Werewolf the Apocalypse information source

Black Spiral Dancer Gifts

A list of all Black Spiral Dancer tribe Gifts for Werewolf: the Apocalypse, compiled from all source books, using the revised edition of books when available. For Black Spiral Dancer Gifts of a specific rank, see the Werewolf Gifts section.

Resist Toxin

Rank 1 Black Spiral Dancer Gift

As the Bone Gnawer/Fianna Gift.

Bone Gnawer/Fianna Gift: Many Bone Gnawers learn a preternatural resistance to poisons and toxins of all kinds, doubtless due to their diet of refuse and American beer. A trash-spirit teaches this Gift.

System: The player rolls Stamina + Survival. Success nullifies the effects of most conventional poisons, and adds three dice to the Garou’s Stamina for purposes of resisting Wyrm-enhanced poisons. The effects last for the scene.

Source: Book of the Wyrm


Bane Protector

Rank 1 Black Spiral Dancer Gift

The Black Spiral can summon Banes to aid her. Before these servitors can act, the Black Spiral must convince them of her intent. Her actions must be in the best interest of the Wyrm. The servitors can fight for her, but will not allow themselves to be bound or destroyed. The spirits will also try to arrange a bargain, agreeing to help the summoner if she performs a service (or sacrifice) for them afterward.

This Gift is taught in the first circle of the Spiral Labyrinth. The dancer may find a way to deceive the Banes that torment her, convincing them to aid her instead. Alternatively, a Black Spiral who performs an especially difficult task for a Bane-totem might receive this knowledge in return.

System: Use of this Gift burns a point of Gnosis and requires a Manipulation + Leadership roll.

Source: Book of the Wyrm


Toxic Claws

Rank 1 Black Spiral Dancer Gift

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

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.

Source: Core book revised.


Rathead

Rank 1 Black Spiral Dancer Gift

The Dancer can squeeze her body through any opening no smaller than a quarter in diameter. This Gift looks very disturbing to the unsuspecting onlookers. Corrupted rat-spirits teach this Gift.

System: The Dancer’s player rolls Gnosis. If Successful she can squirm through any opening no smaller than a quarter. Doing so typically takes a single turn, depending on the opening’s length. The Gift remains active until the Garou has passed entirely out of the constricted space.

Source: Core book revised.


Sense Wyrm

Rank 1 Black Spiral Dancer Gift

The werewolf can sense manifestations of the Wyrm in the nearby area. This Gift involves a mystical sense, not a visual or olfactory image, although werewolves using the Gift sometimes say things like, “This place stinks of the Wyrm” (with a few more colorful adjectives). Garou should remember that the Wyrm’s taint can cling to relatively blameless souls. Werewolves may sense an innocent person who happens to work in a Wyrm-controlled factory or who has eated tainted food. This power requires active concentration. Any spirit of Gaia may teach this Gift.

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 8. Vampires register as Wyrm-tainted, save those with Humanity Traits of 7 or higher.

Source: Core book revised.


Resist Pain

Rank 1 Black Spiral Dancer Gift

Through force of will, the Philodox is able to ignore the pain of his wounds and continue acting normally. A bear-spirit teaches this Gift.

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

Source: 20th Anniversary Edition


Smell Fear

Rank 1 Black Spiral Dancer Philodox Gift

A Philodox employing this Gift can tell if anyone nearby is threatened by her, as well as the degree of her victim’s fear.

In any area of the Shattered Labyrinth, and initiate can experience the many subtle flavors and variations of fear. If Spirits serving Hakaken and Sykora also know this Gift intimately… and teach it that way.

System: This requires a Perception + Empathy roll; the difficulty is equal to the target’s Willpower. For every hour this sense is active, the Black Spiral loses one Gnosis, but as a side effect, she can also tell if anyone is using Sense Wyrm on her.

Source: Book of the Wyrm


Horns of the Impaler

Rank 2 Black Spiral Dancer Ahroun Gift

This talent endows the Black Spiral with a pair of spiraling, chitinous black-and-green horns. Usually, they’re worn as antlers, although some Dancers have learned to protrude them from other parts of their bodies.

This Gift is usually taught by a Dratossi. A Bane inside a physiologically freakish fomor might also bless an ally with this talent.

System: This appendage inflicts the same damage as a Bite attack; it can be used a maximum of twice each round of combat. A horned Black Spiral may instead choose to charge his enemies; this increases the amount of damage to Strength +5 dice, but only one such charging attack can be made that round.

Source: Book of the Wyrm


Howl of the Banshee

Rank 2 Black Spiral Dancer Gift

The werewolf emits a fearful howl that causes those who hear it to run in terror. A Banshee —  a mournful spirit of the dead — teaches this Gift.

System: The player spends a Gnosis point and rolls Charisma + Intimidation. All who hear the howl must roll Willpower (difficulty 8; 6 for allies of the Fianna) or flee in terror for one turn per success on the Garou’s roll.

Source: 20th Anniversary Edition


Wyrm Hide

Rank 2 Black Spiral Dancer Gift

A Dancer may use this Gift to transform her skin into a  lumpy, leather, odious sickly hide that grants her additional protection from harm. Once the Wyrm Hide wears off, it slides oozing and bubbling off the Black Spiral Dancer, leaving a congealing, smelly mess where she stood.

System: The Dancer must spend one pint of Rage to activate Wyrm Hide, and the player must roll Stamina + Survival. Each success grants the Dancer one additional soak die. This Gift lasts until the end of the scene. Until then, other Garou pay pick up her scent at two lower difficulty, due to the stench the power generates.

Source: Core book revised.


Sprint in Shadow

Rank 2 Black Spiral Dancer Gift

The Black Spiral Dancers live beneath the surface of the Earth, down in the chthonic darkness and close to the inhuman gibbering monsters that they worship as incarnations of their god. A Garou’s long run is difficult through the tunnels, as it depends on having plenty of room to run in straight lines and periodic sustenance. The Black Spirals turned in their earliest days to the spirits that cavort in the wake of Thunderwyrms, hoping that such spirits could teach them magics to increase their speed when traveling under the earth.

System: The character spends a point of Rage and rolls Stamina + Primal-Urge. If one success is earned, the Black Spiral can undertake a Long Run (Werewolf, p. 197) despite being underground and in occasionally close tunnels. Each additional success on the Stamina + Primal Urge roll increases the Long Run speed by a factor of one (so two successes means that the character runs twice as fast as an ordinary Long Run; three successes means three times as fast, and so on).

Source: Apocalypse


Wyrm Hide

Rank 2 Black Spiral Dancer Gift

The Black Spiral hardens his skin into a leathery hide, covering himself with pustulent, discolored flesh. If he’s actually wounded, the skin around the wound takes on a bluish tinge.

The second circle of the labyrinth requires a Dance of Rage. Sometimes the initiate is wounded repeatedly until he is forced into an unrelenting fury. If he survives, he may then discover how to harden his spirit against such assaults, developing his Wyrm Hide in the process. This Gift may also be taught by a Dratossi.

System: The Dancer expends a point of Rage by stamping about and taunting his foes. His mystically thickened hide gives him an additional three dice for soaking damage; these bonuses last for the scene:

Source: Book of the Wyrm


Patagia

Rank 2 Black Spiral Dancer Gift

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 mpg, but the player must make Dexterity + Athletics rolls (at the Storyteller’s discretion) to avoid losing altitude.

Source: Core book revised.


Terrify

Rank 2 Black Spiral Dancer Gift

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

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.

Source: Core book revised.


Plague Child

Rank 2 Black Spiral Dancer Gift

The favored children of the Plague Rats (Apocalypse, p. 90) may choose to learn this Gift to represent their fallen totem’s favor. The fallen werewolf who knows this Gift finds that ordinary diseases just can’t take hold in his system. He does act as a carrier, though, and can inadvertently (or deliberately) infect passersby with a cough or sneeze. Plague Child does not especially protect against supernatural plagues.

System: The character is immune to non-magical, non-biowarfare diseases. No roll or expenditure is needed. Magical plagues (like the Metamorphic Plague that troubles the Black Furies) can still infect the werewolf, and specially engineered germ warfare agents also remain dangerous.

The werewolf remains a carrier of these diseases — they live on or in him, but do him no harm. A Plague Rat or Black Spiral Dancer with this Gift may find that those he encounters fall ill with one of the dozens of diseases from tuberculosis to malaria. Plague Child doesn’t make these diseases any more virulent, but a healthy and mobile carrier is always better able to spread a disease than one incapacitated by it.

Source: Apocalypse


Ears of the Bat

Rank 2 Black Spiral Dancer Gift

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.

Source: Core book revised.


Burrow

Rank 2 Black Spiral Dancer Gift

Those who learn this Gift gain the ability to burrow through the earth. They make a real tunnel, and others can follow them through it. The digger creates a burrow just large enough for her to go through. Others may follow, but they are limited by the size of the hole. The werewolf must be in Crinos, Hispo or Lupus form to use this Gift as she needs her claws for digging (although even metis without claws can use this Gift). The tunnel is not structurally sound, and it will collapse over time. Mole kindly teaches this Gift to all metis who seek him.

System: The player rolls Strength + Athletics against a difficulty depending on the substance to be excavated (4 for loose mud, 9 for solid rock). Some alloyed metals (such as titanium steel) and other reinforced structures will not yield to the werewolf no matter how hard she digs. The character can burrow one yard per turn for each success. After the initial roll, the character doe snot need to roll again to continue at the same speed.

Source: 20th Anniversary Edition


A Thousand Voices

Rank 2 Black Spiral Dancer Philodox Gift

The Black Spiral Philodox can distort the sound of his own footsteps, creating a series of illusory noises. Instead of one werewolf, enemies will hear an entire pack. Howls, shadowy apparitions, footfalls and even illusory scents are all possible.

During the Dance of Rage, a dancer may learn this Gift as his anger multiplies many times over. Kirijama’s servants also offer mastery of this talent.

System: For each point of Willpower the user currently possesses, one illusory ally can be created. The Storyteller should secretly roll Perception + Alertness for each witness present; the difficulty depends on the immediate surroundings (difficulty 4 in a dense forest; difficulty 9 on a vast plan). The Black Spiral using this Gift should remain hidden; once he is spotted, the Gift fails.

Source: Book of the Wyrm


Allies Below

Rank 3 Black Spiral Dancer Galliard Gift

Howl, you crazy bastard! If you let forth a rousing yawp, the spirits of the Earth will answer you. Wyrm creatures far beneath the Earth’s crust will cause minor tremors in the ground above them.

Although the terrible quakes caused by this Gift seem awful, they merely reflect the sort of test the Galliard must endure in the Shattered Labyrinth to learn it. The worst scenario is one in which the labyrinth collapses in on itself.

System: The extent of the damage inflicted depends on the amount of Gnosis channeled into the Galliard’s “rousing yawp.” One point of Gnosis causes a minor tremor, possibly throwing people to the ground. Three points can collapse underground tunnels, knock down trees, or open sinkholes. Five points can cause structural damage to a building, collapsing walls on anyone within several feet of it. In each case, victims should roll Dexterity + Dodge or Dexterity + Athletics to stay on their feet, escape from collapsing buildings, or dive for cover.

Source: Book of the Wyrm


Icy Chill of Despair

Rank 3 Black Spiral Dancer Gift

The Shadow Lord with this Gift can appear to grow larger and more imposing, becoming a terrible, shadowy version of herself. This change in aspect can severely intimidate any onlookers. A Stormcrow teaches this Gift.

System: The werewolf concentrates for a turn; the player spends one Gnosis and rolls Manipulation + Intimidation, difficulty 7. Anyone who means the Shadow Lord harm must make a Willpower check, difficulty 8, and score more successes than the Lord does in order to act normally. Failure means that the victims must spend Willpower to attack, take action against or even verbally oppose the Shadow Lord. This Gift doesn’t give the Lord actual control over her intimidated victims – they’re simply too spooked to actively oppose her.

Source: 20th Anniversary Edition


Burning Scars

Rank 3 Black Spiral Dancer Gift

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 Dacner’s glowing scars. These marks of the Wyrm may prove a powerful social handicap, and it may take some effort to remove them.

Source: Core book revised.


Unseelie Faerie Kin

Rank 3 Black Spiral Dancer Gift

The Black Spiral can call upon changelings, just as Fianna do, but his fae allies will be members of the Unseelie Court.

This Gift cannot be learned in the Shattered Labyrinth. However, an Unseelie noble or Shadow Court instigator may offer to teach the proper rituals of this Gift in return for a quest or geas. In some instances, the changeling may also learn to summon the Black Spiral’s pack!

System: As with the Gift: Bane Protector, the petitioner must explain his dilemma, usually in rhyme or dance (in some cases, this performance is particularly violent or destructive). He must then burn a point of Gnosis and roll Manipulation + Leadership.

Source: Book of the Wyrm


Dagger of the Mind

Rank 3 Black Spiral Dancer Gift

The Black Spiral can command a Bane to seed a particularly dark emotion in the mind of his prey. The emotion is chosen when the Gift is learned (e.g., paranoia, despair, remorse, lust; “rage” is not an option, for obvious reasons). The Black Spiral calls upon the proper Urge Wyrm; one of its servitors then evokes the proper emotion from the victim.

Within the Shattered Labyrinth, the Dance of Endurance tests the limits of a dancer’s self-control. If the initiate survives, one of the Urge Wyrms will show him how to inflict similar tortures on his enemies. Curiously enough, Stormcrows have learned this Gift; they guard their knowledge carefully. Theurges often use this rite to weaken their enemies before battle; Philodox use it to give themselves an edge in negotiations.

System: The invocation burns a point of Gnosis and requires a Gnosis roll; the victim can resist this with a contested Willpower roll. Unless the victim can overcome his emotional struggle, he succumbs to the desired emotion for a full hour. For an additional Willpower point, the temporary dementia is accompanied by a brief, revelatory illusion.

Source: Book of the Wyrm


Foaming Fury

Rank 3 Black Spiral Dancer Gift

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 player of anyone bitten by a Dancer using this Gift must succeed in a Stamina roll (difficulty 8, 6 if the Garou has Resist Toxin), lest the character fly into a rabid frenzy. (In effect, the character enters the Thrall of the Wyrm).

Source: Core book revised.


Blue Breath

Rank 3 Black Spiral Dancer Gift

This Gift enables the Dancer to exhale asbestos fibers in a deadly cloud of dust. This Gift is taught by Shush’thull, the Bane spirit of asbestos.

System: The Dancer must spend one Gnosis point. Anyone inhaling the dust will begin to choke, suffering three Health Levels of aggravated damage, if she fails a roll of Stamina + Medicine (difficulty 8). Players must state that their characters are holding their breath; otherwise, they inhale the dust. A Garou who uses the Resist Toxin Gift in the same turn is immune to the effects.

Source: Rage Across Australia


Landwaster

Rank 3 Black Spiral Dancer Gift

This Wyrm Gift allows the fallen tribe to steal life in order to gain Gnosis. Relshab the Faceless Eater (see Book of the Wyrm) teaches this Gift.

System: The Garou kills a living thing of their own mass or greater, whether this is a mother and her children, a redwood tree, or a buffalo. The killing must involve physical contact between the Garou and his victim. For each living thing killed, the Dancer gains one Gnosis. One additional Gnosis is gained when an intelligent creature dies in pain. Any Gaian Garou using this Gift is considered to have fallen to the Wyrm.

Source: Apocalypse


Touch of the Eel

Rank 3 Black Spiral Dancer Ragabash Gift

The Black Spiral Ragabash releases a current of electricity through conductive materials nearby. If he is touched in any way during the use of this talent, the assailant receives an even greater shock.

Only a Ragabash has the patience and deviance to learn this Gift. With the assistance of a servitor of its Bane-totem, the Black Spiral must capture an electricity elemental. In most urban environments, this may take several hours. The dancer then torments, taunts and tortures the spirit until it offers him this Gift. Alternatively, the Ragabash might have to survive a Dance of Endurance involving electricity.

System: The Gift burns one point of Rage. The resultant charge can carry up to 30 yards if transmitted through the proper conductor. At a distance, it does three dice of damage (difficulty 7 to soak); by touch, it does four dice.

Source: Book of the Wyrm


Blood Omen

Rank 3 Black Spiral Dancer Theurge Gift

By examining the entrails of a freshly-killed creature, a Black Spiral Theurge can gain insights into a possible future. As expected, the vision is almost always tragic or violent.

A Theurge can receive this Gift during the Dance of Cunning. Sometimes this visionquest involves the dismemberment of the mystic, who watches the violation of her own body. This grants her insights into her true nature by an examination of her own internal organs.

System: This burns one point of Gnosis and requires an Intelligence + Enigmas roll; the difficulty depends on the type of creature used — 7 for a Garou, wolf or human, or 9 for any other warm-blooded creature. More successes will grant a clearer picture of the possible atrocity to come.

Source: Book of the Wyrm


Open Wounds

Rank 4 Black Spiral Dancer Gift

As the Shadow Lord Gift.

Shadow Lord Gift: The Garou may cause the next wound he inflicts to bleed profusely, weakening the target further. A pain-sprit teaches this Gift.

System: The player spends one Gnosis point and rolls Strength + Medicine (difficulty 7). If the Shadow Lord’s next attack does any damage, the target will bleed continuously, losing one health level per turn for a number of turns equal to the number of successes rolled. This hemorrhaging is considered lethal damage.

Source: Book of the Wyrm


Call Elemental

Rank 4 Black Spiral Dancer Gift

As the Uktena Gift; however, the Dancer’s call is always answered by a Wyrm elemental, such as a furmling or Hogling.

Uktena Gift: The Garou is able to call one of the four classic elementals to his aid (earth, air, fire or water). An elemental teaches this Gift.

System: The player spends one Gnosis point and rolls Gnosis (difficulty of the area’s Gauntlet). She must then roll Manipulation + Occult (difficulty 7) to make the elemental look favorably upon the Garou. The elemental vanishes at the end of the scene.

Source: Book of the Wyrm


Doppelganger

Rank 4 Black Spiral Dancer Gift

The Garou may take the exact likeness of any other human, wolf or Garou. A chameleon-spirit teaches this Gift.

System: The player spends one Gnosis point and rolls Charisma + Performance (difficulty 8). Traits aren’t duplicated, but everything else, including voice, posture and scent, is identical. The effects last for one day per success.

Source: Core book revised.


Crawling Poison

Rank 4 Black Spiral Dancer Gift

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.

Source: Core book revised.


Beautiful Lie

Rank 4 Black Spiral Dancer Gift

When the Veil is endangered, Gaia protects the minds of the innocent with the Delirium, granting false memories and delusions. Since Black Spirals commit particularly grisly crimes, they can use this Gift to channel the Delirium, producing further misdirection or even summoning false evidence to cover up their activities.

Spirits serving Kirijama and Hakaken are both proficient in this sort of activity. They typically employ subterfuge to deceive those they wish to suborn. If a werewolf recruits enough servants for their scheme, this Gift may be taught in exchange. A Black Spiral with a particularly ingenious Dance of Cunning may also learn this Gift in the Shattered Labyrinth, especially if he exposes (or perpetuates) a particularly brilliant lie.

System: A Black Spiral observing a particularly unsubtle crime may attempt to cover it up with a “beautiful lie.” He begins to chant a story of what humans nearby are actually seeing. The Dancer spends one point of Gnosis and rolls Wits + Subterfuge; the difficulty is 6 (as long as the story is vaguely plausible). Mass delusions follow, and ephemeral evidence (e.g. animal footprints, a bloody chainsaw, saliva from a rabid dog) remains for an entire hour to obfuscate the truth.

Source: Book of the Wyrm


Mask Taint

Rank 5 Black Spiral Dancer Gift

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.

Source: Core book revised.


Avatar of the Wyrm

Rank 5 Black Spiral Dancer Gift

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, it 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.

Source: Core book revised.


Balefire

Rank 5 Black Spiral Dancer Gift

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 modifier into account. The victim resists with Stamina (difficulty 8), and his roll must equal or exceed the Dancer’s successes. If the victim fails to resist, the Balefire’s influence mutates her. Treat each success over resistance as one level of aggravated damage for the purposes of healing/rejecting the mutation. This damage is not soakable (the resistance roll is the soak roll). Afflicted werewolves may grow extra (useless) eyes, lose all of her fur and hair, go blind, deaf or anosmic (no sense of taste or smell) temporarily. Until she rejects the mutations and undergoes a Rite of Cleansing, she registers a strong taint to the Gift: Sense Wyrm.

Source: Core book revised.


Totem Form

Rank 5 Black Spiral Dancer Gift

This powerful Gift allows a Black Spiral to take on the appearance — and much of the power — of her pack’s Bane totem. For instance, a Dancer sword to the Dark Fungus might sprout slime molds and toadstools in place of fur, radiating a cloud of halluciongenic spores, while a bastard of the Green Dragon might swell into a draconian war form the equal of any Mokolé.

This Gift is only taught by the pack’s totem spirit, and only to the Dancer who shows the most promise. Some packmates have been known to horribly maim one another in the process of proving who is worthy to learn this Gift.

System: The Dancer must spend a point of Willpower and roll Stamina + Primal-Urge (difficulty 7) to make the shift. It takes a full turn to transform, although the form lasts for the duration of the scene. The Storyteller must best adjudicate the appearance and abilities of the totem form; for instance, one of the Hakkan’s bastards might radiate fear so intense that opponents have to make Willpower rolls just to act against him, much less confront him. The result, of course, should always be impressive.

Source: Book of the Wyrm


Shroud / Cloud of Night

Rank 1 Black Spiral Dancer Gift

As the Uktena Gift.

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

System: The player spends on Gnosis point and rolls Gnosis (difficulty varies: 3 for twilight, 6 for indoors, 9 for bright sunlight). Each success blacks out a 10′ by 10′ by 10′ area. The Garou can choose any area within his line of sight. The metis Gift: Eyes of the Cat can see through the conjured darkness.

Source: Book of the Wyrm


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