Werewolf the Apocalypse information source

Rank 5 Galliard Gifts

A list of all Rank 5 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.

Fabric of the Mind

Rank 5 Galliard Gift / Rank 5 Uktena Gift

The highest-ranked Galliards can bring the products of their imagination to very solid live, crafting creatures from the spiritual essence of dreams. Chimerlings teach this Gift.

System: The player makes an extended roll of Intelligence + Performance (difficulty 8). She can create any form of life she can imagine, assigning it one dot of Traits for each success gained on the roll. The werewolf can take as long as she wants to form the creature, accumulating successes from turn to turn, but once she stops, the dream being takes form and requires the expenditure of Gnosis to keep it manifested. The cost is one Gnosis per scene if the dream being remains relatively inactive (such as doing minor chores or watching a location), or one point per turn if the being engages in combat or similarly strenuous activity. The werewolf must be careful, because if she botches at any point, the dream being escapes her control. It will remain in the physical world for as long as it sees fit.

Source: Core book revised.


Head Games

Rank 5 Galliard Gift

This Gift embodies the Galliard’s ability to manipulate emotion in its purest form. The Galliard can change a target’s emotions as she pleases, from hate to love and back again. Coyote-spirits teach this Gift.

System: The Garou rolls Manipulation + Empathy (difficulty of the target’s Willpower). Success allows the Garou to steer the emotions of any one individual. The more successes the player rolls, the more quickly the emotions manifest and the stronger they feel. Some emotions won’t last without good cause. A Galliard could make someone fall in love with him, but the love won’t last. (It may well even turn into justified resentment.) If the Galliard’s actions would reinforce the emotion — treating a “new friend” well or threatening a terrified foe — there’s a better chance that the emotions will become the real thing. The Storyteller should give the Galliard’s player extra dice for roleplaying this Gift especially well.

Source: Core book revised.


Legend’s Insight

Rank 5 Galliard Gift

While any Garou with a spiritual connection to her ancestor-spirits may borrow an ancestor’s wisdom from time to time, the Galliards have, unsurprisingly, perfected the process. The character may call upon her illustrious predecessors for skill or knowledge and become, for a moment, the best she can possibly be. An ancestor-spirit teaches this Gift.

System: Only characters with the Ancestors Background may learn this Gift. The player rolls Charisma + Ancestors (difficulty 7). For each success, the player may boost an Ability to five dots, or an Ability already at that level to six dots. Normally, “modern” Abilities such as Computers, Drive, and even Firearms are disallowed, but this is left to the Storyteller’s discretion. The player should specify what ancestor she is calling upon and what Abilities that ancestor is likely to grant her; these choices should remain consistent through subsequent uses of this Gift (that is, the same ancestor probably shouldn’t be granting Brawl, Melee, and Athletics one session and then Occult, Enigmas and Rituals the next).

Source: Book of Auspices


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