Author Topic: Werewolf: Beginning Gifts  (Read 2877 times)

Offline Gorre

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Werewolf: Beginning Gifts
« on: January 26, 2016, 09:56:44 PM »
Werewolf: Beginning Gifts



Quote from: Werewolf: The Apocalypse
Were the Garou armed only with claw, fang, and Rage, they would have lost the war for Gaia long ago. The arsenal of the Mother's warriors is varied and miraculous. In accordance with sacred pacts made at the dawn of time, spirits grant mystical blessings and powers - known as Gifts - to worthy Garou who know how to ask, and to those who impress the spirits. These Gifts attune werewolves to the spiritual power flowing throughout the Tellurian, and allow them to express that power in much the same fashion as spirits. Different tribes, auspices and even breeds are the inheritors of different mystical legacies, and so the Gifts normally granted to them differ.

These are the starter Gifts, every werewolf has them added automatically to their character sheet upon racechanging, according to their Breed and Auspice choice. Meaning if you're a Homid Ragabash, you'll get the all the Homid and Ragabash Gifts listed below.

These are the starter Gifts, every werewolf has to contact the race moderator in order to add his starting gifts of choice. They consist of one gift from your breed, auspice and tribe which makes three in total.

Hit CTRL + F and type the Gift name if you wish to search the list faster.




Homid

Homid Gifts involve humanity's skills and abilities, not only as toolmakers and cultural beings, but also as conquerors of nature. Mankind's struggle to dominate the natural world has given humans great control over their environment, but also alienated them from the world they live in, producing a disquiet of the soul. Because humans have become strangers to the world of spirit, many homid breed Gifts are taught by ancestors rather than by nature spirits.

Spoiler for Apecraft's Blessings:
Though many of Gaia's children use tools, none have mastered them so thoroughly as humanity. The homid focuses this mastery into the tools she uses, causing their spirits to awaken and lend her aid. An ancestor-spirit or spirit of a man-made object teaches this Gift.

System: The werewolf spends a turn concentrating, and then the player rolls Wits + Crafts (difficulty 7). Each success reduces the difficulty by one on the next roll she makes for her character to employ a tool made by human hands. The purpose is irrelevant - this Gift is equally efficacious for attempts to repair an engine, drive a car or fire a gun.

Spoiler for City Running:
Humans are creatures of the city, raising their steel and glass nests high into the sky. This Gift allows a homid to easily scale the concrete canyons and navigate the tangled back alleys and rooftops of the urban landscape. Some lupus derisively refer to this Gift as "Climb Like an Ape." It is taught by an ancestor-spirit or an urban city-spirit.

System: The player spends a point of Rage. For the rest of the scene, the character may climb urban features at her full movement speed, and the difficulty of all Athletics rolls to navigate through cities (running down cluttered alleys, climbing the side of buildings, leaping from rooftop to rooftop) is reduced by two.

Spoiler for Master of Fire:
Fire-spirits were among the very first to make pacts with humanity, allowing men to warm themselves, drive off wild beasts, and clear the land. The cornerstones of civilization were laid in these simple acts, granting the spirits of flame much prestige. Homid Garou remember and continue to call upon these ancients pacts to protect themselves as the final fires of the Apocalypse loom. An ancestor-spirit or fire elemental teaches this Gift.

System: The player spends one Gnosis point. For the rest of the scene, fire inflicts bashing rather than aggravated damage to the Garou.

Spoiler for Persuasion:
This Gift imbues a homid's words with intrinsic credibility and conviction, causing them to ring true to the ear and lay heavy on the heart. An ancestor-spirit teaches this Gift.

System: The player rolls Charisma + Subterfuge (difficulty 7). Success lowers the difficulty of all social rolls by one for the rest of the scene, and allows successful rolls to have uncommonly strong impact (such as changing long-held political views, or causing an addict to seriously reconsider the course of his life).

Spoiler for Smell of Man:
To creatures of the wild, man's scent is death. To creatures of the city, it is authority, comfort, easy meals. This Gift, taught by an ancestor-spirit, enhances a werewolf's human scent, infusing it with spiritual power.

System: Non-supernatural wild animals lose two dice from their dice pools when interacting with the Garou, save when defending themselves or running away, and will be inclined to flee rather than attack if possible. Domesticated animals recognize the werewolf as a friend, and even trained attack dogs will do no more than wag their tails at the character unless attacked first. This Gift's effects are permanently active.




Metis

The spirit world has never hesitated to provide its blessings to metis - in the eyes of the spirits, a metis is as true a Garou as any other. Metis Gifts tend to be an eclectic collection of pacts and powers. Constantly scorned by their brethren and denied pride of place, metis learn to make friends where they can and take what allies they can get.

Spoiler for Create Element:
The metis may create a small amount of one of the four Western classical elements - fire, air, earth, or water. She could make a rock to throw, fill a bathtub with no faucet, light fires without matches, or provide air in an airtight room. She cannot create specialized forms of any element. Precious metals (especially silver), lethal gases, and acid are beyond her reach. Elementals teach this Gift.

System: The player spends one Gnosis point and rolls Gnosis (difficulty 6). Each success allows the character to create roughly one cubic foot (.3 cubic meter) of the desired element, to a maximum weight of 100 lbs (45 kg), anywhere she can see within 60 feet (18 m). The element remains in existence until used up (breathed, in the case of air, or burned up, in the case of fire without any fuel to keep it going). The flames created by this Gift inflict one health level of damage per success, to a maximum of three levels of damage.

Spoiler for Primal Anger:
The metis gives of herself to feed the Rage in her heart, burning away her very blood and muscle in the process. The spirits of ancient metis teach this Gift; few members of other breeds have endured enough shame and suffering to learn it.

System: The character may inflict a single level of aggravated damage on herself once per scene, and gain three points of Rage in exchange (even if doing so takes her beyond her permanent Rage rating).

Spoiler for Rat Head:
Metis are born into a world where they metaphorically don't belong; it seemed only natural to rat-spirits to teach them to get into such places in the literal sense as well. This Gift renders the metis's bone structure collapsible, allowing her to squeeze through any gap she can fit her head into.

System: The player spends one Gnosis and rolls Dexterity + Athletics (difficulty 7). For the rest of the scene, the metis may squirm through any gap she can fit her face into, moving at her walking speed to do so.

Spoiler for Sense Wyrm:
The werewolf can sense nearby manifestations of the Wyrm. This Gift involves a mystical sense, not a visual or olfactory image, although Garou often describe the Wyrm's spiritual emanations as a stench. This Gift doesn't necessarily sense dedication to the Wyrm, merely contact with its spiritual essence, which can cling to even blameless souls. Sense Wyrm requires active concentration; the spiritual sense it provides doesn't function passively. The Gift may be taught by any Gaian spirit.

System: The player rolls Perception + Occult. The difficulty depends on the concentration and strength of the Wyrm's influence: sensing a single fomor in the next room would be difficulty 6, while detecting the stench of a Bane that was in the room an hour ago would be difficulty 7. Vampires register as Wyrm-tainted, save those with Humanity ratings of 7 or higher.

Spoiler for Shed:
The metis can shed a layer of fur and skin, slipping from an opponent's grasp or escaping from bonds with ease. A lizard-spirit or snake-spirit teaches this Gift.

System: The player rolls Dexterity + Primal-Urge (difficulty 7). If the roll succeeds, the character loses a tuft of fur or skin (revealing healthy new hide), allowing her to slip free of grapples or bonds such as ropes or chains.




Lupus

Lupus Gifts reflect the breed's powerful ties to the natural world and the wilds. Usually these Gifts enhance the natural abilities of the werewolf, allowing her to perform feats that other breeds would find impossible.

Spoiler for Hare's Leap:
The werewolf can leap impossible distances. Hare-spirits teach this Gift, naturally, though cat-, frog-, kangaroo-, and even fleaspirits occasionally do so as well.

System: The player makes a reflexive Strength + Athletics roll (difficulty 7) to activate this Gift. If successful, the character's leaping distances are doubled for the scene - or tripled for a single turn with the expenditure of a Willpower point.

Spoiler for Heightened Senses:
This Gift sharpens the werewolf's senses to an incredible degree. She enjoys the olfactory and auditory acuity of a wolf whenever she is in Homid and Glabro forms, along with superior night vision. In Crinos, Hispo and Lupus, her senses become preternaturally potent, allowing sensory feats that border on precognition. Sudden loud noises, bright lights or overwhelming scents can be disorienting, however. Wolf-spirits teach this Gift.

System: The player spends a Gnosis point to activate this Gift for a scene. In Homid and Glabro, the werewolf's Perception difficulties decrease by two and she may roll Perception + Primal-Urge to perform uncanny sensory feats such as tracking by scent. In Crinos, Hispo, and Lupus, Perception difficulties decrease by three (this is not cumulative with the ordinary Lupus-form Perception bonuses) and the werewolf gains an extra die to Primal-Urge dice pools.

Spoiler for Predator's Arsenal:
One of the most unnerving aspects of the Homid shape is its lack of proper weapons. This Gift remedies that problem (while still retaining much of the Homid shape's ability to blend in with the human world), granting the Garou battle-ready claws and teeth in Homid form. It is taught by a wolf-spirit.

System: The werewolf concentrates for a turn to gain access to bite and claw attacks in Homid form for the rest of the scene, or until she dismisses the transformation. These attacks inflict lethal rather than aggravated damage, and may be concealed by simple expediencies such as the werewolf keeping her mouth closed, wearing long sleeves, or keeping her hands in her pockets. She can even speak normally without giving herself away, as long as she's careful not to open her mouth too wide or smile so that her teeth show, although her voice sounds rough and a bit distorted (attempting to discern that there's something amiss with a Garou taking such precautions requires a Perception + Alertness roll, difficulty 9).

Spoiler for Prey Mind:
As Gaia dies and her natural order is perverted, predators become prey with increasing frequency - this is a sorrowful truth that lupus know all too well. This Gift assists the Garou in evading their enemies that they might fight another day, showing them places to hide, ways to run, and even chances to strike back. A hare- or deer-spirit teaches this Gift.

System: The player rolls Wits + Primal-Urge; difficulty 7 in the wilderness, 9 in urban environments. Each success adds one die to all pools made to escape, outdistance, hide from or evade pursuit for the remainder of the scene.

Spoiler for Sense Prey:
This Gift lets a werewolf locate enough prey to feed her pack. In the urban environment, this tends to guide lupus to prey in parks, sewers, animal shelters or even zoos, drawing her unfailingly to the presence of prey animals. Humans and carnivores too large or dangerous for a lone wolf to regard as prey do not register as prey animals. A wolf-spirit teaches this Gift.

System: The player rolls Perception + Primal-Urge. The difficulty is 5 in wilderness environments and 7 in urban environments. Success indicates the location of enough prey to feed a large pack for a day.
« Last Edit: March 19, 2017, 11:29:06 PM by d4rko »

Offline Gorre

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Re: Werewolf: Beginning Gifts
« Reply #1 on: January 26, 2016, 09:56:59 PM »
Ragabash

Luna's Gifts to the Ragabash defy tradition and conventional wisdom. Well-suited to tricksters, scouts and saboteurs, the eclectic blessings of the new moon are nothing if not effective.

Spoiler for Blur of the Milky Eye:
The werewolf's form becomes a shimmering, indistinct blur, as though seen through heavy cataracts - even in the midday sun. The Ragabash is not truly invisible, however, and if spotted, this Gift's protection fails until the observer is distracted. A chameleon- or ermine-spirit teaches this Gift.

System: The player rolls Manipulation + Stealth (difficulty 8). Each success increases the difficulty of all Perception rolls made to detect him by one for the rest of the scene.

Spoiler for Infectious Laughter:
Laughter is the tool with which Gaia's tricksters promote enlightenment and the knife that slashes through the veil of Rage. When the Ragabash laughs, those around her are compelled to follow along, forgetting their grievances. A coyote- or hyena-spirit teaches this Gift.

System: The Ragabash must make some comment mocking the present situation in which she finds herself, then laugh at it. The player then rolls Manipulation + Expression (difficulty of the highest Rage rating of anyone listening). Success causes those who hear the Ragabash's comment and laughter lose hold of their ire, and forget what it was that had them upset in the first place - although their temper will return if they are reminded of what the New Moon has made them forget.

Spoiler for Liar's Face:
The Ragabash wraps herself in such a deceitful attitude that nothing she says can be trusted - not even the clear and unvarnished truth. The werewolf may make a single truthful statement, and no human who hears it will believe her. A platypus-spirit teaches this Gift.

System: After the character makes a truthful statement, the player spends one Willpower point and rolls Charisma + Subterfuge (difficulty 7). This Gift is automatically effective on humans, causing them to believe the Ragabash is lying. Supernatural listeners whose Willpower rating is lower than the Ragabash's successes also refuse to believe the Ragabash's words.

Spoiler for Open Seal:
The werewolf can open nearly any sort of closed or locked physical device. A raccoon-spirit teaches this Gift.

System: The player rolls Gnosis (difficulty of the local Gauntlet rating). If the object is sealed with magic, the player must spend a Gnosis point before making the attempt.

Spoiler for Scent of Running Water:
The werewolf can mask her scent completely, making herself virtually impossible to track. A fox-spirit teaches this Gift.

System: The difficulties of all rolls to track the Garou increase by two. This Gift's effects are permanent, though the Ragabash may temporarily suppress them at will (which may be necessary to blend in with wolf packs).




Theurge

Luna's Gifts to the children of the Crescent Moon grant insight into the Umbra and its denizens, as well as power over spirits and the minds of others.

Spoiler for Mother's Touch:
The Theurge channels spiritual power through her hands, mending the wounds of any other living creature. This Gift may not heal the werewolf herself, spirits, or the undead. A bear- or unicorn-spirit teaches it.

System: The player spends one Gnosis point and rolls Intelligence + Empathy (difficulty is the target's current Rage, or 5 for those with no Rage). Each success heals one level of lethal, bashing, or aggravated damage. The healer may even heal fresh Battle Scars in this manner, if the Gift is applied during the same scene in which the scar is received and an extra Gnosis point is spent.

Spoiler for Sense Wyrm:
The werewolf can sense nearby manifestations of the Wyrm. This Gift involves a mystical sense, not a visual or olfactory image, although Garou often describe the Wyrm's spiritual emanations as a stench. This Gift doesn't necessarily sense dedication to the Wyrm, merely contact with its spiritual essence, which can cling to even blameless souls. Sense Wyrm requires active concentration; the spiritual sense it provides doesn't function passively. The Gift may be taught by any Gaian spirit.

System: The player rolls Perception + Occult. The difficulty depends on the concentration and strength of the Wyrm's influence: Sensing a single fomor in the next room would be difficulty 6, while detecting the stench of a Bane that was in the room an hour ago would be difficulty 7. Vampires register as Wyrm-tainted, save those with Humanity ratings of 7 or higher.

Spoiler for Spirit Snare:
The Theurge casts out an invisible, mystic net which entangles hostile spirits, confounding them with a mixture of magical force and long-broken but still potent Gaian law. An owl-spirit teaches this Gift.

System: The player spends one Gnosis point and rolls Intelligence + Occult (difficulty 8) as an attack directed at a spirit within 30 feet, which can be defended against normally. Rather than inflicting damage, this attack reduces the spirit's effective Willpower by two for the purpose of all combat actions for the rest of the scene. Multiple applications of this Gift don't stack.

Spoiler for Spirit Speech:
This Gift bestows understanding of the language of the spirit world, permitting the Garou to clearly understand and speak with any spirit he encounters. The Gift doesn't influence spirits' attitudes toward the werewolf in any way, nor ensure that they have any desire to communicate with him. Any spirit can teach it.

System: This Gift's effects are permanent.

Spoiler for Umbral Tether:
The Umbra is a shifting world where logic doesn't always apply and losing one's way is easy. Theurges ensure they can always find their way back to the point where they entered the Umbra with this Gift, which creates a silvery "umbilical cord" connecting the Garou to the point where they last crossed the Gauntlet. Only the werewolf who creates the tether can see it. This Gift is taught by a spider-spirit.

System: No roll is needed to create the thread. However, after each full day the character spends in the Umbra, a point of Gnosis must be spent to maintain the cord; otherwise, it slowly corrodes from the point of entry and toward the Garou.




Philodox

Luna gifts her Half Moon children with powers of balance, judgment, and enforcement of law. The judges and mediators of the Garou nation use their magic to discern the truth, lead in times of peace, and mediate among their fellows.

Spoiler for Fangs of Judgement:
It falls upon the Philodox to levy not only judgment but also punishment against those who have fallen from their proper stations. This Gift, taught by an ancestor-spirit, causes the werewolf's claws and fangs to burn with the righteous power of law.

System: The player spends one Willpower point. For the next full day, all of the Garou's natural weaponry attacks do two extra dice of damage to all beings who have fallen from their original purpose to the service of the Wyrm (such as Black Spiral Dancers, fomori, and corrupted nature spirits; Banes which came into existence as agents of the Wyrm are, regrettably, exempt from this Gift's sanction).

Spoiler for Persuasion:
This Gift imbues a homid's words with intrinsic credibility and conviction, causing them to ring true to the ear and lay heavy on the heart. An ancestor-spirit teaches this Gift.

System: The player rolls Charisma + Subterfuge (difficulty 7). Success lowers the difficulty of all social rolls by one for the rest of the scene, and allows successful rolls to have uncommonly strong impact (such as changing long-held political views, or causing an addict to seriously reconsider the course of his life).

Spoiler for Resist Pain:
Fortifying herself with purpose and will, the werewolf shuts out the pain of her wounds. A bear- or badger-spirit teaches this Gift.

System: The player spends one Willpower point; the character ignores all wound penalties for the rest of the scene.

Spoiler for Scent of the True Form:
The Philodox is able to scent the truth of those she meets, literally sniffing out an individual's true form. A vulture-spirit teaches this Gift.

System: The Garou can smell Kinfolk or a fellow werewolf automatically; pre-Change werewolves smell like Kin. In all other cases, the player must roll Perception + Primal-Urge (difficulty 6). One success will identify a normal human or animal; two successes will detect a vampire, changeling, demon, mummy, or Fera; four successes are needed to sniff out a mage, ghoul, or fomor. The Imbued register as normal humans to this Gift. Unfamiliar scents aren't automatically recognized: A Philodox that has never encountered any Rokea might not immediately recognize the scent she detects as "wereshark."

Spoiler for Truth of Gaia:
As judges of the Litany, Philodox may easily separate truth from falsehood. A Gaffling of Falcon teaches this Gift.

System: The player rolls Intelligence + Empathy (difficulty equals the subject's Manipulation + Subterfuge). This Gift reveals only which of the words that have been spoken are true and which are false. It doesn't reveal the truth behind a lie unless the speaker utters it. If the speaker is uncertain whether his words are true or false, the Gift identifies them as neither.




Galliard

The Moon Dancers burn with passion and song, and so Luna gives them Gifts that allow them to weave dream, fantasy and emotion into a tapestry that serves Gaia's best interests.

Spoiler for Beast Speech:
The werewolf may instinctively understand and communicate with any natural animals, from fish to mammals. She need only speak normally to be understood by animals, along with a touch of appropriate body language - there is no need to bark like a dog. This Gift doesn't change animals' basic reactions or dispositions; most are still afraid of predators such as werewolves. Any animal spirit can teach this Gift.

System: This Gift's effects are permanent.

Spoiler for Call of the Wyld:
The werewolf may send her howl far beyond the normal range of hearing and imbue it with great emotion, stirring the hearts of fellow Garou and chilling the bones of all others. A wolf-spirit teaches this Gift.

System: The player rolls Stamina + Empathy (difficulty 6); the number of successes determines how far away the Call can be heard (double the normal range for each success) and how stirring it is to those who hear it. This Gift should be used in conjunction with one of the Garou howls. The Storyteller determines the effects as appropriate to the purpose to which it is put, perhaps awarding a bonus die to revel participants for each two successes, or granting a point of Rage to all listeners for an exceptional battlefield howl.

Spoiler for Heightened Senses:
This Gift sharpens the werewolf's senses to an incredible degree. She enjoys the olfactory and auditory acuity of a wolf whenever she is in Homid and Glabro forms, along with superior night vision. In Crinos, Hispo and Lupus, her senses become preternaturally potent, allowing sensory feats that border on precognition. Sudden loud noises, bright lights or overwhelming scents can be disorienting, however. Wolf-spirits teach this Gift.

System: The player spends a Gnosis point to activate this Gift for a scene. In Homid and Glabro, the werewolf's Perception difficulties decrease by two and she may roll Perception + Primal-Urge to perform uncanny sensory feats such as tracking by scent. In Crinos, Hispo, and Lupus, Perception difficulties decrease by three (this is not cumulative with the ordinary Lupus-form Perception bonuses) and the werewolf gains an extra die to Primal-Urge dice pools.

Spoiler for Mindspeak:
Invoking the power of a waking dream, the Garou can place any chosen characters into silent communication. A Chimerling teaches this Gift.

System: The player spends one Willpower point per chosen sentient being and makes a Manipulation + Expression roll (difficulty of the victim's Willpower) if any participants are unwilling. All those included in the waking dream may interact normally through the Mindspeak, although they can inflict no damage through it. Their real bodies can still act, although all dice pools decrease by two. The Mindspeak ends when all the participants want it to, or on the turn the Galliard fails the roll against an unwilling member. All beings affected must be within line of sight. The Garou may include her entire pack in the waking dream for only one Willpower point, if she desires.

Spoiler for Perfect Recall:
The werewolf is able to remember and relive any memory with perfect clarity. An elephant-spirit teaches this Gift.

System: The player may spend one Gnosis point to perfectly remember any one detail, no matter how small, from any point in her character's entire life.




Ahroun

While all Garou are Gaia's warriors, the Ahroun are the fighters among fighters. Burning with the gift of Luna's Rage, Ahroun channel their righteous fury into terrible weapons or cunning leadership on the battlefield.

Spoiler for Falling Touch:
This Gift allows the Garou to send her foe sprawling with but a touch. Any aerial spirit can teach this Gift.

System: The player rolls Willpower (difficulty of the opponent's Stamina + Athletics). Even one success sends the victim to the ground. This Gift may be employed through even the lightest, brushing contact at no cost, or may be delivered through an attack by paying one point of Willpower or Rage. Such attacks inflict full damage in addition to knocking the target prone.

Spoiler for Inspiration:
Other werewolves look to the Ahroun for leadership in battle, and this Gift helps them to live up to that trust. The werewolf employs this Gift to lend her resolve and righteous anger to those who share her cause. A lion- or wolf-spirit teaches it.

System: The player spends one Gnosis point. All comrades (but not the Gift's user) receive one Willpower point, which disappears if it is not used before the end of the scene.

Spoiler for Pack Tactics:
While the Ahroun's role as the overall leader of Garou is questionable, there's no doubt at all who should take control of the pack in battle. By taking the lead and coordinating pack actions, the Ahroun gifts all her packmates with great competence in the heat of battle. A wolf-spirit teaches this Gift.

System: The player spends a Willpower point before initiating a Pack Tactics maneuver and divides a pool of extra dice equal to her Leadership score among everyone performing the maneuver. The dice should be divided as evenly as possible, although the player may choose where to distribute extra dice (or in case of the Ahroun's Leadership score granting fewer dice than the number of packmates involved).

Spoiler for Razor Claws:
By raking his claws over stone, steel, or some other hard surface, the werewolf hones them to razor sharpness. A cat- or bear-spirit teaches this Gift.

System: The player spends one Rage point and the Ahroun takes a full turn sharpening her claws. All claw attacks do two additional dice of damage and are made at -1 difficulty for the rest of the scene.

Spoiler for Spur Claws:
In ancient times, Ahroun warriors made common cause with the spirit-Queen of Bees. As her own hive-children rallied to protect her, so too did the Garou fight in defense of Gaia, and the Queen decreed that they should be properly equipped for the fight. This Gift, taught by a bee-spirit in recognition of that alliance, allows the Ahroun to transform her claws into hooked and barbed spurs.

System: The player spends one Rage. The next successful claw attack the character makes buries her claws into the victim, where they stick after breaking free from the werewolf's fingertips. Until the victim takes the time to pull them out (which takes a full turn), they suffer +2 difficulty to all actions. The Garou's claws take a full turn to regenerate.
« Last Edit: August 01, 2016, 08:51:19 PM by polarbear »

Offline Gorre

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Re: Werewolf: Beginning Gifts
« Reply #2 on: August 01, 2016, 08:53:10 PM »
Black Furies

The Black Furies' Gifts reflect their closeness to the Wyld and allow them to unleash their centuries of tribulation on others. They possess some of the most effective war-Gifts of all the tribes.

Spoiler for Breath of the Wyld:
Furies embrace the energy of creation, and they can share that passion with others. With this Gift, the Black Fury instills a feeling of vitality, life, and lucidity in another living being. It is taught by a servant of Pegasus.

System: The Fury must touch her target's skin. The player rolls Gnosis (difficulty 5 against Garou and Kinfolk; difficulty 6 for others). Success grants the recipient a rush of mental vitality - in game terms, one additional die on all Mental rolls for the rest of the scene. It also adds one to the difficulties of any Rage rolls made during the scene.

Spoiler for Man's Skin:
Distasteful though it may be, the Black Furies sometimes find it necessary to pass unnoticed through the world of men. This Gift allows a Fury to effectively change gender in the eyes of onlookers. Her features and build become decidedly more masculine, and her garb seems of a masculine cut. Her hair, eye and skin color remain the same; the result is a man who shows a slight family resemblance to the Fury. Despite this Gift's name, it works equally well when male metis Furies employ it to disguise themselves as women. The Gift is taught by an ancestor-spirit or a seahorse-spirit.

System: The player rolls Charisma + Subterfuge (difficulty 7). The illusion lasts for one scene per success, or until the Fury shifts form. The disguise withstands casual tactile contact, although heavy or violent contact will reveal the truth.

Spoiler for Heightened Senses:
This Gift sharpens the werewolf's senses to an incredible degree. She enjoys the olfactory and auditory acuity of a wolf whenever she is in Homid and Glabro forms, along with superior night vision. In Crinos, Hispo and Lupus, her senses become preternaturally potent, allowing sensory feats that border on precognition. Sudden loud noises, bright lights or overwhelming scents can be disorienting, however. Wolf-spirits teach this Gift.

System: The player spends a Gnosis point to activate this Gift for a scene. In Homid and Glabro, the werewolf's Perception difficulties decrease by two and she may roll Perception + Primal-Urge to perform uncanny sensory feats such as tracking by scent. In Crinos, Hispo, and Lupus, Perception difficulties decrease by three (this is not cumulative with the ordinary Lupus-form Perception bonuses) and the werewolf gains an extra die to Primal-Urge dice pools.

Spoiler for Sense Wyrm:
The werewolf can sense nearby manifestations of the Wyrm. This Gift involves a mystical sense, not a visual or olfactory image, although Garou often describe the Wyrm's spiritual emanations as a stench. This Gift doesn't necessarily sense dedication to the Wyrm, merely contact with its spiritual essence, which can cling to even blameless souls. Sense Wyrm requires active concentration; the spiritual sense it provides doesn't function passively. The Gift may be taught by any Gaian spirit.

System: The player rolls Perception + Occult. The difficulty depends on the concentration and strength of the Wyrm's influence: sensing a single fomor in the next room would be difficulty 6, while detecting the stench of a Bane that was in the room an hour ago would be difficulty 7. Vampires register as Wyrm-tainted, save those with Humanity ratings of 7 or higher.

Spoiler for Wyld Resurgence:
Bent to Gaia's service, the creative, living essence of the Wyld roars through the Fury's body, shining beneath her skin as a rippling wave of prismatic energy which focuses on and shines out through her wounds. This surge supercharges the werewolf's regenerative powers, quickly mending even the most grievous of wounds. A servant of Pegasus teaches this Gift.

System: The Fury spends a turn in concentration and the player spends one Gnosis point. The werewolf immediately heals either three levels of bashing damage or two levels of lethal damage. With the expenditure of a Willpower point in addition to the Gnosis point, one level of aggravated damage may be healed instead. Damage caused by silver weapons cannot be healed with this Gift.




Black Spiral Dancers

Black Spirals typically learn Gifts from a pantheon of disgusting Banes. The price they pay for knowledge is correspondingly higher than that paid by Gaian Garou. When a Black Spiral is initiated to the tribe, she learns her first tribal Gift from a soul-shattering experience in the Black Spiral Labyrinth. Each time she advances in rank, she can learn an additional Gift in that Malfean labyrinth.

Spoiler for Bane Protector:
The Black Spiral can bind Banes in a pact of mutual alliance. Before these spiritual servants can act, the werewolf must convince them of her malicious intent, as well as how her actions will serve the Wyrm. The spirit will likewise attempt to arrange a bargain, agreeing to help in exchange for performing a service (or sacrifice) afterward. This Gift is taught in the first circle of the Spiral Labyrinth. The initiate learns not only to deceive and survive the Banes that torment her, but also petition them to aid her.

System: Activating this Gift requires one Gnosis and a successful Manipulation + Leadership roll (difficulty 6). One success forms an alliance for a scene; three form a pact for an hour; five form a spiritual alignment for one day.

Spoiler for Resist Pain:
Fortifying herself with purpose and will, the werewolf shuts out the pain of her wounds. A bear- or badger-spirit teaches this Gift.

System: The player spends one Willpower point; the character ignores all wound penalties for the rest of the scene.

Black Spirals who commonly use this Gift still feel pain, but that doesn't impede their prowess in a fight. Some learn to enjoy the thrill of suffering horrible injuries and surviving.

Spoiler for Resist Toxin:
The werewolf's body is hardened against toxins of all sorts. A rat-spirit teaches this Gift.

System: The werewolf is permanently immunized to mundane poisons, from arsenic to alcohol, and adds three dice to resist the effects of Wyrm-enhanced toxins. This Gift may be turned off and on at will (such as for enjoying alcohol).

As many toxic hazards as there are in a Hive, this Gift is often a necessity for survival.

Spoiler for Sense Wyrm:
The werewolf can sense nearby manifestations of the Wyrm. This Gift involves a mystical sense, not a visual or olfactory image, although Garou often describe the Wyrm's spiritual emanations as a stench. This Gift doesn't necessarily sense dedication to the Wyrm, merely contact with its spiritual essence, which can cling to even blameless souls. Sense Wyrm requires active concentration; the spiritual sense it provides doesn't function passively. The Gift may be taught by any Gaian spirit.

System: The player rolls Perception + Occult. The difficulty depends on the concentration and strength of the Wyrm's influence: sensing a single fomor in the next room would be difficulty 6, while detecting the stench of a Bane that was in the room an hour ago would be difficulty 7. Vampires register as Wyrm-tainted, save those with Humanity ratings of 7 or higher.

Sensing other creatures of the Wyrm doesn't elicit kinship, but most Black Spirals take a perverse sense of pleasure when they experience or encounter new forms of mutation, deformity, dementia, or cruelty.

Spoiler for Shroud:
The Black Spiral can create a field of inky blackness through which only she can see. A night-spirit teaches this Gift.

System: The player spends one Gnosis point and rolls Gnosis (difficulty varies: 3 for twilight, 6 indoors, 9 for bright sunlight). Each success blacks out a 10' by 10' by 10' area within the Garou's line of sight. Powers which permit sight in total darkness are capable of defeating this Gift.




Bone Gnawers

The Bone Gnawers are survivors without peer, and Rat's blessings help make this so.

Spoiler for Cooking:
The Bone Gnawer takes up a small pot (an old coffee can will do) and a spoon, and fills it with whatever he can find - cigarette butts, beer cans, old newspapers, dead leaves, whatever - adds water (spit will do), and stirs. The result is a pasty and bland-tasting, but filling and nutritious mush. A raccoon-spirit teaches this Gift.

System: The player rolls Wits + Survival (difficulty 6). The resulting meal feeds one person per success.

Spoiler for Desperate Strength:
The werewolf calls on desperate reserves for a sudden surge of strength. A badger-spirit teaches this Gift.

System: When rolling a Feat of Strength, the werewolf may add one die to the roll for each level of bashing damage he willingly accepts as the price of this Gift.

Spoiler for Resist Toxin:
The werewolf's body is hardened against toxins of all sorts. A rat-spirit teaches this Gift.

System: The werewolf is permanently immunized to mundane poisons, from arsenic to alcohol, and adds three dice to resist the effects of Wyrm-enhanced toxins. This Gift may be turned off and on at will (such as for enjoying alcohol).

Spoiler for Scent of Sweet Honey:
A target the Garou touched at some point during the last hour begins to exude a wonderfully sweet aroma, and becomes slightly sticky to the touch. All manner of vermin quickly appear and coat the victim. The resulting coat of gnats, flies, bees and beetles crawls, stings, and generally impairs vision and hearing. Insect-spirits teach this Gift.

System: The player spends one Gnosis point and rolls Wits + Subterfuge (difficulty 7). The target suffers a -1 penalty to all actions for one hour per success; the smell will not wash off during this time.




Children of Gaia

The Gifts of the Children of Gaia aid in calming others and strengthening themselves. Yet those who would dismiss the most peaceful of the tribes as ineffective pacifists will be surprised to discover how well the spirits prepare the Children for the inevitability of battle - the Children know that peace is an ideal to strive toward, while the looming Apocalypse is a reality.

Spoiler for Brother's Scent:
Drawing upon the universal brotherhood of all creatures of Gaia, the werewolf seems to fit in wherever he goes. Those given no reason to suspect the Child's presence simply overlook her. A servant of Unicorn teaches this Gift.

System: The player spends a Gnosis point and rolls Appearance + Empathy (difficulty 6). All individuals not specifically on guard against intruders overlook any incongruity in the Garou's appearance - for example, a naked man covered in blood and carrying a grand klaive walking through a high-society ball would draw no particular notice, nor would a wolf wandering through a residential neighborhood. The Garou isn't invisible, he simply doesn't stand out when he otherwise should, and his appearance is considered unremarkable even when he's interacted with. If the werewolf's actions alone would draw attention to himself (shouting, starting a fight, attempting to kick down a locked door) the Gift's illusion is immediately broken. Those specifically on the lookout for individuals who don't belong (security guards at a private facility, for example) don't succumb to this Gift unless their Willpower is lower than the Garou's successes on the activation roll.

Spoiler for Jam Weapon:
The Child may stop any Weaver-born weapons from working within the range of his voice. A dove-spirit teaches this Gift.

System: The Garou shouts an ancient word of power and grace and spends a Gnosis point. The player rolls Willpower against a difficulty of highest Willpower of any armed individual within earshot. For each success, all manufactured weapons will not function for one turn. This includes guns, crossbows, flame-throwers, and even knives and swords, which refuse to cut. Natural weapons (such as claws) and natural objects appropriated as weapons (such as rocks or naturally-fallen tree limbs) are unaffected.

Spoiler for Mercy:
Children of Gaia see no use for lethal force when not fighting minions of the Wyrm, but even they succumb to frenzy. This Gift 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 is considered bashing. A creature "killed" by such damage merely falls unconscious, and he may heal the wounds at the usual rate for bashing damage.

Spoiler for Mother's Touch:
The Theurge channels spiritual power through her hands, mending the wounds of any other living creature. This Gift may not heal the werewolf herself, spirits, or the undead. A bear- or unicorn-spirit teaches it.

System: The player spends one Gnosis point and rolls Intelligence + Empathy (difficulty is the target's current Rage, or 5 for those with no Rage). Each success heals one level of lethal, bashing, or aggravated damage. The healer may even heal fresh Battle Scars in this manner, if the Gift is applied during the same scene in which the scar is received and an extra Gnosis point is spent.

Spoiler for Resist Pain:
Fortifying herself with purpose and will, the werewolf shuts out the pain of her wounds. A bear- or badger-spirit teaches this Gift.

System: The player spends one Willpower point; the character ignores all wound penalties for the rest of the scene.




Fianna

The Gifts of the Fianna speak to their vigorous natures and fae allies, and are often granted by spirits originating in their native lands.

Spoiler for Faerie Light:
The Fianna conjures a small, bobbing sphere of light. It's no brighter than a torch, but that's usually enough to light the werewolf's way - or lead foes into an ambush. A marsh-spirit teaches this Gift.

System: The player rolls Wits + Enigmas (difficulty 6). The light can appear anywhere within the Garou's line of sight, and bobs about at 10 feet (3 m) per turn if bidden to do so. It lasts for the rest of the scene.

Spoiler for Hare's Leap:
The werewolf can leap impossible distances. Hare-spirits teach this Gift, naturally, though cat-, frog-, kangaroo-, and even fleaspirits occasionally do so as well.

System: The player makes a reflexive Strength + Athletics roll (difficulty 7) to activate this Gift. If successful, the character's leaping distances are doubled for the scene - or tripled for a single turn with the expenditure of a Willpower point.

Spoiler for Persuasion:
This Gift imbues a homid's words with intrinsic credibility and conviction, causing them to ring true to the ear and lay heavy on the heart. An ancestor-spirit teaches this Gift.

System: The player rolls Charisma + Subterfuge (difficulty 7). Success lowers the difficulty of all social rolls by one for the rest of the scene, and allows successful rolls to have uncommonly strong impact (such as changing long-held political views, or causing an addict to seriously reconsider the course of his life).

Spoiler for Resist Toxin:
The werewolf's body is hardened against toxins of all sorts. A rat-spirit teaches this Gift.

System: The werewolf is permanently immunized to mundane poisons, from arsenic to alcohol, and adds three dice to resist the effects of Wyrm-enhanced toxins. This Gift may be turned off and on at will (such as for enjoying alcohol).

Spoiler for Two Tongues:
The glib words and clever schemes of the Fianna are wasted on a single mark. This Gift teaches the werewolf to talk out of both sides of her face, literally carrying on two conversations simultaneously, and to decide who hears what. An ancestor-spirit teaches this Gift.

System: The player spends a Willpower point. For the rest of the scene, the Fianna may simultaneously carry on two conversations at the same time, which need have no relation to one another. She decides which listeners hear which version of the words she's speaking. Anyone suspecting something odd about the Fianna's behavior must roll Perception + Alertness (difficulty 9) to detect the Garou's other conversation and to understand what she's saying there.




Get of Fenris

Fierce fighters one and all, the Get beseech their spirit allies for Gifts of war. Even their Ragabash and Theurges are expected to stand out in battle.

Spoiler for Lightning Reflexes:
Fenrir are Gaia's ultimate warriors, effortlessly switching from offense to defense as the needs of battle demand. A mongoose-spirit teaches this Gift.

System: The player reflexively spends one Willpower point. For the next day, the character need neither make a Willpower roll nor spend a Willpower point to abort to a defensive action.

Spoiler for Master of Fire:
Fire-spirits were among the very first to make pacts with humanity, allowing men to warm themselves, drive off wild beasts, and clear the land. The cornerstones of civilization were laid in these simple acts, granting the spirits of flame much prestige. Homid Garou remember and continue to call upon these ancients pacts to protect themselves as the final fires of the Apocalypse loom. An ancestor-spirit or fire elemental teaches this Gift.

System: The player spends one Gnosis point. For the rest of the scene, fire inflicts bashing rather than aggravated damage to the Garou.

Spoiler for Razor Claws:
By raking his claws over stone, steel, or some other hard surface, the werewolf hones them to razor sharpness. A cat- or bear-spirit teaches this Gift.

System: The player spends one Rage point and the Ahroun takes a full turn sharpening her claws. All claw attacks do two additional dice of damage and are made at -1 difficulty for the rest of the scene.

Spoiler for Resist Pain:
Fortifying herself with purpose and will, the werewolf shuts out the pain of her wounds. A bear- or badger-spirit teaches this Gift.

System: The player spends one Willpower point; the character ignores all wound penalties for the rest of the scene.

Spoiler for Visage of Fenris:
The Get appears larger and more fearsome, commanding respect from peers and cowing his foes. A wolf- or toad-spirit teaches this Gift.

System: The player rolls Charisma + Intimidation (difficulty 6). Only one success is necessary to affect non-Garou and Garou of equal rank; to affect Garou of higher rank, the player must score a number of successes equal to twice the difference of rank between the Garou and the target. For instance, to affect a Rank 4 Garou, a Rank Two character would need to score at least four successes. Allies and peers affected by this Gift see the Garou as impressive and noble (-1 difficulty bonus to all Social rolls). Foes pause a moment to summon the resolve necessary to fight such a monster (losing one from their initiative ratings). This Gift lasts for one scene.




Glass Walkers

Many Glass Walker Gifts involve Weaver-spirits of one type or another. This association grants the Glass Walkers great versatility and an unparalleled rapport with modern technology; hopefully, it's enough to make up for the lack of respect with which other tribes view their pacts.

Spoiler for Control Simple Machine:
The Garou may command the spirits of the simplest machines, causing levers to flip, doors to unbolt, pulleys to roll, and so on. Any technological spirit can teach this Gift.

System: The player spends a Willpower point and rolls Manipulation + Crafts (difficulty 7). The Garou's control lasts until the end of the scene.

Spoiler for Diagnostics:
The Glass Walker can tell at a glance what is wrong with a machine. He can then enlist the aid of the machine's spirit in repairing it. Any technological spirit can teach this Gift.

System: The character automatically succeeds at all attempts to diagnose a problem with broken technological devices. The player spends one point of Gnosis as the Garou mentally convinces the spirit of a broken device to aid her in fixing it. The time required to fix the device is halved, as are the number of successes needed to repair it.

Spoiler for Persuasion:
This Gift imbues a homid's words with intrinsic credibility and conviction, causing them to ring true to the ear and lay heavy on the heart. An ancestor-spirit teaches this Gift.

System: The player rolls Charisma + Subterfuge (difficulty 7). Success lowers the difficulty of all social rolls by one for the rest of the scene, and allows successful rolls to have uncommonly strong impact (such as changing long-held political views, or causing an addict to seriously reconsider the course of his life).

Spoiler for Plug and Play:
All of the Weaver's works are connected through the same web, the same song. The Glass Walkers exploit this truth to draw more power from the modern profusion of technology, making their devices compatible with almost everything. A Net Spider teaches this Gift.

System: The player spends one Willpower point. For the next day, any computer the Glass Walker uses - no matter how simple - becomes fully compatible with any other digital device, regardless of obstacles such as different operating systems, lack of physically compatible access ports, or even the complete absence of any means of receiving or interpreting a wireless signal. Generally, Glass Walkers use this Gift to turn their smart phones into omni-compatible access keys to computer networks, security feeds, and even car GPS systems.

Spoiler for Trick Shot:
This Gift 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 can use Trick Shot only with rifles or pistols. Air-spirits teach this Gift.

System: As a permanent enhancement, the player adds his character's permanent Glory rating to his dice pool when performing a really outlandish shooting trick. Again, the Gift does not allow direct damage to targets ("I'll shoot the armored fomor through the eye!"), but can be used to injure opponents indirectly ("I'll shoot out the blacked-out window behind the vampire so the sunlight hits him!").




Red Talons

The feral Red Talons hate what humanity for what it has done to Gaia and their Kinfolk. Griffin's Gifts, geared toward the "red in tooth and claw" aspects of nature, suit the Talons' disposition.

Spoiler for Beast Speech:
The werewolf may instinctively understand and communicate with any natural animals, from fish to mammals. She need only speak normally to be understood by animals, along with a touch of appropriate body language - there is no need to bark like a dog. This Gift doesn't change animals' basic reactions or dispositions; most are still afraid of predators such as werewolves. Any animal spirit can teach this Gift.

System: This Gift's effects are permanent.

Spoiler for Eye of the Hunter:
Just as wolves may assess a herd of prey animals, this Gift enables the Garou to correctly determine the weakest and strongest member of any group she can see. A wolf-spirit teaches this Gift.

System: The player rolls Perception + Primal-Urge (difficulty 7). If successful, then the Garou learns which members of a chosen group within sight are the strongest or weakest and which is the leader. If the Garou attacks the group after employing this Gift, she gains one extra attack die against only the weakest individual for the rest of the scene.

Spoiler for Hidden Killer:
The Red Talons didn't survive for so long without learning ways to conceal themselves. This Gift allows a werewolf to leave behind no physical evidence that would betray her hand (or claws, or teeth) in a slaying. This Gift is taught by a snake-spirit.

System: After a battle, the Garou must touch or lick once each corpse she slew. The player rolls Intelligence + Larceny (difficulty 7). If the roll succeeds, the wounds alter themselves so that they resemble stabbing or slashing injuries rather than bite or claw marks. Any peripheral damage (smashed furniture, for example) remains as it was, but all forensic evidence such as hair, saliva, or blood from the werewolf's body disappears from the scene.

Spoiler for Scent of Running Water:
The werewolf can mask her scent completely, making herself virtually impossible to track. A fox-spirit teaches this Gift.

System: The difficulties of all rolls to track the Garou increase by two. This Gift's effects are permanent, though the Ragabash may temporarily suppress them at will (which may be necessary to blend in with wolf packs).

Spoiler for Wolf at the Door:
This Gift induces a terrible dread of and respect for the wilderness, and it makes a human target afraid to tamper with it in any way. Any predator spirit can teach this Gift.

System: The werewolf must make eye contact with the target, but can be in any form when she does so. The player then rolls Charisma + Primal-Urge (difficulty equals 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, tundra, swamp, or other untamed wilderness area without spending a Willpower point. If the human does leave his home, he is shaky and fearful until he returns, and his player loses three dice from all Mental and Social dice pools. Alternately, this Gift can affect a number of humans equal to his Rage at once (difficulty equals the highest Willpower in the group). In this case, rather than making eye contact, the humans must hear the werewolf howl in Lupus form. This Gift can be used on Kinfolk, mages, ghouls, and other "supernatural" humans, but the difficulty increases by two.




Shadow Lords

The Shadow Lords appreciate both subtlety and power, and this is reflected in their spirit pacts. The Tribe's Gifts grant power over shadows, intimidation, control, asserting dominance over others, and the raw fury of the unleashed storm.

Spoiler for Aura of Confidence:
The werewolf projects an aura of superiority, preventing attempts to find flaws or read auras (but not to read the werewolf's thoughts). An ancestor-spirit teaches this Gift.

System: This Gift's effects are permanent.

Spoiler for Fatal Flaw:
The Shadow Lord can spy a target's weakness, gaining an advantage in combat. A Stormcrow teaches this Gift.

System: The Shadow Lord concentrates for one full turn, then the player rolls Perception + Empathy (difficulty equals the target's Wits + Subterfuge). Success grants the Garou an extra die of damage during combat with that target. Additional successes grant knowledge of further weaknesses, but not more dice.

Spoiler for Seizing the Edge:
Shadow Lords don't acknowledge the idea of the draw. If neither competitor wins, then 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: Whenever the Shadow Lord is involved in an opposed roll with another being, any ties go to the Shadow Lord. This Gift's effects are permanent, but invoking them more than once in a scene costs one Gnosis per additional tie broken.

Spoiler for Shadow Weaving:
Slightly flexing her fingers or claws, the Garou pulls and weaves shadows as she desires - lengthening or shortening them, lightening or darkening, or even twisting them into grotesque and frightening shapes. A shadow-spirit teaches this Gift.

System: The player spends one Gnosis point and rolls Dexterity + Occult (difficulty 7). For the rest of the scene, the Shadow Lord may warp shadows within 100 yards (91 m) as she wishes. Among other creative uses, this lowers the difficulty of all Stealth and Intimidation attempts by 1.

Spoiler for Whisper Catching:
What good purpose could there be to keep secrets from Gaia's protectors? This Gift allows the werewolf to supernaturally eavesdrop on whispered conversations-what she does with the information learned is, of course, up to her own conscience. A crow- or bat-spirit teaches this Gift.

System: The player spends a point of Willpower. For the rest of the scene, all whispers within 200 feet are fully audible to the Shadow Lord as though they had been spoken clearly just next to her.




Silent Striders

The spirits bless the enigmatic Striders with Gifts of travel and speed.

Spoiler for Heavens' Guidance:
The Strider is never lost while the stars shine in the sky. This Gift is taught by a spirit servant of the North Star.

System: The werewolf gains an innate sense of direction; he always knows which way is north and the path he took to reach where he is. This Gift's effects are permanent.

Spoiler for Sense Wyrm:
The werewolf can sense nearby manifestations of the Wyrm. This Gift involves a mystical sense, not a visual or olfactory image, although Garou often describe the Wyrm's spiritual emanations as a stench. This Gift doesn't necessarily sense dedication to the Wyrm, merely contact with its spiritual essence, which can cling to even blameless souls. Sense Wyrm requires active concentration; the spiritual sense it provides doesn't function passively. The Gift may be taught by any Gaian spirit.

System: The player rolls Perception + Occult. The difficulty depends on the concentration and strength of the Wyrm's influence: sensing a single fomor in the next room would be difficulty 6, while detecting the stench of a Bane that was in the room an hour ago would be difficulty 7. Vampires register as Wyrm-tainted, save those with Humanity ratings of 7 or higher.

Spoiler for Silence:
The Strider can muffle any sound she makes, the better to creep up on the Wyrm's minions or escape them unnoticed. An owl-spirit teaches this Gift.

System: The player adds two dice to all Dexterity + Stealth rolls.

Spoiler for Speed of Thought:
The Garou doubles her running speed. A roadrunner- or cheetah-spirit teaches this Gift.

System: The player spends one Gnosis point. The Gift lasts until the end of the scene.

Spoiler for Visions of Duat:
The werewolf's eyes become cloudy and pale as she attunes her vision to the ashen landscape of the Underworld. An owl-spirit teaches this Gift.

System: The player spends one Gnosis point and rolls Perception + Occult (difficulty 7). For the rest of the scene, the character can see (and hear) ghosts and detect haunted areas with another Perception + Occult roll (difficulty corresponds to the severity of the haunting). This Gift bestows no power to touch or communicate with the dead, however - that usually requires the use of the Descent into the Underworld rite. A botch causes the Garou's eyes to shine as beacons in the underworld, drawing the notice of broken, vengeful shades.




Silver Fangs

The regal Silver Fangs are the traditional leaders of the Garou, and their Gifts reflect - and support - that birthright.

Spoiler for Eye of the Falcon:
The werewolf's vision gains the predatory clarity of a bird of prey. A falcon-spirit teaches this Gift.

System: The player spends one Gnosis point. For the rest of the scene, all long-range attack rolls and visually based Perception rolls are made at -1 difficulty.

Spoiler for Falcon's Grasp:
The werewolf'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 one Rage point. For the rest of the scene, the Garou's grip (with both hands and jaws) is much stronger - her Strength is considered three points higher for grappling or maneuvers such as the jaw lock. This extra Strength does not apply to damage rolls.

Spoiler for Inspiration:
Other werewolves look to the Ahroun for leadership in battle, and this Gift helps them to live up to that trust. The werewolf employs this Gift to lend her resolve and righteous anger to those who share her cause. A lion- or wolf-spirit teaches it.

System: The player spends one Gnosis point. All comrades (but not the Gift's user) receive one Willpower point, which disappears if it is not used before the end of the scene.

Spoiler for Lambent Flame:
The werewolf causes her body to ignite with silver light. A Lune teaches this Gift.

System: The player spends one Willpower point to activate the Gift. The light illuminates a 100-foot (30 m) area around the Garou for the rest of the scene. All attacks against the Garou suffer a +1 difficulty penalty while this Gift persists.

Spoiler for Sense Wyrm:
The werewolf can sense nearby manifestations of the Wyrm. This Gift involves a mystical sense, not a visual or olfactory image, although Garou often describe the Wyrm's spiritual emanations as a stench. This Gift doesn't necessarily sense dedication to the Wyrm, merely contact with its spiritual essence, which can cling to even blameless souls. Sense Wyrm requires active concentration; the spiritual sense it provides doesn't function passively. The Gift may be taught by any Gaian spirit.

System: The player rolls Perception + Occult. The difficulty depends on the concentration and strength of the Wyrm's influence: sensing a single fomor in the next room would be difficulty 6, while detecting the stench of a Bane that was in the room an hour ago would be difficulty 7. Vampires register as Wyrm-tainted, save those with Humanity ratings of 7 or higher.




Stargazers

The Stargazers' search for insight and wisdom has naturally led them deep into the spiritual realm. Their Gifts are a by-product of their penchant for visions and riddles, as well as outgrowths of their pursuit of non-lethal combat methods.

Spoiler for Balance:
The Stargazer is able to walk across any ledge, rope, or other narrow causeway, no matter how thin or slippery. Wind-spirits teach this Gift.

System: Difficulties for climbing decrease by three, and attempts to maintain balance automatically succeed. This Gift's effects are permanent.

Spoiler for Channeling:
Rage is both a boon and a bane to the Garou, and the Stargazers feel this more than most. Many stargazers seek new ways to harness and direct their divine fury, and those with this Gift have at least one more option: to channel the vast stream of Rage into a single action, intensifying and clarifying it. This Gift is taught by a fire-spirit.

System: The player may spend up to three Rage points on a single action. Each point spent in this manner gives the werewolf an extra die for that roll.

Spoiler for Falling Touch:
This Gift allows the Garou to send her foe sprawling with but a touch. Any aerial spirit can teach this Gift.

System: The player rolls Willpower (difficulty of the opponent's Stamina + Athletics). Even one success sends the victim to the ground. This Gift may be employed through even the lightest, brushing contact at no cost, or may be delivered through an attack by paying one point of Willpower or Rage. Such attacks inflict full damage in addition to knocking the target prone.

Spoiler for Iron Resolve:
Through the blessings of the spirits, the Stargazer's resolve is tempered like steel, allowing great feats through application of sheer will. An ancestor-spirit teaches this Gift.

System: Once per scene, the Stargazer may spend one Willpower to gain two automatic successes on an action, rather than one.

Spoiler for Sense Wyrm:
The werewolf can sense nearby manifestations of the Wyrm. This Gift involves a mystical sense, not a visual or olfactory image, although Garou often describe the Wyrm's spiritual emanations as a stench. This Gift doesn't necessarily sense dedication to the Wyrm, merely contact with its spiritual essence, which can cling to even blameless souls. Sense Wyrm requires active concentration; the spiritual sense it provides doesn't function passively. The Gift may be taught by any Gaian spirit.

System: The player rolls Perception + Occult. The difficulty depends on the concentration and strength of the Wyrm's influence: sensing a single fomor in the next room would be difficulty 6, while detecting the stench of a Bane that was in the room an hour ago would be difficulty 7. Vampires register as Wyrm-tainted, save those with Humanity ratings of 7 or higher.




Uktena

Uktena Gifts reflect the tribe's predilection toward magical study and animal powers. Many of their Gifts were long-forgotten secrets, recently unearthed as the fight for Gaia grows more desperate.

Spoiler for Sense Magic:
The werewolf can sense the pulse and flux of mystic energies, whether the righteous Gifts of the Garou, the arrogant wizardry of mages, the debased powers of vampires, or even the black arts of the Wyrm's minions. A spirit-servant of Uktena teaches this Gift.

System: The player rolls Perception + Enigmas. The difficulty is based on the strength and subtlety of the magic. The Uktena cannot tell the exact nature of the magic, although clues such as "Gaian," "dreamcraft," or "blood magic" might be granted with three or more successes. The radius is 20 feet per success.

Spoiler for Sense Wyrm:
The werewolf can sense nearby manifestations of the Wyrm. This Gift involves a mystical sense, not a visual or olfactory image, although Garou often describe the Wyrm's spiritual emanations as a stench. This Gift doesn't necessarily sense dedication to the Wyrm, merely contact with its spiritual essence, which can cling to even blameless souls. Sense Wyrm requires active concentration; the spiritual sense it provides doesn't function passively. The Gift may be taught by any Gaian spirit.

System: The player rolls Perception + Occult. The difficulty depends on the concentration and strength of the Wyrm's influence: sensing a single fomor in the next room would be difficulty 6, while detecting the stench of a Bane that was in the room an hour ago would be difficulty 7. Vampires register as Wyrm-tainted, save those with Humanity ratings of 7 or higher.

Spoiler for Shroud:
The Uktena can create a field of inky blackness through which only she can see. A night-spirit teaches this Gift.

System: The player spends one Gnosis point and rolls Gnosis (difficulty varies: 3 for twilight, 6 indoors, 9 for bright sunlight). Each success blacks out a 10' by 10' by 10' area within the Garou's line of sight. Powers which permit sight in total darkness are capable of defeating this Gift.

Spoiler for Spirit of the Lizard:
The werewolf's hands and feet spout hundreds of tiny hooks, allowing her to climb across or cling to any surface - even sheer horizontal surfaces and ceilings. A gecko-spirit teaches this Gift.

System: The player spends one Gnosis. For the rest of the scene, the character can move across any solid surface at her normal walking speed. Staying attached to a vertical surface or ceiling while taking any more strenuous movement (fighting, moving faster than walking speed, attempting to dislodge a steam grate) requires a reflexive Stamina + Athletics roll, difficulty 7).

Spoiler for Spirit Speech:
This Gift bestows understanding of the language of the spirit world, permitting the Garou to clearly understand and speak with any spirit he encounters. The Gift doesn't influence spirits' attitudes toward the werewolf in any way, nor ensure that they have any desire to communicate with him. Any spirit can teach it.

System: This Gift's effects are permanent.




Wendigo

The magic of the Wendigo is that of the black heart of winter, the howling hunger of the blizzard, and the barren majesty of the north wind.

Spoiler for Beat of the Heart-Drum:
The werewolf becomes an inescapable hunter, drawn ever onward by the beat of his prey's heart until that heart grows still. A spirit servant of Great Wendigo teaches this Gift.

System: The Garou must have an object belonging to his target, a piece of the victim (a blood sample, a lock of hair), or must have tasted his quarry's blood in the past. The player spends a point of Gnosis and rolls Perception + Survival (difficulty 7). The Wendigo can hear her quarry's heartbeat for one day per success, no matter how far away they may be. The beat grows louder as the werewolf draws near, making tracking effortless.

Spoiler for Call the Breeze:
The werewolf calls up a strong (~20 mph/36 kph), cold wind and directs it as she wills. The wind chills anyone not prepared for it, and can disperse (or redirect) clouds of vapor (including tear gas or airborne toxins) as well as swarms of insects. An air elemental teaches this Gift.

System: The Garou whistles or breathes out to summon the wind. Anyone caught in it loses one die from Perception rolls as long as the breeze lasts, and suffers a -1 penalty to all actions after one minute of exposure if not dressed appropriately for cold weather.

Spoiler for Camouflage:
The Wendigo blends in with the surrounding wilderness, the better to evade enemies or prepare ambushes. A deer-spirit teaches this Gift.

System: The difficulties to spot the Garou in the wilderness increase by three.

Spoiler for Ice Echo:
The Wendigo conjures a perfect reflection of himself. The image is identical to the Garou, except that it is reversed, as though seen in a mirror (so any writing on the Garou's clothing would be backwards, scars would be on the wrong side, etc.) The Wendigo can control the image easily, giving it voice and guiding its motion. An ancestor-spirit teaches this Gift.

System: The player spends a point of Gnosis to create the Ice Echo at any point within 100 feet (30 m). The Echo moves and sounds exactly like the Garou in addition to taking on her precise appearance, but gives off no scent or heat, and is intangible. Discerning which is the echo and which is the original requires a Perception + Enigmas roll (difficulty of the Garou's Gnosis).

Spoiler for Resist Pain:
Fortifying herself with purpose and will, the werewolf shuts out the pain of her wounds. A bear- or badger-spirit teaches this Gift.

System: The player spends one Willpower point; the character ignores all wound penalties for the rest of the scene.
« Last Edit: August 01, 2016, 09:01:35 PM by polarbear »