controls how the luck manifests, and the player may increase the luck to miraculous levels by spending a Gnosis point. | Nuwisha BB p50 |
Gift | Description | System | Source |
---|---|---|---|
Beneath the Electron Bridge | After conversing with her target, the Nuwisha can intuitively discern the exact words to provoke the target into a rage, causing humans to become furious and potentially provoking frenzy checks in other creatures. | The player spends one Gnosis point and rolls Wits + Empathy (difficulty 8) to come up with the perfect worst-thing-to-say. | Changing Breeds 20th Anniversary Edition |
Command Spirit | Umbral Danse. As the Theurge Gift. 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. | Changing Breeds 20th Anniversary Edition |
Curse of Tiresias | The Nuwisha can transform an individual into a member of the opposite sex by striking them on the head. The transformed individual will resemble an opposite-sex sibling rather than a wholly different person. | The player spends a Gnosis point and rolls Dexterity + Brawl or Melee (difficulty 6) to strike an unwilling target (this inflicts no damage). The transformation lasts for (Nuwisha’s Humor) days. | Changing Breeds 20th Anniversary Edition |
Distractions (Nuwisha) | As the Galliard Gift. 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. | Changing Breeds 20th Anniversary Edition |
Gift of the Termite (Nuwisha) | 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. | Changing Breeds 20th Anniversary Edition |
New Face | The Nuwisha can completely change her appearance, including race, gender, and canid species, although the transformation only affects her Homid and Latrani forms. | The player rolls Manipulation + Expression (difficulty 6) and spends a Gnosis point. The transformation lasts for (Cunning) days. | Changing Breeds 20th Anniversary Edition |
Odious Aroma (Nuwisha) | As the Bone Gnawer Gift. The Bone Gnawer amplifies his body odor to the point that it debilitates any who can smell it. | 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. | Changing Breeds 20th Anniversary Edition |
Otter’s Breath | As the Uktena Gift: Spirit of the Fish. As the Spirit Of The Fish Uktena Gift. 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. | Changing Breeds 20th Anniversary Edition |
Sheep’s Clothing | The Nuwisha can perfectly mimic the forms, scent, and outer markings of another breed of shapeshifter, though not of a specific individual. | The player spends one Gnosis point and selects a shapeshifter to impersonate. The Nuwisha gains no mechanical benefits or special powers from the disguise. The disguise lasts for (Humor) days. | Changing Breeds 20th Anniversary Edition |
Suspicious Glance | The Nuwisha can sow seeds of doubt between trusted allies, causing one of them to suspect betrayal from another. | The player names a victim and rolls Manipulation + Subterfuge (difficulty 6). The suspicion lasts for 24 hours. The player can spend a point of Gnosis to name two victims, causing one to suspect the other. | Changing Breeds 20th Anniversary Edition |
Tiny Coyote | The Nuwisha can shrink down to the size necessary to fit through small spaces, down to the size of a mouse. | The player spends one Gnosis and instantly shrinks to fit into an available space. The Nuwisha automatically returns to normal size upon entering a space large enough to accommodate her usual size. She cannot change forms while shrunk. | Changing Breeds 20th Anniversary Edition |
Voice's Bank | The Nuwisha can imitate people’s voices perfectly and store them in a ‘bank’ for later use. | The player rolls Perception + Expression while listening to a person speak. The difficulty depends on the length of the sample: a few words is difficulty 8, a full minute is difficulty 7, and over half an hour is difficulty 6. The Nuwisha can imitate a stored voice for a scene by spending one Gnosis point. The Nuwisha may store as many voices as he has dots in Expression. | Changing Breeds 20th Anniversary Edition |
Camouflage (Nuwisha) | As the Garou Wendigo Gift. The Wendigo blends in with the surrounding wilderness, making him very difficult to see. | The difficulties to spot the Garou increase by three, provided that he is in the woods. The werewolf invokes the effects at whim. | Nuwisha BB p50 |
Dance of Dionysus | The target of this Gift becomes uncoordinated and extremely dizzy, appearing drunk to bystanders. All Physical difficulties are increased by three. | The Nuwisha must touch her target, while the player spends one Gnosis and one Willpower point. This Gift lasts for one turn. | Nuwisha BB p50 |
Twisting Tongues | The Nuwisha may understand any written or spoken language, including sign language, facial expressions, and even computers. | The player rolls Wits + Expression (difficulty 7). For every success, the character fully comprehends the language for one full day. This Gift must be used separately for each language. | Nuwisha BB p50 |
Gift | Description | System | Source |
---|---|---|---|
Gift of Laughter | The Nuwisha can end a frenzy, lighten the mood in tense situations, or end the pain of someone mortally injured. | The player rolls Charisma + Expression against a difficulty matching the target's Willpower. At least one success is required to use this Gift, and at least three successes are needed to end a frenzy. | Nuwisha BB p50 |
Push (Umbral Danse) | The Nuwisha can force another being into the Umbra. | The player must make a Gnosis roll (difficulty of the target's Willpower) and expend one Gnosis point. The target of this Gift appears in the Penumbra. | Nuwisha BB p50 |
Scent of Vengeance | The Nuwisha can make another shapechanger recognize the scent of an old foe, either from a distance or by placing the scent on another target. | The player rolls Wits + Subterfuge, difficulty 5, when producing the scent of an old foe. If used on a target, the player must touch the target, spend one Gnosis point, and make a Wits + Subterfuge roll at difficulty 7. | Nuwisha BB p51 |
Blisters | The Nuwisha can cause her target to break out in painful blisters, resulting in a loss of fur and a generally repulsive appearance. | The Nuwisha touches her target and the player rolls Manipulation + Primal-Urge. The blisters last for (successes gained x Humor) days, causing the target to lose three dice from all social dice pools. | Changing Breeds 20th Anniversary Edition |
False Spoor | The Nuwisha can change her scent to perfectly mimic someone else's for a short duration. | The Nuwisha spends one Gnosis point and rolls Perception + Primal Urge (difficulty 6, or difficulty 8 if the Nuwisha has not sampled the target’s scent in Latrani, Sendeh, or Manabozho form). The deception lasts for (Humor) days, unless ended earlier. Scent of the True Form or similar abilities add the Nuwisha’s successes to the difficulty of detecting the deception. | Changing Breeds 20th Anniversary Edition |
Fool’s Luck | The Nuwisha can swap a target’s good fortune for bad, twisting fate and probability. However, she cannot control the outcome. | When the target makes a roll, the player spends a Gnosis point and rolls Wits + Enigmas (difficulty 7). If the Nuwisha rolls at least as many successes as her victim, the victim’s action fails. The next time the victim rolls, use the results of the roll the Nuwisha interrupted. | Changing Breeds 20th Anniversary Edition |
Forbidden Words | The Nuwisha may prevent a target from speaking about a specific topic. If the target attempts to do so, they vomit up vermin instead of speaking. | The player spends a Gnosis point and rolls the Nuwisha’s permanent Humor as a dice pool (difficulty 6). The effect lasts for one day per success. | Changing Breeds 20th Anniversary Edition |
Gift of Rage | The Nuwisha gains temporary access to Rage, allowing her to use it as a Garou would. | The player spends one Willpower point to gain 5 Rage points, which may be used as Garou do. This Gift may be used once per scene, and the Nuwisha may never have more than 5 Rage. While the Nuwisha has Rage, she is vulnerable to silver and susceptible to frenzy. | Changing Breeds 20th Anniversary Edition |
Happy Thoughts | With a touch, the Nuwisha removes another's ability to use Rage, preventing frenzy or Rage spending for the remainder of the scene. | The Nuwisha touches her target and the player spends one Gnosis point. The target cannot frenzy or spend Rage for the rest of the scene. | Changing Breeds 20th Anniversary Edition |
Now You Don’t | The Nuwisha can make a specific category of objects, like cars or doors, invisible to a target. The target perceives the space as if the objects were never there. | The player spends one Gnosis point and rolls Wits + Larceny (difficulty of the target’s Willpower). The objects remain hidden for (Humor) hours. They are still apparent to all senses other than sight. | Changing Breeds 20th Anniversary Edition |
Pain Remains | The Nuwisha ensures that the pain from an injury lingers long after the wound is healed. | The player selects an injured target, spends one Gnosis point, and rolls Perception + Medicine (difficulty of the target’s Stamina + Survival). The victim suffers an injury penalty equal to the number of successes (up to his current injury penalty) until the next sunset. | Changing Breeds 20th Anniversary Edition |
Raven’s Feather | As the Uktena Gift: Spirit of the Bird. 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. | 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. | Changing Breeds 20th Anniversary Edition |
Shadow Walk | The Nuwisha can pass through the Gauntlet into any aspect of the Umbra, including the Dark Umbra or the Horizon Realms. | The Gift’s effects are permanent. | Changing Breeds 20th Anniversary Edition |
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. | Changing Breeds 20th Anniversary Edition |
Umbral Sight | As the Theurge Gift: 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 | Changing Breeds 20th Anniversary Edition |
Gift | Description | System | Source |
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Bridge Walker | As the Garou Galliard Gift. The Nuwisha can create minor moon bridges for personal travel, allowing her to disappear from one place and reappear in another almost instantly. | The player spends one Gnosis point to create the bridge. The moon bridge lasts for only one passage unless the player spends a permanent Gnosis point, in which case it lasts until the next full moon. The maximum distance that can be traversed is the Nuwisha's Gnosis in miles. | Changing Breeds 20th Anniversary Edition |
Disappearing Act | The Nuwisha becomes completely undetectable as long as she remains still. Even physical contact or supernatural senses cannot detect her. | The player spends one Willpower and one Gnosis point. The effect lasts as long as the Nuwisha does not willingly move. Being involuntarily moved does not break the Gift. | Changing Breeds 20th Anniversary Edition |
Grasp the Beyond | As the Garou Theurge Gift. This Gift allows the Nuwisha to reach into the Umbra from the physical world or vice versa. | See Theurge Gift. | Changing Breeds 20th Anniversary Edition |
Locked Door | As the Garou Theurge Gift: Blurring the Mirror. This Gift prevents others from entering the Umbra, effectively closing off the barrier between the physical and spirit worlds. | See Theurge Gift. | Changing Breeds 20th Anniversary Edition |
Phantasm | As the Garou Fianna Gift. The Nuwisha can create convincing illusions that can fool all senses. | See Fianna Gift. | Changing Breeds 20th Anniversary Edition |
Trickster’s Skin | The Nuwisha can swap appearances, voices, and scents with another being, making herself look like her target and vice versa. | The player spends one Gnosis point and rolls Wits + Subterfuge (difficulty of the target’s Primal Urge + 3). The effect lasts for one scene. | Changing Breeds 20th Anniversary Edition |
Cartoon Physics | The Nuwisha can temporarily defy gravity and other physical laws, running and jumping on air as long as she doesn’t acknowledge that she’s doing the impossible. | The player spends one Gnosis point and rolls Wits + Science (difficulty 5). The Nuwisha can "stand" on nothing for one turn per success, as long as she remains level with where she left solid ground. The effect ends immediately if she looks straight down. | Changing Breeds 20th Anniversary Edition |
Heave-Ho | The Nuwisha can throw an opponent incredible distances, with the potential to throw them several city blocks. | The player must roll Dexterity + Athletics and expend one Gnosis point. For each success, the character triples the normal distance he is able to throw a target (10 feet per dot of Strength is the rule of thumb). This Gift is cumulative based on the number of successes. | Nuwisha BB p51 |
Playing the Heart-Strings | The Nuwisha can cause two people to meet repeatedly under bizarre circumstances, leading to a potentially stable relationship. However, this Gift cannot be used by the Nuwisha if she is in a relationship. | The player spends a point of Gnosis and Willpower, then rolls Wits + Subterfuge (difficulty of the target's Willpower). The target will meet a suitable person in the next scene, and will continue to encounter them in improbable situations over the next (12 – successes) months. | Changing Breeds 20th Anniversary Edition |
Gift | Description | System | Source |
---|---|---|---|
Assimilation | As the Garou Homid Gift. The Nuwisha blends seamlessly into any culture, mimicking behaviors, mannerisms, and language fluently. The Gift does not hide racial differences but allows the user to interact as if they belong. | The player rolls Manipulation + Empathy. Difficulty ranges from 5 to 9 based on how alien the culture is. The Gift lasts for one scene plus one day per Willpower point spent when activating it. | Changing Breeds 20th Anniversary Edition |
Coyote's Mask | In the event of near-death, the Nuwisha may "die" while wearing a different form and reappear nearby unharmed, leaving only a scrap of coyote fur behind. | The player must first learn a shape-changing Gift. To use Coyote's Mask, the player spends one Gnosis point and rolls Willpower (difficulty 8). If successful, the Nuwisha may "die" once while wearing another form, reappearing at full health within 10 feet. | PGttCB p136 |
Umbral Target | The Nuwisha can throw a target into any location within the Umbra, potentially as a form of punishment or assistance. | If the target is already in the Umbra, the player rolls Gnosis (difficulty 5). If in the Gaia Realm, the Nuwisha must grab the target and spend one Gnosis to force them into the Umbra. The effects are instantaneous. | Nuwisha BB p52 |
Friend and Foe | The Nuwisha seamlessly integrates into a group, making them trust and defend the werecoyote as a legitimate member. | The player spends one Willpower and one Gnosis point and rolls Manipulation + Subterfuge (difficulty of the highest Willpower in the group). Each success affects up to five individuals. The effect lasts for (Humor) days, or permanently if one dot each of Willpower and Gnosis is spent. | Changing Breeds 20th Anniversary Edition |
Stop Hitting Yourself | This Gift turns the damage of an attack back on the attacker, leaving the Nuwisha unharmed. | When the Nuwisha fails to soak damage, she may spend one Willpower point and roll Gnosis (difficulty equal to the attacker's Rage or 4 if they do not have Rage). On a success, the attacker takes the damage intended for the Nuwisha. | Changing Breeds 20th Anniversary Edition |
Ultimate Argument of Logic | As the Garou Theurge Gift. The Nuwisha can convince a target of any fact or idea, regardless of its truth. | The player rolls Manipulation + Performance (difficulty of the target's Wits + Enigmas) and needs three successes. | Changing Breeds 20th Anniversary Edition |
Umbral Gateway | The Nuwisha can open a portal directly into the Umbra, through which only those things she permits may pass. | The player spends three Gnosis points and rolls Wits + Occult (difficulty 8). The portal remains open for as long as the Nuwisha desires, up to one scene. | Changing Breeds 20th Anniversary Edition |
Fetish Doll | As the Uktena Gift. Sympathetic magic is the oldest form of sorcery, and it is still effective. Although many cultures find this sort of magic repellent, the Uktena believe that the ends well justify the means. The Garou can harm his victim from afar using a specially created doll. He must have a piece of his victim or an object belonging to him, and he must then construct the doll. An ancestor-spirit teaches this Gift. | The doll takes one week to construct and enchant. The player rolls Perception + Crafts (difficulty 8) to construct the doll. When the doll is complete, the player may roll Intelligence + Medicine (difficulty of the victim’s Willpower). Each success inflicts one level of aggravated damage on the victim, which he may soak if he is capable of doing so. The doll is only capable of transferring 10 levels of damage. After 10 successes, the doll is too mutilated to be of further use. A botched roll destroys the doll without inflicting any damage. | Changing Breeds 20th Anniversary Edition |
|}
Rokea Gifts
Gift | Description | System | Source | General |
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Breach | As the lupus Gift: Hare’s Leap. Generally used to hurl themselves high out of the water. 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. | Changing Breeds 20th Anniversary Edition | General |
Fast | The wereshark can survive for a long time using only her inner reserves. A shark-spirit teaches this Gift. | The player spends one Gnosis point. The character need not eat or drink for the next week. | Changing Breeds 20th Anniversary Edition | General |
Killing Bite | The Rokea’s mouth briefly becomes a razor-edged nightmare, regardless of her form. A shark-spirit teaches this Gift. | The player spends one Rage point. The next successful bite attack the character lands inflicts two extra levels (not dice) of aggravated damage. | Changing Breeds 20th Anniversary Edition | General |
Sense Danger | As a race charged with survival, the Rokea need to be able to identify danger. This Gift helps the Rokea know whether or not a being or situation is dangerous to her. It is taught by an avatar of Sea. | The Rokea focuses for a turn; the player rolls Perception + Primal-Urge to determine if an individual or situation is dangerous to her. The difficulty is 6 for immediate and palpable threats, and 8 for subtler or more roundabout ones. | Changing Breeds 20th Anniversary Edition | General |
Teeth of the Skin | As the metis Gift: Gift of the Porcupine. When using this Gift, the werewolf undergoes a startling transformation. Her fur becomes elongated, bristly and sharp like the quills of a porcupine. This change makes her an even more fearsome killing machine. A werewolf must be in Crinos, Hispo or Lupus form to use this Gift. Porcupine teaches this Gift, and he has a great fondness for metis. | The character spends a Gnosis point to sharpen his fur. Anyone whom the metis tackles, grapples or immobilizes takes aggravated damage from his new found quills (Strength +1). Furthermore, anyone who strikes him with bare flesh (and scoring fewer than five successes on the attack roll) takes damage based on the attacker’s own Strength, although the metis still takes normal damage. This Gift lasts for one scene or until the werewolf wills his fur to return to normal. | Changing Breeds 20th Anniversary Edition | General |
Eyes of the Wound | As the metis Gift: 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. | Changing Breeds 20th Anniversary Edition | Brightwater |
Restraint | This Gift allows the wereshark to ignore her slew-mates and allies when in frenzy. A spirit-servant of Sea teaches it. | The player spends one Willpower point upon entering Frenzy and rolls Willpower (difficulty 6). For each success, she may ignore one character during the frenzy. | Changing Breeds 20th Anniversary Edition | Brightwater |
Shatterbite | As the Ahroun Gift: Spur Claws, save that it enhances bite attacks. 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. | Changing Breeds 20th Anniversary Edition | Brightwater |
Unseen Attack | If the Brightwater can approach her target without being seen, her first attack will also generally be her only one. This Gift is taught by a shark-spirit. | The Rokea’s surprise attacks add four dice to their damage. This Gift’s effects are permanent. | Changing Breeds 20th Anniversary Edition | Brightwater |
King Fish | This Gift allows the Dimwater to command the respect of others. A shark-spirit teaches it. | The Rokea permanently adds one die to Leadership and Intimidation rolls. | Changing Breeds 20th Anniversary Edition | Dimwater |
Resist Pain (Rokea) | As the Philodox Gift. 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. | Changing Breeds 20th Anniversary Edition | Dimwater |
Sea’s Voice | As the Galliard Gift: 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. | Changing Breeds 20th Anniversary Edition | Dimwater |
Strange Blood | As the lupus Gift: 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). | Changing Breeds 20th Anniversary Edition | Dimwater |
Blood of the Deeps | Most sharks aren’t built to operate in environments of extreme cold or pressure, but Darkwaters must go where Sea’s greatest secrets are hidden. This Gift allows them to do so. Any deep-sea spirit can teach it. | The wereshark becomes permanently capable of surviving deep-ocean environments. | Changing Breeds 20th Anniversary Edition | Darkwater |
Chill | The Darkwater may summon up the essence of the abyssal depths and saturate the area with it. This chills both the water (or air) around him and the souls of those not of his slew. A servant of Sea teaches this Gift. | The player spends one Rage point. The temperature in her immediate area drops significantly for the rest of the scene. All characters not of the wereshark’s slew suffer a +1 difficulty to all non-physical actions. | Changing Breeds 20th Anniversary Edition | Darkwater |
Qyrl’s Blood | 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 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. | Changing Breeds 20th Anniversary Edition | Darkwater |
Sudden Surge | As the Get of Fenris Gift: 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. | Changing Breeds 20th Anniversary Edition | Darkwater |
Gift | Description | System | Source | General |
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Gulp | The Rokea may swallow anything she can fit into her maw, then regurgitate it later, unharmed. A tiger shark-spirit teaches this Gift. | The player spends one Gnosis point. Swallowed objects may be stored indefinitely and are considered dedicated for the purpose of shapeshifting. Only one object can be stored at a time, although full containers such as backpacks count as "one object." | Changing Breeds 20th Anniversary Edition | General |
Poisoned Flesh | As the Get of Fenris Gift: Venom Blood, save that it poisons anyone that bites the wereshark. | Changing Breeds 20th Anniversary Edition | General | |
Restless Waters | As the lupus Gift: 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). | Changing Breeds 20th Anniversary Edition | General |
Shagreen Skin | As the Get of Fenris Gift: 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. | Changing Breeds 20th Anniversary Edition | General |
Unsea’s Blessing | As the Black Fury Gift: 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. | Changing Breeds 20th Anniversary Edition | General |
Narke’s Gift | Brightwaters long ago learned the agonizing trick that gives the electric ray its name. A ray-spirit teaches this Gift. | The player spends one Rage point and rolls Rage (difficulty 6). Each success inflicts one level of lethal damage to all non-slewmates within 20 yards (in the water). On land, this Gift can only be used against a grounded target or one the Rokea touches directly. Narke’s Gift can only be used once per scene. | Changing Breeds 20th Anniversary Edition | Brightwater |
Shield of Rage (Rokea) | As the Ahroun Gift. 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. | Changing Breeds 20th Anniversary Edition | Brightwater |
Terror of the Depths | As the Red Talon Gift: Wolf at the Door, but instilling a terror of the sea. Rather than howling, Rokea use this Gift to target groups that see the wereshark’s fin cutting through the water’s surface. Some humans can’t just be splattered all over the nearest tree. Some of them have to be taught a lesson and left alive, for whatever reason. however, the Red Talons know how to make the message stick. This Gift induces a terrible dread of and respect for the forest, and it makes a human target afraid to tamper with it in any way. Any predator spirit can teach this Gift. | The Garou must make eye contact with the target, but he can be in any form when she does so. The player then rolls Charisma + Primal-Urge (difficulty of the target’s Willpower). The effects last for one day per success. During this time, the human must roll Willpower to leave his home, and he may not go near anything resembling a forest without spending a Willpower point. If the human does leave home, he is shaky and fearful until he returns, and his player loses two dice from all Mental and Social dice pools. This Gift functions on Kinfolk, mages, ghouls and other “supernatural” humans, but the difficulty increases by two to a maximum of 10. | Changing Breeds 20th Anniversary Edition | Brightwater |
Crushing Depths | The Rokea crushes an enemy beneath the vast weight of the ocean, immobilizing them. The target labors to do anything other than breathe so long as the Dimwater maintains eye contact. Any deep-sea-spirit can teach this Gift. | The character must make eye contact with the target. The player spends one Willpower point and rolls Charisma + Intimidation (difficulty of the target’s Willpower). This Gift’s effects persist until the wereshark breaks eye contact, or the victim frenzies or suffers injury. | Changing Breeds 20th Anniversary Edition | Dimwater |
Lord of the Seas | As the Philodox Gift: King of the Beasts, save that it commands only aquatic creatures. 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). * Relationship Difficulty * A sibling: 3 * Feed and care for: 6 * Stranger: 8 * Hostile: 10 |
Changing Breeds 20th Anniversary Edition | Dimwater |
Spit Teeth | The Rokea can fire her teeth at a distant opponent. This Gift may be used in any form — even Homid. It is taught by a shark-spirit. | The player rolls Dexterity + Athletics (difficulty 6) to aim the blast of razor-sharp teeth, with a maximum range of 25 feet. The attack has a base aggravated damage of the wereshark’s Valor. It takes one turn to regenerate the fired teeth. | Changing Breeds 20th Anniversary Edition | Dimwater |
Enter Sea’s Soul | The Rokea may swim sideways to cross the Gauntlet in the same fashion as werewolves do. Any servant of Sea may teach this Gift. | This Gift’s effects are permanent. | Changing Breeds 20th Anniversary Edition | Darkwater |
Piercing Shriek | The Darkwater emits a terrible wail that paralyzes any who hear it. This Gift is taught by a dolphin-spirit. | The player spends one Rage point and rolls Wits + Primal-Urge (difficulty 6). Anyone within 30 feet (in the water) or 15 feet (on land) must oppose the Rokea’s roll with a Willpower roll (difficulty 8). Those who do not match or beat the Rokea’s successes collapse in agony for a number of turns equal to the difference in successes — including the Rokea’s slewmates. Characters with superhuman hearing cannot roll to resist. | Changing Breeds 20th Anniversary Edition | Darkwater |
Sight From Beyond (Rokea) | As the Theurge Gift. As the Theurge Gift. 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. | Changing Breeds 20th Anniversary Edition | Darkwater |
Gift | Description | System | Source | General |
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Consume Taint | As the Bone Gnawer Gift: Resist Toxin, save that the wereshark may also consume toxic waste, spilled oil, and other poisonous, inedible garbage safely. 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. | Changing Breeds 20th Anniversary Edition | General |
Fathom Sight | The Rokea may project all of her senses for great distances. This Gift works in every direction, even straight up and down, and presents a great means of spying on events on the surface from below the waves. The spirit of any swift-moving fish teaches this Gift. | The player spends one Gnosis point and rolls Perception + Alertness (difficulty 7). For the rest of the scene, the Rokea may project her senses out for 1 mile per success in water, and 100 feet per success on land. | Changing Breeds 20th Anniversary Edition | General |
Gift of the Ray | The Rokea may deliver a venomous sting with her tail or fingertip. Stingray-spirits teach this Gift. | The player spends one Gnosis point to manifest the stinger. Stinging is a Dexterity + Brawl attack (difficulty 7). The victim must roll Stamina (difficulty 9) or take lethal damage equal to the Rokea’s Innovation, as well as suffer a –2 wound penalty for the remainder of the scene. | Changing Breeds 20th Anniversary Edition | General |
Shark Bones | As the metis Gift: 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. | Changing Breeds 20th Anniversary Edition | General |
Strength of the Crashing Waves | As the Get of Fenris Gift: 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. | Changing Breeds 20th Anniversary Edition | Brightwater |
Wriggling Teeth | As the Black Fury Gift: Heart Claw, save that Wriggling Teeth activates after a successful bite. 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). | Changing Breeds 20th Anniversary Edition | Brightwater |
Drown | The Rokea causes an air-breather to grow gills, forcing her to breathe water or suffocate. While the Gift has its diplomatic uses, it is more often used to kill humans, or force them to leap into the water… where the Dimwater’s slew awaits. Any fish-spirit can teach this Gift. | The player spends a Willpower point and rolls Willpower (difficulty of the victim’s Stamina + 4, maximum 9). Success forces the target to breathe water (fresh or salt) to survive for the next hour. | Changing Breeds 20th Anniversary Edition | Dimwater |
Sea’s Wisdom | The Dimwater swims in circles, creating a small whirlpool. He hears the voice of Sea in the rushing water and asks her advice. This gift is taught by a spirit-servant of Sea. | The player rolls Intelligence + Rituals (difficulty 7). The more successes rolled, the clearer Sea’s advice. Sea has not, at present, offered an opinion on betweeners. | Changing Breeds 20th Anniversary Edition | Dimwater |
Scent of Blood | As the Shadow Lord Gift: 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. | Changing Breeds 20th Anniversary Edition | Darkwater |
Swim Through the School | The Darkwater moves through crowds with ease, whether schools of fish or crowds of humans. This Gift even mitigates the Curse. An eel-spirit teaches it. | The player spends a Gnosis point. For the rest of the scene, crowds part before the Rokea, allowing her to move unimpeded at her top speed. Additionally, her Rage rating is cut in half (round down) for the purpose of the Curse. | Changing Breeds 20th Anniversary Edition | Darkwater |
Gift | Description | System | Source | General |
---|---|---|---|---|
Form of Sea | The Rokea may change her body into liquid and flow through pipes, under doors, or into any other space that will admit her. She may retain cohesion in this form and “walk” as a humanoid shape, or even drown an opponent by forcing herself down his throat. A freshwater-spirit teaches this Gift. | The player spends two Gnosis points. The character can stay in liquid form for (Innovation) hours. The character cannot bite or claw but can drown air-breathing opponents with a successful grapple attack and holding the opponent until he runs out of breath. If the liquid body is immersed in salt water, the Gift is immediately canceled. | Changing Breeds 20th Anniversary Edition | General |
Kun’s Maw | As the Get of Fenris Gift: Fenris’ Bite. The Garou’s already vicious bite increases in power terribly, to the point that the Garou can mangle or even sever limbs with a single bite. An avatar of Fenris teaches this Gift. | The player spends one Rage point and rolls Strength + Medicine (difficulty of the opponent’s Stamina + 3). The Garou’s next bite attack, if it hits, will mangle and disable one of the target’s limbs, inflicting three automatic, unsoakable, aggravated health levels of damage in addition to any damage already rolled. The limb is rendered useless until the target can regenerate the damage, or permanently in the case of humans and other creatures who do not regenerate. If the player achieves five or more successes on the Strength + Medicine roll, the limb is severed. | Changing Breeds 20th Anniversary Edition | General |
Patient Hunter | The wereshark merges with solid matter, be it a wall, floor, or open ground, and watches what happens around her. At any time, she may spring forward and attack. This Gift is taught by an angel shark-spirit. | The player rolls Stamina + Stealth (difficulty 5). The Rokea is undetectable while merged in this fashion. | Changing Breeds 20th Anniversary Edition | General |
Best Policy | Rokea are blunt and straightforward at the best of times. Sea approves of this and turns this lack of tact into a benefit. A remora-spirit teaches this Gift. | The Rokea’s player may spend one Willpower point to add her Harmony in dice to any Persuasion attempt in which she uses nothing but the blunt, absolute, unvarnished truth. The Veil clouds the memories of those she speaks to if telling the truth causes her to reveal her nature. | Changing Breeds 20th Anniversary Edition | Brightwater |
No Walls | The Rokea may move about on Unsea as freely as in Sea… in the most direct manner possible. A spirit-servant of Kun teaches this Gift. | The player rolls Strength + Athletics (difficulty 7). Success allows the Rokea to smash through any man-made obstacle or structure that impedes the most direct path between the wereshark and the place he seeks to be. | Changing Breeds 20th Anniversary Edition | Brightwater |
Living Sea | The Rokea causes water to come to semi-solid life. This can be used to propel the Rokea at great speeds (trebling her aquatic movement speed), or can be aimed at a target, immobilizing — or even strangling — a victim. On land, nearby sources of water may be made to extend tendrils of living water to similar effect. A spirit-servant of Sea teaches this Gift. | The player spends one Gnosis point and rolls Manipulation + Occult (difficulty 6). The Rokea may command a body of water equal to 5 cubic feet per success. If used to inflict damage, the water inflicts the Rokea’s Harmony in lethal damage each turn. The effect lasts as for a scene. | Changing Breeds 20th Anniversary Edition | Dimwater |
Quick Currents | As the Children of Gaia Gift: Strike the Air. The Garou becomes the ultimate example of passive resistance. She becomes unable to attack an opponent, but she is also unable to be hit, allowing her opponents to exhaust himself in the attempt. A mongoose-spirit teaches this Gift. | The player spends one Willpower point and rolls Wits + Dodge (difficulty of the opponent’s Willpower). For the duration of the scene, the opponent cannot strike the Garou, no matter how many successes he achieves on the roll. This Gift is canceled immediately if the werewolf attacks his opponent or if anyone else attacks on the Garou’s behalf. This Gift will work on multiple opponents, but the player must spend a point of Willpower and make a new roll for each opponent. | Changing Breeds 20th Anniversary Edition | Dimwater |
Sea’s Breath | The Rokea may "swim" through the air as though it were the open ocean, even breathing normally in her water-bound forms. A flying fish-spirit teaches this Gift. | The player spends one Gnosis point. The wereshark may "swim" through the air for the rest of the scene. However, she cannot get much altitude — 10 to 15 feet off the ground (or ocean’s surface) is as high as she can rise. | Changing Breeds 20th Anniversary Edition | Darkwater |
Shock Wave | The Darkwater emits a powerful shockwave, like a depth charge. This Gift can be used in or out of water, although water conducts force much better than air. This Gift is taught by a wave-spirit. | The player spends one Willpower point and rolls Rage (difficulty 6 in water, 7 on land). Success creates a concussion wave that travels out from the Rokea in a cone reaching Stamina yards on land and twice that in the water. Anything caught in the blast suffers a number of levels of lethal damage equal to the successes on the Rage roll. On land, targets must make a Dexterity + Athletics roll (difficulty 8) or be knocked prone. | Changing Breeds 20th Anniversary Edition | Darkwater |
Gift | Description | System | Source | General |
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Great Summons | As the lupus Gift: Song of the Great Beast. This Gift is only usable at sea and calls up aquatic terrors. | Changing Breeds 20th Anniversary Edition | General | |
Primal Assurance | An elder Rokea is certain of his place in the world as few other beings are, and draws strength from this surety. This Gift is taught by an avatar of Sea. | The Rokea permanently adds 30 to her initiative total. Additionally, when the player spends a Willpower point for an automatic success on a roll that produces at least one rolled success, the Willpower point is immediately refunded. | Changing Breeds 20th Anniversary Edition | General |
Whirlpool Maw | The Rokea opens her mouth, and anything not firmly anchored is swept into it. She doesn’t actually consume the materials (or creatures) swallowed, but they are never seen again. A whirlpool-spirit teaches this Gift. | This Gift only works in Gladius or Chasmus form. The player spends a Rage point and rolls Rage (difficulty 7). The Gift functions for one turn per success. During that time, anything that the Rokea could lift (according to her Strength rating) is sucked toward and into her maw. Even objects too large to fit into the Rokea’s mouth disappear into the gaping pit. A living being attempting to resist this suction must grab something sturdy and roll Strength (difficulty 8). This Gift functions only in the water. | Changing Breeds 20th Anniversary Edition | General |
Blood of Darkness | As the Children of Gaia Gift: Halo of the Sun (Rokea see light as the blood of Oversea). The Garou is surrounded by a nimbus of blazing sunlight. Some Wyrm-creatures may flee before this terrifying sight, but any who stay and fight discover that the Garou strikes with added power. Helios, the Celestine of the sun, teaches this Gift. | The player spends one Gnosis point, and the effects of the Gift last for one scene. The Garou is surrounded in blinding sunlight, and anyone looking directly at the werewolf is blinded (add three to difficulties to attack the Garou). The Garou adds two dice of damage to all hand attacks, and hand damage is considered aggravated in all forms. Any vampires within 20 feet take damage as though exposed to true, direct sunlight. | Changing Breeds 20th Anniversary Edition | Brightwater |
Sea’s Winds | The Rokea surrounds herself with a blazing nimbus of light and battering winds or currents. No one may approach her unbidden, and any that try risk being burnt by the light. | The player spends two Willpower points. For the remainder of the scene, anyone wishing to approach the Rokea unbidden must accumulate 15 successes on an extended Strength + Athletics roll (difficulty 8). Each turn they attempt this, they must soak three levels of bashing damage; Qyrl-minions suffer aggravated damage instead. If the intruder manages to reach the Rokea, they have only one action before they are swept away and must start again. | Changing Breeds 20th Anniversary Edition | Brightwater |
Leviathan | The wereshark becomes a hungry terror of primal nightmare. A servant of Kun teaches this Gift. | The player spends two Willpower points and two Rage points. The Rokea becomes a monstrous shark, nearly 80 feet long, gaining +5 to all physical attributes after Fighting Jaws modifiers, and regains a minimum of one Rage point per turn. This Gift lasts until the end of the scene. | Changing Breeds 20th Anniversary Edition | Dimwater |
Wound Undersea | This Gift is used only in times of truly dire need. The wereshark opens a vent in the sea floor, calling lava from it. This boils the water in the immediate area while also producing earthquakes throughout the region. This Gift is taught by an avatar of Unsea herself. | The Rokea slashes herself and lets her blood seep toward the sea floor (suffering one level of aggravated damage). The player spends one Rage and Willpower point, then rolls Charisma + Rituals (difficulty 8). Success opens the sea floor; the Rokea has three turns to escape before the lava boils up, inflicting three aggravated damage per turn to everything in the area. The effects of earthquakes, whirlpools, and tidal waves triggered by this Gift are left to the Storyteller’s discretion. | Changing Breeds 20th Anniversary Edition | Dimwater |
C’et’s Shell | As the Red Talon Gift: Shield of Gaia. The Garou can become so attuned to the laws and rhythms of Gaia that the Weaver’s laws cease to have any affect on her. This Gift can only be used once by any Garou who learns it; its effects are permanent. The Garou becomes immune to the effects of one form of technology, such as bullets, photography (i.e., cannot be photographed), electricity, chemical toxins, etc. This Gift is taught by an avatar of Griffin. | The Garou spends a permanent point of Gnosis and chooses the one form of technology to which she will be immune. It is up to the Storyteller to determine exactly what is and is not included in the protection afforded by this Gift. For example, Garou who choose immunity to flame-throwers would not be burned by them, but other flames will act normally upon her. This Gift does apply against Wyrm-tainted technology, although not Wyrm substances. For instance, a Garou who is immune to chemical toxins may not be harmed by the Pentex acid, but the Bane in the acid can still try to possess her. This Gift is open to a lot of abuse, but the player and the Storyteller should recognize the spirit of the Gift: it is Gaia’s protection to Her children from the ravages of the Weaver and the modern world. Just how this is interpreted and how much is permitted depends on the mood and atmosphere of a game . However, no player should be allowed to claim immunity from nuclear weapons. | Changing Breeds 20th Anniversary Edition | Darkwater |
Madness (Rokea) | As the metis Gift. 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. | Changing Breeds 20th Anniversary Edition | Darkwater |
Anansai Gifts
Gift | Description | System | Source | General |
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Balance (Ananasi) | As the Stargazer Gift. 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. | Changing Breeds 20th Anniversary Edition | Homid |
Cling | As the Uktena Gift: 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. | Changing Breeds 20th Anniversary Edition | Homid |
Many Eyes | The Ananasi can see in 360 degrees around herself. Those looking directly at the werespider see nothing out of the ordinary, but if glimpsed from the corner of the eye, the Ananasi appears to have eyes all around her head. | The player spends one blood point. The Gift lasts for one scene. | Changing Breeds 20th Anniversary Edition | Homid |
Resist Pain (Ananasi) | As the Philodox Gift. 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. | Changing Breeds 20th Anniversary Edition | Homid |
Resist Toxin (Ananasi) | As the Bone Gnawer Gift. 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. | Changing Breeds 20th Anniversary Edition | Homid |
Stolen Moments | The Ananasi can rob a victim of the most recent few minutes of memories. | The werespider must touch the victim. The player spends one Gnosis point and must succeed in a Gnosis roll (difficulty of the victim’s Willpower). Success steals the last 15 minutes of the target’s memories. | Changing Breeds 20th Anniversary Edition | Homid |
Groom | No matter the circumstances, the Ananasi always looks her best. | The character is permanently immune to Appearance roll penalties, or any other penalties for looking soiled, disheveled, etc. | Changing Breeds 20th Anniversary Edition | Tenere |
Patience of Ananasa (Ananasi) | As the Nagah Kamsa (Autumn) Gift: Predator’s Patience. | Changing Breeds 20th Anniversary Edition | Tenere | |
Blood of Pain | The Hatar turns her blood into debilitating poison. | When the werespider wills it, anyone who drinks her blood will fall helplessly ill, necessitating a Stamina roll (difficulty 6) to act each turn for the rest of the scene. | Changing Breeds 20th Anniversary Edition | Hatar |
Wyrmling Kinship | The Hatar can convince Wyrm-creatures that she is an ally or someone of no importance. | The difficulty of all Social rolls against Wyrm creatures is permanently reduced by 2, and they become inclined to believe the werespider to be an ally if given the slightest justification to do so. | Changing Breeds 20th Anniversary Edition | Hatar |
Inspire | As the Black Fury Gift: 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. | Changing Breeds 20th Anniversary Edition | Kumoti |
Mother’s Touch (Ananasi) | As the Theurge Gift. 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. | Changing Breeds 20th Anniversary Edition | Kumoti |
Illusion of Size | As the Shadow Lord Gift: 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. | Changing Breeds 20th Anniversary Edition | Myrmidon |
Open Seal (Ananasi) | As the Ragabash Gift. 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) | Changing Breeds 20th Anniversary Edition | Myrmidon |
Curse of the Great Web | The Viskr makes the process of entering the Umbra more difficult for a single individual. | The Ananasi touches her target and the player rolls Wits + Occult (difficulty 6) in order to increase the Gauntlet by 3 for the victim. The effects last for a scene. | Changing Breeds 20th Anniversary Edition | Viskr |
Shroud (Ananasi) | As the Uktena Gift. 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. | Changing Breeds 20th Anniversary Edition | Viskr |
Alter Mood | The Wyrsta can enhance or dampen the mood of a single individual, making that person elated rather than just happy, or muting utter despair into simple sadness. | The player spends one Gnosis point to enhance the desired emotion. | Changing Breeds 20th Anniversary Edition | Wyrsta |
Beastmind (Ananasi) | As the Red Talon Gift. 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. | Changing Breeds 20th Anniversary Edition | Wyrsta |
Inspire | As the Black Fury Gift: 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. | Changing Breeds 20th Anniversary Edition | Kumoti |
Mother’s Touch (Ananasi) | As the Theurge Gift. 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. | Changing Breeds 20th Anniversary Edition | Kumoti |
Bind | The Ananasi with this Gift is able to attach two objects together by means of a small invisible bond. The bond between the objects cannot easily be broken. | The player spends one Gnosis point and makes a Gnosis roll (difficulty 6). Anyone trying to separate the objects must equal or beat the Ananasi's successes with a Strength roll (difficulty 7). The two objects the character wishes to bind must be in contact with each other, and the Ananasi must physically touch them both for the Gift to work. | Ananasi: Blood & Silk, p. 85 | General |
Web Haven | The Damhan creates a haven for the night, usually within their normal dwelling as an added level of security. This webbing anchors in the material world as well as in the Umbra, and works primarily as an early warning alarm against potential attacks and as a warning that potential meals are nearby. This web must be spun, but it does not appear as a regular web unless the Ananasi wants it to. It remains invisible to mundane senses, blending into the background. | The werespider must spend one blood point to create the web (unless in Crawlerling form) and make a Gnosis roll, difficulty 7. The web covers roughly 100 feet per success. The anchor points for this web can be anywhere at all, even in thin air. Anything touching this webbing sends vibrations to the Ananasi, warning them of approach. This web offers no physical defenses against attack. | Ananasi: Blood & Silk, p. 85 | General |
Web of Smoke | This Gift creates a simple trap made from webbing. Once the webbing is disturbed, it dissolves into a thick, noxious black smoke, which obscures vision and smells worse than a hundred or so rotted eggs. While not effective as a weapon, it has stopped many creatures from getting too far into an Ananasi's lair. | The werespider spends one blood point. The web is not sticky and can appear as a simple mass of common web or as an intricate, thick-stranded web obviously designed to keep out or capture intruders. Once anything touches this web with enough force to break any of the strands, the web explodes into a thick, dark cloud of smoke, momentarily blinding anything in the immediate vicinity and causing a foul odor. Anyone caught in the cloud must roll Stamina (difficulty 8) or immediately go into a convulsive fit of vomiting for one turn per point of the spinner's permanent Gnosis. | Ananasi: Blood & Silk, p. 85 | General |
Gift | Description | System | Source | General |
---|---|---|---|---|
Hand Fangs | The Ananasi’s “hands” develop sharp, fang-like points which may be used to inject one dose of venom per hand into a victim. | The player spends one blood point. The “fangs” last for one scene and do aggravated damage equal to the werespider’s Strength, in addition to injecting venom. | Changing Breeds 20th Anniversary Edition | Homid |
Man-Spider Form | Through extensive refinement of her shapeshifting capabilities, the Ananasi learns to take on a “near-human” form. This Araneid form darkens the Ananasi’s skin and spots it with coarse, bristly hair. Her eyes take on a reddish sheen, and her fingers terminate in small, sharp claws, while her reflexes are dramatically improved. | The character assumes Araneid form in the same manner a Garou assumes Glabro. Its Attribute adjustments are Strength +1, Dexterity +3, Stamina +1, Appearance –1, and its claw attacks inflict lethal damage. | Changing Breeds 20th Anniversary Edition | Homid |
Replenishment of the Flesh | The Ananasi may summon spiders and insects to join with her flesh, healing her. She devours the insects, and assimilates the spiders. | The player spends one Gnosis point per non-aggravated health level healed. The Ananasi may take no other actions during a turn when she uses this Gift. | Changing Breeds 20th Anniversary Edition | Homid |
Spines | As the metis Gift: Gift of the Porcupine. When using this Gift, the werewolf undergoes a startling transformation. Her fur becomes elongated, bristly and sharp like the quills of a porcupine. This change makes her an even more fearsome killing machine. A werewolf must be in Crinos, Hispo or Lupus form to use this Gift. Porcupine teaches this Gift, and he has a great fondness for metis. | The character spends a Gnosis point to sharpen his fur. Anyone whom the metis tackles, grapples or immobilizes takes aggravated damage from his new found quills (Strength +1). Furthermore, anyone who strikes him with bare flesh (and scoring fewer than five successes on the attack roll) takes damage based on the attacker’s own Strength, although the metis still takes normal damage. This Gift lasts for one scene or until the werewolf wills his fur to return to normal. | Changing Breeds 20th Anniversary Edition | Homid |
Beneath Notice | The Tenere can make one object or a small group of objects blend into the surrounding area. | The player spends one Gnosis point. All individuals searching for the concealed objects suffer a penalty equal to the Tenere’s Obedience. | Changing Breeds 20th Anniversary Edition | Tenere |
Breath of Ananasa | The werespider creates an air pocket that provides her with a few minutes of breathable air. | The player rolls Gnosis (difficulty 6). Success grants (Obedience) minutes of air, plus one minute per additional success. | Changing Breeds 20th Anniversary Edition | Tenere |
Blood of Illusion | Similar to Blood of Pain, the Hatar may transform her blood into a hallucinogenic toxin at will. | Affected characters must roll Willpower (difficulty of the werespider’s Gnosis) or suffer violent hallucinations for the rest of the scene. | Changing Breeds 20th Anniversary Edition | Hatar |
Call of the Wyrm (Ananasi) | As the Galliard Gift. 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. | Changing Breeds 20th Anniversary Edition | Hatar |
Arachnophobia | The Kumoti may inflict an irrational fear of spiders on her victim. | The player spends a Gnosis point and rolls Manipulation + Intimidation (difficulty of the target’s Willpower). The effect lasts for one day per success. | Changing Breeds 20th Anniversary Edition | Kumoti |
Insight of the Mother | As the Theurge Gift: 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. | Changing Breeds 20th Anniversary Edition | Kumoti |
Hydraulic Strength | As the Level Four general Ananasi Gift. Myrmidons alone may buy this Gift at Level Two. The Ananasi can metabolize the blood she drinks to dramatically increase her strength. | For each blood point the werespider spends, her Strength increases by 1 for the rest of the scene. She may spend up to (her Rank) blood points in this fashion. | Changing Breeds 20th Anniversary Edition | Myrmidon |
True Fear (Ananasi) | As the Ahroun Gift. 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. | Changing Breeds 20th Anniversary Edition | Myrmidon |
Mindspeak (Ananasi) | As the Galliard Gift. 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. | Changing Breeds 20th Anniversary Edition | Viskr |
Minor Unweaving | The Viskr may negate a spell, Gift, or other actively-used supernatural power by Unweaving the effect. | Usable only on Level One or Two Gifts, Disciplines, Sphere effects, or other notably minor magical abilities (such as weak spirit Charms). The player spends one Gnosis point and rolls Dexterity + Occult (difficulty 6). One success negates the effect. | Changing Breeds 20th Anniversary Edition | Viskr |
Blinding Spit | If the Ananasi hits her victim’s face with her venomous spittle, she blinds her target temporarily. | The player spends one blood point and rolls Dexterity + Melee (difficulty 8). Success blinds the victim for (Cunning) turns. | Changing Breeds 20th Anniversary Edition | Wyrsta |
Visceral Agony (Ananasi) | As the Black Fury Gift. 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. | Changing Breeds 20th Anniversary Edition | Wyrsta |
Camouflage | Through the use of this Gift, the Ananasi is able to blend any one object or small group of objects into the surrounding area, coating them in a web-like substance that takes on the color and texture of the things around it. Any character not actively searching the area overlooks the item as a natural part of the surroundings. | The character must expend one Gnosis point and make a successful Manipulation + Subterfuge roll (difficulty 6). The number of successes equals the number of successes that an active searcher must exceed to notice the item. | Ananasi: Blood & Silk, p. 90 | Tenere |
Burrow (Ananasi) | As the Garou Metis Gift of the same name. The character must be in Pithus form to use this Gift. 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. | Ananasi: Blood & Silk, p. 85 | General |
Morphean Bite | The Ananasi by and large already have venom, identical in every way to that of their most common spiders. Some are toxic and some are merely irritating. But with this Gift, the Damhan can also attack supernatural enemies who might have defenses against their natural venom. Anyone bitten by the werespider is knocked unconscious immediately. | The character must inflict at least one health level of damage on his target after soak rolls; he then makes a Gnosis roll against a difficulty equal to the target's Stamina (never higher than 9). If successful, the target immediately succumbs, falling into a deep sleep for 12 hours per success. Any attacks on the target wake him, but loud noise or strong smells aren't sufficient. | Ananasi: Blood & Silk, p. 86 | General |
Safety Line | The Ananasi is able to create an invisible strand of strong webbing to protect her from a fall or other excessive motion. The strand is normally about eight feet long but can be shortened to about three feet or lengthened to about fifteen feet. It is capable of supporting twice the Pithus weight of the Ananasi that created it. | The character must make a Wits + Survival roll (difficulty 7); no blood point expenditure is necessary. The strand's attachment must remain fixed, so the character's movements cannot take her beyond the length of the strand without destroying the line. The line can be snapped by excessive weight or by inflicting three levels of damage to it. The line has an effective soak pool of three dice. | Ananasi: Blood & Silk, p. 86 | |
Silencing Webs | This Gift generates a heavy caul of webs over the mouth of an enemy. These webs can potentially smother a target but are primarily used to keep the target from calling out warnings or biting the Ananasi. | The werespider spends one blood point and rolls Dexterity + Firearms (difficulty 6) to hit the target's mouth. This same Gift can be used to cover a target's eyes or ears, but the difficulty increases to 7. The webs are of normal strength. | Ananasi: Blood & Silk, p. 86 | General |
Tarantula's Kiss | The Ananasi may stiffen the hairs on his body, making them as hard as the quills on a porcupine. Once they are hardened in this manner, the Damhan can fire them away from his body in a volley of arrow-like missiles. | This is primarily a defensive Gift, and the character doesn't have fine control over where the hair-arrows go. The character must spend one blood point and roll Dexterity + Firearms (difficulty 6). Each success means one of the hairs strikes a random target within thirty feet, doing Strength +1 non-aggravated damage. The hairs are coated in a mild toxin, which, while not fatal, is extremely irritating. Living targets struck by the hairs must make a Stamina roll (difficulty 8) or suffer from a painful, itchy rash that lasts for several hours. All Willpower rolls are at +2 difficulty while the stings' effect remains. | Ananasi: Blood & Silk, p. 86 | General |
Waterwalk | Through intense concentration, the Ananasi is able to walk on water as though it were a solid surface. The water does not become level or unmoving unless it is naturally calm, making it a difficult walk for anyone in Homid form. | The Ananasi must make a successful Willpower roll (difficulty 7) before beginning the walk. If he is unsuccessful, he cannot attempt the Gift again for the remainder of the scene. The character must continue to make Willpower rolls each turn for the duration of the walk; if he fails his roll at any time, he can no longer stay on the water's surface, and cannot attempt to Waterwalk again that scene. | Ananasi: Blood & Silk, p. 86 | General |
Lead-Line | The character using this Gift, if he has something personal belonging to his prey, can hunt down a single target, remaining on the trail despite almost any obstacles or attempts at obfuscation. A silvery thread of energy leads the Ananasi to his prey, looking past illusions and continuing through any barriers that might be in the way. | The character rolls Wits + Investigation (difficulty 6 + any successes the target has achieved in attempts to hide or cover his tracks) and spends a Gnosis point. If successful, the Kumoti can follow the "silver thread" of energy anywhere. This Gift lasts until the Ananasi decides to stop the hunt or until the target is located. | Ananasi: Blood & Silk, p. 92 | Kumoti |
Pincers | The Ananasi using this Gift grows powerful pincers on her first set of arms, much like those of a lobster or crab. These claws are very sharp and very tough, capable of causing massive damage. | The player spends one blood point. The pincers form instantly and are capable of doing Strength +4 aggravated damage. However, for the duration of the scene, the character is incapable of manipulating objects with any effectiveness, as her claws have no fine motor skills. | Ananasi: Blood & Silk, p. 92 | Myrmiddon |
Gift | Description | System | Source | General |
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Blood Pump | The Ananasi may use more blood than usual to power her actions. | The player spends one Gnosis point. For the rest of the scene, the Ananasi has no limits on how she may spend blood during a round beyond the amount of blood she has available. | Changing Breeds 20th Anniversary Edition | Homid |
Jump | As the Silent Strider Gift: 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. | Changing Breeds 20th Anniversary Edition | Homid |
Spider’s Grace | As the lupus Gift: 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. | Changing Breeds 20th Anniversary Edition | Homid |
Mother’s Look | As the Galliard Gift: 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. | Changing Breeds 20th Anniversary Edition | Tenere |
Reshape Object (Ananasi) | As the homid Gift. As the homid Gift. 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. | Changing Breeds 20th Anniversary Edition | Tenere |
Corrupt | The Hatar can weaken an object with this Gift, exaggerating its natural flaws. | The player rolls Gnosis. Each success causes the target inanimate object to lose one soak die. | Changing Breeds 20th Anniversary Edition | Hatar |
Pulse of the Invisible (Ananasi) | As the Theurge Gift. 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. | Changing Breeds 20th Anniversary Edition | Hatar |
Alter Lilian | The Kumoti may alter her Lilian form at will, rearranging it to suit her whim. | The player makes a Willpower roll (difficulty 7). The changes remain until the Gift is used again. | Changing Breeds 20th Anniversary Edition | Kumoti |
Sense Motion | As the lupus Gift: Scent of Sight, but using motion-detection rather than scent. 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). | Changing Breeds 20th Anniversary Edition | Kumoti |
Scorpion Tail | The Ananasi generates a huge, fully functional scorpion’s tail, complete with venom and stinger. This Gift may only be used in Lilian and Pithus. | The player spends three blood points to create the tail. It inflicts Strength +2 aggravated damage on a strike (difficulty 7), and may inject either the Ananasi’s native venom or any Gift-based venom the werespider knows how to create. | Changing Breeds 20th Anniversary Edition | Myrmidon |
Weak Arm (Ananasi) | As the Philodox Gift. 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. | Changing Breeds 20th Anniversary Edition | Myrmidon |
Calcify | The Viskr may cause an area of the Great Web that he can see to become resistant to change of any sort. | The player rolls Gnosis (difficulty 7) and gives the targeted location or object three extra soak dice per success. The area cannot be greater than one acre and the effect lasts for (Obedience) days. | Changing Breeds 20th Anniversary Edition | Viskr |
Cocoon (Ananasi) | As the homid Gift. The werewolf can wrap himself in a thick, opaque sarcophagus-like epidermis, making him immobile but near-impervious to harm. This cocoon grants him immunity to fire, starvation, gas, high pressure, cold and similar environmental hazards. An insect or Weaver-spirit teaches this Gift. | The Garou spends one Gnosis point. While in the cocoon, the werewolf ignores any attacks which fail to do damage at least equal to her Stamina + Rituals, but attacks that pierce the cocoon destroy it. The cocoon lasts for one scene, after which it dissolves rapidly and evaporates. The player may extend the duration of the Gift spending more Gnosis points. Spending days in the cocoon is entirely possible, but the maximum duration is up to the Storyteller. | Changing Breeds 20th Anniversary Edition | Viskr |
Tick Body | The Ananasi concentrates her blood, allowing herself to store more sustenance in the same volume. | The Ananasi’s maximum blood pool permanently increases. At Rank Three it becomes 15, at Rank Four 20, and at Rank Five 25. | Changing Breeds 20th Anniversary Edition | Wyrsta |
Blades of the Mantis | The Wyrsta’s arms grow to resemble those of a praying mantis, with sharp, bladed ends. | The player spends one blood point and her first pair of arms extends two feet in length, growing blades that inflict Strength +4 aggravated damage (difficulty 5). The character loses three dice from all dice pools to do with fine manipulation. This transformation lasts for one scene, and functions in all forms save Crawlerling. | Changing Breeds 20th Anniversary Edition | Wyrsta |
Touch of Blood | This Gift allows the Hatar to use either of the Gifts: Blood of Pain or Blood of Illusion through contact rather than ingestion. By simply having the character's ichor touch the target, the Ananasi can affect her victim as if he had ingested her blood. | The system for determining the effects remains consistent with the respective Gifts, except that the ichor need only touch exposed flesh on the target. Touch of Blood costs nothing to use, but does not change the cost of the other Gifts. | Ananasi: Blood & Silk, p. 91 | Hatar |
Bug Lord | Ananasi using this Gift can summon vast swarms of insects and arachnids to an area. The Ananasi can communicate with these insects, though the talk is likely to be very limited in concept. Nonetheless, the summoned arthropods obey to the best of their abilities. | The player spends one Gnosis point and rolls Charisma + Animal Ken (difficulty 7). The number of successes determines the size of the swarm (limited, of course, by the Storyteller's discretion as to how many insects are available in the area). One success should summon enough insects to cover a person, while six or more successes can bring enough insects to blanket a small office complex. The insects follow commands such as "Eat that person" or "Defend me." They are limited to their normal traveling speeds, and while they work in unison, the insects aren't really bright enough to follow complex commands. | Ananasi: Blood & Silk, p. 87 | General |
Catch the Wind | This Gift gives the Ananasi the ability to ride on the winds, gliding from place to place with apparent ease. The character appears to be surrounded by an ethereal envelope, looking something like a ghost floating in the air. | The character spends one blood point and makes a Stamina roll to become something enshrouded with remarkably fine, non-adhesive webbing. The character cannot hide this effect, as it is the means for the Gift to take hold. The Ananasi has only limited control over the direction and speed that she travels; her maximum speed is equal to the current wind speed. The character can only rise fifty feet above her starting elevation. The duration of the Gift is five minutes per success. Traveling against the wind requires the character to tack into it much as a sailboat would, greatly slowing her progress. | Ananasi: Blood & Silk, p. 87 | General |
Part Webs | The Damhan using this Gift can walk through any webbing, even the Great Web, without actually disturbing the webs where they lay. This is very useful for moving through abandoned houses, and right past the traps set by others of their kind. | The character rolls Wits + Alertness (difficulty 6) and spends one Gnosis point. One success is enough to activate this Gift, and it lasts for one scene. | PGttCB, p. 48; Ananasi: Blood & Silk, p. 87 | General |
Slick Webs | This Gift allows the Ananasi to create an almost completely frictionless web. These webs are often used to line the tunnels of their own webs or web traps, allowing them to keep a target from escaping easily. | The Ananasi spends one blood point and one Gnosis point to create this webbing; the web lasts until burnt or otherwise destroyed. | Ananasi: Blood & Silk, p. 87 | General |
Spinnerets | All Ananasi can generate webs in their Crawlerling and Pithus forms, but this Gift allows them to generate webs in any shape. The sheer volume of webbing created by a Damhan in anything other than Crawlerling form all but guarantees the capture of a target foolish enough to touch the stuff. | The Ananasi must spend one blood point to make a substantial amount of webbing, and at the discretion of the Storyteller might have to spend more. While it's possible to cover a skyscraper in webs, it would require 20 or more blood points to do so. The webbing created by this Gift is strong enough to stop a private jet in its tracks, provided it's properly anchored in advance and there's enough of it. | Ananasi: Blood & Silk, p. 88 | General |
Trap Door | This Gift allows the Ananasi to craft an Umbral "pocket" much like a trapdoor spider's lair. Such lairs can be placed anywhere, whether deep wilderness or the sides of a skyscraper. The Nuwisha borrowed this Gift some time ago, a fact which irks the Ananasi greatly to this day. | Once the Ananasi has chosen a location, she must sacrifice one permanent Gnosis to create the Umbral pocket, then roll Wits + Subterfuge (difficulty 7) to properly camouflage the "door." | Ananasi: Blood & Silk, p. 88 | General |
Venom Bite | The character can use her fangs to inject a mutated venom into a target. This powerful neurotoxin paralyzes the victim, leaving only the autonomic systems—heartbeat, breathing, etc.—unaffected. Unlike regular spider venom, this toxin is immediate in effect and capable of dropping even a raging Garou. | The character must first successfully bite the target, then spend a Gnosis point and make a Gnosis roll, difficulty of the target's Stamina +4 (never above 9) for the venom to take effect. One dose of the poison is enough to paralyze the victim. Two doses (administered separately, of course) can stop even the autonomic systems of the victim, leading to death by asphyxiation or heart attack. This Gift is costly, and most Ananasi use it only when they are outnumbered by their opponents. Certain supernaturals, such as vampires, can expel their own blood, which allows them to remove the toxins. Ovid and other regenerating creatures can also heal themselves, but to cure themselves of the venom requires enough time to regenerate four health levels of non-aggravated damage. | Ananasi: Blood & Silk, p. 88 | General |
Lesser Unweaving | As the Rank Two Gift: Minor Unweaving, save that this Gift may affect any single Gift or power of Level Two or lower. | See the system for the Garou Rank Two Gift: Minor Unweaving. | Ananasi: Blood & Silk, p. 94 | Viskr |
Aura of Ananasa | There are none that can inspire fear like the Ananasi. By means of this Gift, the character can cause any affected character in the area to enter a state of extreme horror or fright. The victims do not automatically panic unless something (which can be anything from a loud noise to a gentle scrape on the flesh) sets them off. Of course, once one of them gets started, they all tend to go nuts quickly. | The player makes a Manipulation + Primal-Urge roll (difficulty 7) and expends one Gnosis point, creating tension and near-panic in anyone within a hundred-foot radius. Supernatural characters may resist with Willpower (difficulty 7) to avoid the effects. | PGttCB, p. 51; Ananasi: Blood & Silk, p. 95 | Wrysta |
Web Snare | The Wrysta using this Gift spins a web trap, which will trigger under the right set of circumstances, capturing an opponent. | The player spends one blood point to spin a series of webs in a designated location. A successful Wits + Subterfuge roll (difficulty 7) hides the webs from sight as if they were invisible. Anyone stumbling across the webs is ensnared. The Ananasi may use these webs to haul the victim into the air or spring a more deadly trap. | PGttCB, p. 51; Ananasi: Blood & Silk, p. 95 | Wrysta |
Gift | Description | System | Source | General |
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Entropic Bite | The Ananasi injects a powerful necrotic toxin with her bite, similar to that of a brown recluse. | After a successful bite, the player may spend two Gnosis points and roll Gnosis (difficulty 3 + victim’s Stamina, maximum 9). The victim takes one level of unsoakable aggravated damage per turn for (successes) turns. Humans killed by this toxin are especially easy to “drink,” and offer half again as many blood points as they would otherwise. Vampires must spend five blood points to expel the poison. | Changing Breeds 20th Anniversary Edition | Homid |
Hydraulic Strength | The Ananasi can metabolize the blood she drinks to dramatically increase her strength. | For each blood point the werespider spends, her Strength increases by 1 for the rest of the scene. She may spend up to (her Rank) blood points in this fashion. | Changing Breeds 20th Anniversary Edition | Homid |
Understanding the Tapestry | The Tenere may glimpse hidden connections between apparently unrelated objects. | The character permanently adds three dice to Enigmas rolls. | Changing Breeds 20th Anniversary Edition | Tenere |
Web Sheet | The Tenere can create a large web very quickly. | The player spends two blood points, allowing the character to cover a football field-sized area with a sticky web with an effective Strength rating of 9. | Changing Breeds 20th Anniversary Edition | Tenere |
Ill Winds | The Hatar weakens the barrier between worlds, allowing Banes to materialize in a location more easily. | The werespider cuts her arm and spends three blood points; the player rolls Intelligence + Occult (difficulty 5). Each success reduces the Gauntlet in the immediate area by 1 for one hour per success. | Changing Breeds 20th Anniversary Edition | Hatar |
Still Blood | The Ananasi’s blood can paralyze a victim through contact. | A victim splashed by the werespider’s fresh blood loses three points of Strength. The victim’s Strength returns at a rate of one point per hour. | Changing Breeds 20th Anniversary Edition | Hatar |
Mindblock (Ananasi) | As the Silver Fang Gift. Upon learning this Gift, the Garou’s mental defenses are strengthened to the utmost. A falcon-spirit teaches this Gift. | The difficulties of any direct mental attacks or attempts to control the Garou’s mind, as well as more insidious psychic assaults (mind-reading, mentally implanting illusions or possession) are raised to 10. The effects of this Gift are permanent, but they do not apply to powers that sway emotion. | Changing Breeds 20th Anniversary Edition | Kumoti |
Nature of the Beast | As the Theurge Gift: Feral Lobotomy. With but a thought, the Garou can devolve an opponent’s mind to that of an animal, effectively destroying his intelligence. A spirit servant of the Griffin totem teaches this Gift. | The player rolls Wits + Empathy (difficulty of the target’s Willpower + 3, maximum 10), and spends a variable number of Gnosis. If successful, the Garou can destroy a target’s Intelligence Attribute temporarily (HR). Two Gnosis points must be spent for each point of Intelligence destroyed, and the Garou cannot destroy more points than he rolls successes. Additionally, the target begins acting more animalistic with each point removed. | Changing Breeds 20th Anniversary Edition | Kumoti |
Blood Hunt | As the Ragabash Gift: Pulse of the Prey, save that the Ananasi must have encountered her mark within the last 24 hours, or fed from him at some point in the past. 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. | Changing Breeds 20th Anniversary Edition | Myrmidon |
Drying Bite | As the Ragabash Gift: Whelp Body. With this Gift a Garou may deliver a devastating curse upon a foe’s body, causing it to weaken or palsy. Many consider the use of this power on a foe to be a declaration of unending war. Either a pain-spirit or a spirit of disease teaches this Gift. | The player spends on Gnosis point and rolls Gnosis, and the target resists with his own Gnosis roll. The Garou’s difficulty is the opponent’s Willpower, while her victim’s difficulty is the Ragabash’s Gnosis. (Victims without Gnosis roll Stamina without any adjustments for supernatural powers or the like.) Each success scored by the Ragabash allows him to remove one point from any of the victim’s Physical Attributes. The effect is permanent, although the victim may restore these Attributes via experience. This Gift may be used only once ever against a given opponent. | Changing Breeds 20th Anniversary Edition | Myrmidon |
Attunement (Ananasi) | As the homid Gift. As the Bone Gnawer Gift. The Garou may commune with the spirits of a city or town and gain information about the area from them, including rough population, enclaves of Garou or other being and secret tunnels. This Gift does not function in the wilderness, since the Bone Gnawers have lost the knack for conversing with such spirits easily. A rat-spirit teaches this Gift. Glass Walkers: a cockroach-spirit teaches this Gift. Silent Strider: one exception: When the Garou learns the Gift, she must choose if it functions in the city or the wilderness. The “city” version is identical to the Bone Gnawer Gift. The “wilderness” version is similar, but the roll required is Perception + Survival. Uktena: any animal spirit teaches this Gift. Works in rural or wilderness rather than urban areas, and the required roll is Perception + Survival. | The player spends one Gnosis and rolls Perception + Streetwise. The amount and accuracy of the information depends on the number of successes rolled. On a botch, playful spirits lie (which can be fatal, depending on the nature of misinformation). | Changing Breeds 20th Anniversary Edition | Viskr |
Brethren Call | The Ananasi may contact the two werespiders closest to her physically, or may summon many natural spiders to her aid. The Ananasi she contacts don’t appear immediately, but are notified that their presence is needed; normal spiders appear all at once and are ready to aid the Ananasi. | The player spends one blood point and rolls Willpower (difficulty 7 to contact normal spiders, 8 for Ananasi). 50 spiders respond per success. | Changing Breeds 20th Anniversary Edition | Viskr |
Wither Limb (Ananasi) | As the metis Gift. With a snarl and an angry gaze, the werewolf forces a target’s arm or leg to twist, desiccate and wither, making it useless. Creatures with regenerative abilities will restore the limb to full function after one scene; otherwise, the effects are permanent. Snake-spirits, spider-spirits and other venomous spirits teach this Gift. Some werewolves even invoke spirits of disease to learn this Gift. | The player spends a Gnosis point and rolls Willpower (difficulty of the victim’s Stamina + 4). The victim adds two to the difficulties of all Dexterity rolls. If his leg is affected, he can move at only half of his normal speed. | Changing Breeds 20th Anniversary Edition | Wyrsta |
Greater Unweaving | As the Rank Two Gift: Minor Unweaving, save that this Gift unravels any single Gift or power of level 3 or lower. The Gnosis cost is raised to two. | See the system for the Garou Rank Two Gift: Minor Unweaving, with the adjustment of affecting powers of level 3 or lower, and the Gnosis cost increased to two. | Ananasi: Blood & Silk, p. 94 | Viskr |
Iron Web | The Ananasi can spin a web that is nearly transparent and remarkably durable. Many Ananasi use this webbing to create their permanent lairs and Sylies. | The character must spend one Gnosis and make a Gnosis roll (difficulty 7) to activate the Gift before spending blood points as usual to spin the webbing. The Iron Web made by this Gift is extremely tough and can last for months, even years, as long as the Ananasi keeps it properly groomed. The webbing is highly resistant to fire and soaks damage as if it had the Ananasi's Homid-form Stamina. Each cubic foot of the webbing can resist 5 health levels (after soak) of damage before breaking. Ananasi can consume this webbing and use it again after digesting it properly, thus avoiding the need to spend more blood points on it. | PGttCB, p. 48; Ananasi: Blood & Silk, p. 88 | General |
Preserve | This Gift lets the Ananasi create a special coating that keeps objects in a form of stasis until the character needs them again. The object appears to have a soft, silky cocoon around it, preventing it from being damaged by outside forces. Fire, physical force, even the ravages of time are kept out by this delicate weave. Only the Ananasi who wove the cocoon can open it without special occult knowledge. | The character must expend one blood point and roll Wits + Rituals (difficulty 8) to create this weave. The Ananasi can cover a single object up to his Gnosis rating in square feet. The coating keeps the enclosed object in stasis, keeping meat and other items fresh, and even maintaining living things in a coma-like slumber. The effect lasts until the cocoon is broken; the exact means of cracking the cocoon are up to the Storyteller, but only supernatural power has a chance of success. | Ananasi: Blood & Silk, p. 88 | General |
Web Blanket | Ananasi using this Gift create a covering of webs over a target. These webs are thick and sticky, actually springing from the body of the target itself, and covering the target in an airtight blanket of webbing that prevents breathing and obscures all senses. It is a very unpleasant way to die. | The werespider spends one Gnosis and one blood point and rolls Dexterity + Medicine (difficulty of the target's Willpower). Success means the target spontaneously begins generating the thick webs that completely cover the target's body. Attempts to tear the webbing away are resisted by an effective Strength of 9. Burning the webs is a possible solution, but the target covered by the webs takes the same damage as the webs themselves. | Ananasi: Blood & Silk, p. 89 | General |
Gift | Description | System | Source | General |
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Carapace | The Ananasi acquires an armored carapace over her exoskeleton that provides additional protection and can regenerate damage. | The player spends one Gnosis point to gain +4 dice to soak rolls and regeneration like a Garou. This Gift lasts for one scene. | Changing Breeds 20th Anniversary Edition | Homid |
Survivor (Ananasi) | As the Bone Gnawer Gift. This Gift confers temporary immunity to many environmental factors. The Garou has no need of food, water or sleep, and she does not suffer from temperature extremes. She is also immune to natural diseases and poisons. Wyrm toxins will still affect her, but at half their normal potency. | The player spends one Gnosis and rolls Stamina + Survival (difficulty 7). The effects last for one day per success. By spending a second Gnosis point, the Bone Gnawer can gain three extra points of Stamina, and he suffers no wound penalties, but the Gift will expire prematurely after 10 rounds of full combat. The Garou must sleep for at least eight hours when the Gift wears off, and he awakens ravenously hungry. | Changing Breeds 20th Anniversary Edition | General |
Thieving Touch of Spiders | As the Ragabash Gift: Thieving Talons of the Magpie. The Garou can steal the powers of others and use them herself. These powers can be Garou Gifts, spirit Charms, vampiric Disciplines, True Magic or any other such power. Naturally, a magpie-spirit teaches this Gift. | The player must gain three successes on a Wits + Stealth roll (difficulty of the target’s Willpower). If successful, the Ragabash can use the specified power (and the victim cannot) for each successive turn she is willing to spend a Gnosis point. The werewolf’s Gnosis is substituted for any Traits exclusive to the victim that might be necessary to work the power, such as a vampire’s blood pool or a mage’s Arete. The Ragabash must know something about his target’s powers, and he must target a power in the terms by which he would understand it. | Changing Breeds 20th Anniversary Edition | Tenere |
Burning Blood | The Ananasi turns her blood to acid. | The Ananasi may activate this Gift at will. Contact with acidic blood inflicts (permanent Gnosis) dice of aggravated damage. | Changing Breeds 20th Anniversary Edition | Hatar |
Assimilation (Ananasi) | As the homid Gift. 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 does not belong. The Gift doesn’t hide racial differences, but it does allow the user 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. Ancestor-spirits teach this gift. | The player rolls Manipulation + Empathy. If successful, the character interacts with members of another culture as if he were one of them. This difficulty depends on how alien the culture is. The difficulty would be 5 for another Garou sept, but it could be as high as 9 when trying to assimilate into a Black Spiral Hive in a foreign country. The character will not suffer Social-roll penalties when interacting with members of the culture, although he will not receive any special benefits. The Gift lasts for one scene plus one day per Willpower point spent when activating it. | Changing Breeds 20th Anniversary Edition | Kumoti |
Image of the Great Mother | For a short time, the Ananasi assumes the form of a massive creature with four spider-like legs, four human-like arms, eight glowing red eyes, and enormous fangs, covered over in thick, chitinous armor. The Myrmidon must remain in Crawlerling form for one week after donning the Great Mother’s aspect. | The player spends two Gnosis points and rolls Charisma + Rituals (difficulty 9). If successful, the Great Mother form has the following Attributes: Strength + 5, Stamina + 6, Perception +2, and Appearance 0. Each arm inflicts Strength + 2 aggravated damage with its terrible claws. All that view the Great Mother form — even other shapechangers and werespiders — must roll Willpower (difficulty 7) or suffer the Delirium (reduced Delirium for shapeshifters). The transformation lasts for one scene. | Changing Breeds 20th Anniversary Edition | Myrmidon |
Shattering | This powerful Gift unweaves even mighty magical effects. | As the Gift: Minor Unweaving, but costing three points of Gnosis and able to affect strong magic, including Disciplines/Spheres/Gifts/etc. of up to Level Five. | Changing Breeds 20th Anniversary Edition | Wyrsta |
Razor Webs | If she desires, the Ananasi can spin barbed, razor-sharp webbing. | The werespider can choose whether she spins normal webs or razor webbing. She can spin enough razor webs with one blood point to cover a Crinos-form Garou. Razor webbing inflicts one automatic level of unsoakable aggravated damage to anything that comes into contact with it each turn, unless the victim holds perfectly still. | Changing Breeds 20th Anniversary Edition | Wyrsta |
Summon Net-Spider (Ananasi) | As the Glass Walker Gift. The Garou can summon a Net-Spider, a Weaver spirit that gives its summoner near-absolute control over any computer system. The Spider can disrupt, erase or destroy whatever system it is sent into (the exact effects are left to the Storyteller, but are typically destructive). An avatar of Cockroach teaches this Gift. | The player spends one Gnosis point and rolls Charisma + Computer (difficulty 8). If successful, the Net-Spider appears and heeds the Garou’s commands. This Gift allows the Garou to halve all computer-related difficulties along with the aforementioned destructive capacity of the spirit. | Changing Breeds 20th Anniversary Edition | Wyrsta |
Web of Illusion | This powerful Gift enables the Ananasi to create an artificial reality in a secured area. The appearance, sounds, and smells are all dictated by the character's will; everyone that enters the area sees, smells, and hears the same things for the duration of the illusion. | The character must expend two Gnosis points, the first to create the structure of the illusion, and a second to animate anything inside it. The player must then make a Manipulation + Primal Urge roll (difficulty 7), with each success adding to the difficulty to detect the illusion. Characters attempting to see through the illusion must make a Perception + Subterfuge roll (difficulty 5 + the Ananasi's successes, maximum difficulty of 10). Characters automatically see the illusion as it was prepared unless they have valid reason to believe otherwise. The illusion lasts a number of days equal to the Ananasi's permanent Gnosis rating. | PGttCB, p. 51; Ananasi: Blood & Silk, p. 94 | Viskr |
Summon Paradox Spirit | This powerful Gift not only brings a Paradox spirit into the area, it also suggests a target for the Paradox spirit to punish. This Gift only works against targets that are suffering from Paradox as it is, such as mages and those the Viskr has already marked via the Rite: Summon Paradox. | The Viskr rolls Wits + Occult (difficulty 8), and spends 1 Gnosis point. The number of successes indicates the speed with which the spirit responds. Paradox spirits are generally not offended by the use of this Gift, unless the target is clearly no threat to the orderly progression of the universe. The punishments meted out by Paradox spirits range from merely annoying to instantly fatal, depending upon the severity of the offense. Occasionally the Paradox spirit may abduct its target to a pocket Umbral realm to be punished for an indeterminate space of time (or until he escapes or is rescued). What the Paradox spirit actually does when it arrives is up to the Storyteller to decide. | Ananasi: Blood & Silk, p. 94 | Viskr |
Umbral Barrier | An Ananasi spins her web into the Great Web, strengthening the Gauntlet in the designated area and making it far more difficult for any non-Ananasi to pass into or out of the Umbra in that location. The webs generated by this Gift are intangible and invisible from the Gaia Realm and merely look like another piece of the Great Web from the Umbra. | The character must spend the appropriate number of blood points for the web she wants to build; in addition, an expenditure of two Gnosis and a Wits + Occult roll (difficulty 8) is required. Each success increases the Gauntlet rating between the Gaia Realm and the Low, Middle, and High Umbras by one. These barriers are often used as protection from invasion, and also as revenge against those who've slighted the werespider. This Gift's effects are permanent, although from the Penumbra the added webbing can be torn away from the Gauntlet - an involved and difficult task. | Ananasi: Blood & Silk, p. 89 | General |
Spider on the Mirror | The Ananasi with this Gift is able to create exact duplicates of herself to act as drones, suddenly turning into a one-woman army. The created drones are mindless, powerless entities, possessing only the physical abilities of the Tenere that created them. Each of the duplicates will act only as directed by their creator, following those directions to the letter. Once their instructed task has been completed, the created duplicates stop all actions, awaiting further direction. | The Ananasi must make a Gnosis roll (difficulty 8). For every success, the character may create one physical duplicate of herself. For each created duplicate, the Tenere must also pay one blood point. The character must give verbal instruction to all the duplicates, who will immediately begin to carry out their assigned duty. Each duplicate possesses physical Attributes, Gifts, Talents, and Skills of its creator, but its Mental Attributes are no higher than 1, and Knowledges do not transfer. Once created, the duplicates will begin to disappear at an alarming rate. Beginning the fourth turn after they are created, one duplicate will disappear every turn until only the original Ananasi is left. | PGttCB, p. 48; Ananasi: Blood & Silk, p. 90 | Tenere |
Touch of the Unweaver | The Hatar can prevent another creature from regenerating or healing diseases with a touch. | The character rolls Intelligence + Medicine, difficulty equal to the target's Gnosis (or Willpower -2 for creatures with no Gnosis) and spends two Gnosis points. Success halts the target's healing process cold, and the victim also suffers a +5 difficulty (with a maximum of 10) to resist diseases. Each success stops regeneration and other healing for one day, or until the Gift is somehow nullified. | PGttCB, p. 49; Ananasi: Blood & Silk, p. 91 | Hatar |
Mass Confusion | This powerful Gift changes the perception of the individuals in the Kumoti's immediate area. The Ananasi is able to confuse the participants, causing them to lose track of where they were, who surrounds them, and which direction they were facing. Friends can appear to be foes, physical objects can appear meters away from their actual locations, and none of the senses can be trusted. | The Ananasi must expend two Gnosis points. For the duration of the scene, any individuals in the area - whether they be Damhan, Ovid, vampire, or other - must make a Wits roll (difficulty 8) to take an action against any selected target. If they make their roll, the action occurs as intended. If they miss their roll, the Storyteller must randomly determine another target in the same area - excluding the Kumoti using the Gift - to which the action is redirected. This Gift fouls attacks, speeches, Gift use, even dodges - all actions that focus on a specific target. The Ananasi that uses this Gift is immune to its effects, but cannot take any other actions for the duration of the Gift; if he takes any action, the effects of the Gift are canceled. | PGttCB, p. 50; Ananasi: Blood & Silk, p. 92 | Kumoti |
Thousand Hands | Although Ananasi cannot usually use all their arms to the same effect, this Gift allows Myrmidons to multitask with great efficiency. The Myrmidon may wield multiple weapons or make multiple attacks with each one landing at full effect. | The Myrmidon need only spend a Gnosis point; for the remainder of the scene, he gains fifteen dice to his pools only for the purpose of splitting actions. Thus, if the Ananasi had an attack pool of eight dice, he could not attack with more than eight dice in his pool - but he could make three attacks; two with eight dice in each attack pool, and one with seven dice. | PGttCB, p. 50; Ananasi: Blood & Silk, p. 93 | Myrmiddon |
Camazotz Gifts
Gift | Description | System | Source | General |
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Echolocation | As the lupus Gift: Scent of Sight, but using sound to navigate rather than scent. This Gift is normally only useful in Homid form, as all other shapes are already capable of sonar navigation. 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). | Changing Breeds 20th Anniversary Edition | General |
Heightened Senses (Camazotz) | As the lupus Gift. This Gift sharpens the Bastet's senses to an incredible degree. She enjoys the olfactory and auditory acuity of a feline whenever she is in Homid and Sokto forms, along with superior night vision. In Crinos, Chatro and Feline, her senses become preternaturally potent, allowing sensory feats that border on precognition. Sudden loud noises, bright lights or overwhelming scents can be disorienting, however. Wolf-spirits teach this Gift. | The player spends a Gnosis point to activate this Gift for a scene. In Homid and Sokto, the Bastet's Perception difficulties decrease by two and she may roll Perception + Primal-Urge to perform uncanny sensory feats such as tracking by scent. In Crinos, Chatro and Feline, Perception difficulties decrease by three (this is not cumulative with the ordinary Feline-form Perception bonuses) and the Bastet gains an extra die to Primal-Urge dice pools. | Changing Breeds 20th Anniversary Edition | General |
Perfect Recall (Camazotz) | As the Galliard Gift. 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. | Changing Breeds 20th Anniversary Edition | General |
Private Whispers | By covering his mouth and whispering, the werebat may speak to anyone he can see, without being overheard. | The player rolls Manipulation + Subterfuge, difficulty 7. The character may whisper for one turn per success. | Changing Breeds 20th Anniversary Edition | General |
Scent of the True Form (Camazotz) | As the Philodox Gift. 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. | Changing Breeds 20th Anniversary Edition | General |
Shadow Skin | The Camazotz wraps himself in semi-solid shadow, making him more difficult to see, muffling the noise of his movements, and even gaining some protection against attacks. | The player spends one Willpower point. For the rest of the scene, the character gains one soak die and three extra dice to any Stealth roll. This Gift ends immediately if the character enters bright light. | Changing Breeds 20th Anniversary Edition | General |
Silence (Camazotz) | As the Silent Strider Gift. The Garou can muffle any sound she makes, the better to creep up on an enemy or escape unnoticed. An owl-spirit teaches this Gift. | The player rolls Dexterity + Stealth. Each success adds one to others’ difficulty to hear the Garou for one scene. | Changing Breeds 20th Anniversary Edition | General |
Speech of the World (Camazotz) | As the homid Gift. 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. | Changing Breeds 20th Anniversary Edition | General |
Spirit Speech (Camazotz) | As the Theurge Gift. 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. | Changing Breeds 20th Anniversary Edition | General |
Whisper Catching (Camazotz) | As the Shadow Lord Gift. 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. | Changing Breeds 20th Anniversary Edition | General |
Gift | Description | System | Source | General |
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Bloodletting Bite | The werebat’s saliva becomes a supernatural anticoagulant, causing her victims to bleed dramatically. | The player may spend one Gnosis after a successful bite. The victim suffers one additional level of unsoakable lethal damage at the end of each subsequent turn, for (Gnosis) turns. Vampires lose one blood point per turn rather than suffering damage. | Changing Breeds 20th Anniversary Edition | General |
Into the Sun | The werebat may step sideways even in direct light, though she treats the Gauntlet as one point higher than it truly is when doing so. | This Gift’s effects are permanent. | Changing Breeds 20th Anniversary Edition | General |
Luna’s Favor | The werebat draws on Luna’s mercurial favor, becoming uncannily lucky. | The player may spend a Willpower point to nominate a roll as “lucky.” She gains one automatic success on this roll, and may re-roll all dice which fail to come up as successes. This Gift may only be used once per scene. | Changing Breeds 20th Anniversary Edition | General |
Messenger’s Fortitude (Camazotz) | As the Silent Strider Gift, but enabling flight rather than running. 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 | Changing Breeds 20th Anniversary Edition | General |
Razor Wings | As the general Corax Gift: Razor Feathers. The Corax’s wing-feathers become hard and sharp as steel. This Gift is taught by a steel-spirit, and only functions when the wereraven is in Crinos. | The player spends a point of Gnosis, enabling Wing Swipe maneuvers for the rest of the scene (see Wing Swipe, p. 214). | Changing Breeds 20th Anniversary Edition | General |
Sense Wyrm (Camazotz) | As the metis Gift. The werewolf can sense manifestations of the Wyrm in the nearby area. This Gift involves a mystical sense, not a visual or olfactory image. | 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. | Changing Breeds 20th Anniversary Edition | General |
Gift | Description | System | Source | General |
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Bat’s Shriek | The werebat emits an ultrasonic cry that stuns, disorients, and bruises those nearby. | The player spends one Rage point and rolls Stamina + Primal-Urge. All within 30 yards take one unsoakable level of bashing damage per success. | Changing Breeds 20th Anniversary Edition | General |
Blinding Spittle | The Messenger of Luna may strike a foe blind by spitting on him. | The character spits on her opponent; the player spends one Gnosis point and rolls Dexterity + Primal-Urge, difficulty of the opponent’s Stamina. The target is blinded for one turn per success; even after the blindness wears off, the victim suffers a +2 penalty to all vision-based rolls (including most combat maneuvers) for the rest of the scene. | Changing Breeds 20th Anniversary Edition | General |
Pathfinder (Camazotz) | As the Ragabash Gift. 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. | Changing Breeds 20th Anniversary Edition | General |
Sense Magic (Camazotz) | As the Uktena Gift. 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. | Changing Breeds 20th Anniversary Edition | General |
Thousand Wings Form | Through refined mastery of her shapeshifting capabilities, the Camazotz gains the ability to break her body down into a swarm of countless tiny bats. | Assuming Thousand Wings form requires a standard shapeshifting roll at difficulty 8. It functions in all regards as the Ananasi Crawlerling form (see p. 65), save that it is capable of flight and made of bats. | Changing Breeds 20th Anniversary Edition | General |
Gift | Description | System | Source | General |
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Bloody Feast (Camazotz) | As the Wendigo Gift. The Garou must inflict at least one health level of damage with a bite. Grants added strength from an opponent’s blood. | 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. | Changing Breeds 20th Anniversary Edition | General |
Invisibility (Camazotz) | As the Uktena Gift. 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. | Changing Breeds 20th Anniversary Edition | General |
Night-Carried Messages | Opening her mouth wide, the Camazotz’s voice emerges as a swarm of bats, which wing their way to a distant subject, intent on delivering a message. | The player spends one Gnosis point and rolls Wits + Expression, with a difficulty determined by the distance of the message’s intended recipient. Within a mile would be difficulty 5, while a target over 100 miles away would be difficulty 9. The messenger-bats move at normal speed for bats, and rest during the day. They deliver the message by swarming around the recipient, squeaking out the message in the Camazotz’s voice. | Changing Breeds 20th Anniversary Edition | General |
Preternatural Awareness (Camazotz) | As the Stargazer Gift. The Stargazer attunes all her senses to her surroundings, thereby becoming preternaturally aware of her opponent’s doing and allowing her to anticipate them somewhat. A wind-spirit teaches this Gift. | The player spends one Gnosis point and rolls Perception + Dodge (difficulty 7). All opponents’ dice pools to hit the Garou decrease by a number of dice equal to the number of successes. This penalty applies even if the Garou cannot see the attack coming. The effect lasts for one scene. | Changing Breeds 20th Anniversary Edition | General |
Gift | Description | System | Source | General |
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Cloud on the Wing | As the Fianna Gift: Fog on the Moor. This Gift transforms the Fianna into a ghostly outline of himself, allowing him to pass through anything except silver as though he were incorporeal. He may communicate and strike opponents normally. He cannot be harmed by anything except silver; all incoming attacks pass through him. A fog-spirit teaches this Gift. | The player spends one Willpower point and rolls Gnosis (difficulty 7) to instantly transform the Garou into a ghostly form. Each success allows the Garou to stay in that form for one turn, though the Garou may change back at will. The character cannot regenerate while in this form. | Changing Breeds 20th Anniversary Edition | General |
Reading the Dark Heart | Listening to the pulse of an individual’s heart and the rush of their blood, the Camazotz can discern her darkest secret. | The Camazotz spends a turn in concentration. The player spends one Gnosis point and rolls Perception + Subterfuge (difficulty of the target’s Willpower). Success allows the werebat to learn the one fact the subject most fervently keeps hidden from the world at large. | Changing Breeds 20th Anniversary Edition | General |
Shadows of Mictlán | Stepping sideways into the dark of night, the Camazotz may enter the Dark Umbra as easily as the realm of Gaian spirits. | So long as she is not in direct light, the werebat may step sideways into the underworld if she chooses. Into the Sun (see p. 240) has no effect on this Gift. | Changing Breeds 20th Anniversary Edition | General |