Werewolf the Apocalypse information source

Rank 4 Galliard Gifts

A list of all Rank 4 Galliard Auspice Gifts for Werewolf: the Apocalypse, compiled from all source books, using the revised edition of books when available. For Galliard Gifts of all ranks, see All Galliard Gifts.

Fog of War

Rank 4 Fianna Gift / Rank 4 Ragabash Gift / Rank 4 Galliard Gift

No matter how disciplined the army and ordered the plan, a battlefield is chaos. Smoke, noise, hidden enemies and fear can all lead to disorganization. Even in the modern age, mistaken identity leads to “friendly fire” casualties. This Gift exacerbates this problem to often devastating effect. A commander might not see advancing foes, or see foes that aren’t there; a team may fire upon allies, or mistake a command to “advance” for a call to “retreat.” This Gift is taught by a raven- or other trickster-spirit.

System: The Garou sings, howls or plays an eerie song (bagpipes are popular), spends a Gnosis point and rolls Manipulation + Performance (difficulty 8). If successful, foes in hearing range must make a standard Perception roll every turn to be fully aware of what’s happening around them. They lose one success on this roll for every success rolled by the player; if the end result is negative successes, it counts as a botch. Zero successes on a perception indicates confusion, while on a botch the character critically misinterprets what she sees. The Gift lasts as long as the song or howl continues, but the singer must concentrate on the song (and thus cannot engage in combat or other strenuous activity).

Source: Fianna Tribebook (revised)


Song of the Siren

Rank 4 Galliard Gift / Rank 3 Black Furies Gift / Rank 3 Fianna Gift

The sound of the Garou’s voice can entrance anyone who hears it. Typically, the Garou sings or howls while using this Gift, although some modern Glass Walkers have taken to poetry recital. This Gift can make an opponent pause before a fight but can rarely stop a heated combat already in progress. A songbird-spirit teaches this Gift.

System: The player rolls Charisma + Performance versus the target’s Willpower and spends one Gnosis point. Enchanted targets cannot perform any actions for a number of turns equal to the number of successes rolled. The audience can spend Willpower to overcome the enchanting effects; to act freely, a listener must spend one point of each of the Galliard’s successes.

Source: Player’s Guide Second Edition / 20th Anniversary Edition


Shadows by the Firelight

Rank 4 Galliard Gift

By invoking the power of shadows and dreams, the Galliard may create interactive stories in which other take part — willingly or not. Shadows dance around the participants as they act out their roles (as directed by the Galliard). This Gift is used commonly at moots, allowing many Garou to take part in the same legend recounted by the Galliard. However, this Gift can also be used on unwilling, forcing them to participate in a story of the Garou’s choosing. An ancestor-spirit teaches this Gift.

System: When using this Gift on the unwilling, the player must spend a variable amount of Gnosis and score three successes on a Manipulation + Performance roll (difficulty of the target’s Willpower). If successful, the player may tell a story and force the victim to perform exactly as the story’s character does. This effect lasts one turn per Gnosis point spent.

Source: Core book revised.


Gift of Dreams

Rank 4 Galliard Gift

The Galliard crafts a dream, then breathes it into a sleeping individual. A Lune teaches this Gift.

System: The player rolls Wits + Expression (difficulty 6) to craft the dream; more successes allows for more vivid and impactful dreams. To ensure that an individual experiences this dream, the Galliard must breathe it into the target’s mouth while they sleep. The player spends a Gnosis point to complete the Gift. Dreams crafted with this Gift are often unusually vivid and dramatic, often leaving even lifelong skeptics convinced that they hold some deep meaning.

Source: 20th Anniversary Edition


Bridge Walker

Rank 4 Galliard Gift

The Galliard has the ability to create minor moon bridges through which she alone can travel. The Garou travels between the ends of this moon bridge in one percent of the time it would take to travel that distance normally, allowe her to disappear from in front of a foe and reappear behind it instantly. Note that these moon bridges are not protected by Lunes, and they attract the interest of spirit creatures occasionally. These being have even been known to follow the Garou into the physical world. A Lune teaches this Gift.

System: The player spends on Gnosis point to create the bridge. The moon bridge lasts for only one passage, unless the player spends a permanent Gnosis point during its creation, in which case it lasts until the next full moon. The maximum distance that can be traversed by the bridge is the Garou’s Gnosis in miles.

Source: Core book revised.


Book of Years

Rank 4 Galliard Gift

The Galliard taps into a floodgate of knowledge from her ancestors. While the amount of information thus received is overwhelming, the Garou, if she keeps her head about her, can find information on nearly any topic. An ancestor-spirit teaches this Gift, although certain reptilian spirits have been known to impart it as well.

System: The player rolls Wits + Enigmas or Ancestors (whichever is higher; the Garou need not have the Ancestors Background to learn this Gift) at a difficulty of the local Gauntlet. The character falls into a trance and is immediately immersed in a deluge of memories stretching back to the dawn of time. This flood continues until the character terminates the Gift, and the memories get older the longer she remains in the trance. For every hour the character remains under the Gift’s influence, the memories stretch back roughly five centuries. For each hour that the character remains in the trance, however the player must roll Willp9ower (difficulty 7) to keep the character grounded in her own time. If the roll fails, the character must either immediately terminate the trance or lose a point of temporary Willpower as the memories threaten to consume her. If the roll botches, her body disappears and reappears somewhere in the Umbra; the Legendary Realm and the Battleground are both popular choices.

While the character cannot hope to remember all or even most of the information she sees, she can attempt to search for specific moments in history. The result is a sort of vision quest; the Storyteller may choose to simply describe what the character sees or might lead the character on a quest through the memories of the Garou until she finds the information she needs.

Source: Book of Auspices


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