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The Werewolf: the Apocalypse Gift Encyclopedia

Layout © 2010 Laura “Tamara” Henson

Disclaimer: The text of this guide is already owned by someone else. They have been culled from a variety
of Werewolf: the Apocalypse books published by White Wolf © 1994-2004) as well as from various websites. No
challenge is made to their copyright status. This is simply a compilation for research purposes with some of
the entries rewritten for clarity.

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As I played Werewolf: the Apocalypse for the old World of Darkness I got tired of
fishing through dozens of books trying to find just the right gift. As a result I wrote down
every gift I could find in one notebook. This is the result of that effort. Most of these gifts
are from official White Wolf books but I have also included a few unofficial gifts from
various authors. In these cases I have mentioned the source whenever possible. I hope
this book will be of use to other players of the Old World of Darkness.

Table of Contents

Breed Gifts Homid 3


Lupus 8
Metis 13

Auspice Gifts Ahroun 21


Galliard 29
Philodox 38
Ragabash 46
Theurge 57

Tribal Gifts Black Furies 71


Black Spiral Dancers 80
Bone Gnawers 83
Bunyip 93
Child of Gaea 96
Croatian 106
Fianna 110
Get of Fenris 120
Glass Walkers 128
Red Talons 141
Shadow Lords 150
Silent Striders 160
Silver Fang 170
Stargazers 180
Uktenna 190
Wendigo 203

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Homid Gifts
Dead-Eye (Homid Rank 1)

Survival may depend on a single lucky bullet. With this Gift, even the most difficult shots can be
accomplished. A Raven-spirit teaches this Gift.

System: By spending one Willpower, the player can re-roll any one Firearms, Archery or other missile
weapon roll.

Master of Fire (Homid Rank 1)

Werewolves with this Gift invoke 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 fire spirit grants this Gift.
System: 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 a scene

Persuasion (Homid Rank 1)

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This Gift allows one to become more persuasive when dealing with others; his statements and arguments
are imbued with meaning or credibility. This Gift is taught by an Ancestor-spirit.

System: The Garou rolls Charisma + Subterfuge (difficulty 6). If successful, the difficulties of all Social
rolls are reduced by one for the remainder of the scene.

Smell of Man (Homid Rank 1)

Creatures of the wild have learned well that man if often a bringer of death. With this Gift, the Garou
greatly enhances the human scent around him, causing animals to feel uneasy and nervous. This Gift is
taught by an Ancestor-spirit.

System: All normal animals (not including supernatural creatures in animal form) lose one die from their
Dice Pools when within 20 feet of the Garou, and are likely to flee. The Garou may use this Gift at will; she
simply states when she is activating it or turning it off.

Divide (Homid Rank 2)

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.

System: 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 through out the scene. With such
manipulation, it is doubtful that any peace can be made, and highly probable new troubles will emerge.

Jam Technology (Homid Rank 2)

The Garou can cause technological devices to temporarily cease functioning. This Gift is taught by a
Gremlin, a type of Wyld spirit that enjoys breaking things.

System: The Garou spends one Gnosis point and rolls Manipulation + Repair. Technological devices
within 50 feet cease functioning for one turn per success, though the devices are unharmed. The difficulty
of the roll is based on the following chart:

Device Difficulty
Computer 4
Phone 6

4
Automobile 8
Knife 10

Speech of the World (Homid Rank 2)

Those who wander can encounter a new human dialect in every valley. This Gift allows the Garou to speak
any human language he encounters, although his speech is slightly accented in any tongue but his own.
Unlike the Rank Three Gift: Tongues (a Warder Gift; also Werewolf Players Guide, pg. 35), this Gift does
not convey literacy. The Gift is taught by an Owl-spirit.

System: The player rolls Intelligence + Linguistics, difficulty 7; the effects last for the entire scene.

Stare down (Homid Rank 2)

By staring into the eyes of a human or animal, the Garou can cause the target to flee in terror. This Gift can
be used against Garou, but the Garou will freeze in place rather than flee. This Gift is taught by a Ram or
Snake spirit.

System: The Garou rolls Charisma + Intimidation (difficulty 6). The victim flees for one turn per success.
Should the Garou score five or more successes, the victim flees for the duration of the scene. Garou targets
will not flee, but they cannot attack while this Gift is in effect, although they can defend themselves.

Unnatural Camouflage (Homid Rank 2) Non Official Gift by Damien

This Gift allows the Garou who employs it to blend in with the people around him, not appearing out of
place or unusual in the circumstances in which they find themselves. The Gift will even seem to clothe the
Garou appropriately for the current environment, and subtly change that appearance if the Garou moves. So
a Garou who was in a lift with a number of corporate drones would appear to be wearing a similar sort of
suit to their companions, but if they then joined a group of skaters, their clothing would change to jeans and
baggy tops. However, the Garou is not able to interact with any of the people around them without the
illusion dropping. This Gift has been of great use in the past to Garou who find themselves with insufficient
amounts of dedicated clothing when forced to change form, or step sideways. This gift is taught by spirits
of illusion or trickster spirits

System: The player spends a Gnosis point to activate the Gift. For the rest of the scene, the character is
shrouded in an illusion of the appropriate appearance, even as far as hiding tattoos or scars. If the ST feels
that they are in a situation where a surrounding homid might interact with them, the player can roll Wits +
Subterfuge (difficulty as appropriate) to avoid the contact - else the Gift drops immediately, revealing the
Garou for what they are. This Gift only works on characters in Homid form.

Disquiet (Homid Rank 3)

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The Garou causes the subject of this Gift to feel inexplicably depressed and withdrawn. The subject will
find it hard to use his anger (Rage) or concentrate effectively on tasks. This Gift is taught by an Ancestor-
spirit.

System: The Garou rolls Manipulation + Empathy against a difficulty equal to the Willpower of the
opponent. If successful, that opponent will not be able to recover Rage for the duration of the scene;
furthermore, all difficulties for extended actions (not combat) are increased by one.

Reshape Object (Homid Rank 3)

The Garou can instantly shape once-living material (but not undead!) into a variety of objects - thus trees
may become shelter, buck antlers become spears, animal hides become armor, and flowers become
perfumes. The item will in some way resemble the object from which it was created (the spear is made of
antler, not wood). This Gift is taught by a Weaver-spirit.

System: The Garou rolls Manipulation + Repair against a variable difficulty (5 to turn a broken tree limb
into a spear, 8 to turn a plank into a floatable raft, etc). The created object is not necessarily permanent; it
will last a length of time according to the chart below. Expending a Gnosis point allows a created weapon
to inflict aggravated damage (this effect is not permanent unless a permanent Gnosis point is spent).

Successes Duration
One 5 minutes
Two 10 minutes
Three One Scene
Four One Story
Five Permanent

Tongues (Homid Rank 3)

This Gift allows the user to read or write any human language encountered, no matter how ancient or
obscure. Galliards often use this Gift when translating ancient texts to revive old legends or compose new
songs for Moots. This Gift is taught by a Raven-spirit.

System: After spending one Willpower point, the player rolls her Intelligence + Linguistics. The obscurity
and relative age of the language determines the difficulty. A common modern language such as Spanish is
difficulty 4. An ancient and obscure tongue such as Etruscan would be difficulty 10. The number of
successes determines the character's fluency with the language.

Body Shift (Homid Rank 4)

This Gift allows the Garou who possesses it to extend their shape shifting abilities to a new plane. They can
alter their physical form to improve their strength, or to gain increased speed above and beyond the ability
to change to Crinos by borrowing from one aspect of themselves to temporarily give to another.

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System: The player who wishes to use this Gift must spend a point of Rage and roll Stamina + Primal Urge
(difficulty 7). Each success allows them to move a point from one physical attribute to another - from
Stamina to Strength, or from Dexterity to Stamina.

Cocoon (Homid Rank 4)

The Garou causes a thick, opaque epidermis to surround him. The Garou is immune to fire, starvation, gas,
et al. This Gift is taught by an Insect- or Weaver-spirit.

System: The Garou spends one Gnosis point. While in the cocoon, attacks must do an amount of damage
equal to the Garou's Stamina + Rituals to affect him at all. The cocoon lasts for one scene. Extra time may
be gained by spending more Gnosis points, allowing Garou to stay protected for days. How long a Garou
can ultimately spend in the cocoon is up to the Storyteller.

Gaia's Embrace (Homid Rank 4 - Pure Ones)

Known only to Native American Garou, this Gift allows the werewolf to become one with the land. If
seriously wounded, the Garou may "crawl into" the earth to seek Gaia's aid. Once protected within Her
womb, the wounded child is mended by the power of the Goddess. An Earth-spirit teaches this Gift.

System: After suffering aggravated wounds, the Garou must be buried alive or dig his own way under the
soil. This Gift sustains an interred Garou and heals his aggravated wounds at a rate of one per hour, instead
of one per day.

Spirit Ward (Homid Rank 4)

This Gift allows a Garou to protect himself from spirits by performing a quick warding rite. The Garou, by
drawing an invisible pictogram into the air, scares and unnerves any nearby spirits (except the pack totem).
This sign travels with the Garou wherever he goes for the duration of the Gift. This Gift is taught by an
Ancestor-spirit.

System: The Garou spends one Gnosis point and rolls Manipulation + Rituals (difficulty 7); spirits within
100 feet of the Garou (again, except for the pack totem) must subtract one from their Dice Pools for each
success. This Gift lasts for one scene.

Assimilation (Homid Rank 5)

The Garou is able to blend smoothly into any culture, not matter how strange or alien the culture is. The
Garou can slip in among Bedouin nomads as if he were one of them, or shop in a Chinese market without
anyone noticing he does not belong. This Gift will not hide racial differences, but the behaviors and
mannerisms of a native can be mimicked. This also allows the Garou to speak and understand the culture's
language, although it will be forgotten when the Gift wears off. This Gift is taught by an Ancestor-spirit.

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System: The Garou rolls Manipulation + Empathy. If successful, he is able to interact with members of
another culture as if he were from that culture. The 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. The Garou will not suffer Social roll penalties when interacting with members of the
culture, although she will not receive any special benefits. The Gift lasts for one scene plus one day per
Willpower point spent when activating it.

Part the Veil (Homid Rank 5)

The Garou may immunize any human from the Delirium for a scene. In this way, the human can interact
with the 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 (he sees a Crinos, etc). This Gift is taught by an Ancestor-spirit.

System: The Garou spends a Gnosis point and rolls Charisma + Empathy (difficulty 6).

Ubermench (Homid Rank 5)

The Garou warps human perception, making the werewolf seem super charismatic. This turns the Garou
from a figure to be avoided into a figure to be admired or adored.

System: Once learned, this Gift is always active. Human dealing with the character will immediately pick
her out as more desirable, attractive, smarter or more charismatic compare 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.

Lupus Gifts
Find Water (Lupus Rank 1)

This gift allows a Garou to locate any body of water within 20 miles. This Gift is taught by a Frog spirit

System: The Garou makes a Perception + Survival roll against a difficulty of 6 to use this Gift. One or two
successes will indicate the genera 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.

Heightened Senses (Lupus Rank 1)

The Garou can vastly increase her sensory input for a short time. When in Homid or Glabro form, her
senses become as sharp as those of a wolf, while in her wolf forms, her senses become preternaturally
potent. This gift is taught by a Wolf-spirit.

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System: The Garou spends a Gnosis point. The effects last for one scene. Homid and Glabro forms:
Perception difficulties are reduced by two; roll Perception + Primal-Urge (difficulty 6) to perform sensory
feats impossible to humans. Crinos, Hispo and Lupus forms: Perception difficulties are reduced by three;
+1 to Primal-Urge Dice Pools.

Leap of the Kangaroo (Lupus Rank 1)

By invoking this Gift, Garou may leap incredible distance. Despite its name, this Gift is taught by Hare- or
Cat-spirits (marsupial-spirits seem loath to aid the Garou these days...).

System: The Garou rolls Stamina + Athletics (difficulty 7). If successful, she may double her normal
jumping distance.

Prey Mind (Lupus Rank 1)

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

System: The player rolls Wits + Primal Urge (difficulty 7 in the wild, 9 in urban lands). Success guides the
wolf in how to best evade her pursuers; she gains three dice to any pool made to escape, outdistance 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.

Sense Prey (Lupus Rank 1)

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 and
wolves do no register as prey animals (as per the Litany), but it is said that the Red Talons know a variant
of this Gift that acts otherwise. A wolf spirit teaches this Gift.

System: The Garou makes a roll using Perception + Primal-Urge against a difficulty of 7. Success will lead
the Garou to a suitable animal sufficient to feed a pack of up to 12 wolves. The range extends up to 50
miles.

Sense Wyld (Lupus Rank 1)

The Garou invoking this Gift may sense Wyld energies or spirits in the nearby area. This Gift is taught by a
Wyld-spirit

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System: The player must roll Perception + Enigmas. The difficulty is based on the strength of the local
influence (a Garou in a forest would be difficulty 5).

Axis Mundi (Lupus Rank 2)

The Garou with this Gift can center herself in relation to Gaia, and always know which direction she is
traveling in or facing, no matter where she may be in the Gaia realms. In addition, the werewolf carries her
"territory" around with her, in a mystical sense. Wolves will detect this, and concede her right to travel
through their territories and hunt there. Other animals will also recognize this, and not attack the intruder.

System: To activate this Gift, the player must expend a point of Gnosis. Animals will automatically sense
the presence of the Garou and leave her be, and even other lupus must make a Willpower roll not to
recognize this right.

Eye of the Eagle (Lupus Rank 2)

This gift allows the user to see for miles, like a bird of prey. No mater how far away this gift allows one to
see the details seen will be as clear as if the target was mere yards away. This gift does not work well in the
city, as buildings tend to get in the way. It is, of course, taught by an Eagle spirit.

System: Roll Perception + Alertness against an 8 difficulty. The number of successes is the number of
miles away one can see as normal.

Scent of Sight (Lupus Rank 2)

The Garou can use his sense of smell to compensate completely for his eyes; thus, he could attack invisible
creatures normally, or roughly navigate in absolute darkness. This Gift is taught by a Wolf-spirit.

System: The Garou rolls Perception + Primal-Urge against a Storyteller-determined difficulty (depends on
how powerful local smells are). The Storyteller should not require rolls every turn, but only when
something could cause the Garou to lose his opponent's scent (he ran through water, they are fighting in a
smelly alley, etc.)

Sense the Unnatural (Lupus Rank 2)

The Garou can sense any unnatural presence and determine its approximate strength and type. Supernatural
presences can include: magic, spirits, the Wyrm, wraiths, etc. This will detect vampires, but only those with
Humanity scores below 7. This Gift is taught by any spirit servant of Gaia.

System: The Garou rolls Perception + Enigmas (difficulty 6). The more successes rolled, the more
information is gained. However, understanding the information might require an Intelligence + Occult roll
(Storyteller's option).

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Wyld Ferocity (Lupus Rank 2)

The harsh, untamed wilderness frequently brings death to humans who venture into it unprepared. With this
Gift, the Garou can heighten the fear humans have of the wild. A panic-stricken human may be unable to
act or have to flee the area. An Ancestor-spirit teaches this Gift.

System: The Garou must spend one Rage point to activate the Gift and must growl (even in human form)
for the effect to work. All normal humans lose one die from their Dice Pools within 20 feet of the Garou.
Those humans not used to dealing with wild animals must make a Willpower roll (difficulty equals the
Garou's Rage) or flee the area.

Catfeet (Lupus Rank 3)

This Gift gives the Garou 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 are reduced by two. This Gift is taught by a Cat-spirit.

System: The Garou does not need to expend points or roll for this ability; it becomes innate to those who
learn the Gift.

Death Whispers (Lupus Rank 3)

The ancient Greeks associated wolves 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.

System: 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.

Monkey Tail (Lupus Rank 3)

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

System: After learning this 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 damage from the tail is Strength-1.

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Name the Spirit (Lupus Rank 3)

The Garou is able to detect the true name, type of, and approximate Trait levels (Rage, Power, etc) of a
spirit. This Gift is taught by a spirit servant of the Uktena totem.

System: The Garou spends one Willpower point and rolls Perception + Occult (difficulty 8).

Strength of Gaia (Lupus Rank 3)

The Goddess blesses her child with enhanced strength to defeat her enemies. The Garou must maintain her
Lupus form, but she retains the might of the Crinos.

System: The player must spend one Rage point to activate the Gift. Her base strength increases by four,
rather than the normal one, in her Lupus form. The Gift works only in Lupus form and its effects cease if
she shape shifts. In any case, the Gift's effects last one scene.

Beast Life (Lupus Rank 4)

The Garou may not only communicate with animals, but can attract and command them. If there are no
animals of the sort desired in the vicinity, none can be called. This Gift is taught by any Animal-spirit.

System: The Garou spends one Gnosis point and rolls Charisma + Animal Ken (difficulty 7). One success
causes animals within a 10-mile radius to be affected. Each additional success add 10 miles (two successes
indicate a 20-mile radius). The effect lasts for one scene, but the time may be extended by spending one
Gnosis point per extra scene.

Gnaw (Lupus Rank 4)

The Garou may strengthen her jaws to the point that, given time, she can chew through just about anything.
In addition, her jaws do more damage in combat. This Gift is taught by a Wolf-spirit.

System: The Garou spends one Willpower point and rolls Stamina + 4 against a variable difficulty (3 for
wood, 6 for steel cables, 9 for a titanium door). The length of time it takes to gnaw through something is up
to the Storyteller. When employing this power in combat, the Garou's bite does an extra die of damage.

Venom (Lupus Rank 4)

This Gift allows the user to produce a noxious venom. The werewolf's bile can incapacitate or even kill a
victim. The Garou is immune to her own poison, but she can be incapacitated by another Garou's venom
attack. A venomous snake spirit teaches this gift. Most Garou hesitate to make deals with snakes or
serpents, but sometimes necessity outweighs prejudice.

System: 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

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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 poison bites can
force the victim into a coma and eventually kill her.

Boon of the Animal Fathers (Lupus Rank 5)

By entreaty to a specific to a specific Animal Father, the Garou can gain that specific animal totem for a
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.

System: The Garou must spend 2 Gnosis and make a successful Charisma + Primal-Urge roll. This gift
may only be used once per scene.

Elemental Gift (Lupus Rank 5)

The Garou may call upon the primal force of Gaia Herself, thereby commanding the spirits of the elements.
The Garou can cause 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. This Gift is taught by an elemental.

System: The Garou spends one Gnosis point and rolls Charisma + Occult (difficulty 8). If successful, he
may control a large volume of air, earth, water, or fire - approximately 20' by 20' per success. The effect
lasts for one scene.

Song of the Great Beast (Lupus Rank 5)

The Garou must be in the deep wilderness to employ this Gift. If so, he can, by howling at the sky, call one
of the Great Beasts - the ancient creatures that used to walk the Earth in ages past - to his aid. Examples of
Beasts are the Sasquatch (Bigfoot), the Willawau (giant owl), the Yeti, the great megalodon sharks that
swam the seas eons ago, and other legendary creatures. Who knows - there are rumors of surviving
dinosaurs in the deep Congo... This Gift is taught by a Nature-spirit.

System: The Garou spends on Gnosis point and rolls Charisma + Primal-Urge (difficulty 9). More
successes improve the Beast's disposition.

Metis Gifts
Create Element (Metis Rank 1)

The Garou can create a small amount of one of the four basic elements - fire, air, earth or water. In this
way, a Garou can replenish the air supply in an airtight room, make a rock to throw at someone, create a

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fire without matches or wood, or fill a bathtub without any faucet or pipes. Precious metals (especially
silver) cannot be created, nor can lethal gases or acid. This Gift is taught by an elemental.

System: The Garou spends one Gnosis point and rolls Gnosis (difficulty 6). One cubic foot of the desired
element is created per success, to a maximum weight of 100lbs. The element is now permanent until used
up (breathed in the case of air or burned up in the case of fire without any fuel to keep it going).

Create Oriental Elements (Metis Rank 1)

This can be taken as an alternate to the classical Create Element gift by characters from the Far East, such
as Hong Kong Glass Walkers, Hakken Shadow Lords, Ainu Uktena and Stargazers. The elements that can
be created are: Metal, Water, Wood, Fire, and Earth. Precious metals cannot be created, but the Garou can
pick a lesser metal (zinc, iron, bismuth, magnesium, mercury, etc.) with two or more success; vocational
Kindred hunters will no doubt find the Wood part most invaluable.

System: Spend a Gnosis point and roll Intelligence + Occult (difficulty 6). This Gift is taught by an Eastern
animal spirit (such as Tiger, Crane, Ox, Monkey, Dragon, et al).

Source: Diane Keating

Primal Anger (Metis Rank 1)

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.

System: 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.

Sense Wyrm (Metis Rank 1)

The Garou can sense manifestations of the Wyrm in the nearby area. This Gift involves a mystical sense,
not a visual or olfactory image, although Garou using this Gift are likely to say, "This place stinks of the
Wyrm." This power requires active concentration. This Gift is taught by any spirit servant of Gaia.

System: The Garou rolls Perception + Occult. The difficulty for this Gift is based on the concentration and
strength of the Wyrm's influence (sensing a single formor in a room would have a difficulty of 6).
Vampires can be sensed using this Gift, but only those with Humanity scores lower than 7.

Shed (Metis Rank 1)

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The Garou knows the trick of shedding and growing fur at an alarming rate. This gift makes the Garou
especially hard to grapples 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.

System: 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.

Burrow (Metis Rank 2)

The Garou can burrow a tunnel into the earth. The tunnel is relatively permanent, and other can follow the
Garou through it, although it is tight and only one person at a time can go through. However, no being
larger than the Garou can travel the tunnel. The Garou must be in Crinos, Hispo or Lupus form to use this
Gift, but the tunnel will only be as large as the form he assumed while burrowing it (only Lupus- or
smaller-sized beings can travel a tunnel burrowed by a Garou in Lupus form). The tunnel is not structurally
sound and will collapse over time. This Gift is taught by a Mole-spirit.

System: The Garou rolls Strength + Athletics against a difficulty depending on the substance to be
excavated (4 for loose mud, 9 for solid rock). One yard per turn can be burrowed for each success.

Curse of Hatred (Metis Rank 2)

The Garou may verbalize the hatred in her heart, disheartening opponents with the intensity of her emotion.
This Gift is taught by a spirit of Hate.

System: The Garou spends one Gnosis point and rolls Manipulation + Expression (difficulty of the
opponent's Willpower). If the Garou succeeds, her opponent loses two Willpower points and two Rage
points. This may only be used on an opponent once per scene.

Grovel (Metis Rank 2)

By calling upon the behavior ingrained into Garou by the Litany, the possessor of this Gift can all but force
an attacker to accept their surrender. This does not mean the attacker will leave the Gift user alone. They
may continue to watch you and may verbally berate you, but they will not harm your as long as you do not
initiate any attack. This Gift lasts for a scene and is taught by any Canine spirit.

System: By spending an Gnosis point and rolling Charisma + Performance (difficulty 6, resisted by the
other's Rage), the character may effectively surrender. In certain situations, the use of this Gift may induce
an Honor loss or an increase in Social difficulties for a time.

Haunting Stare (Metis Rank 2)

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The Garou summons her hereditary instability and focuses it into her stare. Going into the eyes of the metis
leaves the victim choking with horror. An Ancestor-spirit teaches this Gift.

System: The user must spend a turn in concentration to focus her will, but the Gift takes effect
immediately. Upon making eye contact, the victim must successfully roll her Willpower (difficulty 8) or be
unable to act during her next turn. The difficulty to use Haunting Stare increases by one against Garou who
are insane (including Silver Fangs).

Wriggle (Metis Rank 2)

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.

System: 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.

Awaken Beast (Metis Rank 3)

This is the old ability out of legends and folklore; the power to change someone else into a werewolf by
biting him. If the Gift is successfully used on a victim, their Beast awakens and they begin to Frenzy. The
effect lasts for a single scene, although a human bit with this Gift may develop permanent derangements.

System: After a successful bite attack, the metis' player may spend a Gnosis point and roll Manipulation +
Primal Urge (difficulty 6) against a resisted roll of the target's Willpower (difficulty 7) - Bet'e may add their
Primal Urge score to the Willpower pool. If the attack is successful, the victim begins to Frenzy and will
come to believe they are a werewolf.

Chameleon (Metis Rank 3)

Like the Gift's reptilian namesake, the Garou can blend with her natural surroundings. Unlike the lizard,
however, the Gift user shifts fluidly with changing backgrounds, thus allowing the Garou to move about
and even attack. A Chameleon-spirit teaches this Gift.

System: The player spends one Gnosis point to activate the Gift. Anyone trying to see the Garou, even in
open ground, must make Perception rolls (difficulty equals the Garou's Wits + Stealth). Failure indicates
that the Garou remains undetected. Once the Garou attacks, the difficulty drops by three. Note that the Gift
affects only visual senses, and it provides no camouflage for sound or scent.

Eyes of the Cat (Metis Rank 3)

The Garou may see clearly in pitch darkness. The Garou's eyes will glow a lambent green while this power
is in effect. This Gift is taught by a Cat-spirit.

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System: The Garou must state when this Gift is in effect, but there is no roll or cost expenditure. The Garou
suffers no difficulty or Dice Pool penalties from darkness.

Frozen Form (Metis Rank 3)

Homids and lupus have no idea what its 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 others a taste of what spending
extended time in Crinos is really like.

System: 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.

Mental Speech (Metis Rank 3)

The Garou may mentally communicate with another being over great distances. This does not allow mind-
reading, but does allow the Garou to use Social Abilities, such as Intimidation, from a distance. The Garou
must know the person with whom he is attempting to communicate (although he does not have to be friends
with that person). If he does not know the person, he must have something that belongs to that person, such
as a lock of his hair. This Gift is taught by a Bird-spirit or any spirit affiliated with intellect.

System: The Garou rolls Charisma + Empathy (difficulty 8). The Garou may transmit a maximum distance
of 10 miles per success.

Shell (Metis Rank 3)

Consider the state of the 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.

System: 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 dice penalty on all initiative rolls.

Splintered Claw (Metis Rank 3)

This painful Gift causes the metis' claws to splinter as they piece 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 and it takes a round to
regenerate new ones. A Tree-spirit teaches this Gift (especially one with thorns or spiky seedpods). Glass
Walkers or Bone Gnawers can learn this Gift from spirits living in houses or other wooden constructs.

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System: 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 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.

Badger's Heart (Metis Rank 4)

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.

System: 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 they're in combat, each time she spent one
Rage point, she would actually use two, without gaining any benefit of the second Rage point. This Gift
lasts an entire day.

Gift of the Porcupine (Metis Rank 4)

This Gift allows a Garou's fur to become bristly and sharp like the quills of a porcupine. The Garou must be
in Crinos, Hispo or Lupus form. This Gift is, of course, taught by a Porcupine-spirit.

System: The Garou spends a Gnosis point to sharpen his fur. Anyone whom the Garou body slams,
grapples or immobilizes takes aggravated damage from the Garou's sharp fur (Strength + 1). Furthermore,
anyone who hits the Garou with bare flesh and scores fewer than five successes takes damage based on the
attacker's Strength, although the Garou still takes normal damage. This Gift lasts for one scene or until the
Garou deactivates it.

Wither Limb (Metis Rank 4)

The Garou can cause a target's limb to wither, making it useless. Which limb is withered is the Garou's
choice, but is must be an arm or leg. If the victim is a creature with regenerative properties, such as a Garou
or vampire, the limb will regenerate whole after one scene. This Gift is taught by a venomous animal spirit
or a spirit of Disease.

System: The Garou spends a Gnosis point and rolls Willpower (difficulty of the victim's Stamina + 4).

Fading Light (Metis Rank 5)

This gift may only be used when the Metis is about to die. Just before death the Metis activates this gift and
then bites a kinfolk wolf or human. The gift causes the kinfolk to become a Garou. After activating this gift
the Metis dies and nothing can save him. The kinfolk's breed is its natural form and its auspice is the
current moon.

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System: No roll is required, although the Garou must be about to die for some reason. This may be due to
serious injury, or they may be about to undergo the Rite of the Winter Wolf.

Source: Dennis Rayne

Note: I changed this gift to a Metis specific Rite of Death in my chronicles.

Madness (Metis Rank 5)

The Garou can induce madness in others. The madness will take a form decided by the Storyteller, but
should be severe. This Gift is taught either by a Lune or by a spirit of Madness or Trickery.

System: The Garou spends a Gnosis point and rolls Manipulation + Intimidation (difficulty of the victim's
Willpower). The number of successes determines the number of days that the insanity lasts.

Totem Gift (Metis Rank 5)

The Garou is in touch with the totem of her tribe and can actually plead with the totem, gaining some of its
power. The effects of this power are up to the Storyteller, but should be in keeping with the totem; thus
Chimera (totem of the Stargazers) might grant the Garou increased insight or the ability to Shapeshift into
anything desired, while Rat (totem of the Bone Gnawers) might send swarms of rats to attack the Garou's
enemies, and Grandfather Thunder (totem of the Shadow Lords) might smite the Garou's enemies with a
blast of thunder and lightning. This gift is taught by the Garou's tribal totem.

System: The Garou spends one Gnosis point and rolls Charisma + Rituals (difficulty 9).

Twist of Fate (Metis Rank 5)

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.

System: 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.

Umbral Body (Metis Rank 5)

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

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allow 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.

System: 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.

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Ahroun Gifts
Battlesense (Ahroun Rank 1)

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. This Gift is taught by Nerigal or a similar war spirit.

System: 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.

Inspiration (Ahroun Rank 1)

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. This Gift is taught by a Lion or
Wolf spirit.

System: The Garou spends one Rage point. Comrades automatically receive one success on any Willpower
rolls made during the scene. Not that this Gift does not affect its possessor.

Razor Claws (Ahroun Rank 1)

The Garou may hone his claws to razor sharpness. This Gift is taught by a Cat or Wolf spirit.

System: The Garou spends one Rage point and takes a turn to scratch his talons over a hard surface, such as
a stone. Claw attacks then do an additional die of damage for the remainder of the scene.

Rouse to Anger (Ahroun Rank 1)

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. This Gift is taught by Rorg or a war spirit.

System: The player rolls Manipulation + Empathy (difficulty 8) and spends a Gnosis point. A successful
roll enables the character to speak or act in such a way that her target gains a point of Rage. Each additional
success allows the character to affect another individual, including herself.

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Spur Claws (Ahroun Rank 1)

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.

System: 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 a +2 difficulty on all actions.
However, the Garou's claws take a full turn to regenerate and can't be used in that time.

Steadfast (Ahroun Rank 1)

No matter the task, the Ahroun does not tire. This Gift allows the Garou to work, run, or fight far beyond
her normal limits. A Horse-spirit teaches this Gift.

System: The player spends one Rage point. For the remainder of the scene, her Stamina doubles any time
she has to roll it. This Gift does not affect soak rolls.

The Falling Touch (Ahroun Rank 1)

This Gift allows the Garou to send her foe sprawling with just a touch. The Gift is taught by any aerial
spirit.

System: The Garou rolls Dexterity + Medicine (difficulty of the opponent's Stamina + Athletics). Even one
success sends the opponent to the ground.

Foetracker (Ahroun Rank 2)

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. This gift is taught by Rorg or a bear spirit.

System: The players 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.

Gift of the Salamander (Ahroun Rank 2)

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The Ahroun with this Gift can become virtually impervious to flame. She can walk through a blazing
building, hold her hand in a torch flame or even plunge her arm into a cauldron of boiling oil without ill
effect. This Gift is taught by a fire elemental, most often a Salamander.

System: The player spends one Rage to activate the Gift; the effects last for one scene. While under the
Gift's protection, the Ahroun receives four extra dice for the purposes of soaking any form of heat or fire
damage, whether supernatural or not. She also becomes immune to the effects of smoke inhalation,
although she still needs oxygen to survive.

Sense Silver (Ahroun Rank 2)

Ahroun are the Garou least concerned by humans, but even the greatest can be brought low by silver
weapons. Thus, the Ahroun have learned to sense when they need to be more cautious. This Gift is taught
by a Lune.

System: The Garou rolls Perception + Primal Urge (difficulty 7). If successful, she can detect the presence
of silver. Three successes allow her to pinpoint the silver's location.

Shards of Icy Rage (Ahroun Rank 2)

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. This gift is
taught by Nerigal or an ice spirit.

System: The players 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 crystallized 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.

Spirit of the Fray (Ahroun Rank 2)

The Garou may opt to attack first in any given turn, no matter what his initiative roll may be. This Gift is
taught by a Cat spirit.

System: The Garou using this Gift acts either on his initiave segment as he rolled it, or at one success
higher than any of his opponents, whichever is higher. There is no mandatory point cost or roll for this Gift,
but Gnosis may be spent to ensure extra speed. If more than one Garou combatant has this Gift, the one
who spends the most Gnosis goes first.

Strength of the Pack (Ahroun Rank 2)

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The Ahroun, the heart of the pack's strength, can share any or all of her physical might with her pack
members. Just as if she handed her packmate a loaded gun, the Ahroun grants her more power to do the
work of the pack. A Bear-spirit teaches this Gift.

System: The player spends a Rage point to make the Gift active. She may then temporarily reduce her
strength by any amount, to a minimum of 1, and lend that strength to her packmates with just a touch. The
Garou decides how much strength goes to each pack member chosen. The effects last for one scene.

True Fear (Ahroun Rank 2)

The Ahroun can display the true extent of her power, scaring one chosen foe into quiescence for a number
of turns. This Gift is taught by a spirit associated with fear.

System: The Garou rolls Strength + Intimidation (difficulty of the target's Willpower). Each success she
achieves cows the enemy for one turn; the victim cannot attack. He may defend himself and otherwise act
normally, although given the chance he will probably flee.

Combat Healing (Ahroun Rank 3)

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. Wolverine spirits teach this Gift,
although they usually have to be bested in combat first.

System: The player spends two Rage points to activate this Gift. The Garou may now heal two wounds per
round without having to pause or roll. In addition, aggravated wounds may be healed at a cost of one Rage
point per additional wound.

Source: Damien

Heart of Fury (Ahroun Rank 3)

The Garou can steel himself against anger, suppressing his rage and containing a mental dam against the
explosive frenzies of his race. This anger will eventually catch up with him, so he must vent it before it
breaks free in frenzy. This Gift is taught by a Lion or Wolf spirit.

System: The Garou rolls Willpower (difficulty of his own permanent Rage). Every two successes add one
to the Garou's frenzy difficulties for the scene, making it harder to frenzy. After that scene, however, past
slights and injuries are remembered, refilling the Garou's heart and soul; he must spend one Willpower
point or immediately make a frenzy check at regular difficulty.

Nerigal's call to arms (Ahroun Rank 3)

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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.

System: 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.

Savagery of the Taloned Hunter (Ahroun Rank 3)

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. This
gift is taught by Rorg or a war spirit.

System: 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.

Shake the Earth (Ahroun Rank 3)

The force of the Ahroun's Rage splits the ground before him and knocks his foes off their feet. Even a
minor tremor can cause great damage to houses, mineshafts and people. An Earth elemental teaches this
Gift.

System: The player spends one Rage point to cause a three-foot-wide stretch of ground, extending 10 feet
in front of the user, to split into a chasm that is 10 feet deep. Anyone over that spot must make a Dexterity
roll (difficulty 7) or fall into the hole. For every Rage point beyond the first, the Garou can make similar
holes or deepen the first one.

Shatter Bone (Ahroun Rank 3)

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.

System: 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 difficulty of the attack by 2. 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 -3. Broken arms and
legs subsequently handicap an opponent in any combat. A fractured skull renders the victim unconscious. A
broken spine causes paralysis. This damage is unsoakable but does not cause aggravated wounds.

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Target Difficulty Special 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.

Silver Claws (Ahroun Rank 3)

The Garou can turn her claws into silver, making her a terror against other Garou on the battle field. This
Gift is taught by a Lune.

System: The Garou rolls Gnosis (difficulty 7). All claw wounds inflict aggravated damage, which cannot
be soaked by Garou. While the Garou manifests the claws, she suffers searing agony. Each turn she gains
an automatic Rage point; furthermore, all noncombat difficulties are increased by one because of the
distraction. When her Rage points exceed her Willpower, she must check for Frenzy.

Challenge of Single Combat (Ahroun Rank 4)

By invoking the name of the Ice Warrior Nerigal (who teaches this Gift) and issuing a direct challenge to
an enemy, the Garou can force her opponent to fight one-on-one according to the tacitly 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.

System: 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.

Clenched Grip (Ahroun Rank 4)

The Garou's jaw can become a grip of steel, clamping down on a foe and not releasing it until the Garou
chooses. This Gift is taught by a Wolf spirit.

System: After making a successful bite attack, the Garou, by spending a point of Rage, makes her grip
unbreakable. While foes can make a typical resisted Strength roll to break the grip, the Garou gains an
automatic success per point of Strength, and can roll half her Willpower pool (rounding down) to add more
successes.

Hunter's Horn (Ahroun Rank 4)

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This Gift enables the Garou to create a sound so horrible and mind-chilling that it sends enemies into utter
panic and causes them to flee an area without regard for direction or destination. Enemies so affected
cannot attempt to evade pursuit or disguise their passage. This makes hunting them down and dispatching
them a fairly simple task. This Gift is taught by Rorg or a spirit of the Hunt.

System: The player spends a point of Rage and rolls Manipulation + Primal-Urge (difficulty of the highest
Willpower in the group). Each success affects one victim with uncontrollable panic, causing them to run
blindly from an area. Garou affected by this Gift enter a state of fox frenzy, while others simply become
mindless panicked creatures of prey. The effect lasts for an entire scene, during which time the character
(and any allies) may hunt down and slay the victims if they so desire.

Stoking Fury's Furnace (Ahroun Rank 4)

The Garou is especially connected to his inner anger. He does not have more control than others, but is
simply more familiar with using his Rage. This Gift is taught by a wolverine spirit.

System: The Garou regains one Rage point if he takes a Health Level of damage that turn and does not
have to check for frenzy. In addition, the Garou can spend one Rage point per turn without losing that
point. However, if more than one point is spent that turn, the point is lost normally.

Heart of the Ice Warrior (Ahroun Rank 5)

Usually used only in the direst 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. This Gift is taught by
Nerigal or a bear spirit.

System: 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 to 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.

Kiss of Helios (Ahroun Rank 5)

The Garou becomes immune to the damaging effects of fire, though artificial forms can still harm him.
Additionally, the Garou is able to ignite small parts of his body and keep them burning for extended
periods. Most commonly the Garou will light his mane during rituals, but he can also light claws, fangs,
arms or whatever. These flames are approximately as intense as those of a torch. This Gift is taught by a
fire elemental or a child of Helios.

System: The Garou spends one Gnosis point. Artificial fire (napalm, gas fires, etc) does half damage. The
effect lasts for an entire scene.

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Pack Mind (Ahroun Rank 5)

This Gift forces a group of foes to behave like a single-minded pack. All individuals must perform the same
task at the same time regardless of its appropriateness to a given situation. For example, if one individual
fights, all the others fight; if one person attempts to sneak up behind an opponent, all the others make this
attempt as well. This Gift lasts for one combat scene. This Gift is taught by Rorg.

System: The player spends a point of Gnosis and rolls Willpower (difficulty 8). A single success allows the
character to inflict Pack Mind on a group of up to four individuals. Additional successes allow the character
to increase the number of people affected in increments of two; five successes, therefore, enables the
character to affect twelve individuals. For the duration of this Gift, all the affected victims mimic the
actions of their leader - or, more typically, the first person in a group to act each turn. If one decides to
speak, all of them attempt to do so; if one throws a left hook, all of them choose this form of combat,
ignoring any weapons they may have.

Shared Strength (Ahroun Rank 5)

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.

System: 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.

Strength of Will (Ahroun Rank 5)

Garou would follow an Ahroun with Strength of Will to the gates of Hell itself if that were what it took.
Werewolves with this Gift inspire their comrades with their own force of will. This Gift is taught by an
avatar of Wolf.

System: The Garou spends a point of Willpower and rolls Charisma + Leadership (difficulty 7). Each
success imbues a point of Willpower upon all the Garou's allies within 100 feet; this extra Willpower lasts
for the rest of the scene. These points are used like any other. They can raise the ally's Willpower above its
maximum or even above 10. This Gift may be used only once per scene.

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Galliard Gifts
Beast Speech (Galliard Rank 1)

The Garou may speak to animals, from pigeons in the park to beavers at their dam or fish in the sea. This
does not change their basic reactions - a hungry tiger is still hungry and may well attack. This Gift is taught
by a Nature-spirit.

System: The Garou rolls Charisma + Animal Ken (difficulty 6). This roll must be made for each type of
animal and for each encounter.

Call of the Wyld (Galliard Rank 1)

The Garou can summon others by howling; Garou far beyond the range of hearing will sense the Call and
may come to aid. This Gift can enhance the effect of any of the normal Garou howls or can be sounded to
summon specific Garou for a moot. Finally, Call of the Wyld is often used at the beginning of revels and
other events, to invigorate the Garou. This Gift is taught by a Wolf- spirit.

System: The Garou rolls Stamina + Empathy (difficulty 6). The number of successes determines how far
away the Call can be heard and how stirring it is to those who hear it. The actual effects are determined by
the Storyteller, but they should be linked to the type of howl made and the intent of the Garou. Some
examples are: every two successes gives those at a revel extra dice to their Pools; Wyrm agents are
distracted by the call and their difficulties are temporarily raised; all Garou in the area do not hesitate to
respond to the Garou's Call to Succor.

Dreamchaser (Galliard Rank 1)

The Galliard can tap into the unconscious of a sleeping person and follow the course of his dreams.
Although she cannot participate, she recalls all of the dream and can view it objectively. A Dream-spirit
teaches this Gift.

System: The player spends one Gnosis point and must remain within "arm's reach" of the target (i.e., walls,
partitions, furniture or other physical obstacles may come between user and target, but no more distance
than the length of the user's arm) for one night's sleep. If the sleeper dreams, the Garou can experience the
chaotic events as they unfold. What information she gleans from the vision is up to the Storyteller.

Earth Sense (Galliard Rank 1)

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. This gift is taught by Eshtarra or a nature spirit.

System: 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

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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.").

Find the Child Within (Galliard Rank 1)

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
suggestion ("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. This gift is
taught by Tambiyah.

System: 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 enable 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.

Memory Circle (Galliard Rank 1)

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.

System: 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).

Mindspeak (Galliard Rank 1)

Through the creation of waking dreams, the Garou can place any chosen characters into silent communion.
This Gift is taught by a Chimerling.

System: The Garou spends one Willpower point per sentient being chosen, and, if the being is unwilling,
makes a Manipulation + Expression roll (difficulty of the victim's Willpower). All those included in the
dream may interact normally through the Mindspeak, though they can inflict no damage through it. Their
real bodies can still act, though all Dice Pools are reduced by two. The Mindspeak ends when all the

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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.

Primal Song (Galliard Rank 1)

The Galliard ingratiates himself with strangers by seeming to know all of their songs and dances. Having
heard only a few hummed bars or having glimpsed at just a movement or two, the Garou can sing along or
lead the dance. Skilled musicians can create new songs appropriate to the style of the culture in question. A
Songbird-spirit teaches this Gift.

System: After learning this Gift, it starts automatically whenever the Galliard hears a song or sees a dance.
He will know every word, note or step as if he'd created the piece himself. Whether or not he can entertain
people still depends on the regular rules for Performance.

Call of the Wyrm (Galliard Rank 2)

This dangerous Gift actually attracts creatures of the Wyrm. This Gift is usually used to create an ambush
or to flush prey from hiding. This Gift is taught by any spirit servant of Gaia.

System: The Garou makes a resisted roll of Manipulation + Performance vs. the Wyrm creature's
Willpower (both rolls are difficulty 7). If the Wyrm creature loses the contest, it must come to the caller.

Coyote Howl (Galliard Rank 2)

Throughout the long, lonely night, the Galliard howls without rest. This Gift alters the sound of her howl to
resemble that of a coyote. The Coyote Howl disturbs the sleep of all those who hear it, making them edgy
the next day. A Coyote-spirit teaches this Gift.

System: No roll is required, but the Galliard must stay awake all night howling. All who hear the howl lose
one die from all Mental rolls for the entire next day. The Gift refreshes the Galliard in the morning but does
nothing for her packmates.

Distractions (Galliard Rank 2)

The Garou can make annoying yips, yelps and howls to divert the attentions of his target. This Gift is
taught by a Coyote-spirit.

System: The Garou rolls Wits + Performance (difficulty of the victim's Willpower). Each success subtracts
one from the target's Dice Pool next turn.

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Dreamspeak (Galliard Rank 2)

The Garou enters another's dream and can thereby affect the course of that dream. The Garou does not have
to be anywhere near the target, but must know or have seen the dreamer. This Gift is taught by a
Chimerling.

System: The Garou rolls Wits + Empathy (difficulty 8). If the dreamer awakens while the Garou is still
within the dream, the Garou is thrown out of the dream world and loses a Gnosis point.

Herb Call (Galliard Rank 2)

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. This gift is taught by Eshtarra or a Nature spirit.

System: 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.

Mantle of the Land (Galliard Rank 2)

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. This gift is
taught by Tambiyah or a water spirit.

System: 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.

Mimic (Galliard Rank 2)

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 and parrot spirits know this Gift, but
learning it from them can be an embarrassing and frustrating process.

System: 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).

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Eye of the Cobra (Galliard Rank 3)

With but a look, the Garou can hypnotize a target, attracting them to join his side. This Gift is taught by a
Snake-spirit.

System: The Garou 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.

Oaksong (Galliard Rank 3)

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). This gift is
taught by Eshtarra.

System: 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.

Scent of Distinction (Galliard Rank 3)

By invoking this Gift, the Galliard can gain a sense of the nature of her surroundings (influenced by the
Wyrm, Weaver or Wyld), and some of the history of the area. It involves a general sniffing of the area
followed by a short meditative trance. For instance, using this Gift at a caern would let the Garou know
when the caern was founded, the name of the caern totem, changes in leadership and other important pieces
of history about the site.

System: The player must spend a Gnosis point and roll Intelligence + Survival (for wyldness) or
Intelligence + Streetwise (for weaver-areas). The difficulty is determined by the Storyteller. Scent of
Distinction can be used over large or small areas, but information is more generalized for larger areas.

Sing the Spirits (Galliard Rank 3)

The earliest incantations to spirits were sung, and although the Theurges may be the chosen auspice 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.

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System: 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 the spirit, but must be able to name it appropriately (telling what
sort of spirit, 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 obtain more successes than the Galliard did on their
Performance roll. This Gift lasts one scene.

Speaking Spirit (Galliard Rank 3)

This calls a special spirit to the service of a Galliard. It is temporarily bound into an object. When a certain
event, specified by the user, occurs, it will deliver a message. It takes its orders very seriously, but also very
literally, so beware of false wording.

System: Roll Charisma + Rituals difficulty 8. This determines the length of the message that can be
delivered and the length of time the spirit will wait for the chosen "trigger event" to occur

Successes Effects
0 None. Spirit does not come.
1 Spirit will wait for one day. Message must be no longer than 10 words.
2 Spirit will wait for week. Message must be no longer than 25 words.
3 Spirit will wait for a month. Message must be no longer than 50 words.
4 Spirit will wait for a year. Message must be no longer than 100 words
5 Spirit will wait indefinitely. Message can be of any length.

Source: Ellerby

Song of Rage (Galliard Rank 3)

This Gift unleashes the Beast in others, forcing Garou to transform into Crinos form, sending vampires into
frenzy and turning humans into berserkers. This Gift is taught by a Wolverine- or Wolf-spirit.

System: The Garou rolls Manipulation + Leadership (difficulty of the target's Willpower). Each success
drives the victim into a violent rage for one turn.

Veil of the Mother (Galliard Rank 3)

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 points. 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. This gift is taught by
Tambiyah.

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System: 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 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.

Bridge Walker (Galliard Rank 4)

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 instantly behind it. Note that these
Moon Bridges are not protected by Lunes and occasionally attract the interest of spirit creatures; these
beings have been known to follow the Garou into the physical world. This Gift is taught by a Lune.

System: The Garou spends one Gnosis point to create the Bridge. The Moon Bridge lasts for only one
passage unless the Garou 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.

Lore of the Land (Galliard Rank 4)

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. This gift is taught by Eshtarra.

System: 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 on.

Motherly Guardian (Galliard Rank 4)

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. This gift is taught by Tambiyah.

System: 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. When the

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character attempts to concentrate on the targeted individual, she performs all other actions at a +1 difficulty
due to her preoccupation with her charge.

Shadows by the Fire Light (Galliard Rank 4)

The Garou creates interactive stories in which others take part, willingly or not. Usually this power is used
at a moot when telling old stories, allowing those who take part in the story to enact the tales. However, this
Gift can also be used on the unwilling, forcing them to participate in a story of the Garou's choosing. This
Gift is taught by an Ancestor- spirit.

System: When using this Gift on the unwilling, the Garou must spend a Gnosis point 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.

Song of the Siren (Galliard Rank 4)

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 process. A songbird-
spirit teaches this Gift.

System: 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 Willower to overcome the enchanting effects; to act freely, a listener must
spend one point for each of the Galliard's successes.

Strength of the Few (Galliard Rank 4)

When the Garou are in need of inspiration, it is the Galliard's who provide it. In desperate times a Galliard
can use this Gift to tell an exceptionally stirring tale to inspire his comrade on to the greatest of heroism.

System: The Galliard spends one Gnosis and rolls Charisma + Expression, against a difficulty of 7. Every
success gives all those hearing the tail who are on the Garou's side an extra dice. These can be used in any
number to add to any roll, but as time a dice is used it is lost. This Gift can only be used when the situation
is bad. Exactly what situations are bad enough are left to the storyteller.

Source Mark Antill

Call for Vengeance (Galliard Rank 5)

When a person's crimes against Gaia have been too great, a Galliard may use this Gift to stir her brethren
against him. As the Galliard howls the name of her enemy to the heavens, her cry resounds through the

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land. Any werewolves who hear the cry know that a great offender has just been named, and must be
punished. This Gift is taught by an Ancestor-spirit.

System: The player rolls Stamina + Performance, difficulty 7. The howl echoes for a twenty-mile radius
per success. Any Garou who hear the howl are not obligated to attack the victim named, but if they decide
to join the crusade, their Willpower is effectively increased by three for the duration of their hunt (to a
maximum of 10). In addition, if the target can hear the howl from his current location, his Willpower is
effectively reduced by two points for the next week - giving the Garou ample encouragement to hunt him
down quickly. The Galliard cannot invoke another Call of Vengeance until the target of the first has been
justly punished in the eyes of Gaia; the Storyteller decides what constitutes just punishment, and will let the
player know via messenger spirits when the deed is done.

Earth Heal (Galliard Rank 5)

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. This gift is
taught by Eshtarra.

System: 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.

Fabric of the Mind (Galliard Rank 5)

Garou with this Gift can bring their imaginations to life, creating a Dream Being from the fabric of their
thoughts. This Gift is taught by a Chimerling.

System: The Garou makes and extended roll of Intelligence + Performance (difficulty 8). She can create
any form of life she can imagine, assigning it one point of Traits for each success gained on the roll. The
Garou can take as long as she wants to form the creature, accumulating successes from turn to turn, but
once she stops, the Dream Being takes form and requires the Garou to spend Gnosis to keep it manifested.
The cost is one point per scene if the Dream Being remains relatively inactive (such as cleaning the Garou's
home or sitting as a gargoyle on the roof), or one point per turn if the Being engages in combat. Botched
rolls manifest an uncontrolled (and often hostile) Dream Being; these cost no Gnosis but will stay as long
as they desire.

Head Games (Galliard Rank 5)

Other werewolves always accuse Galliards of being manipulative and playing with their emotions, but
those Garou with the Gift of Head Games do it like nobody else. The Galliard can change and control the

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emotions of those to whom she speaks. She could cause someone to fall in love with her (this won't last,
and the victim's love may turn into justified resentment) or cause another to befriend her (again, this won't
last, but a genuine friendship could still develop). This Gift is taught by a Coyote-spirit.

System: 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 more quickly the emotions
manifest and the more strongly they are felt. The Storyteller should give the Galliard extra dice for
roleplaying this Gift especially well.

Philodox Gifts
Aura of Leadership (Philodox Rank 1)

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. This gift is taught by Zarok.

System: 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 last for one scene.

Aura of the Just (Philodox Rank 1)

When the Gift user commits a just act, everyone around him knows it merely by gazing at him. The Aura of
the Just proclaims to one and all that this Garou is in the right. Where circumstances or perceptions might
cloud the judgment of witnesses, the Gift clears all doubts. Alternatively, those who know the Philodox can
see his guilt when the Gift does not activate. A Falcon-spirit teaches this Gift.

System: The user spends one Willpower point to activate this Gift. When the Garou commits a just and fair
act, all who witness it know intuitively that it is so. While this Gift does not guarantee respect, anyone who
sees the aura cannot doubt the Philodox's merit.

Ma'at's Feather (Philodox Rank 1)

According to Egyptian legend, if the heart of one of the dead was heavier than Ma'at's feather, she would
feed it to the beast Ammit, destroying their soul entirely. If it was lighter, then the dead person was
admitted to the afterlife. This Gift was first the province of Silent Strider Philodox (and is still most
common amongst that tribe), but has spread throughout all of Garou society. It allows the Philodox to sense
the weight of a fallen Garou's soul and determine if he died as one of Gaia, or had fallen to the Wyrm. It is
used to determine what rituals will be undertaken for the deceased, and is taught by a bird or lion spirit.

System: If the Garou died in the service of Gaia, the Gift works automatically, revealing this to be so. If
however, the Garou had betrayed the Mother, then a roll of the Philodox's Perception + Occult (difficulty of

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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.

Resist Pain (Philodox Rank 1)

Through force of will, the Garou is able to ignore the pain of his wounds and continue acting normally.
This Gift is taught by a Bear-spirit.

System: The Garou, by spending one Willpower pint, may ignore all wound penalties for the duration of
the scene.

Scent of the True Form (Philodox Rank 1)

This Gift allows the Garou to determine what a subject really is. This information is conveyed as an
olfactory sensation - it is actually a scent of the target's true nature. This Gift is taught by any spirit servant
of Gaia.

System: The Garou can automatically tell when someone is a werewolf, can detect vampires and faeries on
a Perception + Primal-Urge roll (difficulty 8). Even mages can be detected (difficulty 9).

Threads of the Tapestry (Philodox Rank 1)

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. This gift is taught by Shantar.

System: 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.

Truth of Gaia (Philodox Rank 1)

Philodox, as judges of the Litany, have the ability to sense whether others have spoken truth or falsehood.
This Gift is taught by a Falcon- Gaffling.

System: The Garou rolls Intelligence + Empathy (difficulty of the subject's Manipulation + Subterfuge).
This Gift reveals only whether the target speaks the truth or lies.

Call to Duty (Philodox Rank 2)

The Garou can summon spirits if she knows their names, and may give them one command. Only one
command may be given; after it is carried out, the spirits will depart. Spirit names can be discovered either

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through personal acquaintance or the Gift: Name the Spirit (Lupus and Theurge). This Gift is taught by an
Incarna avatar.

System: The Garou rolls Charisma + Leadership (difficulty of the spirit's Willpower). If the Garou spends a
Gnosis point, she can summon all spirits within one mile to protect or assist her, even if she does not know
their names.

Fixit (Philodox Rank 2)

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. This gift is taught by Shantar.

System: The player rolls Intelligence + Repair (difficulty 7). One success allows the character to repair the
targeted item so that it functions for one turn. Two successes enable it to work for one scene, while three or
more successes indicates that the item has been permanently repaired, barring excessive use or subsequent
damage.

King of the Beasts (Philodox Rank 2)

Specific animals, generally ones with which the Garou regularly associates, follow his commands willingly
and unconditionally. They understand him and want to help. The Gift is taught by a Lion- or Falcon-spirit.

System: The target must be within 100 feet, and the Garou rolls Charisma + Animal Ken against a
difficulty based on his relationship with the animal (see below). This power only works on 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

Proclamation of Action (Philodox Rank 2)

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. This gift is taught by Zarok.

System: 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.

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Strength of Purpose (Philodox Rank 2)

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 Garou can pull new resolve from his deepest reserves. This Gift is taught by a
Wolf-spirit.

System: Once per scene, when the character feels she needs Willpower, she can roll Stamina + Rituals
(difficulty 7). For every two successes, she recovers one point of Willpower up to her maximum.

Bonds that Tie Us (Philodox Rank 3)

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.

System: 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.

Curse the Betrayer (Philodox Rank 3)

Anyone who cheats the Philodox pays for his dishonesty. After entering a pact with the Garou, bad luck
follows anyone who violates the agreement (including the user).

System: The Garou must enter a pact with someone. To seal the bargain and make the Gift active, the
participants must shake hands, share a smoke or make a toast to seal the arrangement. Should either
individual break the bargain, double every 1 he rolls for the rest of the story when calculating botches. An
Honor-spirit teaches this Gift.

Sense Balance (Philodox Rank 3)

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 a promise not to chase her kin.

System: 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 the ones detectable through
such Gifts as Sense Wyrm. The Philodox must focus and be at peace for this Gift to work properly.

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Distractions, such as combat or exhaustion, disrupt any benefits of the Gift - the Garou can only find her
own imbalance in such situations.

Take the Comrade's Pain (Philodox Rank Three)

Using this power, the Garou can protect their weaker comrades, even after that comrade has been wounded.
By concentrating on a hurt individual that she can see, the Garou can transfer the last wound that individual
received to themselves.

System: The Garou rolls Wits + Medicine, difficulty 7 and spends one Willpower point. The target must
have been wounded either this turn, or the previous one. If the Garou succeeds, then the last wound the
target received will be healed, and the Garou will take as many health levels as were healed. If the damage
was aggravated, the Garou takes aggravated damage. The damage taken from this Gift cannot be soaked.

Source: Mark Antill

Tangling the Skein (Philodox Rank 3)

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. This
gift is taught by Shantar.

System: 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.

Undisputed Ruler (Philodox Rank 3)

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. This gift is taught by Zarok.

System: The player spends a point of Gnosis and rolls Charisma + Leadership (difficulty of the highest
Willpower in the target group). The Gift lasts for a period of time as follows.

Success Duration
One One week

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Two One month
Three Two months
Four Four months
Five Six months

This Gift is only successful against mortals and spirits of no greater than Jaggling status, although
"borderline" supernaturals such as ghouls and Kin are susceptible.

Weak Arm (Philodox Rank 3)

Philodox are more attuned to others than are most Garou. Accordingly, they can use this perceptiveness
against their foes. Merely watching an opponent's fighting style lets the Garou determine its strengths and
weaknesses. This Gift is taught by a Snake- or Wind-spirit.

System: The Garou rolls Perception + Brawl (difficulty 8). A number of bonus dice equal to her successes
may be divided between (or among) her attack and damage rolls. This Gift can be only be used against a
given foe 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.

Wisdom of the Ancient Ways (Philodox Rank 3)

All Garou have an innate connection to their ancestors, a form of racial unconscious accessible through
intense meditation. The Garou, by tapping into these deep memories, can remember ancient facts and lore.
This Gift is taught by a Garou Ancestor-spirit.

System: The Garou must meditate for a short time, concentrating on the past. The Garou then rolls Gnosis
(difficulty 9, -1 for each point of Past Life the Garou possesses).

Enthronement (Philodox Rank 4)

The Garou can create small or simple objects out of thin air - including mist, clouds or wind. By shaping
the air around him with his hands, the Garou may form a solid block of matter to serve as a chair, create a
bowl or cup for holding liquid or construct some other useful item. Alternatively, the Garou can form
small, stone-sized balls of air to use as hurled weapons against his enemies. The items last until the Garou
disperses them. This gift is taught by Zarok.

System: The player simply rolls Dexterity + Repair (difficulty 7). The character may form one small item
of solidified air for each success, or use two or more successes to shape a larger item (such as a throne-like
seat). "Air-stones" used as weapons do the character's Strength + 1 normal damage, and dissipate upon
contact with their target (or any other solid substance). In addition, the victim must make a Stamina roll
(difficulty 8) to remain on her feet when the "air-stone" discharges its mass. If she fails the Stamina roll, the
victim is stunned for the remainder of the round and can take no action.

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Power of the Ways (Philodox Rank 4)

This Gift enables a Philodox to draw energy to replenish themselves from the ephemera of the Umbra.
Only one attempt may be made per hour - the nearby ephemera takes some time to regenerate.

System: By rolling the attribute which they wish to recharge (Rage, Gnosis or Willpower) against a
difficulty of 8, the Philodox may regain one point per success.

Roll Over (Philodox Rank 4)

The Garou has such a commanding presence that those encountered readily submit to her. Should she
succeed in a test of wills, she dominates her foe, causing humans to fall to their knees, wolves to roll on
their backs, etc. This Gift is taught by a Lion- or Wolf-spirit.

System: The Garou must score at least three successes more than the opponent on a resisted Willpower
contest.

Scent of Beyond (Philodox Rank 4)

The Garou can bring all his senses to bear on one spot (even an Umbral site) with which he is familiar, no
matter how far away that spot is. The Garou sense the site from a point of view as if he were standing in the
middle of the area being scanned. This Gift is taught by a Bird-spirit.

System: The Garou rolls Perception + Enigmas (difficulty 8). If the spot is in the Umbra, the difficulty is 8
or the Gauntlet rating (whichever is higher).

Shantar's Loom (Philodox Rank 4)

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. This gift is, of
course, taught by Shantar.

System: The Garou spends either a Gnosis, Rage or Willpower point and rolls Dexterity + Repair
(difficulty 8 for simple items, 9 for more sophisticated ones). 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 an inappropriate trait - such as making a child's blanket from a Rage point. The item
lasts a day per success.

Take the True Form (Philodox Rank 4)

The Philodox with this power can force a Garou into her breed form. This Gift is especially useful to abate
a frenzy, prevent damage from silver or take a combative advantage. A wolf-spirit teaches a worthy
Philodox the workings of this Gift.

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System: 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.

Drown (Philodox Rank 5)

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 can do
nothing else except try 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. This gift is taught by Shantar.

System: 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
from 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.

Geas (Philodox Rank 5)

A Geas causes others to do a Garou's bidding, though the Geas-layer cannot make the targets act contrary to
their basic instincts. Thus, she could send a group on a quest, but could not make its members attack and try
to kill each other - unless they were psychotics or werewolves. This Gift is taught by an Incarna avatar.

System: The Garou 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.

Grand Gesture (Philodox Rank 5)

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. This gift is taught by Zarok.

System: The player rolls Manipulation + Empathy (difficulty of the highest Willpower in the target group).
Each success allows her to affect one individual. While the Gift is in effect, all Gifts or Social rolls
involving persuasion are automatically successful against the affected individuals.

Wall of Granite (Philodox Rank 5)

Philodox have a stronger relationship with the elementals of the earth than do other Garou, 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. This Gift is taught by earth elementals.

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System: The Garou spends one Gnosis point. The wall's dimensions are three yards height, two yards long
and one yard thick; it can soak damage as thought it had 10 dice, and 10 Health Levels must inflicted to
penetrate it at any point. The wall lasts for one scene or until released into the earth by the Garou.

Ragabash Gifts
Blur of the Milky Eye (Ragabash Rank 1)

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. This Gift is
taught by a Chameleon-spirit.

System: The Garou rolls Manipulation + Stealth (difficulty 8[6]). Each success increases by one the
difficulties of all Perception rolls made to detect him.

Open Seal (Ragabash Rank 1)

With this Gift the Garou can open nearly any sort of closed or locked device. This Gift is taught by a
Raccoon-spirit.

System: The Garou rolls Gnosis (difficulty of the local Gauntlet rating).

Scent of Running Water (Ragabash Rank 1)

The Garou can completely mask her scent, making herself virtually impossible to track. This Gift is taught
by a Fox-spirit.

System: The difficulties of all rolls to track the Garou are increased by two. This Gift becomes an innate
ability to the Garou who learns it. She need not expend any points or make any rolls.

Sense Limits (Ragabash Rank 1)

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. This gift is taught by Lu-Bat.

System: 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

46
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").

Snow Running (Ragabash Rank 1)

The severe winters in much of Europe can immobilize a village or greatly impair a wolf pack. This Gift
allows a werewolf to circumvent the problems caused by heavy snowfall. The Garou using this Gift can run
across snow or ice as if it were solid ground, without sinking in or leaving footprints. The Silver Fangs are
said to have a version of this Gift that lends them more supernatural grace while treading on ice or snow,
but leaves their tracks behind. The Gift is taught by an Ice elemental.

Speed of the Messenger (Ragabash Rank 1)

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. This gift is taught by Mitanu.

System: 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.

Trailblazer (Ragabash Rank 1)

With this Gift, the Garou can wend his way through thick underbrush as if walking on the open plains. The
Ragabash also finds the fastest trails and shortest routes from one location to another. When used in a town
or city, the Garou can still find the shortcuts through alleys and dart through crowded streets with ease. A
Crow-spirit teaches this Gift.

System: The player must roll her Perception + Survival, or Larceny in cities (difficulty 7). The number of
successes equals the quality of the new route and decreases travel time. Every success reduces travel time
approximately 10 percent, up to a maximum of half the original travel time. The difficulty of any rolls to
track the user increase by two when this Gift is active.

Alter Scent (Ragabash Rank 2)

The Garou can change his scent trail to evade a hunter or leave a false trail. The Garou can reproduce any
scent he has encountered, from deer to diesel trucks. A Skunk-spirit teaches this Gift.

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System: 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.

Blissful Ignorance (Ragabash Rank 2)

The Garou can become completely invisible to all sense, spirits or monitoring devices by remaining still.
This Gift is taught by a Chameleon- spirit.

System: The Garou rolls Dexterity + Stealth (difficulty 7); each success subtracts one success from the
Perception + Alertness rolls of those actively looking for the character. If no one is so doing, then one
success indicates complete concealment.

Insult (Ragabash Rank 2)

Garou born under the New Moon are habitually really skilled at insulting others. This Gift can, with the
help of insults, send his target under a terrible rage. For a Werewolf or a Vampire, this means a Frenzy, but
this power can be used against any other people, supernatural or not.

System: The Garou must insult his opponent, spent a Gnosis point and roll Manipulation + Primal-Urge.
One success is enough, but each success bring the opponent is 1 more minute of uncontrollable rage. A
"botch" puts the Garou himself in a Fox Frenzy for 5 minutes. The difficulty is (10 - Rage) for a Garou, the
Humanity for a Vampire and the Willpower for any other being. A deaf target or one not in a position to
hear the insult will be unaffected by his power. At the discretion of the Storyteller, a bonus of 1 could be
given on the roll for a particularly original insult.

Source: Sébastien Lévesque

Obscure the Truth (Ragabash Rank 2)

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.

System: 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.

Peace of the Counselor (Ragabash Rank 2)

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
true 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

48
encouraging the participants in a dispute to begin negotiations or achieving a compromise. This gift is
taught by Lu-Bat.

System: 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.

Sense of the Prey (Ragabash Rank 2)

The character, if he knows anything about his prey, can track it down as rapidly as he can travel. This
unerring sense of direction operates anywhere, and is used to track spirits through the Umbra as well as to
find beings on Earth. This Gift is taught by a Wolf- or Dog-spirit.

System: No roll is required unless the target is actively hiding, in which case a Perception + Enigmas roll is
made against a difficulty of the target's Wits + Stealth. If the target is a spirit, the difficulty is the spirit's
Gnosis.

Shadow Puppetry (Ragabash Rank 2)

This strange Gift is not commonly known amongst the Garou. The Gift allows the Garou who possesses it
to effectively steal the shadow of another being, and use it to determine what they may be doing once they
have left the Garou's presence. This gift may be taught by Shadow or Cat spirits.

System: Stealing another's shadow is not a subtle process. The Ragabash must pounce on the shadow of the
victim (roll Dexterity + Brawl, diff 8) and if successful, spend a Gnosis point to 'tear it off'. Once the
shadow is detached, the Ragabash must continue to hold it firmly, else it will fly away (lose 2 dice off all
actions).
However, until sundown of that evening, the shadow of the victim (usually held up against a wall) will
continue to silhouette the victim's actions, perhaps giving clues to their current activities. A victim may feel
strange for the time during which their shadow is held by the Garou, and others may notice its loss
(Perception + Alertness, difficulty 7) simply by being in the presence of the victim.

Source: Damien

Sticky Fingers (Ragabash Rank 2)

This trick coats the fingers of a Garou with a silvery substance that adheres to anything, making it possible
to climb slick vertical surfaces with ease. In addition, this Gift also assists a Garou in pilfering small items
such as credit cars, keys or loose change. This gift is taught by Mitanu.

System: 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 the Storyteller deems appropriate;
he might get extra dice on a pick pocketing attempt, but not when trying to hot-wire a car. The effect lasts
for one scene

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Taking the Forgotten (Ragabash Rank 2)

Not only is the Ragabash an accomplished thief, but those from whom she steals often never realize they
have been robbed. If the character succeeds in stealing something, her victim will forget he ever possessed
the stolen item. This Gift is taught by a Mouse-spirit.

System: The Garou must score three successes on a Wits + Stealth roll (difficulty of the victim's
Intelligence + Streetwise).

Deliberate Misinformation (Ragabash Rank 3)

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. This gift is taught by Mitanu.

System: 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.

Empty Hand (Ragabash Rank 3)

The Garou's hand may seem to grasp the air, while in reality it may hold a pistol or even a stick of
dynamite. This Gift obscures one possession for the Garou, making it completely undetectable to others. A
Raccoon-spirit teaches this Gift.

System: The player grasps the item and spends one Willpower point to make the object undetectable. The
object must be hand-held and should not be larger than the Garou's arm. For one scene, the item remains
undetectable to all senses (including peeking from the Umbra) except touch, even if the Garou drops it.
Unfortunately, even the Gift user can't see the item, so dropping it is bad.

Fly Feet (Ragabash Rank 3)

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.

System: The Garou can automatically activate this Gift with a Dexterity + Athletics rolls. 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.

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Gremlins (Ragabash Rank 3)

The Garou can cause a technological device to malfunction merely by touching it. Use of this Gift actually
intimidates the spirit that inhabits the device and causes it to function. If the Garou can sufficiently frighten
the spirit, it will flee the device, causing it to malfunction permanently. This Gift is taught by a Gremlin, a
type of Wyld spirit that enjoys breaking things.

System: The Garou rolls Manipulation + Intimidation; the difficulty is determined by the complexity of the
item (see below). The more successes the Garou obtains, the more the device is damaged. Five successes
permanently disable the device (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

Laughter (Ragabash Rank 3)

Those who learn this Gift can cause others to realize the humor of any situation - in fact, the uproarious
hilarity of any situation. This Gift is taught by Tulu the Kookaburra

System: After spending a Gnosis point, the player rolls Charisma + Expression (difficulty of the target's
Willpower). If successful, the target is struck by how funny the situation is and breaks into peals of
laughter. Any attack made by the target against the Tulu Child suffers a penalty of the number of successes
rolled to the dice pool (just looking at the Child is enough to cause spontaneous belly laughs).

Open Moon Bridge (Ragabash Rank 3)

The Garou has the ability to open a Moon Bridge, with or without the permission of the totem of that caern.
This Gift is taught by a Lune.

System: The Garou spends one Gnosis point. See the Rite of the Opened Bridge (pg. 141) for more
information on opening Moon Bridges. The maximum distance that can thereby be covered is 1,000 miles.

Pall of Despair (Ragabash Rank 3)

This Gift inflicts a wave of despair upon a targeted individual, making the victim incapable of action due to
feelings of profound melancholy. This gift is taught by Lu-Bat.

System: 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

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action, while combat becomes almost impossible. (Optionally, the Storyteller can enforce the limitations of
Harano found in the Werewolf Players guide, pg 207). The effects of this Gift last for one scene.

Reynard's Lie (Ragabash Rank 3)

The Ragabash can tell the most blatant lies and have them accepted as truth, at least for a little while. Even
the most stern-faced priest or suspicious baron will believe the Garou's pleas of innocence, no matter how
guilty she may be. This Gift is taught by a Fox-spirit.

System: The player tells the lie and rolls Wits + Subterfuge (difficulty is the target's Wits + Subterfuge, or
the highest rating in a crowd). Two successes convince a single individual; three are required to dupe
multiple listeners at once. In any event, convinced listeners believe the lie for the duration of the scene.
However, the roll must always be made after the lie has been told; it's easy to get into trouble by trusting
this Gift to protect you. A failed roll raises suspicion; a botch makes the listeners outright hostile.

Riddle (Ragabash Rank 3)

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.

System: 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.

Shadow Tracking (Ragabash Rank 3)

Shadow Tracking allows a Garou to grapple and pin the shadow of a victim, holding it in place. If the
victim flees, their shadow is stretched and lengthened, but remains pointing towards their current direction
until sundown, or until the Garou lets go of the pinned shadow. This gift is taught by Shadow or cat spirits.

System: Stealing another's shadow is not a subtle process. The Ragabash must pounce on the shadow of the
victim (roll Dexterity + Brawl, diff 8) and if successful, spend a Gnosis point to pin it down. The Garou
must remain holding the shadow to the ground with at least one hand, and cannot move about while the
Gift is enacted.

Source: Damien

Silence (Ragabash Rank 3)

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By invoking this Gift, the Ragabash can cause all sounds made within their presence to vanish into the
Gauntlet, thus silencing the area around them. No normal sounds may be made by anyone within the effect,
including the user.

System: With the expenditure of two Gnosis points and a roll of Manipulation + Stealth (difficulty 7) the
Garou can completely silence an area. Each success adds another 5 yards to the area of affect. Any Gifts
which require the use of sound (e.g.: Clap of Thunder) require the two Garou to make a resisted Gnosis roll
against difficulty 6. The winner's Gift takes precedence over the loser's.

Fool's Luck (Ragabash Rank 4)

This Gift allows the Garou to tamper with Fate - when things go catastrophically wrong for the werewolf,
they can insist that there must have been some mistake.

System: By spending one Gnosis point, the character can choose to disregard one botched roll per scene
and roll again. This can only be done when the roll concerned the Ragabash's Auspice roll - a roll for
stealth, trickery or such, and not combat, tracking, singing or spirit interaction.

Harmonious Slumber (Ragabash Rank 4)

This Gift enables the Garou to create a perfect environment for sleep even in the most difficulty
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. This gift is taught by Lu-Bat.

System: 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.

Luna's Blessing (Ragabash Rank 4)

When the moon is visible in the night sky, silver refuse 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.
This Gift is taught by a Lune.

System: For each strike against the Garou, the wielder of the weapon must roll three extra dice on the
attack; these dice are read only to check for botches. The Garou can soak and regenerate silver as if it were
normal damage, but only when the moon is visible. Thus, the Garou is still vulnerable during a new moon.

Mercurial Messenger (Ragabash Rank 4)

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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. This gift is taught by Mitanu.

System: 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 a series of discrepancies into
the repetition.

The Crawling Hand (Ragabash Rank 4)

This eerie and somewhat macabre Gift allows the Ragabash to detach their hand, allowing it to crawl off
and perform tasks. Controlling this disembodied hand requires more concentration than usual - it is an odd
feeling to feel items 20 feet away at first.

System: The Garou must roll Dexterity + Primal Urge (difficulty 9) to detach the hand - only one success is
necessary. At least one die must be allocated from any Dice Pool to the hand per turn. To perform find
manual tasks, the player must make a Perception + Athletics roll (difficulty 5) to adjust to the weird
situation. The character must retrieve their hand to reattach it (within the scene) or regenerate another (as if
they had four aggravated Health Levels of damage, which heal at the rate of one per week). The hand may
travel up to Wits * 3 yards away from the werewolf.

Whelp Body (Ragabash Rank 4)

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. This Gift is taught by a
Pain- spirit or a spirit of Disease.

System: The Garou spends one Gnosis point and rolls Gnosis; this roll is resisted by the target's Gnosis
roll. The Garou's difficulty is the opponent's Willpower, while her victim's difficulty is the Ragabash's
Gnosis. 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 per scene against a given opponent.

Blank (Ragabash Rank 5)

"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.

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System: 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.

Burden of Knowledge (Ragabash Rank 5)

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". This gift is
taught by Lu-Bat.

System: 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.

Madthought (Ragabash Rank 5)

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. This
gift is taught by Mitanu.

System: 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 though". 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.

Steal Spirit (Ragabash Rank 5)

The Ragabash can steal an opponent's strength of spirit or her Rage. With her ill-gotten gains, she can
pummel her drained opponent.

System: The player rolls her Wits + Larceny (difficulty equals the target's Willpower). The number of
successes indicates the number of temporary Rage or Willpower points (not both) that the victim loses. The
player receives that number of points to the appropriate statistic up to her permanent maximum. If she
receives Rage in excess of her permanent rating, she must make an immediate frenzy roll.

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Tarnish the Burning Silver (Ragabash Rank Five)

With this Gift, a Ragabash can play the ultimate joke on those who think they are prepared to fight the
Garou with silver weapons. This Gift causes all silver in the vicinity to blacken within seconds, and loses
its capability to inflict aggravated damage on shape shifters.

System: The Garou concentrates for a turn and spends a point of Gnosis and a point of Willpower, they
then roll Manipulation + Science, difficulty 8. If successful any silver items will blacken and tarnish and
remain so for the rest of the scene. Mystic items, and Garou using the Gifts Silver Claws and Luna's
Avenger may roll their Gnosis (or Arête for Talismans) against a difficulty of 8 to resist. Even if they are
affected it will only last for one turn per success the Garou scored (removing success for each one scored
by the resisting party) and they will still do aggravated damage, but it will not be unsoakable.

Source: Mark Antill

The Thousand Forms (Ragabash Rank 5)

Most trickster archetypes are shape shifters 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
natural abilities of that animal (flight, poison bite, etc) She may not take the form of Wyrm-beasts (not that
they would want to!), but she may take the form of mythical beasts with some extra effort.

System: The Garou 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 similar mass) might be difficulty 5, while an alligator (a reptile of larger
mass) might be difficulty 7, and a frog might be difficulty 9. Mimicking mythical animals is always
difficulty 10.

Thieving Talons of the Magpie (Ragabash Rank 5)

The Garou can steal the powers of others and use them herself. These powers can be Garou Gifts, spirit
Charms, vampiric Disciplines, mage Spheres, etc. This Gift is taught by, of course, a Magpie-spirit.

System: The Garou must gain three successes on a Wits + Stealth roll (difficulty of the target's Willpower).
If successful, the Garou can use the specified power for each successive turn she is willing to spend a
Gnosis point.

Violation (Ragabash Rank 5)

Those few Garou privy to the secret of Violation well know 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 by feelings of defilement. To learn this Gift, the Garou must confront a malevolent
spirit (not necessarily a Bane) in spirit combat; if he wins, he may wrest the knowledge of the Gift from it.

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System: 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).

Theurge Gifts
Find the Portent (Theurge Rank 1)

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. This gift is taught by Ruatma.

System: No roll is necessary, but the player must spend a point of Gnosis. The Storyteller then produces
some sort of omen or portent to serve as a hint for the character about what lies in the future. ("A black bird
carrying something in its beak flies north", "You feel a sense of dread about entering this part of the
forest").

Lambent Sight (Theurge Rank 1)

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. This gift is
taught by Sokhta.

System: The player spends a point of Gnosis; no roll is necessary. The effects of this Gift last for one
scene. This Gift cannot grant sight to one who is naturally blind.

Mother's Touch (Theurge Rank 1)

The Garou is able to heal the wounds of others, aggravated or otherwise, simply by laying hands over the
afflicted area. The Garou may not heal herself with the Gift. This Gift is taught by a Unicorn-spirit.

System: The Garou 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. Even battle scars may be
cured in this manner, but this must be done in the same scene the scar was obtained and requires the
expenditure of a Gnosis point. There is no limit to how many times this may be used on a person, but each
use requires a Gnosis point.

Sense Wyld (Theurge Rank 1)

The Garou invoking this Gift may sense Wyld energies or spirits in the nearby area. This Gift is taught by a
Wyld-spirit

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System: The player must roll Perception + Enigmas. The difficulty is based on the strength of the local
influence (a Garou in a forest would be difficulty 5).

Sense Wyrm (Theurge Rank 1)

The Garou can sense manifestations of the Wyrm in the nearby area. This Gift involves a mystical sense,
not a visual or olfactory image, although Garou using this Gift are likely to say, "This place stinks of the
Wyrm." This power requires active concentration. This Gift is taught by any spirit servant of Gaia.

System: The Garou rolls Perception + Occult. The difficulty for this Gift is based on the concentration and
strength of the Wyrm's influence (sensing a single formor in a room would have a difficulty of 6).
Vampires can be sensed using this Gift, but only those with Humanity scores lower than 7.

Spirit Speech (Theurge Rank 1)

This Gift allows the Garou to communicate with encountered spirits. The Garou is thus able to address
them whether they wish to be addressed or not. Of course, nothing (usually) prevents the spirit from
leaving. This Gift can be taught by any spirit.

System: Once learned, this Gift allows the Garou to understand the communication of spirits intuitively.
Some spirits, such as Banes, may not always be understood.

Uncloak the Hidden (Theurge Rank 1)

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. This gift is taught by Hakahe.

System: The player rolls Perception + Investigation (difficulty 8). Extra successes might reveal more facts
about the subject, if multiple secrets exist to be sought out. The Storyteller should inform the player of her
characters' knowledge in general terms ("That man has some sort of disguise"; "The floor contains a hollow
beneath the floorboards").

Command Spirit (Theurge Rank 2)

The character can manipulate encountered spirits, giving simple commands and expecting their
compliance. While she cannot summon spirits by name with this Gift , she can interact with those she
meets. This Gift is taught by any Incarna avatar.

System: The Garou 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

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Garou cannot command spirits to leave areas to which they have been bound; that requires the Exorcism
Gift (see below).

Hidden Depths (Theurge Rank 2)

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. This gift is taught by Ruatma.

System: 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.

Moonpool of Sokhta (Theurge Rank 2)

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. This gift is
taught by Sokhta.

System: 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.

Name the Spirit (Theurge Rank 2)

The Garou is able to detect the type of approximate Trait levels (Rage, Power, etc) of a spirit. This Gift is
taught by a spirit servant of the Uktena totem.

System: The Garou spends one Willpower point and rolls Perception + Occult (difficulty 8).

Purge Toxin (Theurge Rank 2)

This gift was developed by the Children of Gaia eons ago, but only recently has returned to common use
among the tribe due to the increase of substance abuse among humans and the Garou themselves. Similar in
effect to the level one Fianna gift, Resist Toxin, Purge Toxin will eradicate any sort of disease, drug or
other foreign substance in the body of the affected person. Note that, especially in the case of drug addicts,
the gift quickly eliminates anything in the system, making the target instantly sober. Purge Toxin can even
cure Wyrm-created toxins and diseases. This gift is taught by a Unicorn or Plant-spirit.

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System: The Garou must roll Intelligence + Survival with a difficulty of 6. Generally only one success is
needed, however the Storyteller may rule that more successes are needed to remove more virulent
substances.

Source: Mark Antill

Shadow of the Ebon Whisperer (Theurge Rank 2)

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). This gift is taught by
Hakahe.

System: 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.

Sight from Beyond (Theurge Rank 2)

When danger stalks the Garou, or momentous events are in the offing, visions being striking the Garou
without warning. Her dreams are haunted by images of the Cainite elder stalking her; she begins seeing
symbols of the Wyrm wherever she looks; the sky itself opens to show her images of the glorious battle to
come. This Gift is taught by a Crow-spirit.

System: Interpreting these signs is best handled through roleplaying, but the Storyteller can require the
Garou to roll Wits + Occult (difficulty 7) if appropriate.

Soul Sight (Theurge Rank 2)

The Garou can bring themselves to the Periphery, and from their perceive the auras of those surrounding
him, indicating their emotional states and sometimes and supernatural origin. In the Umbra Garou can
perceive the aura's of spirits, as well as Umbral travelers.

System: The Garou spends one Gnosis point. For the rest of the scene he may view an individual's aura
with a Perception + Empathy roll, difficulty 7. The more successes scored, the more information gained.
The Gift Aura of Confidence will mask a Garou's true aura, showing only confidence. Some aura colors are
listed here, more can be found in Vampire, page 159 and the Appendix of the Cult of Ecstasy Tradition
Book.

Aura Colors

Afraid Orange

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Angry Red
Calm Light Blue
Enraged Crimson
Excited Violet
Happy Vermilion
Hateful Black
Love Blue
Sad Silver
Spiritual Gold
Frenzied Rapidly rippling colors
Magic Use Myriad Sparkles
Vampire Appropriate color is pale
Garou Appropriate color is bright
Possessed Spirit's aura overlays mortals
Fomori Dark stain in centre of aura

Source: Mark Antill

Spirit Blow (Theurge Rank 2)

A Garou using this Gift is able to 'deflect' an incoming physical blow such that it affects them spiritually
rather than physically. The attack still hits, but instead of taking physical damage the Garou loses some
spiritual energy. This Gift is only useable against physical attacks (such as claws or bullet wounds), but it
also works against aggravated attacks. This gift is taught by any animal that can drop a part of its body
(such as a lizard does its tail) behind.

System: This Gift is activated by spending a point of Willpower after an attack has been successful, but
before the damage has been resolved. Instead of taking wound levels, the Garou loses as many temporary
gnosis (after soak) as they would have lost wound levels. If they have less temporary gnosis than damage,
the remainder is taken as wound levels.

Source: Damien

Spirit Skin (Theurge Rank 2)

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

61
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.

System: 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.

Tinker's Touch (Theurge Rank 2)

The Theurge can mend a broken object with a touch, as long as the item contains metal. This Gift is
especially useful for emergency wagon repairs or for fixing guns during a siege. This gift is taught by a
metal spirit.

System: The player spends one Gnosis point to activate the Gift. She must place together and continuously
touch any separated portions of the item to be mended for one turn. During which time, slipped nails slither
solidly back into place, bent rifle barrels straighten, shattered blades re-form, and so forth. Items blasted to
bits (such as an exploded artillery shell) are beyond the scope of Tinker's Touch. A Metal-spirit teaches this
Gift.

Umbral Tether (Theurge Rank 2; changed to Rank 1 in WW3rd edition)

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.

System: 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 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 tail without knowing it.

Exorcism (Theurge Rank 3)

This is the Gift of ejecting spirits from places or objects, whether they are there voluntarily or are bound
there. This Gift is taught by any Incarna avatar.

System: If a spirit does not wish to leave, the character 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.

Hidden Heart (Theurge Rank 3)

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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. This gift is taught by Hakahe.

System: 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.

Moonriver (Theurge Rank 3)

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. This gift is taught by Sokhta.

System: The players rolls Dexterity + Occult. Only one success is needed for the character to gain the
ability to travel the "moonriver". The Garou travels across the water with supernatural speed, typically
three times her normal movement rate. No successes on the roll indicates that the moon is either not visible
or does not shine over a body of water in the character's vicinity. A botch allows the character to get
midway through her journey before the moon's light fails, thus stranding the character in mid-stream.

Parting the Velvet Curtain (Theurge Rank 3)

This Gift allows a Garou to transport non-Garou into the Umbra. If the non-Garou wants to resist, she must
make a resisted Willpower roll against the bearer of the Gift. This Gift can be used for physical transport
through a reflective surface, or in combination with other Gifts, for spirit travel. While in the Umbra, the
non-Garou are connected to the Gift user by silver threads. The others brought with the Theurge leave
when she does, or at the whim of the Theurge.

System: The player must make their normal Gnosis roll and spend a Willpower point for each non-Garou
or non-Kinfolk that they wish to bring with them. The Theurge can send others home before herself by
spending a Willpower point.

Prophetic Vision (Theurge Rank 3)

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.

System: 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

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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.

Pulse of the Invisible (Theurge Rank 3)

Spirits fill the world around the Garou, and none knows this better than the Theurge. Those Garou with
Pulse of the Invisible remain constantly aware of all that spirits do around them and can interact with them
at will. While most of what occurs is barely worth watching, the Garou will be aware of any dramatic
changes. This Gift is taught by any spirit.

System: If the Garou's Gnosis Dice Pool equals or exceeds the Gauntlet, he can automatically see into the
Umbra. Otherwise, he must roll to pierce the Gauntlet, using Perception + Occult (difficulty of the
Gauntlet). Only one success is required. The effect lasts for an entire scene or until the character enters an
area with a high Gauntlet.

Quiet Mind (Theurge Rank 3)

This gift allows the user to shield their mental presence. To entities which rely on a mental 'sight' to
perceive others around them, the Garou is fundamentally invisible. The gift user is not any more resistant to
mental attacks once an opponent is aware that the Garou is present (for example, the Mindspeak gift relies
on line of sight, and the Garou using Quiet Mind would not gain any benefits from their gift when opposing
Mindspeak), but it is impossible to locate a remote werewolf by mental means alone. The gift can also
shield a Garou from certain types of scrying, at the ST's discretion. Attempts to magically or mystically
find the Garou from a distance can be resisted by the gift owner. Effects such as Questing Stone, which rely
on a direct contact with spirits and the focus of the Rite, are not affected, but gifts such as the Uktena gift
Scrying may be. This gift is taught by a Raven spirit.

System: By spending a Gnosis point, the character becomes effectively mentally invisible for a scene.
However, to resist scrying effects, the player must roll Wits and Subterfuge against difficulty 8. Each
successes cancels a success from the roll of the scyree. A roll may also be called for if the mental sight of
someone searching for the user of the gift is particularly powerful or perceptive.

Source: Damien

Spirit Path (Theurge Rank 3)

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.

System: 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 difficulty
to use. The Gift: Name the Spirit can be used in conjunction with Spirit Path.

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Umbral Camouflage (Theurge Rank 3)

Although perfectly visible in the physical world, this Gift renders the Garou undetectable by spirits. In
conjunction with other Gifts, Umbral Camouflage can make the user vanish from all perception. Garou who
use this Gift in the Umbra might as well be someplace else entirely. A Wind-spirit teaches this Gift.

System: 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. In the Umbra, the Garou becomes completely undetectable.

Umbral Tracking (Theurge Rank 3)

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.

System: 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.

Unravel (Theurge Rank 3)

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. This gift is taught by
Ruatma.

System: The player spends a point of Gnosis and rolls Intelligence + Enigmas (difficulty 7). Only on
success is necessary to make sense out of even the most confusing situation, but each additional success
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).

Blank Slate (Theurge Rank 4)

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. This gift is taught by Ruatma.

System: The player spends a point of Gnosis and rolls Manipulation + Empathy (difficulty of the victim's
Willpower). A single success allows the character to excise the desired piece of information. Additional

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successes enable the character to make secondary adjustments to the target's memory to hide the fact that
something is missing.

Grasp the Beyond (Theurge Rank 4)

The Garou may take things to and from the Umbra without having to Dedicate them to herself (see Rite of
Talisman Dedication, pg. 144). This includes 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.

System: 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, two for larger items (swords, etc) and three for
huge items (including people). He 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. Any person taken to the
Umbra, unless she has the ability to step sideways, must rely on the Garou to escape, or else 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, no matter what the Gauntlet rating.

Mooncat (Theurge Rank 4)

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. Taught by Sokhta.

System: The player spends a point of Gnosis and rolls Dexterity + Animal Ken (difficulty 7). Each success
allows the character to remain in cat form for one scene, although she can end the gift at any time before
the duration runs out. While in cat form, the Garou retains her Lupus-form Attributes, may soak silver as if
it were ordinary damage (although silver damage is still aggravated), and can inflict aggravated damage
with claw and bite attacks as usual. No successes means that the Gift fails, while a botch results in a
transformation into a misshapen creature somewhere between a cat and a wolf. The character may choose
to end the Gift immediately if this happens.

Obscure the Spirit World (Theurge Rank 4)

This Gift allows the elder to confuse the minds of young Garou, making it impossible for them to step
sideways. The victims of this Gift are blind to the spirit world and all of its denizens. Quite often used as a
punishment, the Gift has obvious tactical advantages when fighting other Garou. A Coyote-spirit teaches
this Gift.

System: The player spends one Gnosis point for every Garou she wishes to affect. The Gauntlet increases
by five for those targets. The effect lasts for one story. The Gift can affect up to five Garou at any one time.

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Riddle of the Sphinx (Theurge Rank 4)

Using this Gift, the Garou can overawe the target and force the target to answer one question, per use of the
Gift, truthfully.

System: Roll Manipulation + Intimidation, and spend one Gnosis point. Difficulty is the target's
Willpower. One success indicates a truthful answer, but more successes will illicit a more precise answer. If
the question asked of the target was in the form of a riddle (a decent riddle, not just some on-the-spot made
up doggerel) than subtract 1 from the difficulty.

Source: NightMare

Spirit Drain (Theurge Rank 4)

The Garou may drain power from a spirit to feed his own resolve. This Gift is taught by a spirit servant of
the Uktena totem.

System: If the Garou succeeds in a resisted Gnosis vs. Gnosis roll while combating a spirit, the spirit loses
one Power point per success for the rest of the scene. For every two points drained, the Garou gains a
temporary Willpower point, but loses any exceeding her maximum at the end of the scene.

Ultimate Argument of Logic (Theurge Rank 4)

Those who speak with the Garou leave convinced of some fact might otherwise have disbelieved. If
successful, the Garou can cause the target to believe implicitly in one aspect of existence (true or false) -
from the "fact" that the sun revolves around the Earth to the "truism" that the wolf's inherent nature is that
of the pawn. This Gift is taught by a Coyote-spirit.

System: The Garou needs three successes on a Manipulation + Performance roll (difficulty of the target's
Wits + Enigmas).

Whisper in the Dark (Theurge Rank 4)

This Gift allows the Garou to determine a fact detrimental to an individual. The Garou may then use that
piece of knowledge against the target of the Gift, either by holding it over the victim's head or making the
information public. This gift is taught by Hakahe.

System: The player rolls Perception + Empathy (difficulty 8). Each success enables her to grasp one piece
of heretofore-unknown information about the target of the Gift. Thus, a character can learn that an
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.

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Bring Forth the Future (Theurge Rank 5)

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. This gift is taught by Tambiyah.

System: 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

Diplomatic Immunity (Theurge Rank 5)

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. This gift is taught by
Ruatma.

System: The player spends a point of Willpower and rolls Manipulation + Subterfuge (difficulty 8). A
successful roll allows the character to interact with a group of potential enemies for the purpose of
delivering a message, retrieving an item or delivering an ultimatum.

Ebon Binding (Theurge Rank 5)

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). This gift is
taught by Hakahe.

System: 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.

Feral Lobotomy (Theurge Rank 5)

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With but a thought, the Garou can devolve an opponent's mind to that of an animal, effectively destroying
his intelligence. This Gift is taught by a spirit servant of the Griffin totem.

System: The Garou spends Gnosis (see below) and rolls Wits + Empathy (difficulty of the target's
Willpower + 3 (maximum 10)). If successful, the Garou can permanently destroy a target's Intelligence
Attribute. 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.

Moon Dream (Theurge Rank 5)

The Garou petitions Sokhta to grant her a prophetic dream before she falls asleep beneath the light of the
moon. She then enters a state of lucid dreaming in which she explores some potential future. The Garou
may interact with the creatures and situations she encounters in the dream and, thus, learn the possible
effects of certain actions upon the subject of the dream. The Garou may replay the dream several times in
order to test various actions and their consequences until she awakens from the dream, eight hours late.
Once the Garou has entered her Moon Dream, she may not be awakened until the full eight hours has
passed. This gift is taught by Sokhta.

System: The player spends a point of Gnosis and rolls Wits + Enigmas. The number of successes indicates
the degree of control the character has over her part in the dream. The Storyteller may either take the player
aside to run the dream privately or else create a scene that involves the entire troupe (particularly if the
subject of the dream also 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.

Spirit Vessel (Theurge Rank 5)

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, but metal elementals can also teach it. Banes can also teach this Gift -
but at a dangerous cost.

System: 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 that the Garou has lost control of the
combined being, or perhaps that a Bane was channeled instead of the expected spirit.

The Malleable Spirit (Theurge Rank 5)

The Garou can change a spirit's form or purpose. This Gift is taught by a Chimerling.

System: The Garou must best the spirit in a resisted Gnosis vs. Gnosis roll. The difficulty is based on what
the Garou tries to accomplish (see below), while the spirit's difficulty is the Garou's Gnosis.

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Change Difficulty

Characteristics (Willpower, Rage, Gnosis; one point changed per success) 6

Disposition (Friendly, Neutral, Hostile) 8

Type (Natural, Elemental, Bane, etc.) 10

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Black Fury Gifts
Arion's Burden (Black Fury Rank 1)

The Black Furies had many tribeswomen among the ancient Scythians, who were renown 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.

System: 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.

Breath of the Wyld (Black Fury Rank 1)

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.

System: The Fury must touch her target's skin, and this Gift must be used outdoors in a natural setting (a
city park is sufficient 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. Its also adds one to the difficulty of any Rage rolls the target makes
in that time.

Find the Child Within (Black Fury Rank 1)

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. This gift is
taught by Tambiyah.

System: 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

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suggestion has no effect, while a botch angers the victim and makes him impervious to further attempts to
use this Gift for 24 hours.

Heightened Senses (Black Fury Rank 1)

The Garou may vastly increase her sensory input for a short time. When in Homid or Glabro form, her
senses become as sharp as those of a wolf, while in her wolf forms, her senses become preternaturally
potent. This gift is taught by Wolf-spirits.

System: The Garou spends a Gnosis point. The effects last for one scene. Homid and Glabro forms:
Perception difficulties are reduced by two; roll Perception + Primal-Urge (difficulty 6) to perform sensory
feats impossible to humans. Crinos, Hispo and Lupus forms: Perception difficulties are reduced by three;
+1 to Primal-Urge Dice Pools.

Man's Skin (Black Fury Rank 1)

There are simply some places where women are not allowed. This Gift allows a Black Fury to circumvent
those rules; a women might not be allowed to server as a soldier, but a man may do so easily. The Fury
using this Gift effectively changes gender in the eyes of onlookers; her features and build become
decidedly more masculine, and her garb adapts to that of a man (although of the same social class - a
peasant's frock won't become a baron's doublet). Her hair, eye and skin color remain the same. The end
result is a man who shows a slight family resemblance to the Fury, but is a much more effective deceit than
a haircut and change of clothes.
This Gift is taught by an Ancestor spirit, often one who needed to dress like a man to accomplish her own
ends.

System: The player rolls Charisma + Subterfuge, difficulty 7. The illusion lasts for a scene, or until the
Fury shifts form. The change even withstands cursory tactile contact, although heavy or violent contact will
reveal the truth. Man's Skin is entirely illusory in nature - as a "male" the Fury cannot impregnate another
woman, nor should she lose her child if pregnant.

Moonshadow (Black Fury Rank 1 - Moon-Daughters)

By calling on their kinship with Luna, the Daughter may use a moonlight to smooth the way between
worlds. The Fury may substitute moonlight for a mirror, making themselves one with the light itself. This
Gift is taught by a Lune.

System: No roll is necessary to activate the Gift - the Fury may step sideways as if they stared into their
reflection. In addition, the difficulty due to the Gauntlet is lowered by one.

Mother's Touch (Black Fury Rank 1 - Order of the Merciful Mother)

The Garou is able to heal the wounds of others, aggravated or otherwise, simply by laying hands over the
afflicted area. The Garou may not heal herself with the Gift. This Gift is taught by a Unicorn-spirit.

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System: The Garou 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. Even battle scars may be
cured in this manner, but this must be done in the same scene the scar was obtained and requires the
expenditure of a Gnosis point. There is no limit to how many times this may be used on a person, but each
use requires a Gnosis point.

Owl Speech (Black Fury Rank 1)

Black Furies may invoke the kinship between their tribe and the owls of Athena. The Fury may speak
clearly with any owl that she meets. The owls will often be easily persuaded to do small favors, such as
acting as messengers or spying out enemies. This Gift is common among the Temple-Keepers of Artemis
and the Sisterhood. Many of their Kinfolk also share this Gift, and new sisters often receive it as an
initiation Gift. It is, unsurprisingly, taught by an owl spirit.

System: The Fury must make an Charisma + Animal Ken roll (difficulty 5). If the rolls is successful, the
owl recognizes the kinship and behaves accordingly. Each success is one 'favor' that the owl will do before
moving on with their own concerns.

Sense Wyld (Black Fury Rank 1)

The Garou invoking this Gift may sense Wyld energies or spirits in the nearby area. This Gift is taught by a
Wyld-spirit

System: The player must roll Perception + Enigmas. The difficulty is based on the strength of the local
influence (a Garou in a forest would be difficulty 5).

Sense Wyrm (Black Fury Rank 1)

The Garou can sense manifestations of the Wyrm in the nearby area. This Gift involves a mystical sense,
not a visual or olfactory image, although Garou using this Gift are likely to say, "This place stinks of the
Wyrm." This power requires active concentration. This Gift is taught by any spirit servant of Gaia.

System: The Garou rolls Perception + Occult. The difficulty for this Gift is based on the concentration and
strength of the Wyrm's influence (sensing a single formor in a room would have a difficulty of 6).
Vampires can be sensed using this Gift, but only those with Humanity scores lower than 7.

Curse of Aeolus (Black Fury Rank 2)

The Garou summons an eerie, chilling fog to shroud the landscape, unnerving her enemies. The Garou can
see through the fog, but others will have trouble navigating the mists. This Gift is taught by a spirit servant
of Aeolus, a totem spirit.

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System: The Garou rolls Gnosis against a variable difficulty (4 near the sea, 5 near open water, 6 normally,
9 in a desert). The Garou's vision is unhindered by the mist, but all others halve their Perception rolls.
Additionally, the mist is creepy and unnerving to enemies; -1 to all Willpower rolls.

Mantle of the Land (Black Fury Rank 2)

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. This gift is
taught by Tambiyah.

System: 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.

Sense of the Prey (Black Fury Rank 2)

The character, if he knows anything about his prey, can track it down as rapidly as he can travel. This
unerring sense of direction operates anywhere, and is used to track spirits through the Umbra as well as to
find beings on Earth. This Gift is taught by a Wolf- or Dog-spirit.

System: No roll is required unless the target is actively hiding, in which case a Perception + Enigmas roll is
made against a difficulty of the target's Wits + Stealth. If the target is a spirit, the difficulty is the spirit's
Gnosis.

Touch of the Muse (Black Fury Rank 2)

With the Gift, the Black Fury invokes the spirits of art and artifice, calling the favor of the Muses to herself
for a time. She can call upon any of the nine muses to help her in any endeavor that falls within their
spheres - singing, dancing, history, seduction or oration. This Gift is taught by any spirit servant of the
Muses.

System: A Gnosis roll (difficulty 8) reduces the difficulty of all Social rolls by one per success for any
activity that would fall under the something of the muses.

Trail of Pain (Black Fury Rank 2)

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. This Gift is taught by a spirit servant of Pegasus.

System: The Garou must focus and spend a Gnosis pint. 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

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among 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.

Whore's Vengeance (Black Fury Rank 2)

This Gift affects the most sensitive areas of the human or animal anatomy. By causing either minor
irritation or wracking pain, Whore's Vengeance can distract or even incapacitate a victim. The target of this
Gift need never have visited a house of ill-repute, nor does the Gift user need to practice the profession. A
spirit of Lust teaches this Gift.

System: The player rolls her Intelligence + Medicine (difficulty equals the target's Willpower). If the roll
succeeds, the target breaks out in a painful rash in his or her sensitive region. Each success subtracts one
die from the target's Dice Pool for the remainder of the scene. This Gift affects only living animals
(including humans) and has no effect on spirits or the undead.

Bacchantes' Rage (Black Fury Rank 3)

When deep in the wilds, the Black Furies can use this Gift to inflict extra damage. Even the toughest Get
have walked away with a battle scar due to the effects of this potent Gift - and some haven't walked away at
all. This Gift is taught by a Wyld spirit.

System: 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.

Coup De Grace (Black Fury Rank 3)

The Garou studies her foe, seeking the best place to land a blow, then sets herself up to deliver a
devastating attack the following turn. This Gift is taught by an Owl spirit.

System: The Garou spends one Willpower point and rolls Perception + Medicine (difficulty of the target's
Stamina + Dodge). If successful, the Garou doubles the damage dice on her next blow, assuming it hits.

Flames of Hestia (Black Fury Rank 3)

By invoking this Gift, the Fury can produce white flames around her hands. These flames purify whatever
they touch; cleansing tainted food or water. They will also help cure any damage caused by things of the
Wyrm, and when used in hand to hand combat, the Gift inflicts great harm upon the creatures of the Wyrm.
This Gift is taught by any spirit servant of Gaia.

System: By spending a Gnosis point and then rolling Gnosis against a difficulty of 8, the Fury can produce
these flames. Each success reduces damage done by radiation, poison or disease by one Health Level. The

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flames do one Health Level per success in aggravated damage to Banes, fomori and Black Spiral Dancers if
the Fury scores a successful hit while the Gift is invoked.

Messenger's Fortitude (Black Fury Rank 3 - Freebooters)

The Garou may run at full speed for three days without rest, food or water. After the duration expires, the
Garou must sleep for a Week. This Gift is taught by a Camel or Wolf spirit.

System: The Garou spends on Gnosis point and may do nothing save run; for an additional Gnosis point, he
may imbue the effects of this Gift upon another being.

Song of the Siren (Black Fury Rank 3)

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 process. A songbird-
spirit teaches this Gift.

System: 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 Willower to overcome the enchanting effects; to act freely, a listener must
spend one point for each of the Galliard's successes.

Veil of the Mother (Black Fury Rank 3)

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 points. 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. This gift us taught by
Tambiyah.

System: 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 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.

Visceral Agony (Black Fury Rank 3)

The Garou turns her claws into barbed talons dripping with black venom. The pain caused by these claws is
excruciating. The Gift is taught by a pain spirit.

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System: The Garou spends one Rage point with each attack. The claws inflict no extra damage, but any
penalty to actions caused by the claws' wounds is doubled for the duration of the scene (i.e.: a foe at
Wounded would have a -4 penalty to actions). Even if the foe is in frenzy or otherwise resistant to pain, he
suffers normal wound penalties.

Wings of Pegasus (Black Fury Rank 3)

By invoking their kinship with Pegasus, the Black Fury can sprout majestic wings, white and feathery like
that of the Tribe Totem. The Fury can use these wings in lupus or hispo forms, and may fly along at a
considerable speed, even carrying others if her strength permits.

System: The wings appear whenever the Garou invokes them. The player must roll Stamina + Athletics
(difficulty 7 to launch, 6 to fly along and variable depending on other maneuvers). The Fury's speed is
approximate 50 mph (85 kph)

Anger of the Goddess (Black Fury Rank 4)

With the force of Gaia Herself, the Black Fury elder strikes down even the most powerful enemies. Few
can withstand the righteous anger of Gaia unleashed. The power can take many forms: a lightning bolt from
the heavens, an avalanche, or even a tornado. The wrath of the Goddess blindly ravages the innocent and
guilty alike. An avatar of Gaia Herself is the only spirit that teaches this Gift.

System: The player spends three Rage points to summon Gaia's wrath. The Storyteller determines what
freak natural events follow, but the full force of the Goddess strikes the target (multiple lightning bolts, a
tornado touching down at his feet, etc.). Unfortunately, the Gift affects everyone around the target as well,
as the power of nature is indifferent to innocence.

Body Wrack (Black Fury Rank 4)

The Garou can cause a target to suffer immense pain. This Gift is taught by a pain spirit.

System: The Garou spends a Gnosis point and rolls Dexterity + Medicine (difficulty of the opponent's
Stamina + 4). Each successes causes the victim to lose one die from all Dice pools as agonizing pain
sweeps over his body.

Calm Before the Storm (Black Fury Rank 4)

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 replace 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.

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System: 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) in order 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.

Motherly Guardian (Black Fury Rank 4)

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. This gift is taught by Tambiyah.

System: 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. 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.

Wasp Talons (Black Fury Rank 4)

The Garou may actually hurl her claws through the air at a foe. The Garou is incapable of using this Gift or
making a claw attack the next turn, for her claws must actually regenerate. This Gift is taught by a Wasp
spirit.

System: The Garou rolls Dexterity + Brawl. Damage is normal for the Garou's Strength, while the
difficulty is determined by range as though the Garou was using a firearm. The medium range is 20 yards;
the Garou receives no modifier at this range. Twice this range (40 yards) is the farthest the claws can be
hurled. The difficulty at long range is increased by one. On the other hand, attacks made at targets within a
yard of the Garou are considered "point-blank" (difficulty 4).

Arrow of Artemis (Black Fury Rank 5)

To honor Luna in her aspect as Artemis, the huntress of the moon, the Black Furies strive to master the art
of archery. This Gift is the ultimate expression of their skill. By invoking the huntress' name and freeing
her mind of distractions, a Fury can invest a single arrow with the light of Luna - and celestial killing
power. Virtually no force of Gaia can make her miss, and when the arrow strikes, it does so with the force
of a thunderbolt. This Gift is taught only by powerful Lunes in direct service to Luna-the-Huntress.

System: The Black Fury spends a point of Gnosis as she draws back the arrow and sights on her target; this
takes a full action. While she is looking down the shaft of the drawn arrow (which glows with a faint silver
light once "charged"), she can see through any illusion or darkness that might impair her sight; this includes
vampiric Disciplines, Gifts and magick.
When she fires the arrow the next turn, the archer rolls Dexterity + Archery to hit as usual. However, this
Gift gives her 3 bonus successes on the roll, and reduces the difficulty of the shot by 2 - only the most

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incredible botches or superhuman evasion can make the shot miss. The arrow inflicts ten dice of aggravated
damage; those slain by the missile are immolated in a quick-burning silver fire that does not spread further
than the corpse, and leaves only bones behind.
However, this Gift must only be used in time of war - else Artemis becomes very displeased. If the Fury
releases the arrow without a genuine living (or undead) target, or relaxes the bow and doesn't fire at all, the
spent Gnosis point is permanently lost. Furies only invoke this Gift when they known they have a target that
must be slain; using the illusion-dispelling abilities to "scan for invisible enemies" is highly disrespectful,
and counts as abuse of the Gift.

Bring Forth the Future (Black Fury Rank 5)

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. This gift is taught by Tambiyah.

System: 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

Furies’ Talons (Black Fury Rank 5)

The Black Furies use their Rage to reach out and strike back at those of the Wyrm, reaching to help those
who need it.

System: With expenditure of a Gnosis point and a Willpower roll (difficulty. 8), the Garou can instantly
shift her claws into long, unbreakable, and twisted spears. For each success, the Garou can extend her claws
by one foot in length. For each foot increase in length, the difficulty of all claw attacks is decreased by 1,
and the damage pool is increased by 1. Unfortunately, these talons are more difficult to maneuver, and the
Garou must make stamina checks (difficulty 7) before every claw attack after a number of attacks equal to
10 minus the number of successes on the Willpower roll. If the check fails, the difficulty of any claw
attacks increases by 1, and the difficulty of the next Stamina check is increased by 1. Also, the Storyteller
should assign appropriate penalties to any delicate hand manipulations during this time. Effect lasts for one
scene.

Source: Charles Lin

Gorgon's Gaze (Black Fury Rank 5)

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 the elder Black Furies

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can make the effect permanent. Difficulty to find and even more dangerous to approach, the legendary
Basilisk spirit can teach this Gift.

System: After making eye contact, the player rolls Perception + Occult (Difficulty of the target's
willpower) to determine the number of rounds the victim remains stone. The player can double this time
with a Willpower point.

The Thousand Forms (Black Fury Rank 5)

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 natural abilities of that animal (flight, poison bite, etc) She may not take the form
of Wyrm-beasts (not that they would want to!), but she may take the form of mythical beasts with some
extra effort - most Black Furies take the form of Pegasus in that case.

System: The Garou 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 similar mass) might be difficulty 5, while an alligator (a reptile of larger
mass) might be difficulty 7, and a frog might be difficulty 9. Mimicking mythical animals is always
difficulty 10.

Wyld Warp (Black Fury Rank 5)

The Garou calls out to the Wyld, the primal force of chaos itself. Success summons one of the great Wyld
spirits, or a number of lesser ones, to the Realm. They (or it) will probably help the Garou, but nothing is
certain about these creatures of chaos; this is a desperate tactic at best. This Gift is taught by a Wyldling.

System: The Garou spends one Gnosis point and then one Rage point. She then rolls Wits + Enigmas
against a difficulty of the area's Gauntlet. Success summons a variable number of Wyld spirits.

Black Spiral Dancer Gifts


Rathead (Black Spiral Dancer Rank 1)

The Dancer can squeeze its body through rat holes and other small openings. This gift looks very disturbing
to unsuspecting onlookers. This gift is taught by corrupted rat spirits.

System: The Garou rolls Gnosis. If successful, she can squirm through any opening as long as it is no
smaller than a quarter in diameter. This gift takes a single turn, or as long as it takes for its user to be
entirely free of the restricted space.

Sense Wyrm (Black Spiral Dancer Rank 1)

As the Metis gift.

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Toxic Claws (Black Spiral Dancer Rank 1)

The Dancer can cause toxic waste to ooze from her claws, coating them with an unhealthy greenish slime.
Wounds left by these claws tend to leave livid scars..

System: 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.

Ears of the Bat (Black Spiral Dancer Rank Two)

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.

System: 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.

Patagia (Black Spiral Dancer Rank Two)

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.

System: The Dancer stretches her arms and leaps from a height. She may glide at 25 mph, but the player
must make Dexterity + Athletics rolls (at the Storyteller's discretion) to avoid losing altitude.

Terrify (Black Spiral Dancer Rank Two)

The Dancer with this Gift is more intimidating and terrifying than normal. A sneer from her is as effective
as a full-throated growl from another.

System: 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.

Wyrm Hide (Black Spiral Dancer Rank Two)

A Dancer may use this Gift to transform her skin into a lumpy, leathery, 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.

System: The Dancer must spend one point 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

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the scene. Until then, other Garou may pick up her scent at two lower difficulty, due to the stench the
power generates.

Burning Scars (Black Spiral Dancer Rank Three)

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.

System: 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.

Foaming Fury (Black Spiral Dancer Rank Three)

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.

System: The dancer simply rolls Rage to activate this gift. The victim must succeed in a Stamina roll at
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.)

Crawling Poison (Black Spiral Dancer Rank Four)

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.

System: 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.

Doppelganger (Black Spiral Dancer Rank Four)

As the Glass Walker Gift.

Avatar of the Wyrm (Black Spiral Dancer Rank Five)

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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.

System: 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. This Gift lasts for the entire scene. If the Dancer has only one level of damage marked
off at the end of the scene, it vanishes when he returns to normal.

Balefire (Black Spiral Dancer Rank Five)

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.

System: Roll Dexterity + Athletics, taking the standard ranged-combat modifiers 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.

Mask Taint (Black Spiral Dancer rank Five)

A Dancer with this Gift can hide his Wyrm-taint from all senses or Gifts that may detect it.

System: Spend two Gnosis points and roll the Dancer's Appearance + Subterfuge (difficulty 8). The effect
lasts for one scene. Shadow Lords may still detect Wyrm-taint — with Sense Wyrm (difficulty 8) — from a
Dancer thus veiled.

Bone Gnawer Gifts


Cardboard Mansion (Bone Gnawer Rank 1)

A Bone Gnawer with this Gift can create a perfectly functional shelter for herself. The Garou can fashion
any ordinary cardboard box into a waterproof, noise-resistant and insulated home. Despite conditions
outside the box, the mansion remains dry, warm and quiet. A Home or Hearth-spirit can teach this Gift.

System: The Bone Gnawer needs only a box of suitable size. A large enough box can sleep more than one -
as long as everybody is friendly. The Gnawer spends a Gnosis point and crawls in for an evening's nap.

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Cooking (Bone Gnawer Rank 1)

The Bone Gnawer must have a small pot and ladle for this Gift. The Garou may take any small, easily
destroyed item he can find - bark, beer cans, plastic wrap, whatever - and stir it into the pot, turning it into a
foul-tasting but edible mush. This Gift is taught by a Raccoon or Rat spirit

System: The Garou rolls Wits + Survival. The difficulty depends on the objects used - 6 for inedible but
otherwise harmless material, up to 10 for cyanide and the like.

Find the Prize (Bone Gnawer Rank 1)

The Garou employing this Gift closes her eyes and things about finding a thing of great value, either a
specific item or a general class of things. If the Gift is invoked correctly, the Garou may receive an
impression of or a clue leading towards the item they are looking for. 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. This Gift is taught by an Enigma spirit, or by any City spirit associated with finding items.

System: The player spends a Gnosis point and rolls Perception + Enigmas (difficulty set by the Storyteller).
Each success on the roll gives one clue concerning the whereabouts of this item.

Nose of the Hungry Hound (Bone Gnawer Rank 1)

By invoking this Gift the Garou can hunt down the closest source of discarded, relatively disease-free food.
This Gift will not detect the hot dogs within a vendor's cart (unless that vendor would gladly give a wiener
to a hungry mutt), but it would detect the bag of cheesy-fries that accidentally dropped out of a passing car
window. This is a Bone Gnawer version of the Lupus Gift: Sense Prey and is taught by Dog, Raven and
Possum spirits.

System: The Gnawer who wishes to use this Gift must spend a Willpower point and make a Perception +
Primal-Urge roll (difficulty 7). The number of successes determines how much food is found.

Play Possum (Bone Gnawer Rank 1)

With animal cunning, the Gnawer can force her body into a state near death. Far from a serene, peaceful
trance wherein the Garou imitates death, the Gift creates a facade closer to a drowned, bloated rat. The
Garou's body stinks of rot, maggots crawl on her and flies gather as if to feast. Only a scrupulous
investigation reveals the truth - but most folks won't want to get that close. Most Silver Fangs argue to ban
this Gift at moots and social gatherings. A Decay-spirit teaches this Gift.

System: The player must spend a Gnosis point and remain perfectly still to activate the Gift. On activation,
the Garou resembles a rotting corpse to all senses. When the Gift activates, anyone attempting to detect life
in the Garou must roll Perception + Medicine (difficulty equals the user's Manipulation + Subterfuge) and
physically examine the "carcass".

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Resist Toxin (Bone Gnawer Rank 1)

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.

System: The Garou rolls Stamina + Survival (difficulty 6). 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 effect lasts for the scene.

Scent of Sweet Honey (Bone Gnawer Rank 1)

The Garou attracts minor Air-spirits to the chosen target, causing them to exude a wonderfully sweet aroma
and become slightly sticky to touch. Naturally, all manner of vermin will shortly make their appearance,
and the target will swiftly become coated with and surrounded by swarms of gnats, flies, bees, etc. The
swarm will cause impaired vision for the target, annoying stings and bites, maddening buzzing noises, total
inability to function socially, and other inconveniences. The exact game affect of the swarm is up to the
Storyteller. This Gift is taught by certain Plant spirits, but Insect spirits can also teach it.

System: The Garou can spend one Gnosis point and rolls Wits + Subterfuge (difficulty 6). The smell lasts
for one hour per success and will not wash off in this time.

Speed of the Messenger (Bone Gnawer Rank 1)

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. This gift is taught by Mitanu.

System: 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.

Tagalong (Bone Gnawer Rank 1)

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 servant of Rat,
teaches this Gift.

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System: The Gnawer must know the name of the Totem in question. He must also prostrate himself before
the caern's centre of 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.

Trail of the Larder (Bone Gnawer Rank 1)

It's said that the Children of Famine were the first to learn this Gift and teach it to their fellows. This Gift
allows the Bone Gnawer to scent out the best source of surplus food - that is, food currently in the
possession of someone who has more than he requires. Said food is almost always guarded or locked away
- not that this bothers the Children of Famine. The Gnawers also use this Gift for more creative effects from
time to time; the renowned elder Simon Clubfoot found his way out of the twisted dungeons of Count
Kimos by following his nose to the kitchen. A squirrel spirit teaches this Gift.

System: The player rolls Perception + Primal Urge (difficulty 7) and spends a Willpower point. The
number of successes determines how far away the Gnawer can sense the food, and how accurately he can
gauge the amount of surplus.

Beneath Notice (Bone Gnawer Rank 2)

While others seek fame, the Bone Gnawers' best bet is anonymity. This Gift allows the Gnawer to blend in
with the features of a town or village by becoming too familiar to be noticed. Although no physical changes
take place, normal people cannot remember details concerning the Garou. The Gift works in either Homid
or Lupus form and causes people who encounter the user to remember a nondescript drifter or a mangy
dog. A Dog-spirit teaches this Gift.

System: The player spends one Willpower point to remain "anonymous" for the rest of the scene. No one
who sees the Gnawer during that time can remember details concerning his appearance.

Blissful Ignorance (Bone Gnawer Rank 2)

The Garou can become completely invisible to all sense, spirits or monitoring devices by remaining still.
This Gift is taught by a Chameleon- spirit.

System: The Garou rolls Dexterity + Stealth (difficulty 7); each success subtracts one success from the
Perception + Alertness rolls of those actively looking for the character. If no one is so doing, then one
success indicates complete concealment.

Drunkard's Luck (Bone Gnawer Rank 2)

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In a drunken stupor, the Gnawer walks away from fatal accidents and hazardous situations with the
assistance of this Gift. Where a sober Garou would hesitate and take a mortal wound, the Gnawer stumbles
into the clear despite impaired reflexes. An Alcohol spirit teaches this Gift.

System: The Gift activates automatically when the Bone Gnawer consumes enough alcohol to render him
drunk. In this state, he loses three dice to all of his actions (more if he continues drinking), but he benefits
from an amazing lucky streak. The player can reroll any failed rolls involving defensive actions including
Dodge and Stamina soak rolls. The Storyteller may also allow the character to avoid hazards that he could
not normally detect, such as falling debris or surprise attacks. When the effects of the alcohol wear off, the
Gift deactivates. The Gift does nothing for hangovers.

Eye Spy (Bone Gnawer Rank Two)

By using this Gift the Gnawer can see through one layer of a normally opaque substance, such as a wall, a
suitcase or a door. If there is another layer behind this, it obscures vision as normal.

System: The Garou rolls Perception + Investigation, the difficulty depends on the thickness of the material.
Three foot reinforced concrete would be 9, an average wall would be 6 and a cardboard box would be 3.

Source: Mark Antill

Healing the Weaver's Children (Bone Gnawer Rank Two)

This gives a Garou the power to repair Weaver objects. Using this Gift can get you in good with an
informational Geomid, or bring down the wrath of Wyldlings. It has been rumored that it is usable on
Weaver Spirits, but this has not yet been proven.

System: Roll Intelligence + Repair. Each success will heal the equivalent of one health level of damage to
the object.

Source: Ellerby

Odious Aroma (Bone Gnawer Rank 2)

The use of musk has long been a defense in the wild. With this Gift, the Garou can greatly amplify her own
natural body odor, creating a debilitating stench. This Gift is taught by a Stinkbug spirit.

System: The Garou spends one Gnosis point. For the duration of the scene, all beings within 20 feet of the
Garou (provided they have olfactory organs) subtract two from all Dice Pools as they choke and retch.
However, the Garou subtracts two from all his Social Dice pools and may be ostracized for the duration
(not a big worry for most Bone Gnawers).

Plague Visage (Bone Gnawer Rank 2)

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Anyone in his right mind fears a leper. This Gift allows the Bone Gnawer to draw an illusion of terrible
disease on his features, repelling even the most stout-hearted onlookers. It's a useful trick in many
situations. It can earn charity from well-meaning monks, terrify locals and even serve as a way of blending
in - after all, people are afraid of you whether they think you're a leper or bewitched, but as least disease is
more acceptable than witchcraft.
This Gift is taught by a Rat or Disease spirit.

System: The Bone Gnawer rolls Manipulation + Medicine; the effects last for a scene. The imaginary
disease may appear to be anything the Gnawer is familiar with, such as leprosy or pox, or even something
entirely invented. Mortals viewing the illusion must make Willpower checks at difficulty 8 or shrink away
in revulsion; a botch might even send them screaming out into the streets, screaming about pestilence.
Supernaturals who are immune to disease have less to fear - they must still make Willpower tests, but the
difficulty falls to 6

Sticky Fingers (Bone Gnawer Rank 2)

This trick coats the fingers of a Garou with a silvery substance that adheres to anything, making it possible
to climb slick vertical surfaces with ease. In addition, this Gift also assists a Garou in pilfering small items
such as credit cars, keys or loose change. This gift is taught by Mitanu.

System: 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 the Storyteller deems appropriate;
he might get extra dice on a pick pocketing attempt, but not when trying to hot-wire a car. The effect lasts
for one scene

Trash Magnet (Bone Gnawer Rank 2)

Ordinary street garbage becomes the Bone Gnawer's ally as it swirls about his opponent or engulfs his rival.
All the trash nearby assails the target of this Gift, making life difficulty. Older Bone Gnawers can
completely immobilize a smart-mouth, upstart Garou in heaps of trash and piles of garbage. Trash spirits
teach this Gift, although Rat-spirits teach a version that animates sewer flotsam.

System: The player rolls Charisma + Streetwise (difficulty 7) to determine the amount of trash involved.
With one success, a minor distraction of newspapers and plastic bags causes a small increase in difficulties.
With 5 successes, the target is buried in garbage and must dig his way to freedom. This Gift affects toxic
waste as well. Note that this Gift does not create trash but instead draws upon the garbage in an area. An
attempt to use this Gift in a sterile environment would fail.

Ward of the Road (Bone Gnawer Rank 2)

This allows a Garou to leap from a quickly moving vehicle and remain undamaged. The Gift is taught by a
spirit of the road.

System: By spending one Willpower point and scoring at least one success on a Stamina + Survival roll
(difficulty 6), the Garou takes no damage from the fall. If he fails, however, he takes full damage; if he
botches, he takes double damage (he fell on his ankle, etc.). The Garou can also leap from tall buildings in
this manner, but it requires one success per story to negate damage.

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Beg (Bone Gnawer Rank 3)

By playing upon the compassion of others, Bone Gnawers can generate an amazing amount of pity. By
exaggerating her miserable state, a clever Bone Gnawer can gain favor with people who have too much
anyway. By groveling or telling her particular sob story, she might get a handout, a favor or at least a good
meal. A pigeon spirit teaches this Gift, which is one reason only Bone Gnawers ever learn it.

System: The players must spend one Gnosis point and roll Manipulation and Performance. If the
roleplaying is particularly moving, the player can forgo the roll at the Storyteller's discretion. 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.

Call the Rust (Bone Gnawer Rank 3)

By whistling softly through his teeth, the Bone Gnawer can summon a sudden and destructive rust onto
metal in his vicinity. Spearheads crumble, swords corrode and mail falls apart at the werewolf's command.
Some Gnawers use this trick to protect their kin from armed men in a humane fashion, but others prefer to
inflict little poetic justices - such as attending the latest bear-baiting and corroding the chain holding the
bear in question.
This Gift is taught by a Water spirit.

System: The player spends a point of Gnosis and rolls Wits + Crafts. Each success allows the Gnawer to
corrode one ferrous metal object into fragile uselessness, although detailed works such as a chain hauberk
count as two objects. The Garou need not be touching the object at the time, but he must be able to see it
and be within conversational earshot.

Deliberate Misinformation (Bone Gnawer Rank 3)

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. This gift is taught by Mitanu.

System: 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.

Friend in Need (Bone Gnawer Rank 3)

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It takes a lot for a pack to accept a Bone Gnawer as an equal, but once they do, the Gnawer's loyalty is
unshakeable. This Gift allows a Bone Gnawer to risk all, even his own life, to aid a packmate or tribe mate.
A dog spirit teaches this Gift.

System: When a packmate or fellow Bone Gnawer is on danger, the character 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 Bone Gnawer cannot lend a Gift of higher rank than the recipient could know, neither
can he lend Abilities or Attributes. The player must spend one Willpower point and roll Willpower
(difficulty 7) and must succeed for the transfer to take place. If the roll botches, the Bone Gnawer loses the
traits in question, but the recipient does not gain them. 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.

Gift of the Skunk (Bone Gnawer Rank 3)

With this Gift, the Garou can swell his musk glands, allowing him to spray musk like a skunk. This Gift is,
of course, taught by a Skunk-spirit.

System: On any turn, the Garou may spray his musk at any target. Dexterity + Primal Urge (difficulty 7;
modified by range) is required to hit. A target hit by the musk doubles over retching and must spend a
Willpower point to do anything all for the remainder of the scene. Even then, however, he subtracts one
from his Dice Pool for each success the Garou scored of his roll. The effect lasts for the duration of the
scene or until the target rigorously bathes.

Gift of the Termite (Bone Gnawer Rank 3)

The Gnawer can cause wood and paper to rot with astonishing speed. Furniture falls apart, documents
disintegrate and even buildings collapse. Obviously, one of the best instructors is a termite spirit.

System: After spending a 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
can deteriorate a wall and five successes can collapse the roof of a small building. Strategic use of this
power can dramatic results even for those of lesser skill.

Reshape Object (Bone Gnawer Rank 3)

The Garou can instantly shape once-living material (but not undead!) into a variety of objects - thus trees
may become shelter, buck antlers become spears, animal hides become armor, and flowers become
perfumes. The item will in some way resemble the object from which it was created (the spear is made of
antler, not wood). This Gift is taught by a Weaver-spirit.

System: The Garou rolls Manipulation + Repair against a variable difficulty (5 to turn a broken tree limb
into a spear, 8 to turn a plank into a floatable raft, etc). The created object is not necessarily permanent; it
will last a length of time according to the chart below. Expending a Gnosis point allows a created weapon
to inflict aggravated damage (this effect is not permanent unless a permanent Gnosis point is spent).

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Successes Duration
One 5 minutes
Two 10 minutes
Three One Scene
Four One Story
Five Permanent

Attunement (Bone Gnawer Rank 4)

By standing in a particular area, the character can commune with the spirits of the area, thus getting an
overview or what exists or has happened in the area - rough population, secret tunnels, places of note and
so on. This Gift is taught by a Rat spirit to Bone Gnawers and a Cockroach spirit to the Glass Walkers.

System: The Garou spends one Gnosis point and rolls Perception + Streetwise (difficulty 6). The amount of
information gathered depend on the number of successes; on a botch, the spirits lie. This Gift may only be
used in urban areas, as the Gnawers have become desensitized to the wilderness.

Cliché Curse (Bone Gnawer Rank 4)

From Roger Ebert's Little Bigger Movie Glossary:

"Clichephobia. 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

System: 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.

Infest (Bone Gnawer Rank 4)

The Gnawer may call up a horde of vermin (rats, insects, slugs, birds, snakes, etc) to invade an area (no
greater than a large building) of his choice. The creatures will act according to their nature and will not
mindlessly attack humans; indeed, many of them may try to flee. This Gift is taught by a Rat spirit.

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System: The Garou spends one Gnosis point and rolls Manipulation + Animal Ken (difficulty 7). The size
of the horde is determined by the number of successes; one success will cause a notable problem and
several calls to the exterminator, while five will create a scene from a horror film as the building is
swarmed in creatures.

Mercurial Messenger (Bone Gnawer Rank 4)

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. This gift is taught by Mitanu.

System: 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 a series of discrepancies into
the repetition.

Madthought (Bone Gnawer Rank 5)

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. This
gift is taught by Mitanu.

System: 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 though". 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.

Riot (Bone Gnawer Rank 5)

The Garou summons a horde of malevolent spirits to provoke the hatreds and fears of the down and out -
the homeless, the gangs, the urban animals such as alley cats and stray dogs, etc. This Gift is taught by a
Rat spirit.

System: The Garou spends one Gnosis point to summon the spirits and then a point of Rage to incite the
passions of all concerned. He then rolls Wits + Subterfuge (difficulty 8). If successful, these spirits direct
their material hosts against a target of the Garou's choosing, though the disparate elements of the riot will
by no means work together (they may not even be aware that others are trying to accomplish the same
thing). The number of successes determines the extent of the riot - one success incites a building, three a
neighborhood or suburb and five the entire city.

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Survivor (Bone Gnawer Rank 5)

This Gift allows the Garou temporary immunity to many environmental effects, such as pressure or
temperature variations. She is also immune to disease, poison and even radiation, as well as any corrupting
effects from the touch of Wyrm entities. She does not need to eat, drink or rest and she gains three extra
points of Stamina, even if this takes the attribute over 10. She also ignores wound penalties. In addition,
whenever she is about to die or defeated, she automatically regains one Willpower point. The Gift is taught
by a Bear-spirit.

System: The Garou spends one Gnosis point and rolls Stamina + Survival (difficulty 7); the effects last for
one day per success.

Bunyip Gifts
Dreamwalk (Bunyip Rank 1)

The Bunyips connection to the Dreaming is so strong that they can enter and exit the Penumbra with ease.
This gift is taught by any Dreamtime spirit.

System: At night, under the moon, the Bunyip can temporarily reduce the Gauntlet in her immediate area
by two, for herself only. This requires an uninterrupted minute of concentration and there is no need for a
reflective surface to step sideways.

Leap of the Kangaroo (Bunyip Rank 1)

This gift is identical to the lupus gift of the same name, except that it is taught by kangaroo Spirits.

Surface Attunement (Bunyip Rank 2)

As the Stargazer gift of the same name.

Possum’s Feet (Bunyip Rank 2)

This gift is identical to the lupus gift Catfeet, except that it is taught by Possum Spirits. This gift may
explain some of the athletic feats performed by captive thylacines.

Bunyip’s Boom (Bunyip Rank 3)

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The Bunyip is able to emit a loud, mournful, booming call that echoes through the surrounding countryside.
This gift is taught by servants of Mu-ru-dun the Bunyip.

System: The Bunyip spends one Gnosis point and rolls Charisma + Performance (difficulty 7). Those in
earshot of the call are cowed, losing Willpower points equal to the Bunyip’s successes and fleeing the area.
This gift may only be used once per scene against each target.

Landspeak (Bunyip Rank 3)

The Aboriginal people of Australia are said to sing to the land; an explanation for such stories is the
Bunyip’s ability to hear the speech of the Earth. This gift is taught by servants of the Rainbow Serpent.

System: The Bunyip must crouch and put his ear to the ground, making a Gnosis roll (difficulty 6). The
number of successes indicates the radius in miles inside which the Bunyip hears what is happening on the
land’s surface. If the Bunyip also spends a Gnosis point and makes a successful Past Life roll (difficulty 8),
he can hear sounds from the land’s past. The information will be scant at best, but it is possible to listen to
sounds of many years ago if the land has some reason to remember them.

Marsupial Pouch (Bunyip Rank 3)

Using this gift, the Garou can open a fold in his/her abdominal skin that leads to an isolated part of the
Umbra (usually a Dreamtime realm with the Rite of the Shrouded Glen cast on it). Dreamtime servants
watch over the objects and place the wanted object in the Garou's hand when the fold is reopened.

System: The Garou spends one Gnosis point to open the fold. The Garou may then place as many items in
the pouch as she wants. When the pouch is reopened the Garou can retrieve an object of her choice.
Fetishes may not be kept in the pouch, because the Dreamtime servants might release the spirit in the
object.

Source: Tony Frisco

Gnaw (Bunyip Rank 4)

As the Lupus gift of the same name..

Guardians of the Dreamtime (Bunyip Rank 4)

As Australia’s guardians, the Bunyip had special powers over the land. This gift is one of the reasons the
outback’s Gauntlet lower than in the rest of the world. In days past the Bunyip would use this gift to lead
foes into the Penumbra (by lowering the Gauntlet to nonexistence) then abandon them there. This gift is
taught by a servant of the Rainbow Serpent.

System: The Bunyip can automatically step sideways at night without the need for a reflective surface.
Furthermore, the difficulty of any attempt to step sideway is one lower than normal. Also, for each point of

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gnosis he spends the Bunyip may reduce the gauntlet in an area by one for a number of hours equal to his
Intelligence + Rituals dice pool.

Summon Lesser Dreamtime Servant (Bunyip Rank 4)

Using this gift, the Garou can summon several Dreamtime spirits and command it to do a single task for it.
The spirit must be of Gaffling status or less to be summoned.

System: The Garou must first try to break the Gauntlet with a Gnosis roll. Then spend two Gnosis and
make a Manipulation + Occult roll with a difficulty of 6. This brings a number of gafflings equal to the
number of successes. A failure summons no spirits and on a botch one summons hostile ones.

Source: Tony Frisco

Bloody-Mindedness (Bunyip Rank 5)

The Bunyip gains the ability to dedicate himself to one particular task, be it combat or an artistic endeavor.
Nothing will sway the Bunyip from that task. This Gift is taught by servants of Mu-ru-bul Tu-ru-dun the
Bunyip.

System: The Bunyip spends two Willpower points. Afterward, nothing save death can distract or dissuade
the Bunyip from her chosen task. She need not eat or sleep. If the power is used in combat, the Bunyip
becomes oblivious to any other opponents and consequently may not dodge their attacks. Her soak roll pool
versus these attacks, however, is doubled. Versus the chosen opponent, the Bunyip gains one extra attack
per turn, and the difficulties of all actions against that target are reduced by one. She also becomes immune
to supernatural attempts to dissuade her.

Billabong Stride (Bunyip Rank 5)

The Bunyip may enter any body of fresh water and, after completely submerging herself, emerge from the
waters of an utterly different lake, stream or river. The destination must be known to the Bunyip, and she
must actually have bathed in that water before. This gift is taught by Mu-ru-bul Tu-ru-dun the Bunyip.

System: The Bunyip must spend two Gnosis points.

Dreamtime Creation 1 (Bunyip Rank 5)

The Dreamtime is a fluid, continuously changing place highly favored by the Wyld. Some believe it is the
only place in the Near Umbra the Wyld will visit and the place its power is greatest. This is why the Wyrm

1
This gift was originally called Enter Dreamtime but I changed the name to better reflect what the gift
actually does.

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set out to destroy the Bunyip. When in the Dreamtime a Bunyip using this gift can create any object -
animate or inanimate.

System: The Garou may makes an Intelligence + Enigmas roll to create anything his/her imagination can
conceive. The difficulty is variable depending on how complicated the object or objects are. The Storyteller
may want to increase the difficulty if the character is creating more than one object at one time.

Source: Tony Frisco

Summon Greater Dreamtime Servant (Bunyip Rank 5)

Using this gift, the Garou can summon several Dreamtime spirits and command it to do a single task for it.
The difference between this gift and Summon Lesser Dreamtime Servant is that in this gift the spirit is a
jaggling. Occasionally even higher spirits may answer this gift if the need is high.

System: The Garou must first try to break the Gauntlet with a Gnosis roll. Then spend two Gnosis and
make a Manipulation + Occult roll with a difficulty of 7. This brings a number of gafflings equal to the
number of successes. A failure summons no spirits and on a botch one summons hostile ones.

Source: Tony Frisco

Child of Gaia Gifts


Eve's Blessing (Child of Gaia Rank 1)

Childbirth is a risky thing in these dangerous times, and the Children cannot stand to see unnecessary
suffering. This Gift allows the Garou to improve a mother's chances of surviving a birth, as well as keeping
the newborn free of disease for a short time.
This Gift is taught by a Cow spirit

System: The Child of Gaia need only lay her hands on the mother-to-be's abdomen and spend a Gnosis
point; this can be done even during labor. For the next week, the mother and child are treated as having an
extra dot of Stamina each, for the purposes of surviving childbirth and resisting illness or the like. If the
mother is pregnant with multiple children, the Garou must spend one Gnosis point per child to protect them
all; however, in the process of invoking this Gift, the Child will automatically learn how many children are
to be born and can adjust his Gnosis expenditure accordingly. The Gift can be used on wolves (although its
less necessary); the Gnosis point spent will protect the entire litter for three days.

Find the Heart's Flame (Child of Gaia Rank 1)

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

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energy or power foci also register to the Garou's senses when this Gift is in effect. This gift is taught by
Katanka-Sonnak.

System: The player spends one point of Gnosis and rolls Perception + Alertness (difficulty 7). A single
success identifies power sources that lie within 50 feet of the Garou. Additional successes allow the
character to extend her range to locate distant sources. This Gift lasts for once scene.

Mercy (Child of Gaia Rank 1)

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.

System: The player spends one Gnosis point. For the rest of the scene, all damage that the Garou inflicts
with her own body (claws and teeth, but not weapons of any kind) is considered bashing. A creature
"killed" by such damage merely falls unconscious, and he may heal the wounds at the normal rate for
bashing damage.

Mother's Touch (Child of Gaia Rank 1)

The Garou is able to heal the wounds of others, aggravated or otherwise, simply by laying hands over the
afflicted area. The Garou may not heal herself with the Gift. This Gift is taught by a Unicorn-spirit.

System: The Garou 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. Even battle scars may be
cured in this manner, but this must be done in the same scene the scar was obtained and requires the
expenditure of a Gnosis point. There is no limit to how many times this may be used on a person, but each
use requires a Gnosis point.

Resist Pain (Child of Gaia Rank 1)

Through force of will, the Garou is able to ignore the pain of his wounds and continue acting normally.
This Gift is taught by a Bear-spirit.

System: The Garou, by spending one Willpower pint, may ignore all wound penalties for the duration of
the scene.

Sense Limits (Child of Gaia Rank 1)

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

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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. This gift is taught by Lu-Bat.

System: 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").

Calm (Child of Gaia Rank 2)

The Garou can quell the anger in others. This Gift is taught by a Unicorn spirit.

System: The Garou spends one Gnosis point and rolls Charisma + Empathy (difficulty of the target's
Willpower). Each success removes one of the target's Rage points, although lost Rage can be regained
normally.

Flame of the Wind Rider (Child of Gaia Rank 2)

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 amour, 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. This
gift is taught by Katanka-Sonnak.

System: 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.

Grandmother's Touch (Child of Gaia Rank 2)

This Gift is similar to Mother's Touch, but the Garou can use it to heal herself as well as others. This Gift is
taught by a Unicorn spirit.

System: The Garou 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. Even battle scars may be
cured in this manner, but this must be done in the same scene the scar was obtained and requires the
expenditure of a Gnosis point. There is no limit to how many times this may be used on a person, but each
use requires a Gnosis point.

Health Sight (Child of Gaia Rank Two)

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Using this gift a Garou is able to see wounds, even if they are not obvious (such as diseases, psychic
wounds, etc.). The wounds will appear different depending on the type, e.g. a psychic wound may appear as
a black nothingness whereas a brain clot might appear as a pulsing blood-red light.

System: The Garou rolls perception + empathy against a difficulty of 8 and spends one Gnosis point to see
the wounds. A botch will result in misleading information or no information at all (i.e. you no longer can
sense those around you, etc.). One success results in general superficial information. being gained, 3
successes enable the Garou to differentiate between different types of wounds and will give you a sense of
their true cause, on 5 successes the wounds true cause is known and some knowledge as to how to heal
them can be gleaned (this knowledge should not be too specific and may be able to be blocked by certain
Wyrm spirits - could also be an idea for a botch i.e. the Garou receives misleading information. That might
cause the 'patient' to become worse). When activated the Gifts lasts one scene.
Source: John Lamber

Luna's Amour (Child of Gaia Rank 2)

The Garou calls upon the blessing of Luna to deter any damaging attacks aimed at her. This Gift is taught
by a Lune.

System: The Garou concentrates for one turn, spends one Gnosis point, and rolls Stamina + Survival
(difficulty 6). Each success allows the Garou to add one to her Stamina for the purpose of soaking damage
(including silver). The effect lasts for one scene.

Peace of the Counselor (Child of Gaia Rank 2)

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
true 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. This gift is
taught by Lu-Bat.

System: 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.

Spellbinding Oration (Child of Gaia Rank 2)

Similar to Persuasion, 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.

System: The Garou rolls Charisma + Leadership against a difficulty of 6. If successful, the difficulties of
all Social rolls are reduced by one per success for anyone who hears him speak 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

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difficulties of Social rolls are reduced by two and then by one per success. The Garou must orate for at least
five successes.

Stinging Blows (Child of Gaia Rank 2)

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.

System: 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.

Voice of Reason (Child of Gaia Rank 2)

All too often, emotions obscure rational thought and turn normal people, both human and Garou, into a
bloodthirsty mob. The Children of Gaia use this Gift to break through the emotional cloud and bring reason
back to such a crowd. Once her words reach her listeners' ears, the Gift forces them to pay attention. It
quells emotional distractions and imparts a moment of clarity on the audience. While the Gift does not
disperse the members of a mob, it does give them a chance to rethink their actions. A Reason-spirit teaches
this Gift.

System: The audience must hear the Child of Gaia for this Gift to work. If she is unable to speak, or cannot
be heard over the roar of the crowd, the Gift has no effect. The player must also spend one Willpower
point. For every success on a Charisma + Empathy roll, two people come to their senses and shake off the
mob mentality. If the Gift can affect the majority of the group, the mob disperses.

Chant of Morpheus (Child of Gaia Rank 3)

The user of this Gift can induce a long, restful slumber in the target. Although the Gift will not stop a
frenzied werewolf, it can ward off a frenzy before one take place. The Gift disinclines any hostile activity
after the peaceful rest. Also, the waking victim is able to think much more clearly. An Opossum spirit
teaches this Gift to individuals with patience and a lot of time.

System: 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. One Gnosis point activates this power.
For one hour after waking, the target must spend a Willpower point to take any hostile action against the
user of this Gift. Any attacks directed at the sleeper awaken her immediately and end the effects of the Gift.

Dazzle (Child of Gaia Rank 3)

The Garou can overwhelm a target with the beauty and glory of Gaia. This Gift is taught by a Unicorn
spirit.

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System: The Garou rolls Charisma + Empathy (difficulty of the target's Willpower). So long as the target is
not attacked, it will stand mutely in awe for the remainder of the scene. This Gift may only be attempted
once per target per scene.

Good Faith (Child of Gaia Rank 3)

With this Gift, the Garou can cause all those in his presence to become filled with a sense of higher
purpose. They all feel the work they must do is more important than their differences. All other distractions
are gone, and they feel inspired to take reasonable positions, rather than inflexible positions or exaggerated
stands intended to be bargained away. Those who resist, and continue to bargain in bad faith, become
loudly and uncontrollably flatulent each time they state their position. This Gift is taught by avatars of the
New World Trinity totem.

System: 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, and he will likely be shunned and viewed as absurdly inflexible by those who bargain in good
faith.

Guilt Trip (Child of Gaia Rank 3)

By unearthing buried guilt and remorse, the Child of Gaia can force another to perform an action against
her own will. Even if little relation exists between the guilty conscience and the task at hand, the Gift can
be effective. Better results occur when there is a direct link, however. The Gift works best when the target
wants to perform the action, but pride or fear prevents her from doing so. Many urban spirits that have
witnesses the cruelty of humanity toward itself know this Gift and teach it to the Garou.

System: The player must role-play the plea; otherwise the Gift automatically fails. Excellent roleplaying
can even negate the need for a roll (or even the need for the Gift). Otherwise, the player must roll
Manipulation + Empathy versus the target's Willpower. One success barely gets a Bone Gnawer to lift his
pinkie, whereas five successes can force a proud Silver Fang to beg for forgiveness. The target can spend
Willpower points to resist this Gift.

Pall of Despair (Child of Gaia Rank 3)

This Gift inflicts a wave of despair upon a targeted individual, making the victim incapable of action due to
feelings of profound melancholy. This gift is taught by Lu-Bat.

System: 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 the Werewolf Players guide, pg 207). The effects of this Gift last for one scene.

Parting the Velvet Curtain (Child of Gaia Rank 3)

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This Gift allows a Garou to transport non-Garou into the Umbra. If the non-Garou wants to resist, she must
make a resisted Willpower roll against the bearer of the Gift. This Gift can be used for physical transport
through a reflective surface, or in combination with other Gifts, for spirit travel. While in the Umbra, the
non-Garou are connected to the Gift user by silver threads. The others brought with the Theurge leave
when she does, or at the whim of the Theurge.

System: The player must make their normal Gnosis roll and spend a Willpower point for each non-Garou
or non-Kinfolk that they wish to bring with them. The Theurge can send others home before herself by
spending a Willpower point.

Ride the Solar Winds (Child of Gaia Rank 3)

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. This gift is taught by Katanka-
Sonnak.

System: The player spends a point of Gnosis and rolls Wits + Alertness (difficulty 7); the need to remain
"in touch" with the ever-changing currents of these spirit winds requires concentration and attunement
rather than physical agility. A single success allows the character to ride the winds successfully to her
destination (or until she decides to end her journey). Additional successes either allow the Garou to carry
others with her (on a one-for-one basis) or reduce the travel time by half per success. Thus, with one
additional success, a journey of one month would only take two weeks, while two additional successes
reduces the journey to a week. A character may use some of her extra successes to allow others to travel
with her and the remaining ones to speed up travel time.

Spirit Friend (Child of Gaia Rank 3)

The Children walk among spirits and interact with them more easily than most, for their aura exudes
friendship. This Gift is taught by Unicorn spirits.

System: The Garou rolls Charisma + Expression (difficulty 7). Each success adds one die to all the Garou's
Dice Pools for interacting with any spirits in the vicinity (except those of the Wyrm).

Angel's Semblance (Child of Gaia Rank 4)

The Children of Gaia don't believe in terrifying humans unnecessarily. This Gift allows a Child to act in
Crinos form without invoking the terror of the Delirium; but instead of seeing a werewolf, onlookers see an
angelic figure of exceeding grace and holiness. Witnesses may remember a Child's battle with a Wyrm
beast as an angel's struggle with a demon, or a warning to leave the woods as the gracious guidance of a
guardian angel. Onlookers need not be Christian to be affected; Islamic witnesses might remember on of
Mohammed's fiery messengers, while Norse pagans might think the Garou was one of the Valkyries.
This Gift is taught by a spirit of Hope.

System: The player spends a Gnosis point to invoke Angel's Semblance for a scene. The effects are
automatic against humans; use the Delirium chart (ignoring the Child of Gaia tribal flaw) to determine how

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strongly a witness is affected. Responses of fear should be replaced with rapture; even "catatonic fear"
should be seen as "complete bliss".

Beast Life (Child of Gaia Rank 4)

The Garou may not only communicate with animals, but can attract and command them. If there are no
animals of the sort desired in the vicinity, none can be called. This Gift is taught by any Animal-spirit.

System: The Garou spends one Gnosis point and rolls Charisma + Animal Ken (difficulty 7). One success
causes animals within a 10-mile radius to be affected. Each additional success add 10 miles (two successes
indicate a 20-mile radius). The effect lasts for one scene, but the time may be extended by spending one
Gnosis point per extra scene.

Hand of the Sun (Child of Gaia Rank 4)

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. This gift is taught by
Katanka-Sonnak.

System: The Garou spends a point of Rage and then a point of Gnosis. No roll is necessary for the Gift to
take effect, but the character must make a standard attack roll in order to mark her victim. A victim touched
by the Hand of the Sun takes two health levels of unsoakable aggravated damage and receives a permanent
circular scar. The scar cannot be removed by any means short of amputating the part of the body which
contains the scar. The fire lasts for one scene, although the Garou may extinguish it beforehand if she so
chooses.

Harmonious Slumber (Child of Gaia Rank 4)

This Gift enables the Garou to create a perfect environment for sleep even in the most difficulty
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. This gift is taught by Lu-Bat.

System: 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.

Serenity (Child of Gaia Rank 4)

The Garou can quell other's Rage, even bringing Garou out of frenzies. This Gift is taught by Unicorn
spirits.

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System: The Garou spends a Gnosis point and rolls Charisma + Expression (difficulty of the target's
Willpower). The target is incapable of using Rage at all for one turn per success. He may not spend Rage
points, but neither may he frenzy.

Strike the Air (Child of Gaia Rank 4)

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 opponent to exhaust himself in the attempt. A mongoose spirit
teaches this Gift.

System: 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 cancelled 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 activate the Gift for each opponent.

Unicorn's Grace (Child of Gaia Rank 4)

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.

System: 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.

Burden of Knowledge (Child of Gaia Rank 5)

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". This gift is
taught by Lu-Bat.

System: 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.

Cleansing Flame (Child of Gaia Rank 5)

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The Garou can pinpoint an area (or an individual) and set the target ablaze with an intense and purifying
flame that rages for 60 seconds and then dies out completely. The fire can burn out all Wyrm-taint or
human-made pollution from an area or cleanse an individual (provided the victim survives) of wyrm taint.
The first does not spread beyond the target area of person and can not be quenched by normal means. For
instance, if the Garou targets a house occupied by a Pentex official, the fire blazes through the house
destroying any vestige of the Wyrm's corruption and leaving untouched anything not tainted by the Wyrm.
This gift is taught by Katanka-Sonnak.

System: The player sacrifices a permanent point of Rage and rolls her Willpower. The difficulty is 8 to
affect and area; the area cannot be larger than a large house. To target an individual, the difficulty of the
Willpower roll equals the victim's Willpower. Living or undead creatures set on fire must roll their Stamina
(difficulty 9) or die from the shock. The flame destroys fomori utterly; Black Spiral Dancers who survive
the Stamina roll must make Gnosis rolls, difficulty 9, or lose their Wyrm-taint and its accompanying
Derangement. Such purified Garou are stripped of all Rank and Gifts; they may well fall again to
corruption, but they are given a second chance.

Fool's Medicine (Child of Gaia Rank 5)

Bigotry may be commonplace, but that doesn't mean Gaia's Children have to like it. Tribe members use this
Gift to teach a harsh lesson to people blinded by hatred. It lets the user make general alterations to a
person's skin tone and facial features. The person remains recognizable in many respects but suddenly has a
cocoa complexion, say, instead of a ruddy one, or "Oriental eyes" instead of "round eyes". Loved ones can
usually discern the target's identity, however, which is an aspect of the Gift that troubles many bigots more
than the alteration itself. Basically, the target changes to resemble a member of the ethnic group he despises
most.

System: The user spends a Gnosis point to activate the Gift and rolls Perception + Empathy (difficulty 7).
The number of successes equals the duration, in days, of the Gift. The user must touch the target for Fool's
Medicine to take effect, which it does the next time the target sleeps.

Halo of the Sun (Child of Gaia Rank 5)

The Garou becomes surrounded by a sphere of blazing sunlight. Certain Wyrm creatures - denizens of the
dark - may flee before the brightly shining Garou. This Gift is taught by a spirit allied to Helios, the Sun
Celestine.

System: The Garou spends one Gnosis point; the effect lasts for one scene. The damage of any hand-to-
hand attack made by the Garou is increased by two; alternative, the Garou can cause aggravated damage
when in Homid or Glabro form. Anyone directly facing the Garou adds three to all attack difficulties
because of the glare, and any vampires within 20 yards suffer damage as if exposed to true sunlight.

The Living Wood (Child of Gaia Rank 5)

The Garou may call the powers of the forest to arise and aid her; nearby trees will begin to move and
attempt to protect the Garou. The trees will restrain, block and even fight foes. This Gift is taught by a
Glade Child.

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System: The Garou spends one Gnosis point and rolls Charisma + Survival (difficulty 8). The Garou
animates on tree for each success rolled.

Trust of Gaia (Child of Gaia Rank 5)

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 worthy 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 a great potential for abuse, and punish those who use it for petty gain. This
Gift is taught by an avatar of Unicorn.

System: 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 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.

Croatan Gifts
Cookfire (Croatan Rank 1)

The Garou can turn raw, unprocessed food into a cooked meal without needing a fire. In addition the
meal taste great. This gift is taught by the spirit helpers of the Corn Maiden.

System: the player must make a Gnosis roll, difficulty 7; the more successes, the more elaborate the
final meal. This gift cannot add any food that isn’t already present- it cannot spice food if the Garou
has no spices handy- but it can turn unripe corn on the cob into cakes or a fish that hasn’t been cleaned
into a neatly scaled, gutted, and boned cooked meal.

Turtle Body (Croatan Rank 1)

The Garou can call upon the powers of Turtle and greatly slow his metabolism. He must remain
inactive but can exist without breathing for hours at a time. In addition uncontrolled bleeding stops,
extremes of heat and cold can be ignored, and any poisons affecting the Garou are slowed and will not
take affect until the duration of this gift expires allowing plenty of time for an antidote to be found.
This gift is taught by a turtle spirit.

System: the player must spend one Gnosis and make a Gnosis roll (Difficulty 6) to enter the torpor-
like state. The trance lasts for one hour per success, although the Garou may choose to awaken early
after a given amount of time has passed.

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Wyld Sight (Croatan Rank 1)

Some Croatan can see the ebb and flow of Wyld energy, catching hints of Wyld storms and other
phenomena before they grow too powerful. By using this gift a werewolf can feel the disturbances in
the spirit world that presage a tornado, earthquake, wildfire, or other such happening. She can also see
Wyld spirits while she remains in the physical world, though the vision is somewhat clouded. This gift
is taught by a Wyld spirit.

System: the player rolls Perception + Enigmas; Difficulty 6. If successful, the Garou understands the
nature and source of the Wyld manifestation. The successes determine just how far in advance the Gift
user can predict the event.

Success Time Before the Event


One 10 Minutes
Two 30 Minutes
Three One Hour
Four Three Hours
Five+ One Day

Safe Cave (Croatian Rank 2)

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. Any burrowing animal or earth spirit can teach this gift.

System: The player must spend one 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 of using this
gift or it remains open. The cave lasts for a variable amount of time and once the duration expires anyone in
the cave will pop out as the cave disappears. Anyone in a sealed cave is safe from physical attack, but some
Gifts (such as Hand of the Earth Lords) can still affect them, as can any concerted burrowing effort that can
dig down into the cave and break it’s seal.

Success Time Before the Event


One 1 Minute
Two 10 Minutes
Three An Hour
Four Six Hours
Five+ Twelve Hours

Shell Game (Croatian Rank 2)

The Kinfolk of the Croatian used to use colorful seashells as currency. With this Gift the Garou can
transform a shell (or handful of shells) into another method of exchange: dollars, coins, English Pounds,
Japanese Yen, etc. This gift is taught by a Trickster Spirit.

System: The player must spend one Gnosis point and make a manipulation + Barter (in modern games I
use Streetwise instead). The resulting successes determines the value of the resulting money. Using the

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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 (which it will in about an hour) the money changes back into a pretty shell.

Turtle Shell (Croatian Rank 2)

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. This gift is taught by a turtle spirit.

System: The player rolls Stamina + Survival. 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
in human form) could be protected. The shell last for one scene or until broken, either by the Croatian’s
will or by taking damage. When dismissed or broken the shell shatters into pieces that then dissolve like so
much mist.

Call Earth (Croatian Rank 3)

By calling upon turtle, the Croatan can summon an Earth-spirit to rampage forth and crush things (or
people) for him. The Garou must have a handful of earth or a large rock at hand to invoke the spirit. This
gift is taught by an Earth Elemental.

System: The player spends one Gnosis and rolls manipulation + Occult at 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
nonaggravated damage to anything in its path. Botching the summoning calls forth a spirit that is hostile to
its summoner.

Gift of Plenty (Croatian Rank 3)

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.

System: 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. 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.

Hand of the Earth Lords (Croatian Rank 4)

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As the Uktena Gift of the same name

Underearth (Croatian Rank 4)

This gift was lost when the Great Turtle went into Hibernation with the death of his children but it allowed
the Croatian to travel through secret tunnels under the Umbral earth much as modern werewolves use moon
paths. These tunnels are dug by burrowing spirits (moles, gophers, badgers, etc) and constantly change as
the earth moves and shifts and the gift can still be taught by these spirits.

System: the Garou must spend a Gnosis point to sense the entrance to the nearest tunnel. Such an entrance
may not be close but will be within a day’s travel of the character. Once a tunnel is located the Garou can
reach his destination safely and will instinctively know the proper direction to go if he reaches a branching
tunnel (otherwise he could wander about for years) much as on a moon bridge. In ancient times there was
little chance of encountering hostile spirits when inside a tunnel but today this has changed and now most
of these tunnels are in use by the Ratkin or other hostile spirits.

Katanka-Sonnak’s Spear (Croatian Rank 5)

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 the sun god (Katanka-Sonnak to the Croatian)
teaches this gift.

System: The werewolf must spend a point of Gnosis than roll Dexterity + Occult to strike his target. No
range penalties apply, although the Garou must be able to see his target. If the spear strikes its target than
the victim takes 10 dice of fire damage (that is soakable aggravated damage) each turn. The fire cannot be
doused with ordinary water and will burn for 10 turns unless quenched by a water-spirit, the victim takes no
damage on a particular turn, or the gift is somehow dispelled.

Resolute Vow (Croatian Rank 5)

A Garou with this gift can find such strength of purpose that they can complete any quest and preserve
against all odds.

System: As the Garou ritually declares his purpose or quest to all within earshot he spends a permanent
Gnosis point. From that time 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 gains 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. This extra
Willpower disappear at the quests completion. If the quest is abandoned before it is resolved than the Garou
loses both the extra Willpower points and loses one permanent Willpower point per each bonus Willpower
point spent in pursuit of the quest and these points can never be regained again.

Umbral Burrowing (Croatian Rank 5)

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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.

System: 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 bridge would. The
Garou does not need to eat or rest as he digs and the tunnel will remain a permanent part of the Umbra.

Wall of Granite (Croatian Rank 5)

As the Philodox Gift of the same name

Fianna Gifts
Earth Sense (Fianna Rank 1)

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. Eshtarra teaches this gift.

System: The players 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.").

Faerie Light (Fianna Rank 1)

With this Gift, a Fianna can create a tiny orb of ghostly light, usually white, green, or faint blue in color.
She can direct the glow to move, but the light isn't strong enough to illuminate more than three feet around
the Garou. Ragabash love to create tricks with Faerie Light. This Gift is taught by marsh spirits and faeries.

System: The Garou rolls Wits + Enigmas against a difficulty of 6. The light appears anywhere the Fianna
chooses, as long as it is within line of sight. It may float slowly at about 10 yards per turn. The Gift lasts for
one turn per success, unless a Gnosis point is spent, in which case the Faerie Light remains in effect for an
entire scene.

Primal Song (Fianna Rank 1)

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The Fianna ingratiates himself with strangers by seeming to know all of their songs and dances. Having
heard only a few hummed bars or having glimpsed at just a movement or two, the Garou can sing along or
lead the dance. Skilled musicians can create new songs appropriate to the style of the culture in question. A
Songbird-spirit teaches this Gift.

System: After learning this Gift, it starts automatically whenever the Fianna hears a song or sees a dance.
He will know every word, note or step as if he'd created the piece himself. Whether or not he can entertain
people still depends on the regular rules for Performance.

Resist Toxin (Fianna Rank 1)

The Fianna have long engaged themselves in the concoction of a variety of recreational liquids, many of
them distilled from deadly substances. With this Gift, the Garou takes no damage from poisons or diseases
of any sort, and can heal many Wyrm toxins. This Gift is taught by a toad, goat or plant spirit.

System: The Garou rolls Stamina + Survival (difficulty 6); only one success is required.

Sense Fae (Fianna Rank 1)

This Gift allows the Fianna to detect faerie beings, including true fae, changelings, faerie animals, and
glamour. A Dream-spirit teaches this Gift.

System: No roll is required, but the Fianna must concentrate for one round, during which he may take no
other action. The player must roll Perception + Enigmas (difficulty 7). The Garou can detect fae nature at a
distance of five meters per success. This Gift does not guarantee a friendly reaction from any fae creatures
that it reveals.

Brew (Fianna Rank 2)

The Fianna are renowned for their ability to drink and make the strongest liquor. 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 teaches this Gift.

System: After spending a Gnosis point, the player rolls Wits + Medicine (difficulty 7). The number of
successes determines the quality and 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).

Ceridwen's Blood (Fianna Rank 2)

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.

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System: 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 wound 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.

Drunkard's Luck (Fianna Rank 2)

With the assistance of this Gift a Fianna can walk away (albeit in a drunken stupor) from fatal accidents
and hazardous situations that a sober Garou would hesitate to engage. An alcohol spirit teaches this Gift.

System: The Gift activates automatically when the Fianna consumes enough alcohol to render him drunk.
In this state, he loses three dice to all of his actions (more if he continues drinking), but he benefits from an
amazing lucky streak. The player can reroll any failed rolls involving defensive actions including Dodge
and Stamina soak rolls. The Storyteller may also allow the character to avoid hazards that he could not
normally detect, such as falling debris or surprise attacks. When the effects of the alcohol wear off, the Gift
deactivates. The Gift does nothing for hangovers.

Glib Tongue (Fianna Rank 2)

The Garou is mystically able to make whatever she says be what the target wants to hear. Whatever the
Garou says, even gibberish, will be heartily agreed with, although the Garou won't have a clue what the
target thinks she is saying. This Gift is taught by a Trickster spirit.

System: The Garou spends one Gnosis point and rolls Wits + Expression (difficulty of the victim's Wits +
Alertness). The effects last for one turn per success.

Herb Call (Fianna Rank 2)

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. This gift is taught by Eshtarra.

System: 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.

Howl of the Banshee (Fianna Rank 2)

The Garou may emit a fearful howl that unnerves all in the vicinity. This Gift is taught by a Banshee, a
woeful spirit of the dead.

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System: The Garou spends one Gnosis point. All who hear the howl, friends or foes, must make Willpower
roll (difficulty 8 for foes, 6 for friends) or run in terror for one turn per success.

Alternative Versions

From: Werewolf: the Dark Ages,

The player spends a Gnosis point and rolls Charisma + Intimidation (difficulty 6). Anyone who hears the
howl, friend or foe, must make a Willpower roll (difficulty 8 if the Garou's foe, 6 if a friend) or flee in
terror for one turn for every success on the werewolf's Charisma + Intimidation roll.

Howl of the Unseen (Fianna Rank 2)

The Fianna have strong ties to the Umbra. A member of the tribe with this Gift may howl in the Umbra or
in the Realm and have her kenning echo on the other side of the Gauntlet. This Gift is taught by the spirits
of animals that make loud noises but remain unseen, such as crickets and frogs.

System: The Garou must spend a Gnosis point to activate this Gift. He may speak or howl for a full turn,
and his voice will be heard on both sides of the Gauntlet. The Storyteller is free to determine how much the
Garou can say in one turn. Consider timing the player as he speaks for five seconds (if he speaks too fast
and you can't understand what he says, then neither can anyone listening).

Luck of the Irish (Fianna Rank 2)

This Gift gives the Fianna a supernatural streak of luck. Mundane effects include finding four leaf clovers,
bills lying on the sidewalk, plump sleeping rabbits waiting to be caught for supper and minor fortunate
coincidences. This Gift is taught by a faerie spirit.

System: The Garou spends one Gnosis point. She may then reroll any failed or botched roll. This Gift is
usable only once per scene. Other minimal, although beneficial, effects may occur at the Storyteller's whim.

Sense Secrets (Fianna Rank 2)

Centuries of association with the fae people have taught the Fianna the nature of secrets. Things
deliberately hidden, whether obscured by brush or dropped down a mine shaft make their presence known
to the Fianna. The Gift gives no indication as to the nature of a secret, only to its existence. A Squirrel-
spirit teaches this Gift.

System: The player rolls Perception + Enigmas (difficulty 8). Every success improves the Fianna's
sensitivity. One success detects cursory or slipshod concealment, such as tumbleweeds pulled across a
cave's mouth; five successes detect the presence of the most painstaking obscurement, including hidden
passageways and the like.

St. Herve's Folly (Fianna Rank 2)

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Saint Herve had an Ox that was eaten by a wolf. According to legend the saint preached to the wolf and the
wolf was so ashamed that he agreed to plough in the ox's place. If the Fianna learned a lesson from this, and
mischief-minded Fianna now use this Gift to convince a leader of any sort that his status is incorrect and
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 by an ox spirit.

System: 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.

Warrior's Draught (Fianna Rank 2)

By stirring a bit of his own blood into a jack of wine, beer, ale or mead, the Fianna transforms the drink
into a potent elixir. Once quaffed, this potion drives the drinker into a berserk rage, lending him even more
strength than usual during his fury. The Fianna often use this Gift when alone and making a desperate
stand, but many Ragabash also use the draught to wreak havoc in the household of an enemy by serving it
to their foe's loyal retainer. This Gift is taught by a Boar-spirit

System: The Fianna spends a point of Gnosis as he mixes the draft. The elixir remains potent for a day (the
Fianna may increase the duration by one day for every extra Gnosis point he expends during mixing). Once
drunk, the draught drives the drinker into a berserk frenzy - but for the duration of the frenzy, she gains an
additional dot in Strength and Stamina.

Cairbre's Tongue (Fianna Rank 3)

By speaking our harshly against or satirize someone who is Wyrm-tainted, the possessor of this Gift will
cause the Wyrm-taint to appear as splotches on his target's face, lowering the target's Appearance. This Gift
is taught by faeries and Fianna ancestor spirits.

System: The Garou using this Gift must spend a Gnosis point, than 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. If the roll fails, or the target is not Wyrm corrupted, nothing happens.

Faerie Kin (Fianna Rank 3)

The Garou can call one of more faeries to aid her. The faeries are not under the Garou's control, though
they are favorably disposed to the Garou (except on a botch - Gaia help the Garou who botches this one);
what they do is entirely up to the Storyteller

System: The Garou spends one Gnosis point and rolls Manipulation + Occult (difficulty 8). Each extra
Gnosis point spent over the base amount increases the faerie's raw power, while extra successes increase
the faerie's numbers.

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Ley Lines (Fianna Rank 3)

By manipulating ley lines - part of an energy web that crisscrosses the planet - the Fianna can disorient
world-be trackers or hunters. The victims of this Gift find themselves following false trails, making wrong
turns or walking in circles. The user's trail simply disappears. The secrets of this Gift can be learned from
an earth-spirit.

System: After spending a Gnosis point, the player rolls Wits + Occult (difficulty 7). Any attempt to track
the Garou must follow a successful Perception + Occult roll (difficulty 8). This roll must exceed the Gift
user's successes to be successful.

Lleu's Spear (Fianna Rank 3)

The name of this Gift derives from a Welsh legend, wherein Lleu Skillful Hand hurled a spear straight
through a stone and into his foe. So it is with this Gift. The Fianna may invest a spear with supernatural
piercing power. This Gift is taught by an ancestor spirit.

System: The Fianna concentrates with spear in hand for a full turn, makes a Willpower roll (difficulty 8),
and spends a variable number of Gnosis points. Each Gnosis spent grants the Fianna two additional dice for
the spear's throw; these dice may be split between the Dexterity + Athletics roll to his target, to the damage
roll (normally Strength + 2), or even spent to increase the spear's effective range (by twenty yards per dice
assigned). The Gift functions only on a spear's throw; it cannot be used to augment a blow made in melee,
or any other missile attack. However, the spear need not be metal-tipped; this Gift proves very effective at
placing a six-foot wooden stake through a vampire's black heart.

Oaksong (Fianna Rank 3)

The Garou can gains the power of psychometry for the duration of this gift. It allows a character to
communicate with inanimate objects made some 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 cart might communicate that someone had used it for wilderness travel by filling the
Garou's mind with the 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). This gift is taught by Eshtarra.

System: 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 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.

Reshape Object (Fianna Rank 3)

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The Garou can instantly shape once-living material (but not undead!) into a variety of objects - thus trees
may become shelter, buck antlers become spears, animal hides become armor, and flowers become
perfumes. The item will in some way resemble the object from which it was created (the spear is made of
antler, not wood). This Gift is taught by a Weaver-spirit.

System: The Garou rolls Manipulation + Repair against a variable difficulty (5 to turn a broken tree limb
into a spear, 8 to turn a plank into a floatable raft, etc). The created object is not necessarily permanent; it
will last a length of time according to the chart below. Expending a Gnosis point allows a created weapon
to inflict aggravated damage (this effect is not permanent unless a permanent Gnosis point is spent).

Successes Duration
One 5 minutes
Two 10 minutes
Three One Scene
Four One Story
Five Permanent

Sense the Unnatural (Fianna Rank 3)

The Tuatha de Fionn have long delved into magic and have gained the ability to sense its presence. The
Garou can sense any unnatural presence and determine its approximate strength and type. Supernatural
presences can include: magic, spirits, the Wyrm, wraiths, etc. This will detect vampires, but only those with
Humanity scores below 7. This Gift is taught by any spirit servant of Gaia.

System: The Garou rolls Perception + Enigmas (difficulty 6). The more successes rolled, the more
information is gained. However, understanding the information might require an Intelligence + Occult roll
(Storyteller's option).

Woadling (Fianna Rank 3)

The ancient Celts would paint their skin with woad - the components of which caused a frenzy-like state -
before marching off to battle. The Fianna carry on this tradition and take it even further. After painting the
woad on their bodies, they can bring the paintings to life to harry an opponent. A stag-spirit can teach this
Gift.

System: 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). Each success subtracts one die from her opponent's pool as the woadling dances and
prances around the target. The woadlings vanish (and must be repainted) after the Gift ends.

Airitech's Daughters (Fianna Rank 4)

Airitech, a creature of the Otherworld in Celtic lore, had three daughters who took on the shape of
werewolves. In the end, they were slain. This Gift allows the Fianna to play the part of Airitech, by forcing

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the visage of a Crinos werewolf onto (at most) three humans. It doesn't make them stronger, or give them
the instincts that Garou have, but they make fine decoys when being hunted by the Wyrm. Like Airitech's
Daughters, these werewolves exist to be murdered. The Gift is taught by an ancestor spirit.

System: The player spends one point of Rage for each human he wants to turn into a werewolf, up to a
maximum of three, before rolling Stamina + Subterfuge (difficulty 8). Each success will turn all humans
affected by the Gift into werewolves for one hour. They do not receive any of the benefits of the Crinos
form, do not cause Delirium, and are not protected by the Veil; the change is largely cosmetic. They may,
however, receive a bonus to Intimidation rolls. This Gift does not work on anyone but normal humans; it
will not work on supernaturals including Kinfolk, ghouls and sorcerers.

Balor's Gaze (Fianna Rank 4)

One of the Garou's eyes begins to glow a baleful red. Its stare is horrifying, causing wracking pain in any
being who meets its glare and whose resolve falters. This Gift is taught by a Pain spirit.

System: The Garou spends one Gnosis and one Rage point. He then rolls Perception + Occult (difficulty 8).
Thereafter, for the remainder of the scene, any foe at whom he so much as glances must equal or exceed the
Garou's successes on a Willpower roll (difficulty 8) or double over in agony. Such a foe is treated as
Crippled (-5 to actions) for the scene, even though the foe takes no actual wounds; foes who are already
Crippled are effectively Incapacitated. If a foe successfully resists, she is immune for the duration.

Faerie Blood (Fianna Rank 4)

The Garou can temporarily transform his blood to that of the Fae. While this Gift has been invoked, the
Fianna is effectively one of the Fae - they are immune to silver (although cold iron is as dangerous), any
magic becomes much easier and trods open up to the Fianna as if they were Kin. Nearby Changelings may
notice this alteration and the Garou may also notice them. On the downside, those creatures who prey on
blood, such as vampires, may also notice (and be interested in) this change. This Gift is taught by Fae
closely associated with the Fianna.

System: By spending a Gnosis point the Fianna undergoes this change. A Gnosis roll while the Gift is in
effect is at a -1 difficulty and any Gift requiring Gnosis to activate it needs one less point. Silver is not
inherently dangerous to the Fianna, but cold iron has many of the same effects. The Gift lasts for one scene.

Lore of the Land (Fianna Rank 4)

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, to find out 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. This gift is taught by Eshtarra.

System: 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

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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 on.

Phantasm (Fianna Rank 4)

This Gift creates a static illusion with full visual, auditory and even tactile and olfactory components. This
Gift is taught by Trickster or Illusion spirits or even by faeries.

System: The Garou spends one Gnosis point for each 10-foot area to be covered by the illusion and rolls
Intelligence + Expression (difficulty 6). All in the vicinity must match or exceed the number of successes
with a Perception + Alertness roll (difficulty 6) or believe that the illusion is real.

Song of the Dire (Fianna Rank 4)

The Fianna sings a battle song to empower her comrades as she enters a fray. Driven by their packmate, the
embattled Garou double their efforts to defeat the foe. The Black Spiral Dancers have learned to turn tail
and flee upon hearing the lyrics of this dread Gift.

System: The player spends two Gnosis points and rolls Manipulation + Performance (difficulty 8). Each
success adds one die to each of her packmates' Dice Pools; the number of successes cannot exceed the
Fianna's Performance rating. The Garou must keep singing throughout the contest; to do so she must
remain in Hispo form, spend two Gnosis points and allocate at least two dice for singing each round.

Troll's Bridge (Fianna Rank 4)

The Garou can set up a temporary fortress, built from the will of the Garou invoking the Gift. Despite the
name, it does not have to be near a bridge, although a relatively enclosed area, such as in a gully or a thick
grove of trees does help. The fortress must be created around the Garou and they cannot leave its confines.
Enemies must direct all of their strength in order to break the barriers created and must each work
individually.

System: The Garou spends a point of Willpower and rolls Wits + Repair (difficulty 6). The number of
successes + the Willpower of the Garou is the Defensive Factor of the lair; the amount of Strength an
intruder must possess in order to break through the magical barrier as per the Feat of Strength maneuver.
Strengths may not be added up to defeat the barrier - each enemy must be alone. Each intruder that does
break the wall lowers the Defensive Factor by one. The effect lasts as many hours as successes.

Warp Spasm (Fianna Rank 4)

Many tales of Cuchulain state he would glow in combat, radiating a great heat. At the end of a battle,
women would dump water over his body to cool him down. This Gift causes the user to radiate a
tremendous heat, igniting nearby flammable items and melting metal. The aura only works while the
Fianna is in a berserk frenzy. At the end of the frenzy, the Fianna cools off. This Gift is taught by Fianna
ancestor spirits.

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System: The Garou spends one point of Rage to activate this Gift, after which she will automatically go
into a Berserk Frenzy. All flammable material she touches bursts into flame. Her hand to hand attacks do
two aggravated wounds of damage in addition to regular attack damage.

Call of Hunt (Fianna Rank 5)

This Gift may only be used once per month, and there must be an overwhelming evil in the area. The Garou
may call the Wild Hunt of Celtic mythology down from the sky to harry and slay the evil. This Gift is
taught by the Huntsman himself.

System: The Garou must chant and concentrate for a full hour. Afterward, he spends on Gnosis point and
rolls Charisma + Occult (difficulty 8). The Huntsman and a single hound are always summoned; another
hound will come for each extra Gnosis or Rage point expended. If the roll to summon is botched, if the
threat is not deemed appropriate for the summons, or if the Garou fails to join in the Hunt, the Wild Hunt
turns on the summoner.

Earth Heal (Fianna Rank 5)

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. This gift is
taught by Eshtarra.

System: 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.

Gift of the Spriggan (Fianna Rank 5)

The Garou may grow up to thee times her normal size or shrink to the size of a small puppy. This Gift is
taught by faerie or a Chimerling.

System: The Garou spends one Gnosis point and rolls Stamina + Primal-Urge (difficulty 8). The effects last
one hour per success. When larger, the Garou gains +3 Strength and one extra Health Level for each 100%
increase in size; when smaller, the Garou retains her normal Strength and abilities, but may sneak around
unnoticed or pass as a "cute little doggie" among humans.

Sleep of the Hero (Fianna Rank 6)

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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 place 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.

System: The Garou spends two points of Gnosis and rolls Intelligences + Rituals against a difficulty of 9. If
she succeeds, the life comes back into the hero and he falls into 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.

Get of Fenris Gifts


Battlesense (Get of Fenris Rank 1)

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. This gift is taught by Nerigal.

System: 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.

Razor Claws (Get of Fenris Rank 1)

The Garou may hone his claws to razor sharpness. This Gift is taught by a Cat or Wolf spirit.

System: The Garou spends one Rage point and takes a turn to scratch his talons over a hard surface, such as
a stone. Claw attacks then do an additional die of damage for the remainder of the scene.

Resist Pain (Get of Fenris Rank 1)

Through force of will, the Garou is able to ignore the pain of his wounds and continue acting normally.
This Gift is taught by a Bear-spirit.

System: The Garou, by spending one Willpower pint, may ignore all wound penalties for the duration of
the scene.

Sigurd's Stride (Get of Fenris Rank 1)

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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.

System: 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.

Visage of Fenris (Get of Fenris Rank 1)

The Get appears larger and more fearsome, commanding respect from peers and cowing his foes. A wolf-
spirit teaches this Gift.

System: The player rolls Charisma + Intimidation. Only one success is necessary to affect non-Garou and
Garou of equal or lower rank. To affect Garou of higher rank, the player must score a number of successes
equal to twice the difference in Rank between the Garou and the target. Allies and peers affected by this
Gift see the Get as impressive and noble (-1 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.

Halt the Coward's Flight (Get of Fenris Rank 2)

The Garou may slow his fleeing foes, preventing them from escaping his wrath. This Gift is taught by a
Wolf spirit.

System: The Garou spends one turn concentrating and rolls Charisma + Intimidation (difficulty of the foe's
Willpower); if successful, the Garou may halve the speed of the individual for a scene.

Power Surge (Get of Fenris Rank 2)

By speaking with the spirits of electricity, the Garou may cause a blackout over a wide-spread area. This
Gift is taught by an electricity elemental.

System: The Garou spends one Gnosis point and rolls Wits + Science (difficulty 7). The area blacked or
browned out depends on the number of successes rolled. One success is a single circuit, two for an entire
house or storey and so on.

Sense Guilt (Get of Fenris Rank 2)

The Hand of Tyr camp specializes in the use of this Gift. By staring into the eyes of another, the Garou 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, some 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.

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System: A successful Perception and 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.

Shards of Icy Rage (Get of Fenris Rank 2)

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. This gift is
taught by Nerigal.

System: The players 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 crystallized 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.

Snarl of the Predator (Get of Fenris Rank 2)

The Garou lets out a primal snarl, sending shivers up opponents' spines and cowing them into submission.
This Gift is taught by a Wolf spirit

System: The Garou rolls Charisma + Intimidation (Difficulty of the opponents Wits +3). Each success
subtracts one from the number of dice the opponent can use next turn (the victim is cowed and
overwhelmed). This Gift takes a full turn to invoke.

Troll Skin (Get of Fenris Rank 2)

With this Gift, a Garou can make her skin grow tough and thick, covered with warty knots of hard, armored
flesh. This Gift is taught by an Earth Elemental.

System: The Garou spends one Gnosis point and rolls Stamina + Primal-Urge (difficulty 7). For each
success, the Garou receives one extra die on her soak roll. This Gift does not protect against fire or silver,
and lasts for one scene. However, when imbued with Troll Skin, the Garou is +1 difficulty on Social rolls
due to the ugly skin and its accompanying smell.

Wearing the Bear Shirt (Get of Fenris Rank 2)

When a Garou with this gift frenzies, he will always enter a berserk frenzy, never a fox frenzy. This Gift is
taught by a Bear-spirit.

System: No roll is required; once this Gift is learned, the effects are automatic. In addition, the Garou can
make a Willpower roll to resist any Gifts, Disciplines, Arcanos or other powers that incite fear, even if a
resistance roll is normally not allowed.

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Alberich's Claws (Get of Fenris Rank 3)

Alberich was a dwarven king who had his castle below the ground, carved out of the rock itself. Get of
Fenris with this Gift could well have been amongst the builders of that palace, for their claws can slice
directly through stone, steel or any other inanimate material as if it were butter. It is taught by a mole spirit
or earth elemental.

System: 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.

Chill of Early Frost (Get of Fenris Rank 3)

The Garou invokes the spirits of winter in a great ritual, summoning biting winds that whistle and shriek
through the area. The chill is as much mystical as it is physical, sent from the domain of great Wendigo
himself.

System: The Garou chants for an hour and spends one Gnosis point. She then rolls Intelligence + Occult
against a difficulty depending on the temperature (4 if it is already winter, 6 on a 20C spring day, 9 in the
midst of a summer heat wave). Success drops the temperature in a five-mile radius to below freezing (or
even further if it was already winter). Anyone without a natural fur coating subtract two from all Dice Pools
and may suffer damage from the bitter cold. The effect lasts for one hour per success.

Coup De Grace (Get of Fenris Rank 3)

The Garou studies her foe, seeking the best place to land a blow, then sets herself up to deliver a
devastating attack the following turn. This Gift is taught by an Owl spirit.

System: The Garou spends one Willpower point and rolls Perception + Medicine (difficulty of the target's
Stamina + Dodge). If successful, the Garou doubles the damage dice on her next blow, assuming it hits.

Heimdall's Blade (Get of Fenris Rank 3)

This Gift turns ordinary items into spiritual manifestations of the Garou's Rage. With this Gift, even a
barstool becomes a deadly weapon. An Ancestor-spirit teaches this Gift.

System: The player spends one Rage point and grasps her improvised weapon. Until the scene ends or until
the Get drops it, the item has the same statistics as a cavalry saber (difficulty 6, damage Strength +4).

Loki's Touch (Get of Fenris Rank 3 - Get of Fenris)

This Gift is rare among the Get of Fenris, but the Ragabash of the Rotagar camp often use it to cool the
rages of their comrades. With just a touch, the Garou may cause a target to go into uncontrollable fits of

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laughter or simply to have a better sense of humor. This Gift is taught by any Trickster spirit (most often
Ratatosk, the Squirrel).

System: 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 target may not take any offensive action, although he may defend himself if
attacked.

Mark the Enemy (Get of Fenris Rank 3)

A specialized power developed by the Swords of Heimdall, this Gift marks the target with a mystical brand
that only this Gift's users can see. The Swords use this brand to label their enemies so that all other Swords
can see the threat. An avatar of Fenris himself teaches his children to identify their enemies thus.

System: 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.

Might of Thor (Get of Fenris Rank 3)

The Garou can immensely increase his strength, wreaking terrible havoc on opponents. This Gift is taught
by a Wolf spirit.

System: The Garou spends one Rage point. He then rolls Willpower (difficulty 8). The Garou may double
his Strength for one turn per success, after which he will be as weak as a kitten (Physical Attributes 1, half
Willpower) until he rests for an hour.

Nerigal's call to arms (Get of Fenris Rank 3)

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.

System: 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.

Venom Blood (Get of Fenris Rank 3)

The Garou may change her blood to a black, viscous bile capable of harming anyone who comes into
contact with it. This Gift is taught by any poisonous spirit (Snake, Spider, etc).

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System: The Garou spends on Rage point and rolls Stamina + Medicine (difficulty 7). Anything that
contacts the Garou's blood takes one die of aggravated damage per success. This effect lasts for the
duration of the scene.

Berserker's Song (Get of Fenris Rank 4)

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 of Charms. In this state, unlike 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.

System: 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.

Alternative Version

From: Werewolf Player’s Guide 3rd edition (Get of Fenris Rank 2)

System: After spending two Rage points, the player rolls Stamina + Expression or Performance, whichever
is higher, against difficulty 6. For a number of rounds equal to the successes gained, the Get automatically
frenzies, shifting immediately to Crinos, and gaining immunity to mind influencing powers. However, he
can pull out of Frenzy immediately and may use simple weapons like swords or bludgeons. If the Garou is
stopped from singing, somehow, the effect automatically ends.

Challenge of Single Combat (Get of Fenris Rank 4)

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 tacitly 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. This gift is taught by Nerigal.

System: 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.

Curse of the Berserker (Get of Fenris Rank 4)

Although the tribe is known for its ferocity, this Gift allows a Get to throw off her frenzy and retain control.
This Gift comes with a price, however, as the Garou must choose another to suffer. That victim then
endures the Get's frenzy instead. A Wolverine-spirit or an Ancestor-spirit teaches this Gift.

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System: The player rolls her Willpower in a resisted action versus her target's Willpower when a frenzy is
imminent (difficulty for each equals the opponent's Willpower). The loser of the resisted action enters a
frenzy and the victor remains in control of his wits.

Hero's Stand (Get of Fenris Rank 4)

The Garou plants himself on a patch of ground and channels the very force of Gaia through his body,
essentially becoming one with the earth. He may not retreat or even move from his chosen "turf" (and no
force on Earth can make him), but he gains many powers thereby. Only when all foes are defeated may he
retreat or leave. This Gift is taught by an earth elemental.

System: The Garou rolls Willpower (difficulty 8). Each success grants him one extra die to all his Dice
Pools. Additionally, he may not be surprised, and all attacks against him are considered frontal. Any
supernatural attempts to make him leave must obtain twice as many successes as the Garou did on the
Willpower roll.

Iron-Can't-Bite (Get of Fenris Rank 4)

By carving the "iron-can't-bite" rune into her flesh, the Fenrir can make herself invincible against the iron
and steel weapons of her foes. Spears bounce off her hide and swords snap rather than cut into her.
This Gift is taught by a War spirit.

System: The player spends a Gnosis point and a Rage point; the rune-carving inflicts no actual damage. For
the duration of the scene, the Fenrir takes no damage from attacks inflicted by ferrous metals, although
wood, stone, silver, claws or teeth and other non-ferrous attack forms can wound her as normal.

Journey Home (Get of Fenris Rank 4)

No matter what the distance or what the circumstances, the Get can travel home as easily as he can reach
into the Umbra.

System: The player spends all of his Gnosis (minimum of three points) and steps into the Umbra. When he
steps out of the Umbra, he emerges at the place he considers home.

Scream of Gaia (Get of Fenris Rank 4)

The Garou may leap into the midst of his foes and issue a terrible howl from the depths of his being, a
scream of pain from Gaia Herself for all the ravages she has suffered. Foes are knocked off their feet and
injured. This Gift is taught by a Wolf spirit.

System: The Garou spends one Gnosis point and rolls Rage (difficulty 6). Everyone in a radius of 10 feet
per success is blasted back, knocked to the ground and suffers one die of damage per success as an
earsplitting shockwave engulfs the area.

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Endurance of Heimdall (Get of Fenris Rank 5)

This powerful Gift grants the Garou great endurance and hardiness for a time. This Gift is taught by a Boar-
spirit.

System: 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.

Fenris' Bite (Get of Fenris Rank 5)

The Garou's teeth become terribly sharp, and jaw success increases to an incredible degree, allowing the
Garou to mangle limbs with a single bite or even chomp them clean off. This Gift is taught by an avatar of
Fenris.

System: The Garou spends one Rage point and rolls Strength + Medicine (difficulty of his opponent's
Stamina + 3). The Garou's next bite, if it hits, will crush and mangle one of the opponent's limbs, inflicting
one automatic Health Level of damage in addition to the normal bite damage. The target's limb is rendered
useless for the scene (or much longer in the case of humans and other creatures without regenerative
powers). If five or more successes are scored on the Strength + Medicine roll, the limb completely severed.

Heart of the Ice Warrior (Get of Fenris Rank 5)

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 extortion causes the Garou to collapse, mortally
wounded. Unless healed immediately, the Garou dies, having given her all in battle. This gift is taught by
Nerigal.

System: 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 to 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.

Horde of Valhalla (Get of Fenris Rank 5)

The Garou must be in good standing with his totem (have displayed exemplary courage) and may only use
this Gift in the most dire circumstances, as he is asking aid from Fenris himself. This Gift is taught by an
avatar of Fenris.

System: The Garou rolls Charisma + Animal Ken (difficulty 6). If successful, a number of spirit wolves
from Valhalla emerge from the Umbra to do battle with the Garou's foes - one wolf for every point of

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Gnosis or Rage spent by the Garou. These wolves are identical to those of the Wild Hunt. The wolves will
return to Valhalla at the end of the scene.

Strength of the Einherjar (Get of Fenris Rank 5)

This Gift allows a Get to call upon his greatest ancestors, the heroes of Valhalla, the Einherjar, for
assistance. It is only used in dire situations, when the lives of more than one Garou are endangered. Calling
on the strength of the Einherjar allows a Get to increase his Attributes substantially for a limited time. The
Einherjar come to the aid of a Get only in times of great peril, and punish any Get who attempts to call on
them without need. This Gift is taught by an Ancestor-spirit.

System: Only Get with at least one dot in the Past Life Background may learn this Gift. The Get spends on
Rage point and rolls Charisma + Rituals (difficulty 10); she may subtract one from the difficulty for every
dot she has in Past Life. During the casting of this Gift, she must carve the specific runes of her ancestors
into her flesh. For each success, she may add one dot to any Attribute, or distribute the dots to different
Attributes. If the Storyteller believes this Gift has been used inappropriately, the Einherjar will still give
assistance, but then turn on their descendant, permanently removing a number of Attribute dots equal to
those they granted. They will show no mercy.

Call Great Fenris (Get of Fenris Rank 6)

The Get may summon a spirit avatar of Fenris Wolf. The avatar will assist in combat, slaying all who are
not Get of Fenris or under their protection. There is always a sacrifice demanded in return, traditionally the
right hand of the summoner. Once Fenris has claimed the hand, it does not regenerate. If there is not a good
reason for calling the avatar, or the summoner will be devoured whole. This Gift is taught by a wolf spirit.

System: The Garou spends one Gnosis point and rolls Stamina + Occult (difficulty 6). The summoner
permanently loses one Health Level as his right hand is bitten off by Fenris in return for daring to summon
him. See the sidebar for the Fenris avatar's Traits. The Spirit Avatar of Fenris Wolf The avatar of Great
Fenris appears as an enormous wolf, 10 feet tall at the shoulder. His eyes burn with rage and his jaws drip
with the blood of countless enemies. His fur is brown with red and black markings. The avatar of Fenris
can run at up to 100 miles per hour, and never seems to tire. Willpower 10, Rage 10, Gnosis 8, Power 75
Charms: Airt Sense, Materialize (Power cost 40; Strength 10, Dexterity 7, Stamina 10, Brawl 5, Dodge 3,
Claws: Str + 3, Fangs: Str + 4, Health 15), Reform, Tracking.

Glass Walker Gifts


Agro Culture (Glass Walker Rank 1)

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.

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System: 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 by 5, a typical city building bathed in the
smog of passing cars might be 6 or 7, while an oil spill site might be 9.

Control Simple Machine (Glass Walker Rank 1)

The Garou may speak to the primal urban spirits in the simplest mechanical devices (no electronics, et al),
causing them to operate or shut down as he sees fit. Levers flip, pulleys roll, screws unscrew, doors unbolt,
etc This Gift is taught by any technological spirit.

System: The Garou spends a Willpower point and rolls Manipulation + Repair (difficulty 7). The Glass
Walker's control lasts for the duration of the scene.

Diagnostics (Glass Walker Rank 1)

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.

System: 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 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.

Persuasion (Glass Walker Rank 1)

This Gift allows a homid to become more persuasive when dealing with others; his statements and
arguments are imbued with meaning or credibility. This Gift is taught by an Ancestor-spirit.

System: The Garou rolls Charisma + Subterfuge (difficulty 6). If successful, the difficulties of all Social
rolls are reduced by one for the remainder of the scene.

Rope Tricks (Glass Walker Rank 1)

The Garou can perform simple tricks with any length of rope she is touching. From a simple string to a
noose, any rope obeys her every wish like a well-trained snake. A Spider-spirit teaches this Gift.

System: The player spends one Willpower point and must come in contact with the rope she wishes to
control. For the remainder of the scene or until she loses contact, the rope writhes and dances at her
command. The Gift affects only one rope at a time and every new contact requires another Willpower
point.

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Sense Weaver (Glass Walker Rank 1)

The Garou may sense Weaver spirits or energies in the nearby area. This Gift is taught by Informational
Geomids.

System: This Gift is invoked on a successful roll of Perception + Science. The difficulty is determines by
the Storyteller.

Smith's Blessing (Glass Walker Rank 1)

The tools of man have great value in a world that resists shaping, and few people can afford to lose even
one. This Gift allows the Warder to make a broken, worn, rotted or dulled tool like new once more - wood
becomes hale, notches vanish, cracks mend. Although the item doesn't precisely become new - anyone can
tell at a glance that it's obviously been used before - it is once again in good shape, as though lovingly
maintained since its creation. This Gift is taught by a Hearth or Forge spirit.

System: The player spends a Gnosis point and rolls Intelligence + Crafts, difficulty 6. The more successes,
the better the condition of the item; a good roll can even make a flawed creation superior to when it left the
forge.

Threads of the Tapestry (Glass Walker Rank 1)

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. This gift is taught by Shantar.

System: 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.

Trick Shot (Glass Walker Rank 1)

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, pistols or revolvers. Air-spirits teach this Gift.

System: 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.

Cybersenses (Glass Walker Rank 2)

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The Garou, through studying his own senses and the tools of science, may alter his sensory perceptions to
those of a machine. Thus, he can change his hearing to detect radar, change his eyes to detect UV emissions
or radiation, etc. This Gift is taught by any technological spirit.

System: The Garou spends one Gnosis point per sense affected. Thereafter, he substitutes a Perception +
Science roll for any Perception rolls involving the new sense(s). The effect lasts for a scene.

Fixit (Glass Walker Rank 2)

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. This gift is taught by Shantar.

System: The player rolls Intelligence + Repair (difficulty 7). One success allows the character to repair the
targeted item so that it functions for one turn. Two successes enable it to work for one scene, while three or
more successes indicates that the item has been permanently repaired, barring excessive use or subsequent
damage.

Garafena's Crown (Glass Walker Rank 2)

Garafena was a mythical serpent in Russian folklore that sat upon a golden crown and was called upon to
give blessing to his followers. Garafena offers his blessings to any Garou who wears his mark. This Gift is
taught by a snake spirit.

System: The Glass Walker must don a crown (through nowadays a hat or a scrap of fabric wrapped around
their head will do). The player then spends one Gnosis. For the rest of the scene, any guns fired by the
Glass Walker will never run out of ammunition.

Gift of Salt (Glass Walker Rank 2)

This unassuming and yet highly useful Gift allows a Warder to preserve food at the peak of its freshness,
that he might enjoy its bounty year-round. The Warders use this Gift often, not only to assure that they have
a supply of food that won't offend their acute senses, but also to help maintain the health of their Kin. The
only drawback is that all food preserved in this manner takes on a slightly salty taste (as if dusted with
tears) - but most folk consider this aftertaste, even on fruit, much preferable to the usual flavors of mould
and rot. This Gift is taught by a Salt-spirit

System: The player spends a Gnosis point for each 20 pounds of food to be preserved, and rolls
Intelligence + Herbalism (difficulty 6). The food remains fresh and insect-free for one month per success.

Heat Metal (Glass Walker Rank 2)

Glass Walkers - who understand the workings of science and spirits alike - can mystically excite the
molecules within metal. Metal heated in such a way can be forged, molded or used to sear flesh. A red-hot

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crowbar can be a very effective weapon, and heating the exterior of a gasoline tanker can have explosive
results. Glass Walkers learn this gift from fire, metal or earth elementals.

System: The Glass Walker must spend one Gnosis point and successfully roll Intelligence + Repair. The
difficulty varies from base metals (such as copper or lead) at difficulty 6 to complex alloys (such as steel or
titanium alloy) at difficulty 7. The number of successes equals the number of rounds the metal stays heated.
Touching heated metal causes one aggravated, unsoakable Health Level of damage per round.

Mask the Predator (Glass Walker Rank 2)

Even the gentlest Garou unsettles horses, dogs and other domestic animals with his presence. This Gift
allows a Werewolf to temporarily hide his inner Rage, allowing him to ride horses or work with dogs as if
he were an ordinary man. This Gift is taught by the spirit of any domesticated animal.

System: The player rolls Charisma + Animal Ken. Success means that animals treat the Warder as if he
was an ordinary human for the duration of the scene. However, this power is ineffective against wolves; the
Warders have had little luck in winning the confidence of their wild relatives.

Pennies From Heaven (Glass Walker Rank 2)

The Garou can convince money spirits to improve the value of his money by changing the denominations
of the coinage or currency. This Gift is taught by money spirits.

System: The Garou spends one Gnosis point and rolls Charisma + Politics. The difficulty depends on the
final desired denomination. It doesn't matter what the money already is, although few Garou will change
dollars into pennies at a loss. The amount of money changed depends on the number of successes.
(Storytellers of non-U.S. chronicles should adjust the following chart to the closest equivalent foreign
currency.)

Denomination changed to: Difficulty Successes Amount (in coins or bills)


Penny 3 1 5
Nickel 4 2 10
Dime 5 3 20

Quarter 6 4 50
Dollar bill 7 5 100
Five dollar bill 8
Twenty dollar bill 9
Any other currency 10

Glass Walker financial managers frown on the blatant use of this Gift, since it tends to attract the attention
of other supernaturals who are concerned with money (such as the mage Syndicate). If too much of this
mutant money hits the market too quickly, there will surely be supernatural retribution from other parties.

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Phone Diving (Glass Walker Rank 2)

By invoking this Gift a Glass Walker can travel along the phone lines that span the globe. The number must
first be dialed and physically answered - answering machines, voicemail and modems prevent this Gift
from working.

System: By spending a Willpower point and then making a Gnosis roll (difficulty of the local Gauntlet),
the Garou can travel from their current location to wherever their call is answered. The time taken is the
same as the time to travel through the Gauntlet, but even if the receiver is replaced in that time, the Gift is
still successful. A botch on the Gnosis roll sends the Garou catapulting into the unknown.

Power Surge (Glass Walker Rank 2)

By speaking with the spirits of electricity, the Garou may cause a blackout over a wide-spread area. This
Gift is taught by electricity elementals.

System: The Garou spends one Gnosis point and rolls Wits + Science (difficulty 7). The area blacked or
browned out depends on the number of successes rolled. One success is a single circuit, two for an entire
house or story and so on.

Reload (Glass Walker Rank 2)

With this Gift, the Garou does not need to take time to reload her firearm; the Gift reloads the weapon
automatically with shells or shot she carries on her person. A Metal-spirit teaches this Gift.

System: The Garou need spend only one Willpower point and have the appropriate type of ammunition on
hand. For the rest of the scene, her gun remains loaded until she runs out of reserves. Shots fired beyond
her normal maximum vanish from her gunbelt or satchel.

Steel Fur (Glass Walker Rank 2)

Garou with this Gift can temporarily convert their fur into steel. This Gift is taught by metal or earth
elementals.

System: the Garou must spend one Willpower point and roll Stamina + Science (difficulty 7). Each success
adds one to the Garou's soak dice pool. The effect lasts for one scene or until the Garou decides to convert
the metal back into fur. While this Gift is active, the Garou suffers a +1 difficulty to all Social rolls (except
among Glass Walkers) and Dexterity rolls.

Control Complex Machines (Glass Walker Rank 3)

The Garou may bargain with the strange spirit life of the electronic world, thereby controlling cars,
calculators, computers, video games, et al. The Gift is taught by a Net-Spider (the knowledge is sometimes
stolen from the spirit, much as a cracker copies protected files).

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System: The Garou spends one Willpower point and rolls Manipulation + an appropriate skill (Computer,
Science, Electronics) against a difficulty ascertained by the Storyteller (usually 8). This control lasts for the
duration of the scene.

Data Flow (Glass Walker Rank 3)

The Glass Walkers originally developed this Gift as a "remote control" for new electronic devices. As the
computer gained importance, this Gift gained a whole new utility. Glass Walkers now use this ability to
take control of the data resources that are so important to the world's economy and to the world in general.
By focusing her attention on a single computer, a Glass Walker can take control of that machine from
across the room. She can order it to erase its memory, alter security clearances, transmit false data or
simply print a document. An electrical spirit or the even more complex computer spirits can teach this Gift.

System: 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 her target in line of sight, she can
maintain contact with the machine. While this Gift allows remote access, the Garou must still make all the
appropriate rolls to manipulate the computer.

Elemental Favor (Glass Walker Rank 3)

By cajoling a nearby urban elemental, the Garou can get the elemental to perform one "favor" for her. This
can include the manipulation or even destruction of the elemental's housing - thus a metal vault door might
unlock itself, a glass sheet might explode at the Garou's enemies, cables might coil around the Garou's
opponents, etc. This Gift is taught by any urban elemental.

System: The Garou rolls Charisma + Subterfuge against a difficulty of the elemental's Gnosis.

Invent (Glass Walker Rank 3)

By invoking this Gift, the Glass Walker can use pseudo-science to create minor gadgets and devices to get
him out of a fix. The closer the theory is to the laws of Science, the more likely the Gift can fool reality for
the few necessary moments.

System: The player must roll Intelligence + Repair (difficulty 8, modified by Storyteller whim). A Gnosis
point must be spent to alter the material so that it will work as the Garou intends.

Lightning Rage (Glass Walker Rank 3 - Iron Riders)

The Iron Rider can channel her Rage into an electrical charge. With this Gift, she can shock opponents
whom she is able to touch or who are in contact with a conductive material (e.g., metal or water). A
Lightning-spirit teaches this Gift.

System: For every Rage point the player spends, she can inflict three soakable, aggravated wounds on as
many Garou (or fewer).

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Tangling the Skein (Glass Walker Rank 3)

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. This
gift is taught by Shantar.

System: 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.

Tongues (Glass Walker Rank 3)

This Gift allows the user to read or write any human language encountered, no matter how ancient or
obscure. Galliards often use this Gift when translating ancient texts to revive old legends or compose new
songs for Moots. This Gift is taught by a Raven-spirit.

System: After spending one Willpower point, the player rolls her Intelligence + Linguistics. The obscurity
and relative age of the language determines the difficulty. A common modern language such as Spanish is
difficulty 4. An ancient and obscure tongue such as Etruscan, would be difficulty 8 (the difficulty increases
in later years as more time has passed since the death of the most ancient tongues). The number of
successes determines the character's fluency with the language.

Ultimate Interface (Glass Walker Rank 3)

A Random Interrupt can use this Gift to access the strange Weaver Realms of the Digital and Computer
Webs. The Glass Walker must stare into the screen of a computer that is connected to a network, and use it
to step sideways into these Umbral realms. More information on these places can be found in Umbra: the
Velvet Shadow, and the Digital Web supplement for Mage.

System: The Garou concentrates for a turn and spends one gnosis point. They then roll their Gnosis,
difficulty 8. The time taken is as normal for stepping sideways, and the Garou disappears from the physical
world as they normally do.

Source: Mark Antill

Wage Slave (Glass Walker Rank 3)

This Gift allows a Glasswalker using it to bind another being to a pre-agreed contract. The Garou 'pays'
something of value to the other participant in the contract and the contracted is bound to fulfill the agreed
deal, or suffer the consequences. However, if the contract also contains requirements for the Glasswalker in

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the deal, they too are bound by this Gift. It is not necessary for the target to agree to the deal - they merely
need to know of the requirements and accept the payment. This gift is taught by Weaver Spirits.

System: When the contract is sealed by payment (either money or other valuables), the Garou spends a
Gnosis point. From then on, both participants are bound to the terms of their agreement. If either break the
deal, then they will suffer an ongoing curse - other deals may sour, weaver technology can fails for them
and so on. The exact details are up the GM, or may be delineated in the contract itself. Multiple people may
be bound to the Glasswalker by the same contract, but each new participant must be paid, and gnosis must
be spent to activate the Gift.

Source: Damien

Weaponmaster (Glass Walker Rank 3 - Warders)

Over the past few centuries, humans have developed a bewildering array of weapons. The Warders have
great respect for this talent for war, and have learned this Gift to take advantage of that talent. A Warder
with this Gift can utilize any man-made weapon as if he were fully trained in it from childhood; this Gift is
particular popular among lupus. This Gift is taught by a War spirit

System: No roll is necessary; the granted expertise is automatic. When using any weapon, no matter how
unfamiliar, the Warder's attach dice pool is squall to the total of his Dexterity + Melee (or Archery, as
appropriate) or his Gnosis pool, whichever is higher. In addition, no matter how many modifiers may
apply, the difficulty of his attack roll cannot exceed 8.
This Gift is not effective when dealing with firearms, a fact that contributes to its eventual obsolenescence.

Web Walker (Glass Walker Rank 3)

This Gift allows a Glass Walker to move along the Pattern Web through the Umbra. Possessing this Gift
prevents a Garou from being trapped in the Gauntlet - while they cannot leave the Gauntlet for an hour,
they can move within its structure.

System: To move onto the pattern web requires the expenditure of a point of Gnosis. Once there, Weaver
spirits will ignore the Glass Walker on a roll of Charisma + Science against a difficulty of 7. To avoid the
chance of being trapped within the Gauntlet, the Garou must spend a point of Gnosis before rolling to step
sideways.

Attunement (Glass Walker Rank 4)

By standing in a particular area, the character can commune with the spirits of the area, thus getting an
overview or what exists or has happened in the area - rough population, secret tunnels, places of note and
so on. This Gift is taught by a Rat spirit to Bone Gnawers and a Cockroach spirit to the Glass Walkers.

System: The Garou spends one Gnosis point and rolls Perception + Streetwise (difficulty 6). The amount of
information gathered depend on the number of successes; on a botch, the spirits lie. This Gift may only be
used in urban areas, as the Gnawers have become desensitized to the wilderness.

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Camera Eye (Glass Walker Rank 4)

The Garou can "film" events simply by looking at them. They will be recorded onto the retina of the
werewolf who uses this Gift and can be later transferred onto video tape or still film. While the images thus
captured can be as artful as any photographic shot, they cannot be altered until they are later transferred to a
physical medium.

System: Any sight that the Garou witnesses can be captured with the expenditure of a Gnosis point and a
roll of Perception + Alertness (or Performance for artistic shots) at a difficulty 5. To transfer the images to
a viewable medium, the Garou must stare at the object and spend a Willpower point. This Gift lasts for a
scene.

Corner Shot (Glass Walker Rank 4)

This Gift makes any Glass Walker goodfella a feared opponent. Any single bullet fired will "home in" on
its target, regardless of any cover or changes in direction is needs to take. Only single shots will work -
autofire in not possible.

System: The Garou player must spend a point of Gnosis, and then roll Dexterity + Firearms at the normal
difficulty. As long as the named target is within the range of the gun and within 90 degrees either side of
the way the Garou is pointing, they will be hit with the bullet as if it was fired in a straight line.

Doppelganger (Glass Walker Rank 4)

The Garou may take the exact likeness of a particular human or wolf, or even another Garou. This is taught
by a Chameleon spirit, or a spirit of Illusion.

System: The Garou spends on Gnosis point and rolls Charisma + Performance (difficulty 8). The effect
lasts for one day per success.

Phone Travel (Glass Walker Rank 4)

Much like the level 2 Gift of Phone Diving, Phone Travel lets the Garou step through the phone lines,
surfing the phone networks until he arrives at his destination. Unlike the original Gift, however, the phone
need not be answered for the Garou to appear.

System: The Garou simply steps sideways as per normal, but chooses to travel down the phoneline. No
Willpower point is spent, and if the Gnosis roll is botched, the Gift simply fails. However, because the
phone receiver at the far end does not need to be lifted (although the Garou needs to know the number)
there is a chance that the Garou can be trapped at the far end of the line. If the other end of the phone line is
a modem, answering machine or voice mail, the Garou must make a Wits + Athletics roll (difficulty 7) to
dodge ending up in the wrong place. If they fail - well, listening to the voicemail or answering machine
message will surprise its owner. If the other end of the line is a modem, then the Garou is catapulted into
the Computer Realm.

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Shantar's Loom (Glass Walker Rank 4)

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. This gift is taught by
Shantar.

System: The Garou spends either a Gnosis, Rage or Willpower point and rolls Dexterity + Repair
(difficulty 8 for simple items, 9 for more sophisticated ones). 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 an inappropriate trait - such as making a child's blanket from a Rage point. The item
lasts a day per success.

Techno-Tracking (Glass Walker Rank Four)

This gift gives a Glass Walker the power to discover where a certain person is in a city. By installing a map
on a computer, the Garou may ask the Pattern Spiders to research someone in the city. A yellow dot will
then appear on the map and will move according to the movement of the tracked individual. The time of
research is about 5 minutes and the Pattern Spiders won't follow someone for more than 5 minutes, since
they don't like to be disturbed in their own activities. An individual who is in the Umbra when he is so
tracked will see a multitude of tiny spiders following his every move. This power only works in cities,
since the Pattern Spiders are absent in the wilderness.

System: The Garou must spend a Gnosis point and roll Charisma + Computer, difficulty 8. Each success
gives one minute of tracking, to a maximum of 5 minutes. If the roll is a botch, the spiders will track
someone that the Garou doesn't even know. A personal possession of the individual to be tracked must be
in the possession of the Garou to help the spiders. If the Garou has only a photo, then the difficulty is 10

Source: Sébastien Lévesque

Tech Speak (Glass Walker Rank 4)

By mentally interfacing with the Machine, the Garou can send communications through any technological
device. By concentrating her will upon the individual(s) whom she wishes to communicate with,
communication devices will project the information at the intended individuals: telephones shout, stereos
blare and printers print out the message. If no communication device is present, other devices can be
activated: alarms will go off, lights flash or plumbing turns on. This Gift is taught by Pattern Spiders.

System: The Garou spends a Gnosis point and rolls Manipulation + Science. The difficulty depends on the
distance to the target: the next room is 4, the same building is 5, one block away is 6, one mile away is 7,
one time-zone away (from Eastern to Central Standard Time) is 8, anywhere in the world (as long as there
is a technological device present at the location) is 9. The clarity of the message depends on the number of
successes. One success may only communicate one word, such as "run", while five successes may allow a
reading of the Gettysburg Address.

Tractor Beam (Glass Walker Rank 4)

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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.

System: The Garou spends on 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 its name, the user of
this Gift does not emit a beam.

Virtual Umbra (Glass Walker Rank 4)

This Gift allows a Glass Walker to be instantly transported into the Computer Web from any section of the
Pattern Web, or when stepping sideways near a known computer terminal in the real world.

System: By spending a Gnosis point and rolling Intelligence + Computers (difficulty 8), the Garou may
travel instantly to the Computer Web. The Glass Walker can transport other beings with him at a cost of
one Willpower point per individual.

Calm the Flock (Glass Walker Rank 5)

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.

System: The Garou rolls Manipulation + Subterfuge (difficulty 7). The number of successes indicates the
number of hours that the effect lasts.

Chaos Mechanics (Glass Walker Rank 5)

Werewolves pulse with the Wyld's energies, 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 the two halves of his being, and he can summon primal energy and mystic form at the same time.

System: A Garou with this Gift may use Rage and Gnosis in the same turn without penalty. Doing so
allows the Garou to use Rage actions to activate fetishes and use Gifts requiring Gnosis (providing that the
Gift does not require a full turn to activate). 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.

Command the Blaze (Glass Walker Rank 5)

Just as a wood actually needs the occasional forest fire to cleanse away the dead underbrush, cities too are
said to require the occasional blaze to sweep away the filth, and allow new life to grow. However, the cities
of many countries are still composed of tarred, thatched firetraps. This Gift allows a Garou to direct the
inevitable fire, urging it towards areas that can suffer the burning and guiding it away from valuable

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territory (such as libraries or the homes of Kin). Needless to say, it can prove quite useful when hunting
vampires as well. This Gift is taught by a fire elemental.

System: The player must spend a Gnosis point and roll Willpower, difficulty 7. The garou’s area of control
originates around her person; the more successes, the farther her area of control stretches.

Successes Radius of Control


One Arm's reach
Two The entire room
Three A medium-sized building, such as an inn
Four A city block or small keep
Five Three city blocks, a castle
Six+ An entire city

The garou's consciousness extends wherever the fire is within her area of control; however, it must be a
single great blaze in origin (no bidding torches and lamps across the city to leap from their sources and run
wild). She must remain still with eyes closed and concentrate to maintain control; if attacked or otherwise
distracted, the control is lost (but can be regained by invoking the Gift again). This fire cannot travel
underwater or across bare stone, but can otherwise leap and twist in unnatural fashion - the flames can
extend up to fifteen feet away from their fuel. Needless to say, a vampire confronted with writhing tendrils
of flame that seem to intelligently seek him out will probably fly into immediate Rotschreck - it would
certainly seem as though God Himself were reaching out to strike the damned creature down.

Drown (Glass Walker Rank 5)

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 can do
nothing else except try 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. This gift is taught by Shantar.

System: 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
from 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.

Family Debt (Glass Walker Rank 5)

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). This Gift is taught by any long-lived spirit, such as a turtle or an elephant,
and the Glass Walkers often have such spirits witness any business transactions they make with other
Garou.

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System: 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 the late 1600s. Well, my
character feels it's about time he repaid the favor by helping They will usually try to get revenge at some
later date - to do so immediately is to insult the ancestor.

Summon Net-Spider (Glass Walker Rank 5)

The Garou can summon a Net-Spider - one of the Weaver spirits that dwell within the Realm of electronic
reality. Within reasons, the Net-Spider gives its summoner absolute control over computers. The Garou can
also send the Spider into someone else's system to disrupt it - the effects of this are left up to the Storyteller,
but should be destructive. This Gift is taught by an avatar of Cockroach.

System: The Garou spends one Gnosis point and rolls Charisma + Computers (difficulty 8). If successful,
the Net-Spider appears and will heed the Garou. The Spider allows the Garou to halve all difficulty rolls
involving computers.

Technotheocratic Apocalyptica (Glass Walker Rank 5)

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 the 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.

System: 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.

Red Talon Gifts


Babble (Red Talon Rank 1)

The Garou invoking this Gift can cause another to lose the ability to read, write or speak any language.
That person will only be able to grunt like an animal. The effect lasts for one scene and is taught by a parrot
spirit.

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System: The Garou must spend a Gnosis point and roll Manipulation + Primal Urge, difficulty 7, resisted
by an Intelligence + Linguistics roll, difficulty 7.

Beast Speech (Red Talon Rank 1)

The Garou may speak to animals, from pigeons in the park to beavers at their dam or fish in the sea. This
does not change their basic reactions - a hungry tiger is still hungry and may well attack. This Gift is taught
by a Nature-spirit.

System: The Garou rolls Charisma + Animal Ken (difficulty 6). This roll must be made for each type of
animal and for each encounter.

Prey's Cry (Red Talon Rank 1)

Medieval legends aplenty tell of terrible beasts that mimic human voices or the cries of game animals to
lure travelers into their gaping maws. The Ret Talons have learned this trick for themselves. Many a
traveler has died at Talon jaws after following what they believed to be a fair young girl's cry of distress...
This Gift is learned from a Raven, Mockingbird or Manticore-spirit (the last is a member of Griffin's spirit
brood).

System: The player rolls Wits + Expression. The difficulty depends on the animal noise imitated; a rabbit's
death-scream or wild bison's call is difficulty 5, whereas a human plea for help might be difficulty 7, or
even 9 if the Talon wants "a voice that sounds like one of their priests" or a similarly complicated mimicry.
If successful, any mortal or animal believes that the cry is that of the Red Talon's intended creature, even to
the point of recognizing "a noble's inflection" or believing a female voice that of "a maiden pure of virtue".
The Red Talon need not know that much about the creature mimicked - even if the Talon has never heard a
soldier cry for help, he can emit a cry that humans would instantly take for the call of a man-at-arms.

Rouse to Anger (Red Talon Rank 1)

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. This gift is taught by Rorg.

System: The player rolls Manipulation + Empathy (difficulty 8) and spends a Gnosis point. A successful
roll enables the character to speak or act in such a way that her target gains a point of Rage. Each additional
success allows the character to affect another individual, including herself.

Scent of Running Water (Red Talon Rank 1)

The Garou can completely mask her scent, making herself virtually impossible to track. This Gift is taught
by a Fox-spirit.

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System: The difficulties of all rolls to track the Garou are increased by two. This Gift becomes an innate
ability to the Garou who learns it. She need not expend any points or make any rolls.

Water Sense (Red Talon Rank 1)

The most precious resource in the unsettled wilderness may be drinking water, but it can be hard to find.
With this Gift, the Red Talon never goes thirsty. Red Talons also use this Gift to lose pursuers by crossing
rivers or to locate prey near watering holes. A Water-spirit teaches this Gift.

System: The player rolls Perception + Survival (difficulty 6). The character can detect water from a
distance of 100 meters for every success.

Wolf at the Door (Red Talon Rank 1)

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.

System: The Garou must make eye contact with the target, but he can be in any form when he does so. The
player then rolls Charisma + Primal Urge (difficulty of the target's Willpower). The effects last for one day
per success. During this time, the human must roll Willpower to leave his home, and he may not go near
anything resembling a forest without spending a Willpower point. If the human does leave his home he is
shaky and fearful until he returns, and his player loses two dice from all Mental and Social dice pools. This
Gift functions on Kinfolk, mages, ghouls and other supernatural homids, but the difficulty increases by two,
to a maximum of 10.

Aura of Ferocity (Red Talon Rank 2)

The harsh, untamed wilderness frequently brings death to humans who venture into it unprepared. With this
Gift, the Garou can heighten the fear humans have of the wild. A panic-stricken human may be unable to
act or have to flee the area. An Ancestor-spirit teaches this Gift.

System: The Garou must spend one Rage point to activate the Gift and must growl (even in human form)
for the effect to work. All normal humans lose one die from their Dice Pools within 20 feet of the Garou.
Those humans not used to dealing with wild animals must make a Willpower roll (difficulty equals the
Garou's Rage) or flee the area.

Beastmind (Red Talon Rank 2)

The Garou can reduce the mental faculties of a target to those of an animal for a short time. This Gift is
taught by an avatar of Griffin

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System: The Garou rolls Manipulation + Empathy (difficulty of the target's Willpower). The effect lasts for
one turn per success.

Cull the Herd (Red Talon Rank 2)

A Red Talon using this Gift measures the vitality of her prey to plan her attack strategy effectively. During
the Impergium, Red Talons used this Gift to pick the weakest of the humans and destroy them.
Occasionally, the Red Talons killed the strongest of the humans to remove them from the breeding pool.
Today, the Gift continues to help Red Talons hunt and kill their prey. An Avatar of wolf teaches his
children how to detect the easiest prey.

System: The Red Talon need only succeed on a Perception + Primal Urge roll (difficulty 7) to determine
the general health and fitness of an individual. This Gift also works on animals and Garou as well as
humans. One success detects any injuries, whereas five successes would reveal the creature's entire
physiology.

Foetracker (Red Talon Rank 2)

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. This gift is taught by Rorg.

System: The players 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.

Heighten Delirium (Red Talon Rank 2)

The Red Talon can heighten the fear that she normally causes in Crinos form, causing humans to collapse
in terror and ending what little resistance they could offer. This gift is taught by a Red Talon ancestor spirit.

System: The Red Talon must be in Crinos form and roll Charisma + Intimidation, difficulty the humans
Wits + Occult. Every success on the roll moves the victim one place on the Delirium chart as if they had a
lower willpower score. Anyone reduced to zero or less on the chart is treated as being at one, but also gains
a derangement.

Source: Mark Antill

Primal Instinct (Red Talon Rank 2)

The Red Talon can strip away the layers of humanity that cover up man's basic instinct. A human assaulted
with this Gift finds himself behaving like a beast. Momentarily losing all civility, the human strips naked,
runs through the streets, growls at threats and makes numerous, uninvited overtures toward members of the

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opposite sex. All thoughts of business meetings, color television and BMW's vanish in favor of the basic
drives of survival. Red Talons use whatever means necessary to force Ape-spirits to teach them this Gift.

System: The Red Talon must spend a Gnosis point and roll Manipulation + Animal Ken (difficulty equal to
the target's Willpower). The number of successes indicates the extent to which the human target loses his
humanity. One success causes a certain absent-mindedness and preoccupation with food and sex. Five
successes, on the other hand, probably cause the raving target to be locked up and tranquilized.

Sense of the Prey (Red Talon Rank 2)

The character, if he knows anything about his prey, can track it down as rapidly as he can travel. This
unerring sense of direction operates anywhere, and is used to track spirits through the Umbra as well as to
find beings on Earth. This Gift is taught by a Wolf- or Dog-spirit.

System: No roll is required unless the target is actively hiding, in which case a Perception + Enigmas roll is
made against a difficulty of the target's Wits + Stealth. If the target is a spirit, the difficulty is the spirit's
Gnosis.

Snuff Flames (Red Talon Rank 2)

The Red Talons are mistrustful of humanity’s control of fire. This Gift allows them to take one of the hated
humans' most prized tools away from them, dousing almost any fire within their line of sight.
This Gift is taught by a Water spirit.

System: The player rolls Willpower, difficulty 6 (or 8 when trying to affect oil fires). The Talon may
extinguish all fire within a radius of two yards per success. The fuel may be relit, but it's difficulty to do so
- a torch becomes as tricky to light as if it were damp, extinguished oil fires gutter fitfully and refuse to
catch fully light, and so on.

Elemental Favor (Red Talon Rank 3)

By cajoling a nearby elemental, the Garou can get the elemental to perform one "favor" for her. This can
include the manipulation or even destruction of the elemental's material reflection - thus a rock might roll
onto enemies, fire may explode, water may flow at the Garou's whim, or winds may knock foes to their
feet. This Gift is taught by any elemental.

System: The Garou rolls Charisma + Subterfuge against a difficulty of the elemental's Gnosis.

Herding the Infant Ape (Red Talon Rank 3)

Perhaps the most unpopular Gift in the entire tribe, this Gift turns a human child of no older than ten years
old into a creature of the wild, unable to set foot in a city. Some suggest this Gift is responsible for myths
such as Romulus and Remus, or the tale of Mowgli. Whelp's Compromise camp members use this to show

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that humans themselves can exist in harmony with Gaia, it is the City that is evil and needs to be destroyed.
This gift is taught by a wolf or ape spirit.

System: This Gift can only be used on a human child of no more than ten years. The player spends three
Gnosis points and rolls Charisma + Primal Urge. The difficulty is the child's age; any child less than a year
old automatically is barred from setting foot in a city for the rest of their life. For children aged one and up,
the number of successes rolled becomes the number of decades that pass before they can re-enter a city. If
they do so before then, they suffer incapacitating cramps, refuse to eat, and stay immobile until removed
from the city. Since this Gift only works on those too small to fend for themselves, few who use it simply
abandon their charges. After all, a dead human child in the wild isn't the example the Whelp's Compromise
wants to make.

Rage of the Nature (Red Talon 3)

The Red Talons are closely connected with Nature, but they are also a very aggressive tribe. This Gift
enables them to gain Rage by drawing the one that is naturally in the heart of Gaia.

System: The Garou using this Gift can trade a Gnosis point by turn for a Rage point. These Rage points
must be used in the same scene, or they will be lost, as will be the Gnosis points.

Source: Sébastien Lévesque

Savagery of the Taloned Hunter (Red Talon Rank 3)

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. This
gift is taught by Rorg.

System: 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.

Snap Man's Chains (Red Talon Rank 3)

The Red Talons look on humanity's domestication and subsequent abuse of animals as nothing less than a
sin against Gaia. With this Gift, the Red Talon can undo that offense, if only for as long as a night. The
Talon releases a howl that drives domesticated animals completely feral - horses throw their rides and bolt
as far as they can, oxen throw themselves against fences in a frenzy, and dogs turn on their masters at the
first sign of weakness. This Gift is taught by any Animal-spirit.

System: The player spends a Gnosis point and rolls Manipulation + Primal-Urge. Success makes any
animals within earshot uneasy and difficult to manage, but the actual amount of animals driven feral
depends on the number of successes rolled as seen in the chart below.

The Talon cannot influence the actions taken by the newly feral animals; most will try to flee human
territory, although some might attack their masters in a fit of panic or hunger. The effect lasts until the sun
rises or sets, whichever comes first

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Successes Area of Effect
1 A single barn, kennel, stable or mews
2 A farmstead
3 A small keep
4 A village or large keep
5 A town
6+ A city or valley

Trackless Waste (Red Talon Rank 3)

The Garou employing this Gift must have at least a rough familiarity with the terrain in a given area (have
spent at least a week in the vicinity). The Garou may completely disrupt others' perceptions of that terrain's
landmarks, etc. Humans and the like will automatically become lost (compasses won't work and maps will
become misleading). Even Garou may become lost. This Gift is taught by any wilderness-oriented spirit.

System: The Garou spends one Gnosis point and rolls Intelligence + Primal Urge (difficulty 6). Each
success enables a two-mile radius to be affected. Other Garou must roll Perception + Primal Urge
(difficulty 6) and equal or exceed the Gift users’ roll. The effect lasts four hours.

Avalanche (Red Talon Rank 4)

The Garou must be in a mountainous or otherwise tectonically unstable area. The Gift causes an avalanche,
mudslide, etc to engulf his foes. This Gift is taught by an earth elemental.

System: The Garou spends one Gnosis point and rolls Manipulation + Survival (difficulty determined by
the Storyteller depending on the instability of the terrain). The more successes gained, the more powerful
the effect. On a botch, the Garou is caught in the avalanche.

Form of Akhlut (Red Talon Rank 4)

Inuit myth tells of Akhlut, a killer whale that turned into a wolf to walk on land. The legends are almost
right, of course. This Gift allows a Red Talon to take on an aquatic form such as a fish, dolphin or whale. It
is believed by some that this Gift is how the Red Talons spread from their original lands to other
continents. The Gift is taught by the spirit of an appropriate pelagic animal, although the Red Talons
respect the orca most of all.

System: Two Gnosis points are required to activate this Gift, and then the player rolls Stamina + Primal
Urge, difficulty 8. Each success allows the Red Talon to become a more powerful aquatic denizen. One
success might allow the Red Talon to become a goldfish, three a dolphin and five the genuine killer whale
of legend.

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Gorge (Red Talon Rank 4)

Natural wolves will eat as much as possible when food is available, for they never know when their next
meal will arrive. With this Gift, a Red Talon can do much the same thing with Rage, Gnosis or Willpower,
storing such energy against the day she will need it. A wolf-spirit teaches this Gift.

System: Upon learning this Gift, the player chooses which Trait (Rage, Gnosis or Willpower) her character
can store. Thereafter, the character can hold three more points in the appropriate Trait than her permanent
rating. These extra points must be regained as usual, and they do not add extra dice to rolls involving these
Traits.

Hunter's Horn (Red Talon Rank 4)

This Gift enables the Garou to create a sound so horrible and mind-chilling that it sends enemies into utter
panic and causes them to flee an area without regard for direction or destination. Enemies so affected
cannot attempt to evade pursuit or disguise their passage. This makes hunting them down and dispatching
them a fairly simple task. This gift is taught by Rorg.

System: The player spends a point of Rage and rolls Manipulation + Primal-Urge (difficulty of the highest
Willpower in the group). Each success affects one victim with uncontrollable panic, causing them to run
blindly from an area. Garou affected by this Gift enter a state of fox frenzy, while others simply become
mindless panicked creatures of prey. The effect lasts for an entire scene, during which time the character
(and any allies) may hunt down and slay the victims if they so desire.

Quicksand (Red Talon Rank 4)

The Garou can turn the local ground into a sticky mass that can catch foes and prevent them from moving
easily. This Gift is taught by Earth elementals.

System: The Garou spends a Gnosis point and rolls Manipulation + Primal Urge (difficulty 7). Each
success turns a 10-foot area of ground into a vicious, sticky substance. Anyone in the area save the Garou
can only move at half walking speed, and no combat maneuvers requiring movement may be executed.
Additionally, the difficulties for all attacks involving actions more complex than basic grappling are
increased by one.

Recycle (Red Talon Rank 4)

Red Talons who possess this powerful Gift can destroy any man-made substance. Plastics, alloys and other
material not found in nature, disintegrate with just a touch. Lawn chairs dissolve into oily puddles and steel
melts into iron and carbon. A cockroach spirit, which has witnesses the humans' secret creation rites, knows
the Gifts that can dissolve nearly anything.

System: The Garou must touch the material for the Gift to work. Only materials which science has
manufactured are viable targets. For instance, a wooden chair would be unaffected (although the glue
holding it together would not be), whereas a plastic chair would melt to the ground. The Garou must roll
her Rage against a difficulty determined by the item's complexity. The difficulty ranges from iron

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(difficulty 6) and ordinary plastics (difficulty 7) to rare and complex metal allows (difficulty 9). Every
success reduces five pounds of the target material to its base components.

Curse of Dionysus (Red Talon Rank 5)

The Garou may transform any human or Garou into a normal wolf. Garou will stay in this form for the
duration of the scene; against humans, this effect is permanent. This Gift is taught by a Wolf spirit.

System: The Garou spends one Gnosis point and then rolls Gnosis against a difficulty of the opponent's
Willpower.

Gaia's Vengeance (Red Talon Rank 5)

The Garou can cause the very features of the land to animate and attack intruders: branches will lash out,
rocks will roll and smash, vines will trip, water will such victims under. This Gift is taught by an avatar of
Gaia herself.

System: The Garou spends one Gnosis point and then one Rage point. He then rolls Charisma + Enigmas
(difficulty of the local Gauntlet). The game effects are up to the Storyteller.

Natural Renewal (Red Talon Rank 5)

Even as the United States carries out Manifest Destiny, the Red Talons seek to preserve the unconquered
wilderness. Under the effects of this Gift, nature recovers from ravages created by humanity. Landslides
refill the deep mining shafts that pierce the earth, wildlife infests building and technology fails. A Seedling-
spirit teaches this Gift.

System: The player must spend three Gnosis points and howl (or sing) to the wilderness spirits. These
spirits encourage rampant plant growth that can even overcome man-made roads, mineshafts and buildings.
Also no technology can function within 30 feet of the Garou. The exact effects of the Gift are up to the
Storyteller, but nature does its best to renew itself despite humanity's efforts.

Pack Mind (Red Talon Rank 5)

This Gift forces a group of foes to behave like a single-minded pack. All individuals must perform the same
task at the same time regardless of its appropriateness to a given situation. For example, if one individual
fights, all the others fight; if one person attempts to sneak up behind an opponent, all the others make this
attempt as well. This Gift lasts for one combat scene. This gift is taught by Rorg.

System: The player spends a point of Gnosis and rolls Willpower (difficulty 8). A single success allows the
character to inflict Pack Mind on a group of up to four individuals. Additional successes allow the character
to increase the number of people affected in increments of two; five successes, therefore, enables the
character to affect twelve individuals. For the duration of this Gift, all the affected victims mimic the
actions of their leader - or, more typically, the first person in a group to act each turn. If one decides to

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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.

Shadow Lord Gifts


Aura of Confidence (Shadow Lord Rank 1)

The Garou radiates an aura of strength and command, preventing any attempts to read the Garou's aura or
detect his weaknesses; he reveals no flaws whatsoever. This Gift is taught by an Ancestor spirit.

System: The Garou rolls Charisma + Subterfuge (difficulty 7). This must be rolled for each new
encountered of situation the Garou finds himself in.

Aura of Nobility (Shadow Lord Rank 1)

Even at her worst, this Garou looks her best. Despite her character, or lack thereof, the Shadow Lord seems
to be above contempt or slander. A Cobra-spirit teaches this Gift.

System: The Gift downplays the offensiveness of the Shadow Lord's deeds or her connection to them in
witnesses' minds. The player needs only to spend one Gnosis point to avoid any loss of Honor.

Fatal Flaw (Shadow Lord Rank 1)

The Garou can discern a target's weaknesses, allowing him an advantage in combat. This Gift is taught by a
Stormcrow.

System: The Garou concentrates for one turn and rolls Perception + Empathy (difficulty of the target's Wits
+ Subterfuge). Success allows the Garou to do an extra die of damage against the target. Extra successes
allow him to discern additional vulnerabilities; five successes grant the Garou knowledge of all the target's
flaws.

Find the Portent (Shadow Lord Rank 1)

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. This gift is taught by Ruatma.

System: No roll is necessary, but the player must spend a point of Gnosis. The Storyteller then produces
some sort of omen or portent to serve as a hint for the character about what lies in the future. ("A black bird
carrying something in its beak flies north", "You feel a sense of dread about entering this part of the
forest").

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Perceptive Servant (Shadow Lord Rank 1)

Children of Crow are consummate eavesdroppers, and combined with the perceptiveness one gains by
serving Crow, this Gift can be extremely useful. It is taught by a Crow-spirit.

System: By spending one point of Gnosis, a Child of Crow can reduce the difficulty of overhearing a
conversation or witnessing a secretive activity by 2.

Purify Scent (Shadow Lord Rank 1)

If another supernatural creature attempts to determine the breed, tribe or auspice of a Bringer of Light, the
target may use this Gift to retain her secrets. A Night-spirit teaches this Gift.

System: The Shadow Lord spends one point of Gnosis and rolls Perception + Primal-Urge. The difficulty
of discovering the information is increased by 1 for each success (up to a maximum modifier of +3).

Rains of Mercy (Shadow Lord Rank 1)

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

System: The Shadow Lord spends one point of Gnosis. By the end of the day, rain pours down in an area
around the Shadow Lord. The size of this area depends on the Shadow Lord's rank; it affects a radius of 15
minutes walk for each Rank the Lord has 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.

Seizing the Edge (Shadow Lord Rank 1)

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.

System: The player spends one Gnosis point. For the remainder of the scene, whenever the Shadow Lord is
involved in a direct confrontation with another being (specifically if the player must make an opposed roll),
any ties go to the Shadow Lord. For example, a Shadow Lord and her Get of Fenris rival are wrestling.
Both players must roll to see if the Get of Fenris can break the hold that the Shadow Lord has caught him
in. If the players roll the same number of successes, the Shadow Lord wins, and the Get remains pinned.
This Gift last for one scene.

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Clap of Thunder (Shadow Lord Rank 2)

The Garou may clap her hands together, sending forth a shockwave that can stun all before her. This Gift is
taught by a Stormcrow.

System: The Garou spends one Gnosis point. All those within 10 feet, friend and foe alike, must score at
least one success on a Willpower roll (difficulty 8) or be stunned an unable to act for one turn; on a botch
they are stunned for the duration of the scene. The Garou must be in Homid, Glabro or Crinos form to
employ this power.

Cold Voice of Reason (Shadow Lord Rank 2)

A cunning Shadow Lord can talk his way out of just about anything. If a Lord is attacked by another Garou,
the Shadow Lord may invent a clever remark that will detain his attacker for at least one round. This gift is
taught by a Crow-spirit.

System: The Garou spends a Gnosis point and rolls Manipulation + Subterfuge (difficulty 8). The attacker
is detained one round for each success as long as he, in turn, is not attacked. If the target is assaulted, the
effect of the oratory wears off, and the victim may resume his attack. A botch with this Gift will cause the
attacker to go into Frenzy.

Disfigurement (Shadow Lord Rank 2)

The Shadow Lord can place a nasty boil or dishonorable scar on the target. She can disfigure her rival in
embarrassing ways that rob him of prestige in the presence of other Garou. Although the lesion isn't
physically handicapping, it certainly limits the victim's social grace. A Baboon or Toad spirit teaches this
Gift.

System: The player rolls Manipulation + Primal Urge (difficulty 7) and spends a Willpower point. The
disfigurement subtracts two dice from all the target's Social rolls. The scar or blemish heals at the end of
one scene.

Hidden Depths (Shadow Lord Rank 2)

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. This gift is taught by Ruatma.

System: 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.

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Luna's Armor (Shadow Lord Rank 2)

The Garou calls upon the blessing of Luna to deter any damaging attacks aimed at her. This Gift is taught
by a Lune.

System: The Garou concentrates for one turn, spends one Gnosis point, and rolls Stamina + Survival
(difficulty 6). Each success allows the Garou to add one to her Stamina for the purpose of soaking damage
(including silver). The effect lasts for one scene.

Sense of Duty (Shadow Lord/Hakken Gift Rank 2)

By concentrating on her Honor and duty, the Hakken can herself themselves from being swayed into
performing dishonorable or shameful deeds.

System: The Garou spends one Gnosis point and rolls Willpower, difficulty 7. Each success subtracts from
success scored on any roll to make the Garou perform any dishonorable act. This could be anything from
simple verbal persuasion to outright mind control. The Gift lasts for one scene.

Source: Mark Antill

Pure Identity (Shadow Lord Rank 2 - Bringers of Light)

A Bringer of Light can alter his appearance to suggest he belongs to another race. If he remains in homid
form, he can appear as pallid as a vampire or as glamorous as an Unseelie changeling. If he desires to keep
his "scent" as a Garou, he can affect cosmetic changes and appear as a Black Spiral. This Gift is taught by a
Chameleon-spirit.

System: The Lord spends three Gnosis points, but need make no roll. The duration is one day. Close
examination requires a Subterfuge roll to maintain the deception.

Curse of Corruption (Shadow Lord Rank 3)

The Shadow Lords, never a tribe to play fair, designed this Gift to discredit their rivals. Victims of this
curse find themselves doubted by even their staunchest allies. Despite a target's most noble exertions, no
one believes anything he has to say until the curse fades. A jackal spirit teaches this Gift.

System: The Shadow Lord rolls her Gnosis against a difficulty of the target's Gnosis. The number of
successes indicates the number of turns the victim suffers from the curse. Until it fades, everything the
victim says sounds dishonest. The Shadow Lord must spend a Willpower point to activate this Gift.

Dark Aerie (Shadow Lord Rank 3)

The Garou may hover and float in the air. This Gift is taught by Crow. The servant of Crow is enveloped by
shadow as he escapes.

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System: The Garou spends one Gnosis point. He may move at 20 mph, and the duration is one hour.
Maneuvering requires a roll of Dexterity + Stealth (difficulty 7), and the difficulties of all complex actions,
such as combat, are increased by two.

Direct the Storm (Shadow Lord Rank 3)

Having a packmate who is prone to frenzy isn't safe for anyone. With this Gift, the Shadow Lord can direct
the primal instincts of a frenzied Garou - friend or foe - causing him to attack targets of the Lord's choice.
A stormcrow teaches this Gift.

System: The player spends a point of Gnosis and rolls Willpower (difficulty of the target's Rage). Success
indicates that the Shadow Lord controls the target's frenzy and can set him on anyone she chooses. Using
this Gift on a Garou in the Thrall of the Wyrm is possible, but doing so requires the player to roll Rage
(difficulty 7) to check for frenzy for her own character.

Icy Chill of Despair (Shadow Lord Rank 3)

The Garou can assume a frightening aspect, seeming to grow larger, more looming, shadowy and terrible.
Viewers will hesitate and stall in fear. This Gift is taught by a Stormcrow

System: The Garou concentrates for a turn, spends a Gnosis point and rolls Manipulation + Intimidation
(difficulty 7). If successful, enemies viewing this sight must make a Willpower roll (difficulty 8), scoring a
number of successes equal to the Garou; failure means that the victims must spend Willpower to attack,
take action against or even verbally oppose the Garou. The victims are not controlled by her, merely to
frightened and cowed to struggle or oppose her. This effect lasts for the rest of the scene.

Interrogator (Shadow Lord Rank 3)

This Gift was originally discovered by a cult of Shadow Lords known as the Judges of Doom. A Garou
may use this Gift to terrify his victim into a confession. This Gift is taught by a Fear-spirit.

System: The interrogator rolls Manipulation + Subterfuge or Interrogation; the defendant resists with a
opposed Willpower roll. If the Garou succeeds, the defendant will be paralyzed with fear for one round and
confess the greatest crime that he has committed during the last cycle of the moon. This is long enough for
a one sentence confession, but may only by used once per moon cycle. Judges of Doom may learn this as a
Level One Gift.

Paralyzing Stare (Shadow Lord Rank 3)

The Garou can direct a terrifying gaze at a target, causing her to freeze in paralytic fear. This Gift is taught
by a Stormcrow.

System: The Garou concentrates for a turn, spends one Gnosis point and rolls Charisma + Intimidation
(difficulty of the target's Willpower). Each success gained on this roll freezes the opponent in place for one
turn.

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Raven's Curse (Shadow Lord Rank 3)

As the name implies, this Gift lays Raven's Curse - the curse of death by arrows - on the Shadow Lord's
enemy. While the curse is in effect, arrows, bolts, hurled spears and other projectile weapons are invisibly
attracted to the target. Although this Gift can be used in battle situations, most Lords prefer to secretly use
it on their foes just before a major battle, ensuring an "unfortunate accident".
This Gift is taught by a Raven spirit

System: The Shadow Lord must caress the intended target with his fingertips. At that time, the player
spends one Gnosis and rolls Manipulation + Archery. The number of successes determines the duration of
the curse's effect.

Successes Duration
1 One Hour
2 One day
3 One month
4 One year
5+ Until somehow broken

The difficulty to strike the target with any sort of missile weapon (except bullets, which explains the
eventual wane of this Gift's popularity) drops by two; archers and other missileers in battle situations are
also (as determined by the Storyteller) more likely to fire at the marked target than at other targets around
him. The curse can be broken by certain methods at the Storyteller's discretion; a Rite of Cleansing, for
instance, is usually effective.

Raven's Wings (Shadow Lord Rank 3)

The Garou with this Gift may send a portion of her spirit out of her body in the form of a raven. The raven
can see and hear, but it cannot affect the physical world. It is invulnerable to attacks, however. This Gift is
taught by a Raven-spirit.

System: The Garou spends one Gnosis and rolls Wits + Occult (difficulty 6). The raven may be sent five
miles away for every success on the roll. If it goes past this range, the Gift is canceled. While this Gift is in
use, the Garou must concentrate to use the raven's sense and may take no other actions in the same turn in
which he is communing with the raven.

Summon Stormcrow (Shadow Lord Rank 3)

The Judges learnt this blessing from Grandfather Thunder himself. The Stormcrows, some of Grandfather
Thunder's servants, come to the aid of those Garou who activate this Gift. Acting as spies, the Stormcrows
follow anybody the Judge chooses and report back all they learn. Rumors speak of networks of Stormcrows
that pass information back and forth like a regular telephone line.

System: To call a 'crow, the Judge must roll Charisma + Intimidation (difficulty 8) and spend a Gnosis
point. He may give the crow a single command, such as "Follow the Red Talon and report his activities" or
"Keep an eye on the Theurge elder". The Stormcrow is invisible to everyone except individuals in the

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Umbra. The target must roll her Perception (difficulty 8) or employ a Gift to see a Stormcrow in the
Umbra.

Unravel (Shadow Lord Rank 3)

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. This gift is taught by
Ruatma.

System: The player spends a point of Gnosis and rolls Intelligence + Enigmas (difficulty 7). Only on
success is necessary to make sense out of even the most confusing situation, but each additional success
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).

Unwitting Pawn (Shadow Lord Rank 3)

Over time, the Shadow Lord can convince a target that the Gift user holds the other's best interests at heart.
At first, the new-found friend performs small favors; much later, the pawn might even die for the Shadow
Lord. A Rat-spirit teaches this Gift.

System: The Gift affects just one pawn at a time. Over the period of a week, the Shadow Lord must pretend
to be the person's friend (the friendship can be real as well). During that time, he must spend one Gnosis
per day to seal the arrangement. After the first week, the pawn sides with the Shadow Lord in arguments,
helps with the Garou's chores and rolls his cigarettes. The effect fades in one week unless the Shadow Lord
spends additional Gnosis. If the Gift affects the same person for over a year, the small favors and general
friendliness turn obsessive and dangerous.

Blank Slate (Shadow Lord Rank 4)

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 knowledge that a person is a werewolf or the location of a Caern - 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. This gift is
taught by Ruatma.

System: The player spends a point of Gnosis and rolls Manipulation + Empathy (difficulty of the victim's
Willpower). A single success allows the character to excise the desired piece of information. Additional
successes enable the character to make secondary adjustments to the target's memory to hide the fact that
something is missing.

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Dolorous Stroke (Shadow Lord Rank 4)

The Shadow Lord may deliver a blow so merciless and terrible that it strikes fear into the hearts of those
around her. Anyone witnessing the Dolorous Stroke becomes faint of heart, and finds it difficulty to oppose
the Shadow Lord capable of such a strike. This Gift is taught by a Death spirit.

System: The player spends a Gnosis point and then rolls to hit; she may take no other action this turn. If
she misses, the Gift is ineffectual. But if she hits, she gains two bonus dice to her damage pool. If she does
at least three levels of damage (after soak) to her target, any onlookers are dismayed by the brutal expertise
of the Shadow Lord's attack, and suffer a one-die penalty to any rolls made against the Shadow Lord for the
remainder of the scene.

Open Wounds (Shadow Lord Rank 4)

The Garou may cause the next wound he inflicts on a target to bleed profusely. This Gift is taught by a Pain
spirit.

System: The Garou spends one Gnosis point and rolls Strength + Medicine (difficulty of the target's
Stamina + 3). If the roll succeeds, the target will bleed, losing one Health Level per turn for a duration of
one turn per success. This is not aggravated damage.

Seeds of Doubt (Shadow Lord Rank 4)

By careful deliberation, the Shadow Lord may convince a listener of one false idea.

System: The Shadow Lord spends one point of Gnosis and makes an opposed Charisma + Subterfuge
(difficulty 8) roll against the listener's Wits + Subterfuge (difficulty 8). If the Shadow Lord succeeds, the
listener will believe the lie, as long as it is not actively harmful to him (i.e., "You can walk on air" or "Fire
is easily digestible.") If the listener succeeds, he will realize that he is being tricked. If the caster botches,
the listener will frenzy.

Shadow Step (Shadow Lord Rank 4)

With this Gift the Garou ca truly master the shadows. By stepping into a dark shadow the Shadow Lord can
transport themselves to any patch of darkness within five miles.

System: The Shadow Lord spends one Gnosis point and rolls Wits + Streetwise for Urban environments,
and Survival for rural ones. The difficulty depends on how familiar the Garou is with their destination.

Familiarity Difficulty
Never seen 10
Seen a photo 9
Visited once 8
Visited occasionally 7

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Visited often 6
Home or work place 5
Knows intimately 4

Both the patch of darkness the Garou enters, and the one they leave must be large enough to completely
cover them

Source: Mark Antill

Stench of the Peasant (Shadow Lord Rank 4)

A Garou can make others appear to be inept, contemptible and base. Others will be more inclined to believe
the Shadow Lord's proclamations concerning the enemies they thus curse. This effect lasts one scene.
While those affected suffer no Renown loss, they will find it hard to speak at moots and will be considered
last for honorable missions (which the Shadow Lord can maneuver to be assigned to his pack instead). The
effect lasts one scene.

System: By spending one Gnosis point and rolling Manipulation + Subterfuge, against a difficulty of 7, the
Garou can affect one person per success. Those affected subtract four from their Social dice pools. In
addition, the Shadow Lord gains 2 dice to any Expression rolls when making disparaging remarks about
these "lowly fools".

Strength of the Dominator (Shadow Lord Rank 4)

The Garou, by force of command, draws from another's anger to feed his own. This Gift is taught by a
Stormcrow.

System: The Garou rolls Wits + Intimidation (difficulty of the target's Willpower). For a number of turns
equal to the successes scored by the Garou, the victim will lose one Rage point per turn, while the Garou
will gain that Rage point. This may be attempted only once per target per scene.

Ubiquitous Presence (Shadow Lord Rank 4)

Paranoia is a wonderful weapon. It keeps enemies from resting, from thinking properly, and, done right,
from ever attacking you. And if you can't be everywhere at once, at least you can appear to be. The Shadow
Lord can curse an enemy with paranoia, giving the victim an unflinching suspicion that the Garou is
watching her, even when that belief would otherwise be entirely illogical. Shadow or night-spirits teach this
Gift.

System: The player spends one Gnosis and rolls Charisma + Intimidation, difficulty of the victim's
Intelligence * 2. Success indicates that the curse takes effect, reducing all dice pools of the victim by one
for each two successes rolled. The effects last for one day and night.

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Diplomatic Immunity (Shadow Lord Rank 5)

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. This gift is taught by
Ruatma.

System: The player spends a point of Willpower and rolls Manipulation + Subterfuge (difficulty 8). A
successful roll allows the character to interact with a group of potential enemies for the purpose of
delivering a message, retrieving an item or delivering an ultimatum.

Mask Taint (Shadow Lord Rank 5)

A Garou with this Gift may completely hide his Wyrm-taint from all senses, including Gifts that detect
such taint. This Gift is taught by a Puppeteer Bane.

System: The Garou spends one Gnosis point and rolls Appearance + Subterfuge (difficulty 8). The effect
lasts for one scene. Every time this Gift is used, the Garou must roll one die. If the number is equal to or
less than her Corruption Trait, she adds one to her Corruption, gaining more Wyrm taint. This Gift cannot
be used by Garou with Corruption 10.

Obedience (Shadow Lord Rank 5)

The Garou becomes the ultimate alpha leader, commanding others to do as she wishes. This Gift is taught
by a Stormcrow.

System: The Garou spends one Gnosis point and rolls Charisma + Leadership (difficulty 8). All in the
vicinity must make Willpower rolls (difficulty 8). Failure to match or exceed the Garou's successes means
that the listeners must obey the commands of the Garou. The degree of obedience varies according to the
number of successes; one success means that the listeners can be persuaded to do something they don't
mind doing; three successes means they'll pretty much do whatever the Garou tells them as long as they
aren't directly opposed to it; five successes means the listeners will undertake virtually suicidal actions.

Purity of Blood (Shadow Lord Rank 5)

The disciple has become so resistant to the Wyrm that she may overcome the Blood Bond of vampires.
This Gift is taught by an avatar of Grandfather Thunder himself.

System: The Shadow Lord must expend two points of Gnosis, spend 10 minutes in meditation and make a
successful Intelligence + Meditation roll. Until the Garou uses Purity of Blood, he will be aware that he is
Bound, but may nonetheless spend a Willpower point to break his conditioning and use the Gift. Also note
that this allows an infiltrator of the Sabbat to shatter the effect of the Vaudelaire.

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Shadow Pack (Shadow Lord Rank 5)

The Garou may summon a shadowy duplicate of himself, or even multiple shadow, to spend beside him in
battle. These shadows eerily resemble the Garou and have the same powers. This Gift is taught by a spirit
of Night or a Chimerling

System: The Garou must spend a variable number of Gnosis points and succeed in a Gnosis roll (difficulty
8). For each Gnosis point spent, the Garou summons an exact duplicate of himself to fight by his side.
These Garou have identical Attributes and Abilities, but not fetishes; they may not use Gnosis or
Willpower, and each has only as many Health Levels as the number of successes rolled. The shadow-Garou
last for one scene.

Silent Strider Gifts


Crossing Ways (Silent Strider Rank 1)

The explanation of how can the Striders meet in their endless travels is in this gift. It allows them to sense
another Strider if she is nearby.

System: The newcomer rolls Perception + Enigmas difficulty 9, -1 per mark level (see below) if present.
One success indicate to her that another Strider is in the near area ("near" for a Strider mean several square
kilometers, depending of the terrain); two gives her the approximate bearing; three the bearing and the
distance; four the location of a 500 square meters area where the other Strider is; five the exact point.

Residents of an area or that frequent the same spots usually leave some kind of secret mark, in the form of a
graffiti, a landscape feature or even some architectural feature. Like a hieroglyphic, it will mean nothing to
non-Striders (some graffiti are even at display in the N.Y. MOMA museum) but its structure, size and
colors will indicate to any tribemate the name and meeting points of the writer.

The level makes the mark more perceptible to other Garou, but also more obvious to anybody. A two level
mark can attract the attention of other Garou, Gangrel leeches or Dreamspeaker mages, and a three level
mark might be detected by werewolf hunters or human investigators. Nobody has ever heard of four level
markings, but a secretive Strider should be in very dire circumstances to make such a risky move.

If there are no marks present, the gift manifests in a mystic way. The user just "knows" there is someone
near, like in "Highlander" or almost any John Woo movie.

Source: Emilo Martin

Heaven's Guidance (Silent Strider Rank 1)

A Silent Strider must be able to make his way through unfamiliar territory without benefit of chart of
compass. While under a night sky, even clouded, the Strider with this Gift can never be truly lost. Although
this Gift cannot tell a Strider exactly where he is at all times (the constantly shifting borders of province
and country alike are hard to foresee), the Strider will always have a perfect sense of direction, as well as
how many leagues he has traveled that day. Various Star-spirits and other spirits of the Aetherial Realm
teach this Gift.

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System: No roll is necessary; the Strider's sense of direction and distance is absolute while he is under a
night sky.

Ma'at's Feather (Silent Strider Rank 1)

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 is most common among Silent Strider Philodox’s. It allows the Philodox
to sense the weight of a fallen Garou's soul and determine if he died as one of Gaia, or had fallen to the
Wyrm. It is used to determine what rituals will be undertaken for the deceased, and is taught by a bird or
lion spirit.

System: If the Garou died in the service of Gaia, the Gift works automatically, revealing this to be so. If
however, the Garou had betrayed the Mother, then a roll of the Philodox's Perception + Occult (difficulty of
the deceased's former Gnosis) is needed to correctly determine their guilt. A simple success is sufficient,
and the Storyteller is encouraged to roll secretly for each use of this Gift, to keep the players guessing.

Sense of the Transformation (Silent Strider Rank 1)

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. This gift is taught by Meros.

System: No roll is necessary, but the player must spend a point of Gnosis to activate the Gift for one scene.
During that time the character can determine the general state of health (or illness) of the individuals or
creatures in her vicinity. She can also tell if inanimate objects are on the verge of breaking down or
otherwise ceasing to function.

Sense Wyrm (Silent Strider Rank 1)

The Garou can sense manifestations of the Wyrm in the nearby area. This Gift involves a mystical sense,
not a visual or olfactory image, although Garou using this Gift are likely to say, "This place stinks of the
Wyrm." This power requires active concentration. This Gift is taught by any spirit servant of Gaia.

System: The Garou rolls Perception + Occult. The difficulty for this Gift is based on the concentration and
strength of the Wyrm's influence (sensing a single formor in a room would have a difficulty of 6).
Vampires can be sensed using this Gift, but only those with Humanity scores lower than 7.

Silence (Silent Strider Rank 1)

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.

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System: The player rolls Dexterity + Stealth. Each success adds one to others' difficulty to hear the Garou
for one scene.

Speed of Thought (Silent Strider Rank 1)

The Garou can double her land speed. This Gift is taught by a Roadrunner or Cheetah spirit.

System: The Garou spends one Gnosis point. The effect lasts for one scene.

Trailblazer (Silent Strider Rank 1)

With this Gift, the Garou can wend his way through thick underbrush as if walking on the open plains. The
Strider also finds the fastest trails and shortest routes from one location to another. When used in a town or
city, the Garou can still find the shortcuts through alleys and dart through crowded streets with ease. A
Crow-spirit teaches this Gift.

System: The player must roll her Perception + Survival, or Larceny in cities (difficulty 7). The number of
successes equals the quality of the new route and decreases travel time. Every success reduces travel time
approximately 10 percent, up to a maximum of half the original travel time. The difficulty of any rolls to
track the user increase by two when this Gift is active.

Axis Mundi (Silent Strider Rank 2)

The Garou with this Gift can center herself in relation to Gaia, and always know which direction she is
traveling in or facing, no matter where she may be in the Gaia realms. In addition, the werewolf carries her
"territory" around with her, in a mystical sense. Wolves will detect this, and concede her right to travel
through their territories and hunt there. Other animals will also recognize this, and not attack the intruder.

System: To activate this Gift, the player must expend a point of Gnosis. Animals will automatically sense
the presence of the Garou and leave her be, and even other lupus must make a Willpower roll not to
recognize this right.

Blissful Ignorance (Silent Strider Rank 2)

The Garou can become completely invisible to all sense, spirits or monitoring devices by remaining still.
This Gift is taught by a Chameleon- spirit.

System: The Garou rolls Dexterity + Stealth (difficulty 7); each success subtracts one success from the
Perception + Alertness rolls of those actively looking for the character. If no one is so doing, then one
success indicates complete concealment.

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Messenger's Fortitude (Silent Strider Rank 2)

The Garou may run at full speed for three days without rest, food or water. After the duration expires, the
Garou must sleep for a Week. This Gift is taught by a Camel or Wolf spirit.

System: The Garou spends on Gnosis point and may do nothing save run; for an additional Gnosis point, he
may imbue the effects of this Gift upon another being.

Shorten the Road (Silent Strider Rank 2)

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. This gift is taught by Meros.

System: 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 10 days.

Smoke Signals (Silent Strider Rank 2)

The Strider can communicate over a great distance with visual signals. Whether with puffs of smoke by day
or flickering lights at night, the Garou sends his message into the sky for other Garou to read. A Fire-spirit
teaches this Gift.

System: The Silent Strider can create her message without a fire or other tool. He simply wills the message
to exist and plumes of smoke (or flickering lights at night) rise into the sky. Any Garou who see these
signals instinctively know what he means, just as if they had heard a howl. The player spends one
Willpower point to activate this Gift.

Summon Talisman (Silent Strider Rank 2)

The Strider can summon to herself any dedicated handheld object (see the Rite of Talisman Dedication).
The item disappears from wherever it currently rests, even from somebody else's grasp, and appears in the
Garou's grip. Striders use this Gift to bring special items to them once they have finished a journey, or to
recover items lost along the way. A packrat-spirit teaches this Gift.

System: The Garou need only spend one Gnosis point and concentrate on the item. The Garou can only call
half of his dedicated items - he must choose which ones upon learning this Gift.

Tread Sebek's Back (Silent Strider Rank 2)

A Silent Strider may call on the rover to support her steps. By activating this Gift, a Strider may walk or
run across water or other liquids. However, her feet are not protected - running across a pit of Wyrm-toxin

163
is still a hazardous enterprise. Some Striders are rumored to have crossed seas by use of this Gift. It is
taught by a Crocodile or Basilisk spirit.

System: The Strider spends a Gnosis point and rolls Dexterity + Survival (difficulty 7). Each success
allows her to travel across water as if it were open ground for an hour.

Adaption (Silent Strider Rank 3)

The Garou may exist in any environment, regardless of pressure, temperature or atmospheric composition.
The Garou also takes no damage from poison or disease, though concentrated flame or radiation still affects
the Garou normally. This Gift is taught by a Bear-spirit

System: The Garou spends one Gnosis point and rolls Stamina + Survival (difficulty 7). The effects last for
one hour per success and may be extended by spending Gnosis. This Gift may be applied to others as well
as the Garou who possesses it.

Death Track (Silent Strider Rank 3)

Sometimes someone's journey ends too soon, such as a man dying before he can tell the Silent Strider
important information. Silent Striders with this Gift do not let the end of someone else's journey be the end
of theirs. As long as the Silent Strider can find the body, they can then follow the trails of the spirit until
they find the ghost. A servant of Owl teaches this Gift.

System: The Silent Strider stands over the body of the dead. Then, the player spends one point of Gnosis
and rolls Perception + Occult, difficulty 7. One success is needed to smell the direction of the ghost from
the body. Every day the search continues, another Perception + Occult roll must be made, with one
additional success required for each day spent searching. The Storyteller determines how far away the
ghost is.

Eyes of Ma'at (Silent Strider Rank 3)

When a Strider invokes the power of ma'at itself, she may perceive innocence and truth, should they reside
in the breast of those she encounters. This Gift is taught by an Ibis or Baboon spirit.

System: This Gift acts much as the Philodox Gift: Truth of Gaia. However, the Garou may make
Perception + Empathy rolls to determine the nature of any truths or lies the target may speak. ("Please, no, I
never set foot inside her house!" "That is true, but you forced the door open so that your companions could
enter. The guilt is plain and written on your heart."

Gibberish (Silent Strider Rank 3)

This Gift destroys the ability to communicate. The Silent Strider causes one target to lose her knowledge of
speech, writing and any other form of communication. Should the victim try to speak, no one can
understand her. Should she try to read a telegram, the message appears to be garbled nonsense.

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System: The player spends one Willpower point and rolls Manipulation + Enigmas (difficulty equals the
target's Willpower). Each success removes the victim's ability to communicate for five minutes. The victim
can resist with Willpower, but each point allows her to read or speak only one sentence.

Long Running (Silent Strider Rank 3)

Whether the Garou is on foot or in a vehicle, this Gift allows him to reduce the travel time on a lengthy
journey. Striders use this Gift only when the need is dire; usually, they prefer to see the sights and take their
time. A Horse-spirit teaches this Gift.

System: The player rolls Dexterity + Athletics (or Drive) at a difficulty equal to the local Gauntlet and
spends a Gnosis point. For every success, the travel time diminishes by 5 percent. A botch increases travel
time by 25% or indicates that travel has stopped altogether (due to a flat tire, twisted ankle, etc).

Message Glance (Silent Strider Rank 3)

The Strider can formulate a message of words or symbols that can be delivered with a single glance to the
recipient's mind, and easily remembered by the recipient.

System: The player rolls Intelligence + Linguistics, difficulty 7, to formulate the message. The number of
successes determines the length of the message - 5 symbols or words per success. One Gnosis must be
expended to deliver the message and the target must be in sight. The target receives a -1 to all difficulties
interpreting and remembering the message.

The Great Leap (Silent Strider Rank 3)

The Garou can jump incredible distances in one bound. This Gift is taught by a Jackrabbit spirit.

System: The Garou spends one Willpower point and rolls Strength + Athletics (difficulty 6). Each success
enables the Garou to leap 100 feet.

Striders Step (Silent Striders Rank 3)

By channeling her rage into a single leaping strike, the Strider may leap past her opponent and take a
second attack from behind.

System: Make a Strength + Intimidation roll, (difficulty is the targets rage). Even one success will allow
you a second attack from behind the target. The storyteller is the final arbitrator of how this will affect the
target's dodge rolls and the rest of the combat.

Source: Mark Antill

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Tongues (Silent Strider Rank 3)

This Gift allows the user to read or write any human language encountered, no matter how ancient or
obscure. Galliards often use this Gift when translating ancient texts to revive old legends or compose new
songs for Moots. This Gift is taught by a Raven-spirit.

System: After spending one Willpower point, the player rolls her Intelligence + Linguistics. The obscurity
and relative age of the language determines the difficulty. A common modern language such as Spanish is
difficulty 4. An ancient and obscure tongue such as Etruscan, would be difficulty 10. The number of
successes determines the character's fluency with the language.

Wyld Spirits (Silent Strider Rank 3)

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. This gift is taught by Meros, of course.

System: The player spends a point of Willpower and rolls Manipulation + Empathy (difficulty of the
victim's Willpower). Each success allows the character to affect one individual. Affected targets fail to
carry out any sustained course of action, attacking one minute and retreating the next or else stopping to
make a speech. If the Gift is used in a non-combat situation, the victims change their actions radically from
one moment the next. This Gift lasts for one scene.

Attunement (Silent Strider Rank 4)

This Gift is similar to the Bone Gnawer Gift, but may be used only in the wilderness. By standing in a
particular area, the character can commune with the spirits of the area, thus getting an overview of what
exists or what has happening in the area - rough population, secret trails, places of note and so on. This Gift
is taught by an Owl spirit.

System: The Garou spends one Gnosis point and rolls Perception + Survival (difficulty 6). The amount of
information gained depends on the number of successes. On a botch, the spirits lie.

Dam the Heartflood (Silent Strider Rank 4)

No tribe loathes the blight of vampires more than the Silent Striders. By using this Gift, a Strider may block
the flow of blood in a vampire's heart, preventing him from using any supernatural powers tied to the
blood. This Gift is taught by Cobra spirits, who resent being viewed as a symbol of Set.

System: This Gift can only be used on a supernatural creature with a Blood Pool who gains power from
that blood (vampires, ghouls, even Anasasi). The Garou spends a Gnosis point and rolls Manipulation +
Medicine (difficulty of the target's Willpower). Each success prevents the target from spending any Blood
Points, for whatever purpose, for a full turn. A Garou may only use this Gift once per scene against a given
target, but multiple Garou may use this Gift on a target once each. Strider packs armed with this Gift are
amongst the fiercest Leech-slayers known to the Garou.

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Guiding Hand of Djeheuty (Silent Strider Rank 4)

None could stay the words of Djeheuty, the messenger of the Gods. Those who have this Gift do not even
have to accompany the message, but can send it on its way and be assured that it will reach its destination.
The spirit of any migrating animal teaches this Gift.

System: The player spends two points of Gnosis and rolls Charisma + Occult, difficulty 8, while the Strider
loudly states the message's destination. The message must be written on something physical (paper, tablet,
bone shard). A simple success imbues the message with a Gaffling that will ensure it arrives at the stated
destination. The method of delivery is a matter of coincidence; the message is picked up by someone
curious, ends up on a truck heading that direction, floats on the wind, etc. The number of additional
successes determines how long this takes, regardless of distance.

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

Sleep's Travels (Silent Strider Rank 4)

Through this Gift, a Garou's spirit may journey to another location while his body sleeps. Once he has
arrived at his destination, the Garou may either examine his surroundings, impart a message to someone he
sees, or retrieve a small (hand-held) item such as a ring, a set of keys or a piece of paper. Whether the
Garou actually causes an object to assume spirit-form long enough for her to transport it from the place she
has visited to the location of his sleeping body, or if the Gift causes the retrieved item to relocate from one
place to another is unclear.

The Garou must have at least four hours of uninterrupted sleep before he is able to begin the sleep journey.
Once the journey has ended and the Garou's spirit has reunited itself with her body, she must awaken
naturally. Any disturbance in the sleep pattern negates the effectiveness of the Gift, though it does not
otherwise physically threaten the Garou's life. This gift is taught by Meros.

System: The player spends a point of Gnosis and rolls Wits + Occult (Difficulty 8). One success enables
the character to travel to the desired spot in his dreams and look around. He may overhear conversations
but may not participate in them. Additional successes increase his ability to interact with what lies at his
journey's end. Three successes allows him to converse with individuals he meets (who, if he so chooses, see
him as if he is really present) while five successes are necessary for the character to transport a physical
object to his sleeping form.

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Speed Beyond Thought (Silent Strider Rank 4)

The Garou may run at 10 times normal speed. The Garou may do nothing save concentrate on running. The
effects last for eight hours, after which the Garou will be famished and must eat immediately or risk frenzy
or worse... This Gift is taught by a Cheetah or Air spirit

System: The Garou spends on Gnosis point and rolls Stamina + Athletics (difficulty 7) - one success is
sufficient.

Touch of Death (Silent Strider Rank 4)

The Silent Striders learned this Gift from the wraiths who prowl the Underworld. With it, a Garou can
cause the victim to see the moment of her death. Although the victim does not remember what she sees, the
experience disables her with fear.

System: The Garou must touch his target for this Gift to work. She must spend two Gnosis points and roll
Manipulation + Occult (difficulty 8). The number of successes determines the number of dice removed
from the victim's Physical Traits (Storyteller discretion as to which ones). These "wounds" can be healed
like aggravated damage. Typically, the victim's fur is streaked white by the incident. Vampires and other
undead are unharmed by this Gift - they simply remember what has already happened to them.

Essential Transformation (Silent Strider Rank 5)

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 or else "die" and allow her spirit to
return to Gaia. This gift is taught by Meros.

System: The player rolls Willpower (difficulty 9). Only one success is necessary for the character to
convert one dot in a chosen Attribute into 10 points of temporary Gnosis. Until the character uses all 10 of
these points, she has one less dot in the chosen Attribute. When the converted Gnosis is depleted, the
Attribute returns to its normal level. However, the Storyteller (and the character) should keep track of the
number of times this Gift is used. When the character has used this Gift a number of times equal to her total
number of dots in Physical. Mental and Social Attributes, her body loses its material substance and the
character becomes a spirit. The character's fate once this occurs is left to the Storyteller's discretion,
although in most cases this means that the player must retire the character from active play.

Gate of the Moon (Silent Strider Rank 5)

This power only works at night, and there must be at least a sliver of a moon in the sky. The Garou can
open a special type of Moon Bridge, allowing instantaneous travel to her destination. This Gift is taught by
Lunes.

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System: The Garou spends one Gnosis point for every 100 miles she wishes to travel, and she rolls
Intelligence + Alertness (difficulty depends on the distance of the journey and the accuracy with which she
knows her destination - up to 10 for a far journey to an unknown place). Success allows the Garou to travel
to that place instantly. She will be disoriented for a turn unless she scored at least three successes. A botch
means that the character is hurled through space in a random direction, arriving far from her destination (or
even high in the air). The Garou may take others with her by spending one Gnosis point per person.

Invocation of the Pharaoh (Silent Strider Rank 5)

This awe-inspiring Gift is only available to the greatest Strider heroes. The Strider must be in Homid form,
spend a Gnosis and a Willpower point, and must enact a 10-minute chant to the greatest of ancient Egyptian
spirits. Once this is done, the Garou expands and grows, becoming a giant similar to the depictions of
pharaohs on mastabas and sarcophagi. This Gift is taught by Sphinx

System: The Garou grows to a height of nearly 8 feet, but otherwise remains in Homid form. The Garou
gains the Physical Attributes of a Crinos, but loses no Social Attributes; indeed, the Garou's Charisma and
Manipulation are treated as 6 when making Leadership or Intimidation rolls. A Garou is Pharaoh form will
not inflict aggravated damage, but will add 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 gains no vulnerability
to silver and cannot frenzy. Essentially, the Pharaonic form combines the best of Homid and Crinos. The
effect lasts for one scene.

Portents (Silent Strider Rank 5)

This Gift, which the Harbingers are said to share with the Corax, allows them to see one future event with
clarity. Though the future is mutable, the Garou will see the most likely event.

System: The Garou must spend two Gnosis points and roll Intelligence + Enigmas (difficulty 8) while
spending some time in a meditative trance.

Reach the Umbra (Silent Strider Rank 5)

The Garou may pierce the Gauntlet and instantly travel to the Umbra at will, without the need for a
reflective surface. This Gift is taught by an Owl spirit.

System: The Garou simply wills herself to step sideways. She does not have to make the usual Gnosis roll
and can never get "caught".

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Silver Fang Gifts
Aura of Leadership (Silver Fang Rank 1)

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. This gift is taught by Zarok.

System: 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 last for one scene.

Eye of the Falcon (Silver Fang Rank 1)

This Gift allows the Garou to see long distances with the acuity of a falcon. It is taught by any of Falcon's
brood.

System: All visual Perception, Alertness and long-range weapon rolls are at -1 difficulty. This Gift costs
one Gnosis point per scene to use.

Falcon's Grasp (Silver Fang Rank 1)

A leader must keep a tight grip on his power, and this Gift allows the Garou to do so literally. The Garou's
hands or jaws tighten in a mighty death-grip, making it nearly impossible to escape. A falcon spirit teaches
this Gift.

System: The player spends a point of Rage. For the remainder of the scene, the Garou's grip with either
hands or jaws (or both at the cost of two Rage) is much stronger. In game terms, the Garou's Strength is
considered three points higher for purposes of grappling or maneuvers such as the jaw lock. The Garou
may not use this extra Strength to inflict damage.

Full Moon Cleansing (Silver Fang Rank 1)

This Gift, preferred by Ahrouns, allows the Garou to shake off Harano by overpowering it with Rage. (The
Gift does not dispel Derangements.) Blood-warrior spirits teach this Gift. To learn it, the Garou must kill
the spirit in ritual combat and then burn it in an Umbral fire, and smearing herself with the ashes.

System: The player must spends one point of Rage and make a Rage roll (difficulty 7) for the character to
activate this Gift. The Gift's effects last for one scene.

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Ice Dance (Silver Fang Rank 1)

The werewolf can move on ice and snow with supernatural grace and speed.

System: The player spends a Gnosis point to activate this Gift for one day. This is a Gift of balance;
Philodox are especially adept at this art. All Dexterity rolls are -1 difficulty while on ice or snow (-2 for
Philodox), and a Garou can run at normal speeds through even the deepest snow and on the slickest ice. A
Philodox running on ice can double his normal speed. An Ice Elemental teaches this Gift.

Lambent Flame (Silver Fang Rank 1)

The Garou can cause a silvery light to ignite around her body. This Gift is taught by a Lune.

System: The Garou must spend one Willpower point. The effect lasts for the duration of the scene. The
light illuminates in a 100-foot radius, and the ensuing glare adds one to the difficulties of all hand-to-hand
attacks on the Garou; the difficulties of all missile attacks, however, are reduced by one.

Sense Wyrm (Silver Fang Rank 1)

The Garou can sense manifestations of the Wyrm in the nearby area. This Gift involves a mystical sense,
not a visual or olfactory image, although Garou using this Gift are likely to say, "This place stinks of the
Wyrm." This power requires active concentration. This Gift is taught by any spirit servant of Gaia.

System: The Garou rolls Perception + Occult. The difficulty for this Gift is based on the concentration and
strength of the Wyrm's influence (sensing a single formor in a room would have a difficulty of 6).
Vampires can be sensed using this Gift, but only those with Humanity scores lower than 7.

Awe (Silver Fang Rank 2)

The Garou, simply by her bearing and strength, proves to others her mastery and right to rule other tribes.
This Gift is taught by a Falcon spirit.

System: The Garou rolls Appearance + Empathy (difficulty of the target's Willpower). If successful, the
difficulties for all Social rolls made by the Garou against that target are reduced by one, and the target's
difficulty to hit the Garou in combat is increased by one.

Empathy (Silver Fang Rank 2)

To be a leader among wolves is largely a matter of physical dominance, but a human leader must
understand his charges and follow their will to a degree. With this Gift, a Silver Fang can understand those
around him and live up to their expectations. A falcon spirit teaches this Gift.

System: The player spends one Gnosis point and rolls Intelligence + Empathy (difficulty 7). Success
indicates that the Garou knows that the majority would like to see, be it attack, mediation, harsh

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punishment or clemency. The more successes the player rolls, the better the Garou understands the people's
desires, even if the people would rather keep those desires secret. Note that this Gift by no means reveals
the wisest or most rational decisions, just the most popular one.

Fool's Silver (Silver Fang Rank 2)

The Silver Fang can trick a victim into thinking an ordinary item is made of silver. Whereas greedy humans
flock to the illusion, Garou are usually wary and back away from it. A Lune teaches this Gift.

System: The Silver Fang concentrates for one turn to make the Gift active. The selected item gleams with a
silvery sheen. Garou who hold the item feel the sting of normal silver for about 10 seconds, after which the
illusory "pain" vanishes.

Gibbous Moon Song (Silver Fang Rank 2)

When used by most auspices, this Gift makes the Garou more adept at social situations. If used by a
Galliard, however, it makes her loquacious and silver-tongued in the extreme. Galliard moon-dancers who
use this Gift draw upon the moon's mysteries to cast complementary light on their every action. The
Galliard naturally draws people's attention. The Great Green Cheese Spirit (a traditional Bone Gnawer
moon spirit) teaches this Gift. This fact is scandalous to most Silver Fangs.

System: To learn this Gift, the Garou must best the spirit in a word contest (Wits + Enigmas, difficulty 8).
The player spends a point of Gnosis for the Garou to use this Gift. All Social Skills are -1 difficulty for the
duration of the scene. Galliards who use this Gift are -3 difficulty on all Social rolls.

Luna's Armor (Silver Fang Rank 2)

The Garou calls upon the blessing of Luna to deter any damaging attacks aimed at her. This Gift is taught
by a Lune.

System: The Garou concentrates for one turn, spends one Gnosis point, and rolls Stamina + Survival
(difficulty 6). Each success allows the Garou to add one to her Stamina for the purpose of soaking damage
(including silver). The effect lasts for one scene.

Proclamation of Action (Silver Fang Rank 2)

This Gift enables the Garou to literally command another to act as he bids, although only if they had been
previously dithering over a course of action. This gift is taught by Zarok.

System: 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.

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Reason (Silver Fang Rank 2)

The Silver Fang who uses this Gift may temporarily free himself from Harano and Derangements. This Gift
may also be used to partially defend against all sanity-endangering attacks. Examples of such attacks
include the Galliard Gift: Headgames, and Malkavian Dementation Discipline and invasive uses of Mind
magick. A Firebird-spirit teaches this Gift.

System: The player must spend a Gnosis point and roll Willpower (difficulty 7). The Garou overcomes all
mental dysfunctions for a number of scenes equal to the number of successes rolled. All psychic attacks
against the Garou's sanity are reduced by one die. If the player botches the roll, the character's dementia
becomes painfully intense for a day.

Truce of Helios (Silver Fang Rank 2)

Helios is, among other things, a spirit of reason and diplomacy. Garou who follow him are often skilled
diplomats. This Gift helps ensure that the other side at least listens to the Garou's words. Helios is also an
honorable Celestine; the Silver Fang may not use this Gift as a ruse to gain momentary advantages (gain
time to set an ambush, for example). A Garou may learn this Gift from one of the Children of Karnak or
from a Firebird-spirit.

System: The player must roll Charisma + Etiquette (difficulty 7). If successful, the Silver Fang negotiates
under a spiritually enforced flag of truce. All those whom he negotiates with must make Willpower rolls
(difficulty 9, two successes needed) to attack the Garou. The truce lasts one hour for each success rolled. If
the Silver Fang breaks the words of the truce, the effects of the Gift end and will never work on the same
target again. Additionally, the Silver Fang loses three points of temporary Honor. This Gift costs a Gnosis
point to use.

Word of Honor (Silver Fang Rank 2)

To a Silver Fang, honor is everything. This Gift imbues a Garou's words with his honorable bearing. As
long as the Silver Fang speaks the truth, others believe him. An Eagle spirit teaches the Silver Fangs how to
speak clear and true.

System: By spending a Gnosis point, the Silver Fang can make every word he says bear the ring of truth.
Anyone who listens hears that the Gift user speaks true. Listeners are not necessarily inclined to obey the
Fang or follow his suggestions, but the facts are clear. The Silver Fang must speak the truth, or the Gift
automatically backfires.

Claim of Authority (Silver Fang Rank 3)

There are times when a Silver Fang cannot be present at important moots or meetings, and must send
another Garou in her place. To make sure that any advantages to be gained aren't neglected, a Silver Fang
with this Gift can grant her messenger some of her own natural authority. It is taught by an ancestor spirit.

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System: The Silver Fang spends on one point of Gnosis and one point of Willpower before selecting a
Garou as her representative. For a week thereafter, the representative is considered to possess the same
level of Pure Breed as the Silver Fang, so long as she notes the name of the Silver Fang she speaks for. This
Gift may not be used on an unwilling target.

Dominance Blow (Silver Fang Rank 3)

Smart Garou know to pay the Silver Fangs their due. Stupid ones openly challenge them, and force the
Silver Fangs to assert their dominance. This Gift allows a Silver Fang to easily knock down would-be
rebels by connecting physical dominance with rightful leadership. When this Gift is working, might does
make right. Lupus Silver Fangs are fond of this Gift, which resembles wolf understandings of alpha
standing. A wolf-spirit teaches this Gift

System: The player spends one point of Rage, and rolls Charisma + Brawl, difficulty 7. If the rolls
succeeds, then every blow the Silver Fang strikes against a specific target grants the Silver Fang an
additional die in all Social rolls against that target, allowing him to browbeat or intimidate the target more
easily. The blow need not be full force to grant the bonus, which lasts for one day.

Half-Moon Mnemonics (Silver Fang Rank 3)

Luna's Philodox aspect is the teacher of ways and the keeper of memories. The Garou who learns this Gift
may recall any moment with crystal clarity, freezing it forever in her mind. The Garou may then study the
moment at her leisure, coming at it from almost any angle. Silver Fang Philodox are forever replaying
captured memories, and thus seem especially distant to others. A Sea-spirit teaches this Gift; the Garou
hears indistinct water-spirit voices throughout her training. Ideally, the Silver Fang stares into water when
using this Gift to recall a memory.

System: The player must spend one point of Gnosis for the character to "photograph" a moment, and must
make a Wits + Alertness roll, difficulty 6. If the Garou attempts to access the memory later, the player must
make an Intelligence + Occult roll (difficulty 7; 5 when the Fang is looking into water). A botch means the
image disappears forever, leaving an actual hole in the Garou's memory. A Fang may only have a number
of memories "on file" equal to her permanent Gnosis score, but may "dump" unwanted images at will.

Honor Pact (Silver Fang Rank 3 - Sun Lodge)

The Honor Pact is another Gift of diplomacy. All participants must enter into the pact willingly. Those who
participate exchange blood (most often by cutting their palms open) and swear oaths to Falcon. Spiritual
bonds connect participants, and they may not work against each other's interests in any way. (The
Storyteller has final say in what constitutes the edict.) Packmates bound by this oath are highly resistant to
the tendrils of the Defiler Wyrm. The Children of Karnak teach this Gift.

System: Three temporary Gnosis points must be spent by each participant, while four must be spent by the
user of the Gift. The players must also make a Charisma + Rituals roll (difficulty 7). Previous rivalries or
differences between pact makers are greatly lessened, reducing the difficulties of all Social rolls among
themselves by -2. All attempts by agents of the Defiler Wyrm to corrupt those under an Honor Pact are at
+2 difficulty. Garou who invoke this Gift but who frequently squabble or fight destroy the Gift's effects
over time. The effects of the Gift last forever or until a participant breaks faith. The person who does so

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suffers five Health Levels of aggravated damage (as he is rent by the spirit-talons of Falcon), and is marked
as an oath-breaker (as the Stone of Scorn rite).

Princely Bearing (Silver Fang Rank 3)

This Gift allows a Garou to temporarily raise her Rank. During this time, she is considered to be of that
Rank, and thus can issue challenges and rulings appropriate to that Rank. This Gift is not used in the
presence of other Silver Fangs, but traditionally only used when interacting with the lesser tribes.

System: The Garou must roll Charisma + Leadership at a difficulty of 9 and spend a Willpower point. One
rank is gained for 1 success, 2 ranks if three successes are rolled, and so on. The maximum rank that can be
gained is limited by their leadership score. A botch reveals the Silver Fang's perfidy.

Silver Bullets (Silver Fang Rank 3)

The Gift allows the Silver Fang to change the composition of his ammo. As he fires each shot, the bullet
changes to deadly silver. Lunes and Ancestor-spirits teach this Gift.

System: The player spends a Gnosis point as he fires his gun. The bullet changes to silver and causes
regular damage to normals, but it inflicts terrifying wounds on Garou. The bullet remains silver after it
strikes (whether what it hits is its target or not). The altered bullets do not reduce the Silver Fang's Gnosis
unless he recovers them.

Silver Claws (Silver Fang Rank 3)

The Garou can turn her claws into silver, making her a terror against other Garou on the battle field. This
Gift is taught by a Lune.

System: The Garou rolls Gnosis (difficulty 7). All claw wounds inflict aggravated damage, which cannot
be soaked by Garou. While the Garou manifests the claws, she suffers searing agony. Each turn she gains
an automatic Rage point; furthermore, all noncombat difficulties are increased by one because of the
distraction. When her Rage points exceed her Willpower, she must check for Frenzy.

Talons of Falcon (Silver Fang Rank 3)

This deadly Gift turns the Garou's claws into impaling weapons, allowing her to cut muscle, bone and
sinew as if it were paper. Combined with the Gift: Razor Claws, this is a truly devastating attack. A falcon
of the Great Flock teaches this Gift.

System: The player spends one Gnosis point and makes the usual Dexterity + Brawl roll to attack. The
Garou makes a screeching sound like that of a bird of prey as she strikes. The attack does Strength + 3
damage and all healing powers (such as Mother's Touch) are at +1 difficulty to treat the wound.

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Undisputed Ruler (Silver Fang Rank 3)

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 is taught by
Zarok and lasts anywhere from a week to six months.

System: The player spends a point of Gnosis and rolls Charisma + Leadership (difficulty of the highest
Willpower in the target group). The Gift lasts for a period of time as follows.

Success Duration
One One week
Two One month
Three Two months
Four Four months
Five Six months

This Gift is only successful against mortals and spirits of no greater than Jaggling status, although
"borderline" supernaturals such as ghouls and Kin are susceptible.

Wrath of Gaia (Silver Fang Rank 3)

The Garou is revealed by his foes as that which Gaia intended him to be: Her Chosen Warrior. Wyrm
beasts will flee in fear unless they can master their instinctual terror of Gaia's Defender. This Gift is taught
by an avatar of Gaia Herself.

System: The Garou spends a Gnosis point and rolls Charisma + Intimidation (difficulty 6). All agents or
minions of the Wyrm (including Kindred with Humanity scores less than 7) in the vicinity must make
Willpower rolls (difficulty 7). If a Wyrm creature does not match or exceed the Garou's successes, it will
flee in terror for the duration of the scene.

Command the Heart of Rage (Silver Fang Rank 4)

The Silver Fang can reach into the heart of another Garou and stifle her opponent's Rage. Even a frenzied
Garou must obey the Fang's command. An avatar of Falcon teaches this Gift.

System: The player spends one Willpower point and selects a target. The Fang and the victim make
resisted Willpower rolls. If the Silver Fang wins, she can dictate when and how much Rage the victim
spends. This Gift works on frenzied Garou as well.

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Crescent Moon Fata (Silver Fang Rank 4)

Garou with this Gift can examine the tapestry of fate itself, carefully discerning individual threads to learn
something of an object's past or destiny. To learn this Gift, a Garou must best a potent spider or firefly
Jaggling of Moira (a moon Incarna). The challenge is usually a contest of arcane game-craft (Wits + Occult
or Enigmas; difficulty 9; 7 for Theurges). If the roll is botched, the Jaggling becomes offended and leaves,
stealing three temporary Gnosis points in the process.

System: The player must make a Perception + Enigmas roll (difficulty 5) and spend a point of Gnosis to
activate this Gift. The Garou sees one "thread" per success. The Storyteller should be inventive, though
somewhat cryptic, in relating visions of fate. The Garou may see the fate of a given person, place or thing.
(A Garou with four successes could apply one thread to four separate targets, or all four threads to one
target).

The Garou may see into the past or future (character's choice); to see into both, two threads must be applied
to the same target. A thread grows indistinct the further it stretches into the past or future. How far the
Garou sees depends on how many successes are applied in either direction. One success allows him to see
several hours into the past or a few minutes into the future. Five successes applied in a single direction may
allow the Garou to see several days into the future or hundreds or years into the past.

Enthronement (Silver Fang Rank 4)

The Garou can create small or simple objects out of thin air - including mist, clouds or wind. By shaping
the air around him with his hands, the Garou may form a solid block of matter to serve as a chair, create a
bowl or cup for holding liquid or construct some other useful item. Alternatively, the Garou can form
small, stone-sized balls of air to use as hurled weapons against his enemies. The items last until the Garou
disperses them. This gift is taught by Zarok.

System: The player simply rolls Dexterity + Repair (difficulty 7). The character may form one small item
of solidified air for each success, or use two or more successes to shape a larger item (such as a throne-like
seat). "Air-stones" used as weapons do the character's Strength + 1 normal damage, and dissipate upon
contact with their target (or any other solid substance). In addition, the victim must make a Stamina roll
(difficulty 8) to remain on her feet when the "air-stone" discharges its mass. If she fails the Stamina roll, the
victim is stunned for the remainder of the round and can take no action.

Ignore Death Blow (Silver Fang Rank 4)

Tales say that the first Silver Fang died and was reborn; since that time, the Fangs have passed down this
Gift. A Fang with this Gift can choose to ignore what would be a killing blow. Seeing a blade swung with
perfect accuracy toward someone's neck and watching it fail to sever the head is something few will forget
- especially if they were swinging the sword. This Gift is taught by a Lion spirit.

System: Once per scene, the Fang can spend a Willpower point and ignore all damage from a single attack.
The damage simply does not occur; no special handicaps take effect, either.

Note: this gifts Rank was given as 5 in the Werewolf Players Guide 3rd edition but the actual mechanics of
the power remained the same. This was probably a typo but use whichever Rank you prefer.

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Mastery (Silver Fang Rank 4)

The Garou can command other Garou (including Wyrm-tainted Garou such as Black Spiral Dancers) to do
her bidding. This Gift is taught by a Falcon spirit.

System: The Garou rolls Charisma + Leadership (difficulty of the target's Wits + 3). The Garou can cause
the target to obey any non-suicidal command for one turn per success. This Gift works only against Garou.

Mindblock (Silver Fang Rank 4)

The Garou possesses a powerful psychic shield, increasing the difficulty of all attempts to affect or attack
her mentally. This Gift is taught by a Falcon spirit.

System: All attempts to affect or attack the Garou mentally are made against a difficulty of 10. This
includes vampiric Domination and Presence.

Divine Regalia (Silver Fang Rank 5)

The Silver Fang girds himself in shimmering, mystical armor, and a terrible light plays about his
countenance. His very appearance causes even the boldest warriors to flee, but brings hope to the hearts of
his packmates. This Gift is taught by an avatar of Falcon.

System: The player spends one Rage and one Gnosis to invoke the armor; the effects last for a scene.
While the Gift is in effect, the Fang gains three extra soak dice, which can be used to soak even silver.
Anyone meeting the Silver Fang's eyes (for example, if attempting to Dominate the Fang) must make
Willpower rolls, difficulty 9, or immediately flee in panic as if entering a fox frenzy. For as long as his
packmates are within line of sight of the Fang, they gain one extra die on all their dice pools, and two bonus
successes on all Willpower tests. Divine Regalia cannot be invoked if the Garou is already wearing armor
of any sort, whether mundane mail or a Gift such as Luna's Armor.

Grand Gesture (Silver Fang Rank 5)

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. This gift is taught by Zarok.

System: The player rolls Manipulation + Empathy (difficulty of the highest Willpower in the target group).
Each success allows her to affect one individual. While the Gift is in effect, all Gifts or Social rolls
involving persuasion are automatically successful against the affected individuals.

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Luna's Avenger (Silver Fang Rank 5)

The Garou can transform her entire body into purest silver. She becomes a nigh-unstoppable warrior. This
Gift is taught by a Lune.

System: The Garou concentrates for a turn and spends one Gnosis point. This Gift confers immunity to
silver, and all of the Garou's attacks gain benefits equivalent to those conferred by the Silver Claws Gift
(level three Ahroun). In addition, the Garou gains two extra Stamina levels, and an extra Ok Health Level.
The effect lasts for one scene.

New Moon Legerdemain (Silver Fang Rank 5)

This Silver Fang Ragabash Gift represents Luna's deepest mysteries. Garou who invoke this Gift attract and
command dozens of invisible, minor trickster spirits (strangelings, chimaeras and Wyldlings). The creatures
dance maddeningly around the Garou in the Penumbra, protecting her from harm, but causing consternation
among those in the area. The spirits play tricks on everyone around them, saving their most dangerous
pranks for the Garou's enemies. However, the nature of this Gift only allows the spirits to be summoned at
night. An avatar of Luna herself teaches this Gift, and learning it puts a Garou in Luna's service forever.

System: Only Garou who perform a great service in Gaia's name may learn this Gift. It costs a permanent
point of Gnosis to learn, and the spirits it attracts stay with the Garou until she dies. Although the spirits
generally like "their Garou", they do not always listen to her orders and may even play minor pranks on
her. (Furthermore, those who fail to keep their spirits in line may suffer penalties to Social rolls.) Keeping
one's spirits under control should be role-played, but should not interfere too much with the game.

The spirits are semi dormant most of the time, playing only the occasional halfhearted prank. They become
genuinely active during a New Moon or when the Garou wishes it. To awaken the spirits requires a Gnosis
roll (difficulty 6), and the player must spend one Gnosis point. The spirits awaken for one night per
success. The Garou may also put them back to sleep until needed again with the expenditure of another
Gnosis point and with another roll (two successes are needed). When activated, mischievous spirits beset
all the Garou's enemies in a 25-foot radius, pinching and tripping them. All rolls made by the Garou's
enemies are at a +2 difficulty, and their Dice Pools are reduced by two.

The spirits can also steal one item from one enemy in a given battle, as long as that enemy is in the Umbra.
The nature of the item is completely random (Storyteller's discretion), but usually of little worth. The
creatures may or may not show their treasures to their Garou, depending on how they regard her. Some
powerful creatures (Jagglings or Incarna) may temporarily disperse a Garou's spirits by spending Gnosis.
Otherwise, the spirits fade away completely during the day.

Paws of the Newborn Cub (Silver Fang Rank 5)

The Garou prevents a target from using any special or supernatural abilities. She is as a newborn cub, with
only mundane powers at her disposal. This Gift is taught by Falcon-spirit.

System: The Garou spends one Gnosis point and rolls Gnosis (difficulty of the victim's Stamina + 3). Each
success removes all special abilities of the opponent (aggravated damage, claws, Gifts, vampiric Blood
Pool, mage Spheres, regenerative powers, special attacks) for one turn.

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The Secret of Gaia (Silver Fang Rank 5)

When the Great White Wolf died to save Gaia, he learned her secrets. The nature of the actual "Secret of
Gaia" is obscure, but few question that the Silver Fangs have a deep and ancient connection with the Earth
Mother. This Gift is a powerful aspect of this relationship. The Garou who uses this Gift becomes
completely aware of her immediate vicinity in vivid detail. The Fang is aware of the area's topography,
wildlife and the local spirit population. The Silver Fang also becomes aware of Gaia's condition in the area,
but in a very general sense - Gaia is pained, feels trapped, whatever. An avatar of Gaia teaches this Gift, but
only to the worthy. Silver Fangs of any auspice may learn it, but it is most common among Theurges and
those of House Wise Heart.

System: The Secret of Gaia is a more powerful version of the Theurge Gifts: Spirit Speech and Pulse of the
Invisible. The player rolls Gnosis (difficulty 7) and spends one point of Gnosis to activate this Gift. The
Garou becomes preternaturally aware of a one-mile radius for each success, almost becoming part of it. The
Garou can automatically see into the Penumbra and all Perception rolls are at -3 difficulty. Furthermore, all
local non-Wyrm spirits are well-disposed toward the character, granting +2 on all Social rolls involving
them. Finally, one extra die is added to all Dice Pools (save those involving combat) while the Garou is in
the higher state bestowed by this Gift. The Gift's effects last one hour for each point of permanent Gnosis
the Garou possesses. If the player botches the roll, the character becomes acutely aware of Gaia's agonies
and succumbs to the most severe pangs of Harano for an entire scene.

Renew the Cycle (Silver Fang Rank 6)

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 or Gaia Herself can teach this Gift.

System: The Garou and the victim enter a resisted contest of Gnosis versus Willpower (both difficulty 8).
The Garou must then spend three Gnosis 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 will force mummies into a dead season of sleep but
does not destroy them.

Stargazer Gifts
Balance (Stargazer Rank 1)

The Garou is able to walk across any ledge, rope, etc no matter how thin or slippery. This Gift is taught by
Wind spirits.

System: No point expenditure or roll is required. Difficulties for climbing are reduced by 3.

Dreamchaser (Stargazer Rank 1)

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The Stargazer can tap into the unconscious of a sleeping person and follow the course of his dreams.
Although she cannot participate, she recalls all of the dream and can view it objectively. A Dream-spirit
teaches this Gift.

System: The player spends one Gnosis point and must remain within "arm's reach" of the target (i.e., walls,
partitions, furniture or other physical obstacles may come between user and target, but no more distance
than the length of the user's arm) for one night's sleep. If the sleeper dreams, the Garou can experience the
chaotic events as they unfold. What information she gleans from the vision is up to the Storyteller.

Fearless (Stargazer Rank 1)

Whatever odds she may face, the Stargazer maintains an aura of complete serenity. Whether hanging from
a rock face 300 feet in the air or staring into the very maw of the Abyss, the Garou with this Gift knows no
fear. A spirit of Fear teaches this Gift.

System: By spending a Willpower point, the player automatically passes any fear-related tests for the entire
scene. This Gift also negates the power of other Gifts that cause fear, such as Cry of the killer, or Howl of
the Banshee.

Lambent Sight (Stargazer Rank 1)

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. This gift is
taught by Sokhta.

System: The player spends a point of Gnosis; no roll is necessary. The effects of this Gift last for one
scene. This Gift cannot grant sight to one who is naturally blind.

Muladhara (Stargazer Rank 1)

The base chakra is awakened and the energy stirs. The character can call upon this energy to help himself
root or centre for meditation, or summon energy to stave off fatigue. This also includes the Svadhisthana or
sacral chakra, governing the sex organs.

System: The player must declare which effect he is trying to achieve before he rolls. He then rolls Stamina
+ Rituals and spends one Gnosis point. Each 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.

Sense Wyrm (Stargazer Rank 1)

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The Garou can sense manifestations of the Wyrm in the nearby area. This Gift involves a mystical sense,
not a visual or olfactory image, although Garou using this Gift are likely to say, "This place stinks of the
Wyrm." This power requires active concentration. This Gift is taught by any spirit servant of Gaia.

System: The Garou rolls Perception + Occult. The difficulty for this Gift is based on the concentration and
strength of the Wyrm's influence (sensing a single formor in a room would have a difficulty of 6).
Vampires can be sensed using this Gift, but only those with Humanity scores lower than 7.

Disguise the True Form (Stargazer Rank 2)

The Stargazer can avoid revealing her true nature to other Gift users or supernaturals. Even in Crinos form,
the Garou registers as a normal human. An avatar of the Chimera teaches this Gift.

System: Any powers used to detect the Stargazer's true nature fail. The Stargazer appears to be a perfectly
normal human, despite her current form.

Harrying Wind (Stargazer Rank 2)

This Gift summons a Wind spirit to harass and bewilder an opponent during combat.

System: The player rolls Manipulation + Leadership. For one turn per success, the Kailindorani's opponent
has the difficulty of all his actions increased by 1. The effects of Harrying Wind are not cumulative; using
the Gift multiple times on the same opponent provides no extra advantage.

Inner Light (Stargazer Rank 2)

The Stargazer can step sideways into the Umbra using only his own inner light; he has no need of a
reflection of a bright light to guide him. This Gift is taught by an Epiphling of Truth.

System: The player must still roll Gnosis as usual, and the Stargazer can still be "caught". He may lead
packmates into the Umbra as per usual

Inner Strength (Stargazer Rank 2)

The Garou, after brief meditation, convert her inner anger into iron resolve. This Gift is taught by Ancestor
spirits of the Stargazers.

System: The Garou concentrates for five minutes and rolls Wits + Enigmas (difficulty 8). Each success
converts one point of Rage into Willpower.

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Manipura (Stargazer Rank 2)

The solar plexus chakra stirs, allowing the character access to powerful energy and strength which can
greatly aid Kailindo maneuvers.

System: The player rolls Stamina + Rituals. Each success adds one to the character's Strength for the
purpose of resisting grapples or initiating holds, but not for lifting objects or causing damage. This lasts for
one scene.

Moonpool of Sokhta (Stargazer Rank 2)

This Gift, taught by Sokhta, 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.

System: The player spends a point of Gnosis and rolls Wits + Enigmas (difficulty 7 for near future events,
difficulty 8 for more distinct 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.

Reason (Stargazer Rank 2)

Using gestures to her chakras, as Klaital did, the Stargazer can resist wordly, mental and spiritual
temptations, including corruption. This Gift is taught by an Earth-spirit.

System: The player rolls Wits + Rituals and spends one Gnosis point. Each success raises others'
difficulties to ensorcelled or supernaturally coerce the character bye one. For instance, a vampire trying to
use Dominate against the Garou would find it harder to succeed. Against non-supernatural coercion, this
Gift automatically succeeds. This, mundane con artists and temptresses have no power over the Stargazer.

Surface Attunement (Stargazer Rank 2)

The Garou may attune herself to the surrounding environment, thereby gaining the ability to walk at normal
speed across such surfaces as mud, water, snow and quicksand without falling through or leaving tracks.
This Gift is taught by the spirits of small animals (rabbits, sparrows, mice) animals usually overlooked by
the other Garou, but honored by the Stargazers.

System: The Garou concentrates for a turn and rolls Dexterity + Athletics (difficulty 6).

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Anahata (Stargazer Rank 3)

The heart center stirs, opening the Garou up to normally unseen perceptions concerning others. She can
sense what they are feeling and know the best way to make them listen to her (although they cannot be
coerced into acting against their wills).

System: The players rolls Charisma + Empathy and spends one Gnosis point. For the rest of the scene, the
Stargazer can sense the surface emotions (anger, frustration, joy, etc) or those who directly interact with
her. After three or more turns of interacting with that person, the player may make a Perception + Empathy
roll; each success lowers difficulties on any rolls to sway that person, and he will be especially receptive to
wisdom or advice from the Stargazer. The Stargazer can also attempt to avert any angry action against her-
self in such ways.

Awe of the Heavens (Stargazer Rank 3)

The Stargazer using this Gift (and all to be affected by it) must be standing under a clear night sky with at
least a few stars visible (meaning that it may not be useful in some major cities.) When invoked, all sentient
beings within sight of the Garou will feel a nearly irresistible urge to look upon the heavens, and in doing
so will be struck with overwhelming awe at the immensity of the universe. This is somewhat like living for
years within a small house and suddenly being taken outside on a clear, starry night. The sky (regardless of
lighting conditions or local smog, so long as at least a handful of stars are visible) will suddenly appear to
be a perfectly clear window into the universe, containing millions upon millions of stars, falling meteors,
and stellar gasses normally only visible at observatories. The sheer awe of its immensity, in comparison to
ones proportionally small and ephemeral existence, will paralyze onlookers (who will feel an almost
physical weight upon then.) This Gift is taught only by Star-Spirits.

System: The Garou spends one Gnosis and rolls Manipulation + Cosmology at a difficulty of 8 (7 in
wilderness settings where the sky is extremely clear, 9 in large cities where the sky is masked by much
lighting or smog.) Onlookers must succeed in a Willpower roll (difficulty 7) or be paralyzed for a number
of rounds equal to the user's successes. This Gift has no effect on Stargazers (even those who have turned
to the service of the Wyrm.)

Source: Datawolf

Clarity (Stargazer Rank 3)

The Garou is able to see through fog, pitch darkness and even recognize illusions or invisibility. The Gift is
taught by a Wind spirit.

System: The Garou rolls Perception + Enigmas (difficulty 7). If the Stargazer attempts to see through
someone else's illusion, the number of successes must match or beat that which were achieved when
establishing the illusion.

Conundrum (Stargazer Rank 3)

A Stargazer with this Gift can introduce an unsolvable problem into a victim's mind. Depending on the
effectiveness, the target could be completely immobilized by her new, fascinating train of thought. The
effect varies with every individual, but it usually derives from the target's personality: A computer hacking

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Glass Walker might try to discover the last digit of pi, while a Bone Gnawer might try to reason why,
indeed, did the chicken cross the road. An avatar of the Chimera teaches this Gift, but the Garou must first
solve her instructor's puzzle.

System: The Stargazer rolls her Manipulation + Subterfuge (difficulty of the opponents Wits + Enigmas).
The number of successes indicates the complexity of the problem and the extent to which the target is
distracted. Each success also subtracts one die from the target's Dice Pools for an equal number of rounds.
Each Willpower point the target spends reduces the effectiveness of this Gift by 1.

Conundrum (Stargazer Rank 3)

The character can cut through any falsity, illusion or bullshit with a few choice words. The words cannot be
profane and must come in the form of a short haiku poem or koan. This Gift is taught by a Crow spirit or a
Chimerling.

System: The player rolls Wits + Expression and spends one Gnosis point. Any illusion designed to foil
others is revealed as such - even Bastet Den-Realms can be discovered with this Gift. In addition, anyone
trying to lie at that moment is revealed as a liar - his words instead speak his true intent.

Gathering Storm (Stargazer Rank 3)

This Gift summons a group of Wind spirits that engulf one opponent in a cyclone, buffeting her with debris
and hurling her aside.

System: The player spends a Gnosis point and rolls Manipulation + Primal Urge. The opponent is thrown
two yards for each success scored and also loses one Health Level per success. The opponent may soak this
damage normally.

Merciful Blow (Stargazer Rank 3)

The Garou can subdue a for in combat without harming him. This Gift is taught by a Mongoose spirit.

System: The Garou spends one Gnosis point, attuning himself to the body of his foe. If his next blow (hand
or weapon) strikes and does damage before a soak is rolled, the Garou may then roll Perception + Medicine
(difficulty of the opponents Wits + Dodge). One or two successes on this roll cause the opponent to keep
over helpless for the next turn; three or more paralyze the foe for the entire scene.

Moonriver (Stargazer Rank 3)

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. This gift is taught by Sokhta.

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System: 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.

Walk the Web (Stargazer Rank 3)

The Stargazer can walk through Weaver Realms without attracting attention. Pattern spiders will ignore her
and go about their business. The Garou must chant a mantra through sub-vocalization. However, if the
Stargazer takes direct action against any Weaver minions, the effect of the Gift is canceled and the spiders
will come. This Gift is taught by various Enigmatics.

System: No expenditure is necessary, however while the Stargazer is chanting the mantra, they are at a -2
dice penalty to all actions, reflecting the concentration needed to maintain the effect.

Whispering Wind (Stargazer Rank 3)

This Gift allows the Kailindo practitioner to know what his opponent's next combat maneuver will be. The
spirits of the wind whisper the opponent's attack plan to the Garou.

System: The player must roll Perception + Kailindo, difficulty equal to his opponent's combat skill (Brawl,
Melee, Kailindo, etc) + 4, and spends a Gnosis point. The Kailindorani receives a -1 to his difficulty to
attack his opponent next action (in addition to any other modifiers). The Gift user also automatically gains
as many successes to his initiative roll as her gained on his roll.

Avoid Fate (Stargazer Rank 4)

With this Gift, the Stargazer can dodge the wheels of fate for the moment. Through a preternatural
connection between herself and the universe, she avoids certain disaster. A cat spirit teaches this Gift to
Garou.

System: Once per scene, the player can spend a Gnosis point to reroll any failed roll.

Imaginal Mantra (Stargazer Rank 4)

The Stargazer can chant a mantra to banish Banality from the area and awaken Glamour. During the
chanting, he must imagine the area is being inherently magical, seeing the rocks, stones and buildings as
living things - he must pretend to dream while awake. This Gift is taught by a Chimerling.

System: The player rolls Wits + Rituals and spends one Gnosis point. If successful, any Banality is
banished for one scene. In addition, any fae are revealed in their true forms.

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Mooncat (Stargazer Rank 4)

This Gift allows the Garou to assume form of a small white cat (Sokhta, the spirit teaching this gift’s
favored animal). 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.

System: The player spends a point of Gnosis and rolls Dexterity + Animal Ken (difficulty 7). Each success
allows the character to remain in cat form for one scene, although she can end the gift at any time before
the duration runs out. While in cat form, the Garou retains her Lupus-form Attributes, may soak silver as if
it were ordinary damage (although silver damage is still aggravated), and can inflict aggravated damage
with claw and bite attacks as usual. No successes means that the Gift fails, while a botch results in a
transformation into a misshapen creature somewhere between a cat and a wolf. The character may choose
to end the Gift immediately if this happens.

Preternatural Awareness (Stargazer Rank 4)

The Garou attunes all her senses to her surroundings, thereby becoming preternaturally aware of her
opponent's doings and allowing her to anticipate them somewhat. This Gift is taught by a Wind spirit.

System: The Garou spends one Gnosis point and rolls Perception + Dodge (difficulty 7). All opponent's
Dice Pools to hit the Garou are reduced by a number of dice equal to the number of successes. This applies
even if the Garou cannot see the attack coming. The effect lasts for one scene.

Ultimate Argument of Logic (Stargazer Rank 4)

Those who speak with the Garou leave convinced of some fact might otherwise have disbelieved. If
successful, the Garou can cause the target to believe implicitly in one aspect of existence (true or false) -
from the "fact" that the sun revolves around the Earth to the "truism" that the wolf's inherent nature is that
of the pawn. This Gift is taught by a Coyote-spirit.

System: The Garou needs three successes on a Manipulation + Performance roll (difficulty of the target's
Wits + Enigmas).

Visuddha (Stargazer Rank 4 - Kundalini)

The throat chakra stirs, allowing the character immense control over his voice and breath. He can halt
others with a bellow or command them to heed his words.

System: The players rolls Manipulation + Expression and spends one Gnosis point. For the next scene,
anything the Stargazer says has a commanding quality to it. Each success on the roll lowers the difficulty
on any roll to command others, and he may even ask them to act in ways contrary to their nature (although
not acts which will directly harm them). In addition, he may issue a resounding Ki-ai at anytime, a bellow
meant to scare opponents and give the Stargazer the initiative in combat. Roll Stamina + Expression; each

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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.

Astral Mind (Stargazer Rank 5)

The Garou with this Gift can project his consciousness from his body and into the higher Realms of the
Umbra. From there, his mind can enter realms denied physical beings. Since Garou are physical in the
Umbra, they cannot usually enter these realms. New abilities and powers can sometimes be discovered in
these realms and many Stargazers go on sojourns for unique knowledge and understanding. The Storyteller
is encouraged to create new abilities that can be gained on such travels. These realms are realms of thought,
and many odd enigma spirits wait there to test trespassers with a riddle contest, a mathematical problem or
a philosophical dilemma. While the Garou's mind travels the Umbra, his body sits in the physical world in
the state it was left, and the Garou will appear to be in a coma. Finding one's way back to one's body is not
always easy.

System: The player must make an Intelligence + Occult roll at difficulty 9, and spend two Gnosis points.
Success means the mind is released to roam where it will. The number of successes determines how far the
Garou can go. One success and he can traverse the Near Umbra, with three successes he can leave such
everyday realms and travel deep into the Conceptual Umbra. To return to their body, the Gift user must
success in a Willpower roll at a difficulty of 5.

Atma (Stargazer Rank 5)

The crown chakra stirs and the third eye opens. The Stargazer gains immense wisdom and occult
perception.

System: Rolls Wits + Enigmas and spend one Gnosis point. Each success lowers the difficulty of any
Enigmas roll by one and adds one to the character's Enigmas skill. This effect lasts for one scene In
addition, for the following scene, the character sees spirits interacting with the world, and knows if Gifts or
other supernatural powers (Disciplines, Spheres, Cantrips, etc) are active in his sight.

Circular Attack (Stargazer Rank 5)

The Garou can battle multiple opponents, not only avoiding their attacks, but actually channeling them into
other foes or even causing a foe to strike himself. This Gift is taught by a Wind spirit.

System: The Garou spends one Willpower point and rolls Wits + Dodge (difficulty of the highest Wits + 3
amongst the opponents faced). The Garou must be in melee combat, or must be attacked in a firefight by
two or more foes. Each success enables the Garou to avoid and redirect one attack. Example: if the Garou
had a Wits of 4, a Dodge of 4 and was fighting 6 foes, each with a Wits of 2, the Garou would roll 8 dice
against a difficulty of 5. If he rolled four successes, he would avoid four attackers who would all roll to hit
each other or another of the Garou's foes. Two of the foes would strike normally, but could still be dodged
by the Garou.

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Cognitive Dissonance (Stargazer Rank 5)

The Stargazer uses controlled cognitive dissonance to temporarily confuse Paradox and banish it. With
riddles and conundrums posed to the thin air, the Stargazer thus confuses the Weaver, who halts her
spinning as she tries to solve the riddle. This Gift is taught by Chimera herself.

System: The player rolls Wits + Enigmas and spends one Gnosis point. If successful, a particular
manifestation of Paradox is cancelled. In addition, the Gauntlet of the area drops for the rest of the scene by
one point for each success gained. This is an immensely powerful Gift when put to use for a mage;
however, Stargazers usually let mages learn from their own mistakes, intervening only if the Paradox
threatens someone other than the unwise willworker.

Directing the Soul (Stargazer Rank 5)

Stargazers with this Gift can redirect the effects of their Rage and Gnosis. By attaining this higher control
over their inner selves, the influence the world around them in their favor. This Gift is taught by an
Enigmatic spirit.

System: After learning this Gift, the Stargazer can spend her Rage or Gnosis, instead of Willpower, to
receive one automatic success on a roll.

Moon Dream (Stargazer Rank 5)

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.

System: The player spends a point of Gnosis and rolls Wits + Enigmas. The number of successes indicates
the degree of control the character has over her part in the dream. The Storyteller may either take the player
aside to run the dream privately or else create a scene that involves the entire troupe (particularly if the
subject of the dream also 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.

Wisdom of the Seer (Stargazer Rank 5)

By gazing into the night sky for an hour, the Stargazer can ask a question and have it answered. This Gift is
taught by a Chimerling.

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System: The Garou spends one Gnosis point and rolls Intelligence + Enigmas (difficulty 7). If successful,
the Garou can answer any one question (i.e.: ask the Storyteller). The clarity of the information and it is
rare to gain a complete and straightforward answer.

Uktenna Gifts
Fast Track (Uktenna Rank 1)

This Gift strengthens the Garou's stamina and allows her to travel much more quickly than would be
normally possible. Using the Gift allows the Garou to determine the path of least resistance, so she can
move from one place to another with great speed and less interference. While not a replacement for a Moon
Bridge, Fast Track lets the Garou continue traveling long past the time she would normally become
exhausted. She can effectively make a forced march that covers three times the distance she would
normally cover in the same amount of time and arrive no more tired than usual. This Gift is taught by a
Bear spirit.

System: The player must roll Stamina + Athletics (difficulty 7) and spend a point of Gnosis. A single
success allows the Garou to make a forced quick-march by trotting at a ground-covering pace that does not
exhaust her. This Gift is not meant to make the Garou a speed-demon, and cannot be used to escape pursuit
or pursue fleeing foes by running faster. It can be used for those purposes if it is a matter of outlasting
pursuers or pursued.

Moonstruck Path (Uktenna Rank 1)

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. This gift allows a Garou to
perceive the beginning of the path he must take in a given situation, even if she is not actually aware of her
ultimate destiny. While the gift is in use, a pale beam of moonlight points to the correct direction for a
scene. This gift is taught by Uktena or one of her brood.

System: This gift can only be utilized at night (though no moon needs to be present), it can even be used
underground or in windowless structures as long as it is dark outside. The player rolls Perception +
Survival (difficulty 8) and only one success is needed to activate this gift.

Pull Water (Uktena Rank 1)

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 soil. This useful gift can help
kinfolk irrigate their fields or even save a pack from dying of thirst if lost in the desert. Spirit servants of
Uktena teach this gift.

System: the player rolls Perception + Enigmas (difficulty 6), for each success he may call forth enough
water to sustain a single person for a day

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Riddler's Wisdom (Uktena Rank 1)

This gift helps the user to solve any riddles that are told to him This gift is taught by a Chimera spirit.

System: The user rolls Intelligence + Enigmas with the difficulty of the riddle -1. Each success lowers the
difficulty by 1, minimum of 6.

Source: Paul Harris

Sense Magic (Uktenna Rank 1)

The Garou is able to sense Garou rituals and Gifts, the Thaumaturgy of the Tremere, the Spheres of the
mages, fetishes and other magical phenomena. This Gift senses the presence of magic and its general
strength; it reveals only basic information about the magic itself. This Gift is taught by a spirit servant of
Uktena.

System: The Garou rolls Perception + Enigmas. The difficulty is based on the strength and subtlety of the
magic. The radius is 10 foot for each success.

Sense Secrets (Uktenna Rank 1)

Centuries of association with the spirits of nature have taught the Uktena the nature of many secrets. Things
deliberately hidden, whether obscured by brush or dropped down a mine shaft, make their presence known
to the Garou. The Gift gives no indication as to the nature of a secret, only to its existence. A Squirrel-spirit
teaches this Gift.

System: The player rolls Perception + Enigmas (difficulty 8). Every success improves the garou's
sensitivity. One success detects cursory or slipshod concealment, such as tumbleweeds pulled across a
cave's mouth; five successes detect the presence of the most painstaking obscurement, including hidden
passageways and the like.

Shroud (Uktenna Rank 1)

The Garou can create a patch of inky black darkness. This Gift is taught by a spirit of Night.

System: The Garou spends one Gnosis point and rolls Gnosis against a difficulty from 3 to 9, depending on
the current conditions. For each success, a 10' by 10' area within the Garou's sight is covered in pitch-black
darkness.

Uncloak the Hidden (Uktenna Rank 1)

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

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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. This gift is taught by Hakahe.

System: The player rolls Perception + Investigation (difficulty 8). Extra successes might reveal more facts
about the subject, if multiple secrets exist to be sought out. The Storyteller should inform the player of her
characters' knowledge in general terms ("That man has some sort of disguise"; "The floor contains a hollow
beneath the floorboards").

Attracting the Guppy (Uktena Rank 2)

This gift is used to summon all the underwater animals nearby. This gift is taught by a Water elemental.

System: The user must submerge any part of her body underwater and spend a Gnosis point. The user then
rolls Charisma +Animal Ken difficulty 7 for still water and 8 for fast moving water including the Ocean.
For each success the user attracts all the underwater life in an area equal to the number of successes times
10. A minimum of three successes are required to attract animals and will not change the animals intentions
so a hungry shark will still be hungry.

Source: Paul Harris

Breath of the Dragon (Uktenna Rank 2)

By invoking this Gift, a Garou can draw in the life-giving essence of Gaia in the surrounding area and
concentrate it within their body for a few moments. While they hold their breath, the werewolf is capable of
feats of stamina and will beyond even a Garou's normal abilities. At the end of this time, the escaping
lungful of breath steams and curls as if it were a frosty morning. This gift can be taught by any dragon
spirit.

System: The character spends an action filling their lungs with air, concentrating on drawing in strength
from their surrounds. The player rolls Stamina (as determined by their current form) against a difficulty of
8 - for each success rolled the character is treated as having an extra two dice in any Stamina and
Willpower rolls for a turn.

When the Gift's effect ends, the user is at -1 to all Stamina rolls for two full turns - they have burned up
some of their reserves faster than they should, and consequently are briefly weakened. The Gift can be
reinvoked after one turn, and the negative effects are banished while the new invocation is in effect, but at
the end of the second use of the Gift, the user is at -2 to all Stamina rolls for 4 turns - each invocation
doubles the negative repercussions of the Gift's use. If the character is reduced to 0 stamina dice pool, they
may, at the ST's discretion, pass out.

Source: Damien

Coils of the Serpent (Uktenna Rank 2)

The Garou may summon serpentine ropes of darkness, mist or fog to grasp enemies and render them
immobile. Each coil is four feet long and has the Strength, Dexterity and Brawl ratings as the Garou who
summons it. A Snake-spirit teaches this Gift.

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System: The player rolls Dexterity + Occult (difficulty 7). Each success beings forth one coil from the
prevailing element (darkness, shadow, mist, fog, dust). The Garou must direct the coils' attacks if she
wishes to target multiple opponents; otherwise, the coils focus on the person or creature closest to their
manifestation. The coils may only grasp to immobilize; they aren't capable of greater manipulation.

Fetish Fetch (Uktenna Rank 2)

The Uktena need not carry her fetishes with her at all. She may draw them from a hidden cache whenever
she needs them, no matter the distance. A Packrat-spirit teaches this Gift.

System: The first part of the Gift involves creating the secret hiding spot for the fetishes. The player spends
one Gnosis and buries or covers her items. Once this ritual is complete, she needs to spend a Gnosis point
to summon any or all of her fetishes. The fetish appears in her hand as if from thin air. Just one hiding spot
can exist at any one time, but the Uktena can create a new spot at any time.

Medicine Dreams (Uktenna Rank 2)

When the humans began hunting animals, the animals retaliated by sending disease amongst the humans to
kill them. Once they saw that their diseases killed good people as well as bad, they relented and herb-spirits
came to medicine men in dreams to tell them how to heal the sick. Wise Uktena still know that medicine
comes from these spirits in dreams, and this Gift allows them to call forth the herbs for wisdom. It is taught
by the spirit of an aloe plant.

System: This Gift is used when an Uktena is attempting to heal someone seriously ill. Before the Uktena
goes to sleep, the player spends one point of Gnosis and rolls Charisma + Occult, difficulty 8. If the roll is
successful, then the Uktena will awaken with new insights in how to heal the sick person. Each success on
the Occult roll adds one dice to any Medicine rolls for that day. Should this grant the Uktena more than ten
dice on his Medicine dice pool, he may even attempt to cure incurable illnesses such as terminal cancer or
HIV/AIDS. To do so, six or more successes are needed on appropriate Medicine rolls.

Natural Camouflage (Uktenna Rank 2)

By crouching down and remaining still in a natural environment (woods, desert, swamp), the Garou may
appear as part of the landscape. Unless someone is actively searching for the Garou, she will be dismissed
as a hummock, tree stump or some other natural feature. This Gift is taught by a taught by a Chameleon
spirit.

System: The Garou merely needs to hunker down and think of blending in. Unlike the Ragabash Gift:
Blissful Ignorance, the Garou does not actually become invisible, but becomes like an unnoticeable feature
of the landscape. Someone searching for the Garou must roll Perception + Alertness (difficulty 9) to see
through the camouflage. The Garou may spend a Gnosis point to negate being seen in this fashion. If
mostly unobserved (i.e.: the searcher may be scanning the area but has his back to the Garou, only
occasionally turning her direction), the Garou may remain camouflaged while moving slowly toward or
away from the searcher, stopping whenever the searcher looks her way. Even slow movement while the
searcher is looking in the Garou's direction will break the illusion, however.

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Shadow of the Ebon Whisperer (Uktenna Rank 2)

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). This gift is taught by
Hakahe.

System: 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.

Sight of Hidden Places (Uktenna Rank 2)

As the Uktenna seek all things that are hidden, this gift allows them to see within unseen hollows such as
caves, hollow trees, underwater caverns, and similar hidden spaces. Objects and creatures within these
spaces are seen in the garou’s mind as if lit by normal daylight and may even be examined using such gifts
as Sense Wyrm. The spirits of burrowing animals teach this gift.

System: the Garou concentrates on a single area no larger than a small hill for one turn. Keeping his eyes
shut, he may then try to “see” any open areas inside that space (including any persons, treasures, hidden
pools, etc. within that space) by Rolling Perception + Enigmas (difficulty 6). Each success allows the
Garou to see to a depth of ten feet or a ten foot area. By spending a point of Willpower he may also bring
into play any Perception based Gifts he possesses to use it on what has been revealed.

Spirit of the Bird (Uktenna Rank 2)

The Garou may hover and float in the air. This Gift is taught by any Bird-spirit.

System: The Garou spends one Gnosis point. He may move at 20 mph, and the duration is one hour.
Maneuvering requires a roll of Dexterity + Occult, and the difficulties of all complex actions, such as
combat, are increased by two.

Spirit of the Fish (Uktenna Rank 2)

The Garou may breathe underwater and swim as fast as he can run in Hispo form. This Gift is taught by
any Fish spirit.

System: The Garou spends one Gnosis point and rolls Stamina + Animal Ken (difficulty 6). The effect lasts
for one hour per success.

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Uktena's Freezing Stare (Uktenna Rank 2)

Like a snake mesmerizing its prey, the Uktena can paralyze a foe merely by staring into its eyes. This Gift
is taught by an avatar of Uktena.

System: The Garou must meet the eyes of whoever she wishes to paralyze, then her player rolls
Manipulation + Intimidation (difficulty of the opponent's Willpower). The paralysis lasts one scene or until
the foe is physically or magically attacked.

Umbral Compass (Uktenna Rank 2 - Sky Dancer Camp)

This Gift helps the Garou cross the Gauntlet and traverse the Umbra more easily. Once in the Umbra, the
Gift helps the Garou orient herself so she has less chance of becoming lost or confused as to where she is.
Further, it seems to urge the Garou toward a direction she needs to travel. Thus, if something terrible is
happening in the Umbra, use of this Gift will point the Garou right toward it. This could be a good thing or
very inconvenient and potentially deadly, depending on the Garou's point of view and her ability to talk or
fight her way out of difficult situations. This Gift is taught by a Bird spirit.

System: The player rolls Perception + Survival (difficulty 7). A single success allows the Garou to lower
the difficulty of crossing the Gauntlet by one and to find her way through the Umbra with little difficulty. If
she then needs guidance while in the Umbra, she may roll her Gnosis (difficulty 6) to find her way. Should
the Garou using Umbral Compass botch her roll to cross through the Gauntlet, she is allowed to make a
single Gnosis roll (difficulty 8) to escape the effects of the botch. Failure on this roll means the botch takes
effect as normal, while a botched means the caught Garou is difficult for others to find and free.

Ancestral Recall (Uktenna Rank 3)

By accustoming themselves to a particular area or tribal group, the Earth Guides can "recall" pertinent
information about tribal practices or traditions that may have been lost over time. This might uncover
hidden lore of the tribe or simply reveal everyday information not generally known by outsiders. The Gift
is taught by an Uktena Ancestor spirit. The Garou using this Gift need not have Past Life.

System: The Garou must have spent at least 24 hours in the presence of those whose tribal memories she is
trying to access. The player then rolls Perception + Enigmas (difficulty 7). The number of successes
determines the strength and obscurity of the information available. If the Garou can access hidden or
forgotten lore, the player must spend a point of Gnosis to learn it.

Animal Heart (Uktena Rank 3)

The Garou is able to take the shape of any animal native to the area she uses the power in. The form taken
can only range in size from that of a coyote to that of a large deer. Belongings will only shift with the
Garou if dedicated. The shift must be made from breed form. The Garou can shift back to breed form at any
time, but that ends the Gift, even if more time remains.

System: The Garou spends 1 Gnosis, and rolls Intelligence + Animal Ken (difficulty 6). Each success is 1
hour she may spend in the new form.

Source: Tom Perdoni

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Banish Totem (Uktenna Rank 3)

By speaking words of forbiddance, the Uktena can bar pack or personal totems from giving their children
aid. Doing so also disrupts the spiritual rapport between packmates, making it difficulty for them to execute
pack tactics or work in concert. An ancestor spirit teaches this Gift.

System: The Uktena must concentrate for a full turn, and he must know which totem his victim's follow.
The player spends a Gnosis point and a Willpower point and he rolls Gnosis at a difficulty of the pack's
combined Totem scores (max 10). If successful, the pack members lose all Traits associated with their
totem, and they cannot use pack tactics or act in concert for the remainder of the scene. If the Uktena is
rendered unconscious or killed, the Gift is cancelled.

Call Flame Spirit (Uktenna Rank 3)

The Garou may summon a spirit of fire to perform one task for her. She must have a fire source for this
Gift, even if it is only a cigarette lighter. The fire spirit will ignite flammable objects or hurl itself at her
foe, blasting it in a great explosion as it departs the material world. This Gift is taught by a fire elemental.

System: The Garou spends one Gnosis point and rolls Manipulation + Occult (difficulty 8). A spirit's
explosion inflicts two dice of aggravated damage plus another dice for each success rolled. A botch on the
summoning roll calls a hostile spirit.

Hidden Heart (Uktenna Rank 3)

This Gift, taught by Hakahe, 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.

System: 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.

Invisibility (Uktenna Rank 3)

This Gift makes the Garou invisible to sight and difficult to hear or smell. When employing this Gift, the
Garou must concentrate on its use at all times; the Garou may not move any faster than half speed, nor may
he do anything that would distract her. This Gift is taught by a spirit servant of Uktena.

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System: The Garou concentrates for a turn and spends a Gnosis point. He then rolls his Intelligence +
Occult against a difficulty set by the Storyteller (based on conditions). The number of successes must be
recorded; anyone who attempts to see through the invisibility must roll more successes on a Perception +
Alertness roll than the Garou rolled when invoking this Gift.

Mystic Ward (Uktenna Rank 3)

The Uktena have long known secrets hidden from other Garou, secrets of the other supernatural creatures,
and how to protect themselves from them. To use it, the Garou must make a mystic symbol in the air, and
utter a special chant. This gift is taught by an Uktena spirit.

System: The Garou spends a turn and rolls Intelligence + Occult, difficulty eight, and spend a Gnosis point.
For the rest of the scene, any creature attempting to use a supernatural power on the Garou must deduct a
number of successes equal to the number scored when the power was activated.

Source: Mark Antill

Scrying (Uktenna Rank 3)

By starting into a mirror or other reflective surface, the Uktena can witness distant events or spy on rivals.
She can follow a comrade's progress into a dangerous ambush or sneak a peak into a Tremere chantry
house. Other supernaturals, especially ones with similar abilities, may have defenses against this Gift,
which is taught by a Fly-spirit.

System: After spending one Gnosis point, the player must roll Perception + Occult (difficulty 7). The
difficulty increases to 10 if the Garou does not possess an item owned by the target or something taken
from the chosen area. The Uktena can see everything as if she was the proverbial fly on the wall.

Secrets (Uktenna Rank 3)

Uktena are said to possess more hidden knowledge than any other tribe. This Gift may be one reason it is
so. With Secrets, an Uktena can have one specific questions answered by touching somebody who knows
the answer. The answer to any question - such as "Where is the vampire’s lair?" - leaps into the Garou's
mind if, in fact, the target knows the answer in the first place. A Dream-spirit can teach this Gift after being
caught.

System: After formulating a mental question, the Garou must touch the target. She must also roll
Perception + Enigmas (difficulty 8) and spend one Gnosis point. The deeper the secret, the more successes
are required. Learning a target's favorite color requires only one success, whereas uncovering his secret lair
might be four or more. If the target is aware of the mental intrusion, she may resist with a Willpower roll
(difficulty 8).

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Sing Down the Rain (Uktenna Rank 3)

By intoning a ritual chant, the Garou can call down rain for the purpose of cleansing or watering the
ground, or, adversely, to cause flooding or mudslides. This Gift is taught by a Frog spirit.

System: The player spends a point of Gnosis and rolls Wits + Occult (difficulty 7). The number of
successes indicates the amount of rainfall summoned. One success calls down a light drizzle; three
successes results in a full rain shower. For or more successes causes a torrential rain to fall. The effect lasts
for one scene, although the Garou may extend the duration by continuing to spend Gnosis. Depending on
the affected terrain and the Garou's intent, this Gift can cleanse a piece of ground ravaged by acid rain,
return moisture to a parched field or cause a river to overflow its banks.

Strength of the Guardian (Uktenna Rank 3)

This Gift provides Bane Tenders with extra power when attempting to bind or destroy a Bane (or other
troublesome spirit) or keep it locked within its bindings. This is usually used against a Bane that the Garou
is responsible for overseeing. Occasionally, another Bane Tender will be overcome, and the Garou must
use this to regain control over the loosed Bane. Even more rare are those instances when a Garou is asked
to locate and bind a particular Bane. This Gift is never used simply to overcome a Bane met by chance - it
is too costly. The Gift is taught by a Wolf-spirit.

System: The player rolls Gnosis (difficulty 6). Each success allows her to boost a chosen Attribute by one
point - even if goes beyond normal maximum. When used, the Garou decides whether she wishes to
increase her Strength, Stamina, Charisma, Manipulation and/or Willpower to aid her in the battle. Thus a
Garou who gets five successes might raise her Willpower by 2, her Charisma by 1 and her Strength by 2.
The cost of this over-exertion is a counter measure of exhaustion. When the Gift comes to an end, the
Garou loses an equal number of points from the Attributes and Willpower raised as she gained. This loss
remains for 24 hours. Raising one's Attributes beyond their normal doubling is very dangerous, for if they
then fall below zero, the Garou dies unless immediately healed with Mother's Touch.

Uktenna’s Passage (Uktenna Rank 3)

This gift allows the Garou to calm or agitate water, whether in the form of a river, stream, or lake. She may
calm rapids or endow a placid lake with waves to help speed along a canoe or wash a swimmer ashore. Or
she can case the waters to rise up and engulf an enemy craft. A river trout or salmon spirit teaches this gift.

System: the player spends one Gnosis point and rolls Manipulation + Survival. For each success, she may
rise or lower the speed and/or roughness of the current within 100 yards by one degree. Degrees of currants
are: calm, slow, moderate, swift, and turbulent. The change lasts for one scene.

Wyrm Whispers (Uktenna Rank 3)

Considered too dangerous by the other tribes, this Gift gives the Uktena insight into the thoughts of Wyrm
creatures. The Uktena can read the thoughts of even the most vile Banes, if the Garou can hold her
stomach. A Dream-spirit teaches this Gift.

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System: The player rolls her Perception + Enigmas (difficulty 8). With one success, she can detect nearby
sentient Wyrm creatures. For every additional success, she telepathically reads one complete thought from
the creature's mind. If she receives five or more successes, she must make a frenzy roll. Regular use of this
gift can cause Derangements or even Wyrm-taint.

Bare the Heart (Uktenna Rank 4)

This Gift is only taught to those who join the Earth Guide camp and 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 to him by this Gift, the Uktena can look beyond outward
manifestations, internal manipulations and even magical disguises that might mask Wyrm-taint, corruption
or evil intent and pierce straight to the heart of the truth. Thus, the Garou might note that an otherwise
normal-looking person is really a fomor or a Black Spiral Dancer by use of this Gift. Garou using the Gift
could also determine that someone is disguised (via cosmetic means or magical change), but only if that
person has evil intent (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.

System: The Garou using this Gift must spend at least one turn intently observing the person he wishes to
examine. While doing so, he attunes himself to the person's innermost core, the truth of the heart, and spend
two points of Gnosis. The player then rolls Perception + Empathy (difficulty 6). Even one success uncovers
a falsehood if one exists and the nature of the mask (cosmetic, magical, etc). Two successes pinpoint how
deeply the taint runs and the exact nature of the hidden heart (i.e.: the target is Wyrm-corrupted, a Bane, a
vampire, etc) while three successes allows the Garou to discover such a creature's immediate intent (i.e.:
what its plans are for the rest of the scene).

Call Elemental (Uktenna Rank 4)

The Garou is able to call one of the four classical elementals (air, earth, water, fire) of his choice to him.
This Gift is taught by an elemental spirit.

System: The Garou spends one Gnosis point and rolls Gnosis (difficulty of the area's Gauntlet) to summon
the elemental. He must then roll Manipulation + Occult (difficulty 7) to cause the elemental to look
favorably upon him. At the end of the scene, the elemental will return from whence it came.

Call Forth the Wyld (Uktenna Rank 4 - Wyld Children)

Using this Gift, a Garou can summon the Wyld in its raw essence to disrupt manifestations of the Weaver.
This energy must be concentrated to interfere with the working of machinery or technological items to be
effective. Unlike the Homid Gift: Jam Technology, Call Forth the Wyld permanently disrupts the devices it
affects. Barring costly repairs and replacements of fizzled parts, the item will never work properly again.
Not that items cease to function; they just work in an odd, and unforeseen manner. Rather than merely
creating a glitch, this Gift actually disrupts Weaver energy by overpowering it with the chaos of the Wyld.
Devices may function in reverse of normal (clocks run backward, cars only drive in reverse, computers
print out information upside down) or may function in some totally random fashion (guns explode when
used; missiles reprogram themselves to hit a random target after initiating their own countdown and firing

199
sequence; cars only function underwater). Creative anarchy should reign. Obviously, this Gift can be highly
dangerous - Wyld Children use it with glee and teach it to any one who asks who is not too tainted with
Weaver or Wyrm energy.

System: The player must roll Manipulation + Repair (difficulty 6) and spend a Gnosis point to use the Gift.
One success is sufficient to discombobulate most small technological targets. Storytellers may require more
successes or higher difficulties to affect larger or more complex targets.

Curse of Corruption (Uktenna Rank 4 - Bane Tender)

This Gift allows a Bane Tender to take part of the taint from the Bane he is tending and infuse the one
cursed with it. This takes the form of some physical loss or mental instability that makes functioning much
more difficult; it may whither limbs, inflict the target with a permanent nausea, make her bones brittle and
likely to shatter or cause paralysis. It can also cause unstable personality quirks (foolish risk-taking, being
insulting to those of greater rank, refusing to obey orders or cooperate with one's pack, complete
unreasoning cowardice) or reduce the target to idiocy. Effects last for one full lunar cycle from the time the
curse is inflicted. This Gift is taught by an Incarna avatar.

System: The Garou must choose to afflict her target either mentally or physically. She then spends two
points of Gnosis and rolls Manipulation + Intimidation (versus a difficulty equal to her target's Gnosis).
One success inflicts a minor effect, or one that only functions sporadically, while more successes cause
more serious afflictions or ones that constantly affect the target throughout the length of the curse.
Storytellers should be creative, but fair, when assigning curses.

Hand of the Earth Lords (Uktenna Rank 4)

The Garou can telekinetically move substances weighing up to 500lbs. This Gift is taught by an earth
elemental and an air elemental.

System: The Garou spends one Gnosis point and rolls Dexterity + Occult (difficulty 6). The effect lasts one
turn per success.

Point the Bone (Uktenna Rank 4)

The Garou can inflict ranged damage simply by pointing a bone at an opponent. After gathering the bone
from a corpse herself, the Uktena can change it into a devastating weapon. The bone shatters after one use,
but any kind of bone will suffice. Vulture spirits can teach this Gift in exchange for a few scraps.

System: The player rolls Perception + Athletics (difficulty 7) and spends one Gnosis point. The number of
successes equals the number of aggravated Health Levels the attack causes to the target (this damage can be
soaked as normal). This Gift may also be used to inflict a delayed damage upon the victim. By spending an
additional Gnosis point, the damage may suddenly occur a number of days after the attack equal to the
successes rolled. This is most common when the Gift is used to execute an offender. Many victims, certain
of their own death, are reduced to simply walking aimlessly in this time.

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Sideways Attack (Uktenna Rank 4)

The Uktena, ever delving into spirit matters, have learned the secrets of attacking Banes in the spirit world
without ever leaving the physical realm. The Uktena's arms seem to blur and vanish as she strikes into the
Umbra. This Gift is taught by a spirit servant of Uktena.

System: The werewolf must first use the Gift: Umbral Sight or some other method to locate their opponent.
She may then spend a Gnosis point to attack anything she sees in the Penumbra, including spirits that are
not materialized. She rolls her normal attack maneuver (Dexterity + Brawl). The attack difficulty is two
higher.

Spirit's Horse (Uktenna Rank 4)

This Gift allow a Garou to make her body a temporary vessel for an ancestral or legendary spirit for a finite
length of time determined during the activation of the Gift. It differs from the manifestations of Past Life in
that the host does not merely gain the Attributes, Abilities and memories of the inhabiting spirit - she
actually "becomes" the spirit for the Gift's duration. The Uktena usually combine this Gift with the Rite of
Invitation to the Ancestors (See below), and rarely practice it outside of moots or council gatherings. Its
intention is primarily to give honor to an ancestor by allowing her the ability to experience fleshy pleasures
and meet her tribal descendants. This Gift is taught by an Ancestor spirit.

System: The player rolls Charisma + Occult (difficulty 8) and spends a point of Gnosis while the Garou
calls on a spirit to "ride" her body. The Storyteller may chose to lower the difficulty for those Garou who
come from cultures whose spiritual beliefs incorporate the idea of being "ridden" by spirits. One or two
successes summons an Ancestor-spirit for a brief sojourn (a scene). Three or four successes allows the
Ancestor spirit to remain for a longer time (several scenes). Five successes allows such a complete rapport
between spirit and host that the spirit remains until politely asked to return to the Umbra. No successes
indicates that the ancestor refuses or does not ‘hear” the invitation. A botch means that either the spirit
refuses to leave its host voluntarily or else that an angry or hostile ancestor (perhaps from one of the
Wyrmcomer tribes!) enters the host and must be placated before she will depart. Note that a Garou need not
possess the Past Life Background to use this Gift.

The Garou who uses this Gift must make a Willpower roll (difficulty 7) in order to remain aware of her
surroundings while her body hosts the ancestor. A failure in the roll indicates that the host's consciousness
has become dormant. The Storyteller may allow a player to attempt a second Willpower roll (difficulty 8)
to reawaken the character's awareness if the first roll fails. Other characters may converse with the ancestor,
thus benefiting form her advice and counsel. Once the spirit departs, the host Garou makes a final
Willpower roll (difficulty 7) to remember what happened while her body served as the Spirit's Horse.

Strange Rain (Uktenna Rank 4)

The Garou can evoke a rain of something truly strange and unnatural; frogs, cockroaches, slugs, etc. This
can be extremely unnerving to enemies or even allies. This acts like the Bone Gnawer Gift: Infest in every
way.

System: The Garou spends one Gnosis point and rolls Manipulation + Animal Ken (difficulty 7). The size
of the horde is determined by the number of successes; one success will cause a certain amount of
bafflement from those affected, while five will attract tabloid reporter and crackpots from miles around for
years to come.

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Whisper in the Dark (Uktenna Rank 4)

This Gift allows the Garou to determine a fact detrimental to an individual. The Garou may then use that
piece of knowledge against the target of the Gift, either by holding it over the victim's head or making the
information public. This gift is taught by Hakahe.

System: The player rolls Perception + Empathy (difficulty 8). Each success enables her to grasp one piece
of heretofore-unknown information about the target of the Gift. Thus, a character can learn that an
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.

Fabric of the Mind (Uktenna Rank 5)

Garou with this Gift can bring their imaginations to life, creating a Dream Being from the fabric of their
thoughts. This Gift is taught by a Chimerling.

System: The Garou makes and extended roll of Intelligence + Performance (difficulty 8). She can create
any form of life she can imagine, assigning it one point of Traits for each success gained on the roll. The
Garou can take as long as she wants to form the creature, accumulating successes from turn to turn, but
once she stops, the Dream Being takes form and requires the Garou to spend Gnosis to keep it manifested.
The cost is one point per scene if the Dream Being remains relatively inactive (such as cleaning the Garou's
home or sitting as a gargoyle on the roof), or one point per turn if the Being engages in combat. Botched
rolls manifest an uncontrolled (and often hostile) Dream Being; these cost no Gnosis but will stay as long
as they desire.

Fetish Doll (Uktenna Rank 5)

The Garou may harm a victim from afar by mutilating a doll he constructs in the victim's image. He must
have a part or article from the being against whom he plans to employ this Gift. He must then construct a
mannequin in the shape of the victim. This Gift is taught by a strange Umbral spirit.

System: The Garou spends a week and rolls Perception + Repair (difficulty 8) to construct the doll. To
harm the victim, the Garou rolls Intelligence + Medicine (difficulty of the victim's Willpower). Each
success inflicts one die of aggravated damage, up to a maximum of 10 - beyond 10, the doll is so mutilated
that no further damage is possible. Each failure on the roll subtracts one from the 10 possible dice and a
botch destroys the doll without harming the victim.

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Wendigo Gifts
Call the Breeze (Wendigo Rank 1)

The Garou may summon a strong (20 mph), chill breeze and direct it at whim. The breeze will disperse
clouds of vapors or insects, and will chill anyone not prepared for the cold. This Gift is taught by a spirit
servant of Wendigo.

System: The Garou may call this breeze merely by whistling. Anyone relying at all on hearing will have
one fewer die of any Perception roll related to that sense.

Camouflage (Wendigo Rank 1)

When in the wilderness, the Garou is extremely hard to see, for she can blend into the woods. This Gift is
taught by a Deer spirit.

System: The difficulties of all rolls to spot the Garou are increased by three, provided the Garou is in the
wilderness.

Dead Stick (Wendigo Rank 1)

In these last days, the falling of any Garou is tragic, and the pain of losing a packmate digs deep. But it
remains better to know for certain than wonder and futilely hope he might return. This Gift allows the
Wendigo to know if a packmate is indeed dead, and if so, where the remains lie. The Wendigo stabs a stick
into the ground and waits till morning. If the packmate is alive, the stick will stand perfectly upright. If not,
the stick will heavily lean in the direction of his body.

System: The player rolls Perception + Occult, difficulty 7. A simple success is all that is needed for a
correct divination. A failure will lead to the stick being blown out of the ground, while a botch always
declares the packmate dead, and never points in the right direction.

Find the Heart's Flame (Wendigo Rank 1)

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.

System: The player spends one point of Gnosis and rolls Perception + Alertness (difficulty 7). A single
success identifies power sources that lie within 50 feet of the Garou. Additional successes allow the
character to extend her range to locate distant sources. This Gift lasts for once scene.

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Resist Pain (Wendigo Rank 1)

Through force of will, the Garou is able to ignore the pain of his wounds and continue acting normally.
This Gift is taught by a Bear-spirit.

System: The Garou, by spending one Willpower point, may ignore all wound penalties for
the duration of the scene.

Snow Sight (Wendigo Rank 1)

The Garou gains the ability to see clearly even in the harshest of blizzards, storms, fog banks or “white-
out” conditions. The gift automatically cancels any perception difficulties caused by reduced visibility due
to bad weather conditions including falling snow, fog, or glare. Any arctic spirit can teach this gift.

System: The Garou concentrates for one turn and spends a point of Willpower to activate this gift.

Truth of the Hunted (Wendigo Rank 1)

This Gift enables the Wendigo to follow his prey's passage regardless of the user's tracking skills. The Gift
reveals course, speed, size and even the health of the target. All of the clues an accomplished tracker
notices become blatantly obvious to the user of this Gift, which is taught by a Wolf-spirit.

System: The player rolls Perception + Survival (difficulty 7). He needs only one success to follow the
target precisely. Multiple successes eliminate false trails and provide more detail - height, weight, state of
mind (panicked, calm, etc.), general health (healthy, tired, wounded), etc.

Claws of Frozen Death (Wendigo Rank 2)

By breathing on his claws a Wendigo can change them into shards of ice, as cold and hard as they are
sharp. This gift is taught by one of Wendi go’s brood.

System: The Wendigo must spend a point of Rage and then breathe upon her claws. This counts as an
action but she can take other actions in the same turn by spending more Rage (but not by splitting her dice
pool). For the rest of the scene the icy claws do two additional dice of damage due to frostbite and
exceptional sharpness.

Cutting Winds (Wendigo Rank 2)

The Garou may summon a painfully bitter blast of wind, which he may direct at foes. This Gift is taught by
a spirit servitor of Wendigo.

System: The Garou spends one Willpower point. To direct the wind in combat, he rolls Dexterity + Occult
(difficulty 6). Anyone hit by the wind loses two dice from all actions taken that turn and has one fewer die
on actions the next turn. The wind might also knock foes off ledges, into pits, etc. The wind lasts for a

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scene. The range is calculated according to the modifiers for firearms. The medium range is 20 years.
Targets within a yard of the Garou are considered point-blank (difficulty 4).

Flame of the Wind Rider (Wendigo Rank 2)

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 amour, 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. This
gift is taught by Katanka-Sonnak.

System: 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.

Fog (Wendigo Rank 2)

As the Black Fury Gift: Curse of Aeolus. The Warpath camp acquired a Gift similar to the Black Furies' to
cover their ecoterrorists activities. They learn this Gift from the Rain-spirits.

System: The Garou rolls Gnosis against a variable difficulty (4 near the sea, 5 near open water, 6 normally,
9 in a desert). The Garou's vision is unhindered by the mist, but all others halve their Perception rolls.
Additionally, the mist is creepy and unnerving to enemies; -1 to all Willpower rolls.

Ghost Dance (Wendigo Rank 2)

Preying on the fears of the European settlers, the Wendigo use this Gift to seed doubt and guilt amongst the
invaders. A vision of the walking dead clouds the judgment of the targets, causing them to panic and flee.
An Ancestor-spirit teaches this Gift.

System: The player spends a Gnosis point to make the Gift active. He rolls Wits + Occult (difficulty 7).
The number of successes indicates the number of people affected. People caught in the Gift's spell see
"spirits of the dead" rise from their graves and advance. Most humans flee from the illusion. Garou and
other supernaturals may try to interact with or even fight the visions.

Ghost Pack (Wendigo Rank 2)

This Gift allows the Wendigo to call upon the aid of their ancient relatives. Much like the Past Life
Background, the Ghost Pack can aid the Garou when she is in trouble or needs advice. The Ghost Pack
whispers secrets to the Wendigo and often follows her around even after the Gift expires. A Buffalo spirit
teaches this Gift.

System: The player must spend one Gnosis and one Rage point, then roll Charisma + Occult (difficulty 7).
The number of successes equals the number of ancestor spirits that come to the user's aid. Although the

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ghosts cannot affect the physical world - they are simply memories and not actual wraiths -they can provide
information and skills as per the Past Life Background.

Salmon Swim (Wendigo Rank 2)

The character may move upon a river, lake or any other body of water as he does on land. This Gift is
taught by a Salmon spirit

System: The player spends a Gnosis point and may walk and/or run upon water for a number of turns equal
to the successes scored on a Dexterity + Athletics roll (difficulty 7). In addition, he may perform a jump
similar to that provided by the Lupus Gift: Leap of the Kangaroo, as long as he starts and ends on water.

Speak with the Wind-Spirits (Wendigo Rank 2)

The Garou can understand and speak with Wind-spirits. In addition, he may ask one question of the aerial
spirits that ride the winds of the world (their attention span is too short for anything more). The question
must have something to do with the nearby area (they quickly forget what they see). This Gift is, of course,
taught by any aerial spirit.

System: The Garou does not need to spend points or roll to understand or speak with wind-spirits. To ask a
question, however, the Garou must spend one Gnosis point and roll Manipulation + Expression (difficulty
7). The number of successes indicates the accuracy of the information; on a botch, the spirits lie.

Bloody Feast (Wendigo Rank 3)

Great Wendigo, as a hungry cannibalistic spirit, can teach his favored children the ability to gain added
strength from an enemy's flesh and blood. An avatar of Great Wendigo teaches this Gift.

System: To activate this Gift, the Garou must first bite his opponent and be able to taste blood - meaning he
must inflict at least one health level of damage, and his victim must be something that bleeds. If his
opponent has toxic blood or none at all, this Gift will not work. The player then rolls Gnosis at a difficulty
of the opponent's Stamina +3 (max 10). The Wendigo gains one extra dot in Strength for every two health
levels inflicted by the bite (maximum of +5). The extra Strength bonus lasts for one turn per success on the
Gnosis roll. However, flesh and blood can be addictive - the Wendi go’s player must make an immediate
frenzy roll the turn after activating the Gift.

Chill of Early Frost (Wendigo Rank 3)

The Garou invokes the spirits of winter in a great ritual, summoning biting winds that whistle and shriek
through the area. The chill is as much mystical as it is physical, sent from the domain of great Wendigo
himself.

System: The Garou chants for an hour and spends one Gnosis point. She then rolls Intelligence + Occult
against a difficulty depending on the temperature (4 if it is already winter, 6 on a 20C spring day, 9 in the

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midst of a summer heat wave). Success drops the temperature in a five-mile radius to below freezing (or
even further if it was already winter). Anyone without a natural fur coating subtract two from all Dice Pools
and may suffer damage from the bitter cold. The effect lasts for one hour per success.

Eye of the Storm (Wendigo Rank 3)

The Garou may create a place of calmness even in the midst of raging blizzard or other severe weather
phenomena. Up to ten people can take shelter within this quiet place, suffering no damage from the fury
that surrounds them. This gift is taught by an Air spirit.

System: The Garou spends a point of Gnosis and rolls Willpower (difficulty 7). This gift lasts for the
duration of a single storm.

Haunting Stare (Wendigo Rank 3)

This gift is only taught to Metis Wendigo. This power allows the Garou to summons her hereditary
instability and focuses it into her stare. Going into the eyes of the metis leaves the victim choking with
horror (or guilt if the victim is another Wendigo). An Ancestor-spirit teaches this Gift.

System: The user must spend a turn in concentration to focus her will, but the Gift takes effect
immediately. Upon making eye contact, the victim must successfully roll her Willpower (difficulty 8) or be
unable to act during her next turn. The difficulty to use Haunting Stare increases by one against Garou who
are insane (including Silver Fangs).

Ride the Solar Winds (Wendigo Rank 3)

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. This gift is taught by Katanka-
Sonnak.

System: The player spends a point of Gnosis and rolls Wits + Alertness (difficulty 7); the need to remain
"in touch" with the ever-changing currents of these spirit winds requires concentration and attunement
rather than physical agility. A single success allows the character to ride the winds successfully to her
destination (or until she decides to end her journey). Additional successes either allow the Garou to carry
others with her (on a one-for-one basis) or reduce the travel time by half per success. Thus, with one
additional success, a journey of one month would only take two weeks, while two additional successes
reduces the journey to a week. A character may use some of her extra successes to allow others to travel
with her and the remaining ones to speed up travel time.

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Sky Running (Wendigo Rank 3)

The Garou gains the ability to run at 80kph through the skies. The Garou must continually remain in
motion of he falls. The Garou leaves a track of fire in the sky as he runs. This Gift is taught by a spirit
servant of Wendigo.

System: The Garou concentrates for one turn and spends one Willpower point. The Gift lasts for four hours
and may be replenished by further Willpower expenditure.

Wisdom of the Ancient Ways (Wendigo Rank 3)

All Garou have an innate connection to their ancestors, a form of racial unconscious accessible through
intense meditation. The Garou, by tapping into these deep memories, can remember ancient facts and lore.
This Gift is taught by a Garou Ancestor-spirit.

System: The Garou must meditate for a short time, concentrating on the past. The Garou then rolls Gnosis
(difficulty 9, -1 for each point of Past Life the Garou possesses).

Attunement (Wendigo Rank 4)

This Gift is similar to the Bone Gnawer Gift, but may be used only in the wilderness. By standing in a
particular area, the character can commune with the spirits of the area, thus getting an overview of what
exists or what has happening in the area - rough population, secret trails, places of note and so on. This Gift
is taught by an Owl spirit.

System: The Garou spends one Gnosis point and rolls Perception + Survival (difficulty 6). The amount of
information gained depends on the number of successes. On a botch, the spirits lie.

Call the Cannibal Spirit (Wendigo Rank 4)

The Garou must chant and dance for a full hour under the night sky to invoke this Gift. If the summons is
successful, a Wendigo avatar will answer the summons. The avatar will track down a victim of the Garou's
choosing (the Garou must have an article or part of the victim) to eat his heart. Great Wendigo sends an
avatar to his most worth Children to teach them this Gift.

System: The Garou spends a Gnosis point and one Rage point. She then rolls Charisma + Occult (difficulty
8). If the roll botches, or the Wendigo avatar is thwarted in its mission, it will return to kill the summoner.

Call the Ice (Wendigo Rank 4)

The Garou may summon the spirits of the ice to cause a great fissure to form underneath the feet of her
enemy, engulfing and encasing the target in a prison of ice. This gift can also cause the ice on a frozen lake
to crack, dumping the target into the frigid water. Ice spirits teach this Gift.

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System: This gift is only effective if the ground the target is standing upon is frozen or 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 10 foot square area. A single success causes the ice to crack with additional
successes adding to the depth of the crack or size of the fissure.

Counting Coup (Wendigo Rank 4)

The Garou invoking this Gift can steal Renown from another Garou by touching them, but doing no actual
damage. The Garou is in effect demonstrating that he could have severely damaged his opponent, and only
did not because he chose so.

System: Before a combat, the player must spend a Gnosis point to activate this Gift. Then onward, they can
declare that they are trying to count coup against their opponent - they make an attack roll with a +2
difficulty penalty (it is harder to know when to pull the blow). If the attack succeeds, they effectively pull
one point of temporary Glory from their opponent for themselves.

Great Bison (Wendigo Rank 4)

For centuries, the bison provided the Pure Ones and their Kinfolk with all they needed. With the incursion
of the Europeans, both Garou and human, the bison population dwindles and the open plains vanish. With
this Gift, the Wendigo summons a ghostly stampede of spirit bison to trample his enemies. A Bison-spirit
teaches this Gift.

System: The player spends a Willpower, a Gnosis and a Rage point to summon the stampede. The
stampede, 50 yards wide and 100 yards long, tramples everything in its path and causes 10 dice of damage.
The bison are spirits and pass through man-made obstacles, such as buildings, to crush anyone inside. The
targets can find safety out of the bison's path, to either side of the stampede, or by climbing trees and the
like.

Hand of the Sun (Wendigo Rank 4)

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. This gift is taught by
Katanka-Sonnak.

System: The Garou spends a point of Rage and then a point of Gnosis. No roll is necessary for the Gift to
take effect, but the character must make a standard attack roll in order to mark her victim. A victim touched
by the Hand of the Sun takes two health levels of unsoakable aggravated damage and receives a permanent
circular scar. The scar cannot be removed by any means short of amputating the part of the body which
contains the scar. The fire lasts for one scene, although the Garou may extinguish it beforehand if she so
chooses.

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Harano (Wendigo Rank 4)

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 naive Wendigo -
who found himself the victim of a Gift he'd just taught. The Shadow Lord has not been heard from in recent
days. A wind-spirit teaches this Gift.

System: For one scene, the Garou can inflict an artificial state of Harano by spending a point of Rage and
rolling Manipulation + Expression (difficulty 8). More than five successes inflicts permanent Harano upon
the victim; otherwise, the suffering lasts for the rest of the scene. During the duration the victim is too
depressed to perform any actions without a successful Willpower rolls (difficulty 6).

Hero's Stand (Wendigo Rank 4)

The Garou plants herself on a patch of ground and channels the very force of Gaia through her body,
essentially becoming one with the earth. She may not retreat or even move from her chosen "turf" (and no
force on Earth can make her), but she gains many powers thereby. Only when all foes are defeated may she
retreat or leave. This Gift is taught by an earth elemental.

System: The Garou rolls Willpower (difficulty 8). Each success grants her one extra die to all her Dice
Pools. Additionally, she may not be surprised, and all attacks against her are considered frontal. Any
supernatural attempts to make her leave must obtain twice as many successes as the Garou did on the
Willpower roll.

Wsitiplaju's Bow (Wendigo Rank 4)

This Gift allows a Garou to shoot an arrow that can wrap around corners and hit targets out of sight. An
Ancestor spirit teaches this Gift.

System: The player spends a Gnosis point and rolls Perception + Archery (difficulty 9). The range of the
weapon does not change. The Wendigo must know roughly where her opponent is, although she need not
know precisely; "a few feet down that alley over there" can suffice, for example.

Cleansing Flame (Wendigo Rank 5)

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 of person and can not be quenched by normal means. For
instance, if the Garou targets a house occupied by a Pentex official, the fire blazes through the house
destroying any vestige of the Wyrm's corruption and leaving untouched anything not tainted by the Wyrm.

System: The player sacrifices a permanent point of Rage and rolls her Willpower. The difficulty is 8 to
affect and area; the area cannot be larger than a large house. To target an individual, the difficulty of the
Willpower roll equals the victim's Willpower. Living or undead creatures set on fire must roll their Stamina
(difficulty 9) or die from the shock. The flame destroys fomori utterly; Black Spiral Dancers who survive

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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. This gift is taught by Katanka-Sonnak

Heart of Ice (Wendigo Rank 5)

The Garou must know the name of the being to be affected by this power, and must whisper it to the
vengeful winds. Subsequently, the victim's heart of other internal organs begin to turn to ice, gripped by the
curse of Wendigo. This Gift is taught by a spirit servant of Wendigo.

System: The Garou spends on Gnosis point and rolls Wits + Enigmas (difficulty of the target's Stamina +
4); each success causes one automatic Health Level of damage, accumulating at one per turn until the
number of Health Levels lost equals the number of successes. This damage is aggravated and may not be
soaked. Vampires affected by this power have their blood coagulate, losing five Blood Points per success;
if this reduces them to zero, they will enter torpor.

Invoke the Spirits of Storm (Wendigo Rank 5)

The Garou may summon just about any weather effects he desires; a blizzard, a monsoon, a tornado, a
thunderstorm, a pea-soup fog, whatever. This Gift is taught by a spirit servant of Wendigo.

System: The Garou spends one Gnosis point and rolls Willpower against a difficulty determined by the
Storyteller (depending on the current climate and the change desired). The effects cover a 10-mile area per
success rolled; if a thunder-storm is called, each additional Gnosis point spent allows the Garou to call
down a lightning bolt or tornado on his enemies (Dexterity + Occult, difficulty 6, to hit; 10 dice normal
damage).

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The

A Compilation of Powerful Gifts bestowed upon the Garou Race By the


Spirits of Gaia for the Defeat of Her Enemies.

Includes Gifts from every version of the Game for all 16 Tribes including
the Black Spiral Dancers, Bunyip, & Croatian!

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