Slip of the Tongue
Rank 2 Ragabash Gift
Sensing the truth is the purview of the Half Moon, but the trickster is adept at obtaining admissions of guilt, however accidental. By engaging in a conversation (heated or otherwise), the user of this Gift can make the target accidentally remark on what she wished to hide (“of course I had everything to do with his death… I mean, nothing to do with it!” or “The necklace isn’t here, search all you like, but don’t bother with the study, that’s so obvious!”) The slip may only arouse already suspicious minds, but it may fluster the target enough to cause some more tangible admission of guilt, like a confession or an attack. This Gift is taught by a Gaffling of Falcon or by any truth spirit.
System: The Ragabash must engage the target in a conversation relating to the suspected crime or action. The player and target make a resisted Manipulation + Subterfuge roll, difficulty of the opponent’s Willpower. One success allows a subtle slip only noticeable to the already suspicious, while five results in the spilling of damning information no judge could discount.
Source: Book of Auspices.
Trickster Beacon
Rank 2 Ragabash Gift
Known as the “Kick Me Gift” by particularly irreverent New Moons, this places a spiritual beacon on the unwitting target, attracting the local troublemaking spirits. While potentially lethal pranks are off limits, anything else is fair game: items are moved or lost temporarily, the target is surrounded by jeering spirits in the Umbra or momentarily loses his way in familiar territory. The beacon cannot be removed or hidden (and the target can never see it although all spirits and perceptive Garou can), but an eloquent and lucky victim may be able to “buy off” the spirits with the appropriate chiminage. This Gift is taught by any trickster spirit.
System: The Ragabash expends a point of Gnosis and touches the target (a pat on the back or handshake do as well as a punch). The player rolls Wits + Enigmas (difficulty is the target’s Rank +2; difficulty 5 for non-shapeshifters). The Gift effects last for one day per success. A botch marks the Ragabash instead (the unfortunate must roll against himself to determine how long the plague of spirits lasts, and a botch on the second roll means a full lunar month). Even spirits agree there is such a thing as carrying a prank too far. A Ragabash who uses this Gift more than once per lunar month or against a given individual more than once per season risks becoming the target of the spirits’ attention (subtract one success form the die roll for each consecutive use of the Gift.
Source: Book of Auspices.
Hush
Rank 1 Ragabash Gift
Though Ragabash are teachers, one thing they can’t always teach is when to keep one’s mouth shut. Maybe a brash Ahroun is about to say something unfortunate to a bigger Ahroun, or perhaps a talkative cub is about to reveal too much about what she knows. In such situations, this Gift acts as a temporary stopgap; it makes the target fumble for words, lose his train of thought or become momentarily distracted. Beside keeping friends from saying stupid things, the Gift can also be used against insulting rivals or the fomori calling in reinforcements. Because of the bond between packmates, it is easier to use this Gift within the pack — after all, it’s for the greater good, right? A mockingbird-spirit teaches this Gift.
System: The player rolls Wits + Subterfuge (difficulty is the target’s Wits + 4; for a packmate reduce the difficulty by one). Every success stalls the target for one turn, preventing the target from communicating verbally (although other forms of communications, such as sign language or writing, are still possible.
Source: Book of Auspices.
Harano
Rank 4 Wendigo Gift
The Wendigo can inflict a state of Harano on a single victim. The target feels the tragic history of all the world’s oppressed peoples, including the Garou themselves. Rumors that this power would not affect Native Americans have been dispelled by a Shadow Lord who swindled the Gift out of a native Wendigo — who found himself the victim of a Gift he’d just taught. The Shadow Lord has not been heard from in recent days. A wind-spirit teaches this Gift.
System: For one scene, the Garou can inflict an artificial Harano with a Manipulation + Expression roll (difficulty 8). Five or more successes can result in permanent mental injury. During the duration of the effect the victim is too depressed to perform any actions without a successful Willpower roll (difficulty 6).
Source: Player’s Guide Second Edition.
Fog
Rank 2 Wendigo Gift
The Warpath camp acquired a this Gift similar to the Black Furis’ Curse of Aeolus to cover their ecoterrorist activities. The Wendigo calls up a thick, eerie fog that obscures vision and unnerves her opponents. The Wendigo can see through the fog, but all other have trouble navigating by sight. A rain spirit teaches this Gift.
System: The player makes a Gnosis roll. The difficulty varies according to the surrounding terrain and humidity: 4 near the sea, 6 under normal circumstances, 9 in a desert. The Wendigo can see normally, but others caught in this fog halve their Perception scores (with regards to sight only). The fog is quite unnerving, and everyone except the Wendigo and her packmates loses a die from all Willpower dice pools.
Source: Player’s Guide Second Edition.
Ghost Pack
Rank 2 Wendigo Gift
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, one Rage and roll Charisma + Occult (difficulty 7). The number of successes equals the number of ancestor spirits that come to the user’s aid. Although the ghosts cannot affect the physical world — they are simply memories and not actual wraith — they can provide information and skills as per the Past Life Background.
Source: Player’s Guide Second Edition.
Sideways Attack
Rank 4 Uktena Gift
The Uktena, ever delving into spirit matters, have learned the secrets of attacking Banes in the spirit world without ever leaving the physical realm. The Uktena’s arms seem to blur and vanish as she strikes into the Penumbra. This Gift is taught by a spirit servant of Uktena.
System: The werewolf must first use the Gift: Umbral Sight to locate her target. She may then spend a Gnosis point to attack anything she sees in the Penumbra, including spirits that are not materialized. She rolls her normal attack maneuver (Dexterity + Brawl for a Rake attack). The difficulty is two higher than normal.
Source: Player’s Guide Second Edition.
Pointing the Bone
Rank 4 Uktena Gift
The Garou can inflict ranged damage by simply pointing a bone at an opponent. After gathering the bone from some corpse herself, the Uktena can change it into a devastating weapon. A vulture-spirit can teach this Gift in exchange for a few scraps.
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). The bone shatters after one use, but any properly harvested bone will suffice.
Source: Player’s Guide Second Edition.
Secrets
Rank 3 Uktena Gift
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 question answered simply 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 9).
Source: Player’s Guide Second Edition.
Scrying
Rank 3 Uktena Gift
By staring 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 peek into the 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 posses an item owned by the target or something taken from the chosen area. The Uktena can see everything as if she were the proverbial fly on the wall.
Source: Player’s Guide Second Edition.
Directing the Soul
Rank 5 Stargazer Gift
Stargazers with this Gift can redirect the effects of their Rage and Gnosis. By attaining this higher control over their inner selves, they influence the world around them in their favor. This Gift is taught by an Enigmatic spirit.
System: After learning this Gift, the Stargazer can spend her Rage or Gnosis, instead of Willpower, to receive one automatic success on a roll.
Source: Player’s Guide Second Edition.
Avoid Fate
Rank 4 Stargazer Gift
With this Gift, the Stargazer can dodge the wheels of fate for the moment. Through a preternatural connection between herself and the universe, she avoids certain disaster. A cat-spirit teaches the Garou this Gift.
System: Once per scene, the player can spend a Gnosis point to reroll any failed roll.
Source: Player’s Guide Second Edition.
Conundrum
Rank 3 Stargazer Gift
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 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 target’s 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.
Source: Player’s Guide Second Edition.
Renew the Cycle
Rank 6 Silver Fang Gift
One of the most potent powers available to the Garou, this Gift allows the correction of a grievous wrong to the natural cycle of Gaia. The undead, whose very existence is an affront to the natural order of things, wither and crumble to dust when struck by the power of this Gift. Whether the undead is a shambling, month-old animated corpse or an ancient vampire, the Fang can destroy it with but a glance.
Only an avatar of Helios of Gaia Herself can teach this Gift.
System: The Garou and the victim enter into a resisted contest of Gnosis versus Willpower (both difficulty 8). The Garou must then spend three permanent Gnosis points to activate the wrath of Gaia. If the Garou wins the contest, the vampire (or other undead) is reduced to its natural state: Elder vampires turn to dust, whereas freshly exhumed corpses simply lose their animation. This Gift forces mummies into a dead season of sleep but does not destroy them.
Source: Player’s Guide Second Edition.
Ignore Death Blow
Rank 4 Silver Fang Gift
Tales say that the first Silver Fang died and was reborn; since that time, the Fangs have passed won this Gift. A Fang with this Gift can choose to ignore what would be a killing blow. 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.
Source: Player’s Guide Second Edition.
Word of Honor
Rank 2 Silver Fang Gift
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 pint, the Silver Fang can make every word he says bear the ring of truth. Anyone who listens hears that the Gift user speaks the truth. Listeners are not necessarily inclined to obey the Fang or follow his suggestions, but the facts are clear. The Silver Fang must speak the truth, as he knows it, or the Gift automatically backfires.
Source: Player’s Guide Second Edition.
Touch of Death
Rank 4 Silent Strider Gift
The Silent Striders learned this Gift from the wraiths who prowl the Underworld. With it, a Garou can cause a 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 also 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.
Source: Player’s Guide Second Edition.
Long Running
Rank 3 Silent Strider Gift
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 can teach this Gift.
System: The player rolls Dexterity + Athletics (or Drive) at a difficulty equal to the local Gauntlet; she must also spend one Gnosis point. For every success, the travel time diminishes by 5 percent. A botch increases travel time by 25 percent or indicates that travel has stopped altogether (e.g., due to a flat tire or a twisted ankle).
Source: Player’s Guide Second Edition.
Summon Talisman
Rank 2 Silent Strider Gift
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 call only half of his dedicated items — he must choose which ones upon learning this Gift.
Source: Player’s Guide Second Edition.
Summon Stormcrow
Rank 3 Shadow Lord Gift
The Judges of Doom learned 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 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 Umbra. The target must roll her Perception (difficulty 8) or employ a Gift to see a Stormcrow in the Umbra.
Source: Player’s Guide Second Edition.
Curse of Corruption
Rank 3 Shadow Lord Gift
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 equal to 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 pend a Willpower point to activate this Gift.
Source: Player’s Guide Second Edition.
Disfigurement
Rank 2 Shadow Lord Gift
The Shadow Lord can place a nasty boil or dishonorable scar on the target. She can disfigure her rival in embarrassing ways that rob him of prestige in the presence of other Garou. Although the lesion isn’t physically handicapping, it certainly limits the victim’s social grace. A baboon-spirit or toad-spirit teaches this Gift.
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.
Source: Player’s Guide Second Edition.
Recycle
Rank 4 Red Talon Gift
Red Talons who posses this powerful Gift can destroy any man-made substance. Plastics, alloys and any other material not found in nature disintegrate with just a touch. Lawn chairs dissolve into oily puddles and steel melts into iron and carbon.
The cockroach-spirit, which has witnessed the human’s secret creation rites, knows the Gifts that can dissolve almost anything.
System: The Garou must touch the material for the Gift to work. Only materials that science has manufactured are viable targets. For instance, a wooden chair would be unaffected, whereas a plastic chair would melt to the ground. The Garou then must roll her Rage against a difficulty determined by the item’s complexity. The difficulty ranges from iron (difficulty6) and ordinary plastics (difficulty 7) to rare and complex metal alloys (difficulty 9). Every success reduces five pounds of the target material to its base components.
Source: Player’s Guide Second Edition.
Cull the Herd
Rank 2 Red Talon Gift
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 + Medicine roll (difficulty 7) to determine the general health and fitness of an individual. The 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.
Source: Player’s Guide Second Edition.