Werewolf the Apocalypse information source

Rank 2 Gifts

A list of all Rank 2 Gifts for Werewolf: the Apocalypse, compiled from all source books, using the revised edition of books when available. For Gifts of a different rank, see the Werewolf Gifts section.

Dreamwalk

Rank 1 Bunyip Gift / Rank 2 Other Tribes

The Bunyip had a distinct tie to the Umbra of their homeland, more powerful than that of most Garou. Although those who learn this Gift from Bunyip ancestor-spirits lack the Bunyip’s inborn affinity for the Penumbra, they may still take great advantage of the Bunyip’s wisdom.

System: Whenever the moon is visible in the night sky, the Garou may, after a full minute of concentration, step sideways or use Gifts as if the Gauntlet were two levels lower. This reduction in difficulty is not cumulative with the reduction for using a reflective surface to step sideways. For the Bunyip, this Gift was Level One; characters of other tribes learn this Gift as Level Two.

Source: Past Lives


True Fear

Rank 2 Ahroun Gift / Rank 2 Shadow Lord (Judges of Doom & Lords of the Summit) Gift / Rank 2 Wendigo Gift

The Ahroun can display the true extent of her power, scaring one chosen foe into quiescence for a number of turns. Spirits of fear teach this Gift.

System: The player rolls Strength + Intimidation (difficulty of the target’s Willpower). Each success she achieves cows the enemy for one turn; the victim cannot attack at this time. He may defend himself if attacked and otherwise act normally, although his action will likely be guided by fear.

Source: Core book revised / Shadow Lord Tribebook (revised) / Wendigo Tribebook (revised)


Sense Silver

Rank 2 Ahroun Gift / Rank 2 Silver Fang Gift

As consummate warriors, Ahroun must be prepared for every eventuality — including silver weaponry. This Gift, taught by Lunes, allows the Ahroun to detect the presence of silver.

System: The Garou rolls Perception + Primal-Urge (difficulty 7). If successful, she can detect the presence of any nearby silver. Three successes allow him to pinpoint the silver’s location.

Source: Core book revised / 20th Anniversary Edition


Renewed Vigor

Rank 2 Ahroun Gift

By slaying a Wyrm beast (or other enemy, shameful though inter-tribal conflicts may be) in a particularly spectacular fashion, the Ahroun can inspire all allies who have her in their line of sight to fight harder through her example. A hawk-spirit teaches this Gift.

System: To activate this Gift, the Ahroun must have spent at least three Rage points in that turn, and must have killed an enemy with a stroke that brought it at least three health levels below Incapacitated. The Ahroun spends a point of Willpower, and all her Garou allies gain a number of points of temporary Rage equal to her Charisma Rating. Using this Gift does not require a separate action in combat aside from the action used to kill the enemy.

Source: Book of Auspices


Spiritual Wrath

Rank 2 Ahroun Gift

Garou are by nature beings half of corporeal flesh and half of spirit ephemera, living in two worlds simultaneously. By calling upon this Gift, an Ahroun manifests her spiritual nature more strongly than physical for a brief period, allowing her claws to cut through defenses they could never normally pierce. This Gift has no effect on creatures that are half spirit already like other Garou, fomori and changelings. But any being entirely of one world, such as Banes, vampires, ghosts or animals, is vulnerable to its sting. Any spirit of war can teach this Gift.

System: The player spends a point of Gnosis; the difficulty to soak the damage from a single claw attack the Ahroun makes in that turn is raised to 9. Note that the usual rule of being unable to spend Rage and Gnosis in the same turn still applies.

Source: Book of Auspices


Shield of Rage

Rank 2 Ahroun Gift

Such is the Rage burning within an Ahroun’s heart that all lesser furies quail before it. A wolverine-spirit teaches this Gift.

System: The player spends one Willpower point. For the rest of the scene, all spirits’ Rage scores are considered two less than their real values for the purpose of rolling damage against the Ahroun.

Source: 20th Anniversary Edition


Spirit of the Fray

Rank 2 Ahroun Gift

This Gift allows the Ahroun to attack with lightning speed, striking before any foe. A cat-spirit teaches this Gift.

System: Once the character learns this Gift, its effects are permanent. The Ahroun may add 10 to all his initiative rolls, which will nearly always ensure that he strikes first. If he chooses, the Ahroun may spend a Gnosis point to add another 10 to his initiative roll. Remember, though, that doing so prevents him from spending Rage to gain extra actions; werewolves can’t use Rage and Gnosis in the same turn.

Source: Core book revised.


Flurry of Arrows

Rank 2 Black Furies Gift

Camp: Amazons of Diana

The bow of Artemis slew many monsters of both human and Black Fury myth; the incarnation of Luna as maiden huntress was a swift and accurate shot with the bow. Appropriately, Luna has taught her children how to nock and release arrows more rapidly than a human might hope to follow. This Gift is taught by a Lune.

System: Spend a point of Rage; for the remainder of the scene, the character receives a free shot per turn from a bow (though not a crossbow) at no dice pool penalty. Thus, the character could simply take two bow shots, each at no penalty, or she might take three shots, and suffer a -2 on the first shot, -3 on the second, and no penalty on the shot granted by Flurry of Arrows.

Source: Tribebook: Black Furies (revised)


Rend

Rank 2 Black Furies Gift

Camp: Bacchantes

The Furies of myth did not use swords or axes to destroy enemies of the Gods; the Black Furies of old did not use weapons to slay enemies of Gaia. They used teeth and claws, and sheer animal might. While many Bacchantes certainly do use the tribe’s ritual labrys and bow, and others carry klaives and other fetish weapons, when they frenzy they most often fight with their natural weapons. Even out of frenzy, the Bacchantes recognize the intimidation factor of rending a foe with fang and claw, and many revel in its primal nature. Rend allows the Bacchantes to rip through substances that they could not ordinarily pierce, and do as much damage with their natural weapon as another might with a human’s sword. This Gift is taught – sometimes to great comic effect – by a Wine-spirit.

System: Spend 1 Rage and roll Strength + Primal Urge (difficulty 6).  For each success, the Fury gains the ability to rip through tough substances for one turn. When wearing any of the three “war forms” (Glabros, Crinos, or Hispo) and using hand-to-hand maneuvers, the character ignores the first three dice of the target’s soak pool – the target rolls three fewer dice to soak. This ability to pierce defenses also applies to inanimate objects such as walls and doors, making it considerably harder to hide from Black Furies inside buildings or underground. In case that a given object does not have a soak or armor rating, treat the Fury’s Strength as being three higher for purposes of the Feat of Strength needed to rip through the object.

Successful uses of Rend to destroy a wall, door, or enemy add 3 dice to the Fury’s next Intimidation roll against those who saw her do so.

Source: Tribebook: Black Furies (revised)


Spirit Loan

Rank 2 Black Furies Gift

Camp: Moon-Daughters

In extreme circumstances, a Moon-Daughter may find that another Garou has far more use for one of her Gifts than she does. To this end, Gaian spirits have shown the Daughters how to lend one of thier Gifts to another werewolf for a limited duration. The Black Fury who uses this Gift feels somewhat bereft of Gaia’s love and attention while another Gift has been loaned, but suffers no other ill effects. This Gift is taught by a Hen-spirit.

System: Roll Charisma + Occult (difficulty of the recipient’s Rage). Success allows the Fury to loan a single Rank 1 Gift to another Garou for a set period of time, to a maximum of three days per success. When that time is up (or if either the lender or receiver dies) the Gift returns to the lender. While the Gift has been lent out, the lender has no access to it and for all intents and purposes does not know it. The recipient uses the Gift as though she had learned it herself from the appropriate spirit: she uses her own dice pools for success, and spends her own Gnosis, Rage, or Willpower to activate it. A Black Fury can only lend one Gift out at a time, although there is no limit to the number of “loaned” Gifts a person may receive at any one time. She may loan out Gifts that ordinarily cannot be taught (for instance, she might loan a non-Black Fury the Amazons of Diana’s True Shot Gift, above), though if her tribemates discover her “indiscretion,” the social consequences might be dire. A Fury cannot use Spirit Loan to lend out Spirit Loan.

Source: Tribebook: Black Furies (revised)


Truest Sacrament

Rank 2 Black Furies Gift

Camp: Order of Our Merciful Mother

The Order of Our Merciful Mother frequently leavens Christian ceremony with Gaian supplication, to better aid their flocks. Truest Sacrament enables them to do so without rousing the suspicion of the faithful; humans with faith in Christianity see Gaian ritual as innocuous and even appropriate, after this Gift’s application. In so doing, the Furies are better able to free the most dogmatic and close-minded followers of patriarchal faiths to accept a broader spiritual mindset. This Gift takes advantage of humans’ ability to rewrite their memories of an event to suit their preconceptions in the same way that the Delerium does. This Gift is taught by a Unicorn-spirit.

System:  Truest Sacrament can be used either before or after a Gaian ritual begins. Used before a ritual, the character must make a Charisma + Subterfuge roll, with a target equal to the highest Willpower of the surrounding crowd; she will need to achieve one success for every seven onlookers. Should the Fury succeed, the next Gaian ritual she participates in will seem innocuous and appropriate to the crowd on hand. If Truest Sacrament is used during or after a ritual – if one or more humans happen upon a group of Garou during a rite – the same dice pool as above is used, but the character must also spend one point of Gnosis.

Note that Truest Sacrament will not cover up truley egregious or spectacular violations of the Veil – spattering blood, spirit fireworks, and so on, will be remembered and probably not thought of as harmless or normal. But if the rite is simpler, or the more hallucinatory effects can somehow be concealed from witnesses, the Furies may get away with it.

The salutatory effects of this Gift on the psyches of the most reactionary and closed-minded humans should be roleplayed out over time; there is no explicit game effect.

Source: Tribebook: Black Furies (Revised)


Kneel

Rank 2 Black Furies Gift

By pointing a finger or claw at a target, a Fury can force him to his knees. Only the strongest-willed can do anything but strain and swear in response. This Gift is taught by one of Pegasus’s brood.

System: The Fury rolls Manipulation + Intimidation (difficulty of the subject’s Willpower). Her target falls to his knees unless he spends a Gnosis point to resist the Gift’s effects (other supernatural beings may spend their own form of mystic energy, such as blood or quintessence, but mortals remain helpless). The target kneels for one turn per success.

Source: 20th Anniversary Edition


Stoking the Soul’s Fire

Rank 2 Black Furies Gift

Every aspect of a Furies life has different strengths: the Maiden’s fury at Gaia’s pain is unmatchable, the Mother’s will is indomitable, and the Crone’s spirituality is beautiful and terrible.A Maiden Black Fury can use this Gift to replenish her natural strengths by sacrificing her suppressed natures. The Maiden’s greatest strength is her anger; she can sacrifice from her will and spirituality to stoke that rage to scorching intensity. This gift is taught by a Wolverine-spirit.

System: A Maiden using this Gift rolls Intelligence + Occult with a target of her own permanent Rage; she spends on point of temporary Willpower and one temporary Gnosis, and refills her Rage pool if she achieves 2 or more successes.

Source: Tribebook: Black Furies (revised)


Trail of Pain

Rank 2 Black Furies Gift

First developed by the Amazons of Diana camp, this Gift allows the user to sense persons in agony. The Amazons use this Gift to uncover individuals suffering abuse. Other Black Furies use this Gift to track the abusersafter wounding them. This Gift is taught by a spirit servant of Pegasus.

System: The Garou must focus and spend a Gnosis point. At least one turn is required for the Gift user to attune herself to the mental anguish of the target. A Perception + Empathy roll discerns a single sufferer amongst many. The Fury can sense any living being in tremendous pain, physical or emotional , within 50 yards. The user senses only the general direction and urgency, but that’s typically enough for an angry Black Fury.

Source: Player’s Guide Second Edition.


Kali’s Tongue

Rank 2 Black Furies Gift

In the days of ancient myth, the Wyrm-creature Raktabija terrorized the Indian subcontinent. Raktabija could not be slain; every drop of blood that touched the earth sprang up another Raktabija. Soon after the battle against him began, the field was crowded with Raktabijas, each eager for the blood of Garou and Gaian spirits The mother-goddess Parvati (an aspect of Gaia) finally took to the field against Raktabija, in her guise as the hideous demon-warrior Kali. Kali spread her tongue out over the battlefield and prevented any of Raktabija’s blood from striking the Earth; she then commanded the Garou and gods present to destroy the Wyrm-creature, which they did.

The Gift Kali’s Tongue removes a creature’s ability to heal damage; its effects are relatively short-term, but if a creature is destroyed while this Gift is in effect, that death is permanent. What the Mother gives, the Mother’s vengeance can take away. This Gift is taught by a Cobra-spirit.

System: The Fury must first touch the victim, then the player spends one Rage and rolls Manipulation + Medicine (difficulty of the foe’s Rage, or Willpower -3, whichever is lower). Each success represents one turn during which the target creature cannot use any regenerative abilities, or heal inflicted damage naturally: Even supernatural healing Gifts like Mother’s Touch will fail on the target during this period. This Gift works equally well on humans, Garou, and materialized spirits; spirits entirely in the Umbra are immune to the Gift’s effects unless the Fury is also in the spirit world.

Source: Tribebook: Black Furies (revised)


Curse of Aeolus

Rank 2 Black Furies Gift

The Fury calls up a thick, eerie fog that obscures vision and unnerves her opponents. The Fury can see through the fog, but all other have trouble navigating by sight. A spirit in service to Aeolus, the fog totem, 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 Black Fury 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 Fury and her packmates loses a die from all Willpower dice pools.

Source: Core book revised.


Touch of the Muse

Rank 2 Black Furies Gift

With this Gift, the Fury invokes the spirits of art and artifice, allowing her to lower the difficulty of any Social Attribute rolls for the duration of the scene. A Gnosis roll (difficulty 8) reduces the difficulty of Social rolls by one per success. The roll itself depends on what the character attempts. A poetry reading, for example, would require Manipulation + Expression, whereas a seduction would involve Appearance + Subterfuge.

Source: Tribebook: Black Furies


Road Ward / Ward of the Road

Rank 2 Bone Gnawers Gift
Called Ward of the Road in the 1st Bone Gnawers Tribebook and Road Ward in revised)

You’ve been tossed out of just about everywhere. Now the spirits help you survive falls that would cripple just about anyone else. Leaping out of a car on the freeway is a minor inconvenience. Getting pushed off a building is a bitch. Either way, this Gift can still reduce the damage from the fall. As a side effect, for one scene after you activate the Road Ward, you’ll always land on your feet. Wanderlust-spirits teach this Gift.

System: Any use of this Gift requires one Willpower point and a Stamina + Survival roll (difficulty 6); you can immediately activate this Gift before you hit the ground. Falling out of a car moving up to 75 mph requires one success; every additional 25 mph requires an additional success. If you succeed, you take no damage and roll to a stop. Falling off a building reduces the damage by one story for each success. As a side effect, Road Ward cancels the Ahroun Gift: Falling Touch, as well as any trip attempt or leg seep; it can be activated in response to any of those attacks.

Source: Tribebook: Bone Gnawers (Revised)


Stone-Throwing Devil

Rank 2 Bone Gnawers Gift

Anything you can throw as a weapon becomes dedlier. If your Garou is the sort of bastard that throws rocks during city riots, dumps garbage on policemen from a fire escape or tosses around furniture in bar brawls, then this Gift is for you.

System: Burn one Rage and roll Dexterity + Athletics when the Garou throws a weapon. Add a number of dice equal to his temporary Rage to the Dexterity + Athletics roll. Of course, if the projectile hits, this means it may also do extra damage.

 

 

Source: Tribebook: Bone Gnawers (Revised)


Hootenanny

Rank 2 Bone Gnawers Gift

Bone Gnawer Hillfolk invented this Gift, and they’ve been teaching it to Galliards everywhere.  A good old-fashioned hootenanny involves music plaed really fast and incredibly well – “Dueling Banjos” is currently the most common song used with it.

While a Garou enacts this performance, every werewolf in his pack finds it easier to run, fight, jump, or perform any other rapid, strenuous physical activity. Unfortunately, everyone who hears the performance feels like dancing-they might stomp their feet, clap to the music, and even dance around if the music’s good enough. This gives the pack a decided edge in combat. With this Gift, a pack of Hillfolk and a Galliard with a banjo can tear up a whole room full of fomori and Black Spirals with one hell of a square dance.  This Gift is taught by an ancestor-spirit, usually one that looks and acts like a Galliard. Some Galliards claim this Gift is taught by the ghost of Elvis, but no one believes them.

System: When the hootenanny starts, the Garou using it spends a Gnosis, rolls Manipulation + Performance, and plays fast-paced, raucous music on a musical instrument. If the character scores three successes on the first turn, the Gift is activated; if he doesn’t he can continue to attempt the roll each turn until he does. For the duration of one scene, as long as he continues to perform, each Garou in his pack can add three extra dice to any Dexterity + Brawl or Athletics dice pool. A packmate can add these dice to only one action each round, or he may divide them among multiple actions, but he cannot use more than three bonus dice from this Gift in a turn.

Any enemies listening should make willpower rolls when this power is activated. If an opponent hearing the music can’t score at least three successes on this roll, raise the difficulty of all his Dexterity + Brawl or Athletics dice pools by 2. (Melee and Firearm dice pools are not affected by this Gift.)

Source: Tribebook: Bone Gnawers (Revised)


I Got a Rock

Rank 2 Bone Gnawers Gift

Instead of throwing a weapon to cause greater injury, the werewolf throws projectiles with greater accuracy. This Gift is taught by an air-spirit.

System: Large or unwieldy objects are usually more difficulty to throw than aerodynamic ones; this is reflected by a greater difficulty on the Dexterity + Athletics roll to chuck it. In the turn this Gift is used, the Garou burns one Gnosis. The difficulty to throw an object is then 4, no matter how awkward it is to throw. If the Garou can lift it, he can throw it. The Storyteller may still increase the difficulty because of range or other modifiers, but with this Gift, a motorcycle becomes as aerodynamic as a baseball. Note that a werewolf can’t use Stone-Throwing Devil and I’ve Got a Rock in the same turn (one requires Rage and the other requires Gnosis). Also note that throwing a motorcycle like you’d throw a curve ball or knuckleball shreds the Veil.

Source: Tribebook: Bone Gnawers (Revised)


Trash Magnet

Rank 2 Bone Gnawers Gift

Ordinary street garbage becomes the Bone Gnawer’s ally as it swirls about his opponent or engulfs his rival. All the trash nearby assails the target of this Gift, making life difficult. Older Bone Gnawers can completely immobilize smart-mouth, upstart Garou in heaps of trash and piles of garbage. Trash-spirits teach this Gift, although Rat-spirits teach a version that animates sewer flotsam.

System: The player rolls Charisma + Streetwise (difficulty 7) to determine the amount of trash involved. With one success, a minor distraction of newspapers and plastic bags causes a small increase in difficulties. With five successes, the target is buried in garbage and must dig his way to freedom. This Gift affects toxic waste as well. Note that this Gift does not create trash but instead draws upon the garbage in an area. An attempt to use this Gift in a sterile laboratory would fail.

Source: Player’s Guide Second Edition.


Odious Aroma

Rank 2 Bone Gnawers Gift

The Bone Gnawer can amplify his (probably already formidable) body odor to the point that it debilitates any who can smell it. A stinkbug-spirit teaches this Gift.

System: The player spends one point of Gnosis. For the duration of the scene, all beings that can smell and are within 20 feet of the Garou subtract two from all dice pools as they fight to breathe.

Source: Core book revised.


Guise of the Hound

Rank 2 Bone Gnawers Gift

The Bone Gnawer masks herself so that she blends into the urban landscape, disguising her Lupus form so that it appears as a large dog rather than a wolf. Despite its enormous utility, most other tribes spurn this Gift as degrading to the dignity of the Garou. A dog-spirit teaches this Gift.

System: The player rolls Manipulation + Subterfuge (difficulty 7). The disguise lasts for one scene per success.

Source: 20th Anniversary Edition


Find the Prize

Rank 2 Bone Gnawers Gift

The Garou employing this Gift closes her eyes and thinks about finding a thing of great value, either a specific item or a general class of things. She then spends a Gnosis point and rolls Perception + Enigmas (the difficulty depends on the rarity/uniqueness of the item being sought). Each success on the roll gives one clue concerning the whereabouts of this item. The clue is decided by the Storyteller and must be worked into the story: “Turning the corner, you see an ad for the Hound Dog Cafe… perhaps the Elvis plate could be there?” Note that just because an item has been located does not mean it can be easily gotten.

Source: Tribebook: Bone Gnawers


On Patrol

Rank 2 Bone Gnawers Gift

This Gift extends the duration and rang of Scent of the True Form or Sense the Unnatural; the Garou needn’t have either one of those Gifts before learning this one, but this Gift is useless without them. Bone Gnawers who hang out on strategically chosen street corners have a chance to sniff out supernatural creatures in the neighborhood. Using the Gift takes about an hour. During that time, if a Wyrm-tainted creature passes within about a city block, there’s a chance the werewolf will pick up his scent. Galliards use this Gift while performing on street corners; Ragabash do the same thing while begging for change. Lost-dog spirits teach this Gift.

System: Spend one Gnosis and roll Stamina + Occult (difficulty 6). The effects last for one hour and extend for a city block. (In the wilderness, the range depends on the Garou’s sense of smell.) Alternatively, a Garou with the Gift: Pulse of the Invisible can use it with On Patrol to watch activity in the Penumbra, even while hanging out in the physical world. As one would expect, a Bone Gnawer sitting on a street corner reacting to stuff that isn’t really there looks like he’s strung-out, drunk, stoned or insane. Even while “chemically enhanced,” he can still sense the taint of the Wyrm around him.

Source: Tribebook Bone Gnawers (Revised)


Dead End

Rank 2 Bone Gnawers Gift

Through a bit of graffiti and casual sabotage, the Garou can discourage anyone who wants to track him, follow him, or even take interest in his affairs. The werewolf can alter a sign, spray-paint directional information, or perhaps just simply turn street signs the wrong way to misdirect people who find it. This Gift works far better on humans than supernatural creatures. Some urban werewolves attempt this Gift two or three times a week to keep their stomping grounds hidden (rather like a lesser version of the Rite of the Signpost, listed below).

System: Using this Gift requires one Gnosis and enough time to spray-paint graffiti, turn around a street sign, or commit some other act of urban mischief. (If you need an exact number of turns, roll Wits + Survival, difficulty 4, and subtract the number of successes from 10; that’s the number of turns you’ll need) On any roll to track the Garou past this obstacle, increase the difficulty by 3. The effects last for a full week.

Source: Tribebook: Bone Gnawers (Revised)

 


Between the Cracks

Rank 2 Bone Gnawers Gift

Urban blight is the very underbelly of the Wyrm, and the Bone Gnawers know it better than any other tribe. The werewolf’s instincts guide him to the nearest barren spot within an urban area — a place where no human has set foot in at least a week, one which is not only isolated and currently unoccupied, but also likely to remain so for the rest of the night. This may be a boarded-up, abandoned building, a vacant apartment, or even a dead subway station. Bone Gnawers find this Gift useful for securing ritual spaces, setting up ambushes while preserving the Litany, and finding a place to sleep for the night. Any urban spirit can teach this Gift.

System: The player spends a point of Willpower and rolls Wits + Streetwise (difficulty 5). The more successes, the more secluded and difficult-to-locate the destination will be.

Source: 20th Anniversary Edition


Cornered Rat

Rank 2 Bone Gnawers Gift

When backed into a corner with nowhere to run, there are only two options — beg for mercy or turn and fight. Rat-spirits teach Bone Gnawers to excel at the latter.

System: The player spends one Rage point and rolls Rage (difficulty 8). Each success grants the character an additional die to his Brawl pools for the rest of the combat. This Gift sends the Bone Gnawer into an automatic and unavoidable berserk frenzy; any magic that stops the frenzy also ends the Gift.

Source: 20th Anniversary Edition


Crocodile’s Cunning

Rank 2 Bunyip Gift

The Bunyip passed into the lore of humans as an aquatic monster. This Gift, learned from crocodile-spirits, allowed the Bunyip to defend their waterholes, swamps and rivers with clever ambushes, or simply to evade pursuers. Crocodile-spirits taught this Gift.

System: The player spends one Gnosis. The character may hold her breath for up to one hour, and gains two dice to any Stealth rolls made while submerged in water or mud.

Source: Past Lives


Luna’s Armor

Rank 2 Children of Gaia Gift / Rank 2 Shadow Lord Gift / Rank 2 Silver Fang Gift

The Child of Gaia may call for Luna’s protection in battle. This Gift even allows limited resistance to silver. A Lune teaches this Gift.

System: The Garou concentrates for one full turn, and the player spends a Gnosis point and rolls base Stamina + Survival (difficulty 7). The player may add one die per success to the Garou’s soak pool for the rest of the scene. These bonus dice may also be used to soak silver damage, but only these dice. For example, if the Garou’s Stamina is 4 and the player rolls three successes, the Garou has seven dice to soak non-silver damage and three to soak silver.

Source: Core book revised.


Spellbinding Oration

Rank 2 Children of Gaia Gift

Similar to Persuasion (level one Homid), this Gift allows a Child of Gaia to be persuasive when dealing with others. The Garou’s statements will take on an air of extra meaning and credibility. Those hearing him are likely to agree with him. This Gift is taught by a Unicorn spirit.

System: The Garou rolls Charisma + Leadership against a difficulty of 6. If successful, the difficulties of all Social rolls are reduced by two for the remainder of the scene. If the Garou is actively trying to exhort his audience to anything other than combat (in any form), the difficulties of Social rolls are reduced by three. The Garou must orate for at least five minutes. The effects lasts for one scene.

Source: Tribebook: Children of Gaia


Stinging Blows

Rank 2 Children of Gaia Gift

The Children hate to admit it, but sometimes you can’t negotiate your way to a position of peace. Occasionally, you have to have faith in your own righteousness, and enforce you will upon those who are genuinely acting like children. But it you’re going to do it, at least you can make your claim as strongly as possible and prevent unnecessary damage. This Gift is taught by a wasp spirit.

System: The Child of Gaia spends one Rage. For the rest of the scene, her attacks are so painful that anyone struck by her immediately ignores any other foes he may be facing and attack the Child (Willpower roll, difficulty 9 to resist). Usually this Gift is employed to break apart two foes who otherwise couldn’t be. It’s a risky gambit, but sometimes effective.

Source: Players’ Guide to Garou (revised)


Unicorn’s Arsenal

Rank 2 Children of Gaia Gift

The werewolf’s claws and fangs become dazzling and pearlescent, shining with an inner multihued glory. Those wounded by these natural weapons lose the will to fight. An avatar of Unicorn teaches this Gift.

System: The player spends one Gnosis point to initiate the transformation. Any opponent bearing a wound delivered by the Unicorn’s Arsenal loses two dice from all attack rolls until the wound has healed.

Source: 20th Anniversary Edition


Grandmother’s Touch

Rank 2 Children of Gaia Gift

This Gift heals as does Mother’s Touch, but can heal the user of the Gift. This Gift cannot heal spirits or the undead. A unicorn-spirit teaches this Gift.

System: 

The player spends a Gnosis point and rolls Intelligence + Medicine (difficulty of the wounded individual’s Rage, or 6 for non-Garou). Each success heals one health level, and the Child may heal Battle Scars as well with the expenditure of an additional Gnosis point, as long as the Battle Scar was received in the same scene.

Source: Tribebook: Children of Gaia (Revised)


Calm

Rank 2 Children of Gaia Gift

This Gift imparts the secret of quelling the anger in others. A unicorn-spirit teaches this Gift.

System: The player spends one Gnosis point and rolls Charisma + Empathy (difficulty of the target’s Willpower). Each success removes one of the target’s Rage point, which may be regained normally. If used on a creature that has the capacity to frenzy but does not possess Rage (vampires, some fomori), the Gift cancels the frenzy if the player scores more successes than the target’s Willpower.

Source: Core book revised.


Mule’s Bane

Rank 2 Children of Gaia Gift

This metis-specific Gift allows a metis to lash out at others by visiting his enemies with his own deformity. Mule-spirits teach this Gift.

System: The player spends one Gnosis point and rolls Dexterity + Expression to “throw” the metis deformity; the difficulty is the opponent’s Willpower. The enemy gains the metis’ deformity for one turn per success, subject to Storyteller approval. If the metis botches, his own deformity becomes worse in some fashion for the remainder of the scene.

Source: Tribebook: Children of Gaia (Revised)


Para Bellum

Rank 2 Children of Gaia Gift

Though the Children love life, spring, and all that is good of Gaia, they aren’t pacifists; they always stand ready to protect their Mother. The werewolf’s Rage bursts forth in a torrent when another breaks the peace she so cherishes. A bear-spirit teaches this Gift.

System: This Gift may only be used at the beginning of a battle that was not initiated by the Garou, her pack, or her allies. The player spends one point of Rage; for the rest of the scene, the character enjoys one additional dot of Strength and Dexterity when attacking the enemy who fired the first shot of the battle, or any character that has inflicted an injury on a member of the Child’s pack during the scene.

Source: 20th Anniversary Edition


Domestic Seeming

Rank 2 Children of Gaia Gift

Unicorn does not want humans to fear her children, even the lupus. Many lupus Children of Gaia learn this Gift in the interest of walking comfortably among humans. By using this Gift, a werewolf in Lupus form convinces observers that they see a dog, not a wolf. Ordinary humans look at the wolf and think “husky,” “malamute” or some other similar breed of dog. Even other supernatural beings (save spirits) can be fooled by the Gift, seeing what they expect to see rather than the truth. This Gift is taught by any spirit of peace.

System: 

The player spends a Willpower point and rolls Manipulation + Animal Ken; the usual Manipulation penalties for Lupus form do not apply for the purposes of this Gift. If the player fails the roll, any observer can tell they’re looking at a wolf with a successful Perception + Animal Ken roll. If the player gains any successes, human observers cannot penetrate the disguise; supernatural creatures may make a Perception + Animal Ken (difficulty 7) opposed by the player’s roll to penetrate the illusion. Spirits of the Middle Umbra are not affected by the Gift at all; they recognize the werewolf as one of Gaia’s warriors as usual. The Gift’s effects last for a scene, or until the werewolf changes form.

Source: Tribebook: Children of Gaia (Revised)


Turtle Shell

Rank 2 Croatan Gift

By calling upon Turtle, the Croatan can seal himself in a mystic protective shield that resembles a turtle’s shell. The shell is opaque from the outside, but those on the inside can see through it. The werewolf can opt to bring others into the shell with him, if his power is sufficient. This Gift is taught by a turtle-spirit.

System: The player spends one Gnosis point and rolls Stamina + Survival, difficulty 7. Each success gives the shell two soak dice and two effective health levels; the radius enclosed in the protective “bubble” is two yards per success. A Crinos form werewolf requires about a two yard radius, so with two successes two werewolves in Crinos form (or three humans or Homid-form Garou, or so on, at the Storyteller’s discretion) could be protected.

The shell lasts for one scene or until broken, either by the Croatan’s will or by taking damage — whichever comes first. When dismissed or broken the shell shatters into pieces that then dissolve like so much mist.

Source: Wendigo Tribebook


Shell Game

Rank 2 Croatan Gift

Croatan Kinfolk nations used to use all sorts of things as mediums of exchange; colorful seashells were the most popular. With this Gift, a Garou can transform a shell into another method of exchange: dollars, coins, English pounds, Japanese yen, whatever. This Gift is taught by a trickster-spirit.

System: The player must spend a Gnosis point and make a Manipulation + Barter (modern games can use Streetwise instead) roll, difficulty 7. The number of successes determines the value of the resulting money. Using the dollar as an example, one success might create a five dollar bill, three successes a handful of twenties, and five successes could conjure up $1000 in hundreds. The shell cannot be changed into precious metal (gold or silver), or gems/jewelry, only an exact facsimile of actual money (including traveler’s checks and money orders). Once this gift wears off (and it so in an hour’s time), the money turns back into a pretty shell.

Source: Croatan Song


Safe Cave

Rank 2 Croatan Gift

The Garou can cause the earth to split before him, creating a hole into a small cave that can hold up to five more Crinos-sized people. The hole can be sealed once within the cave, so that no one outside can discern its presence without supernatural means. Any burrowing or earth-spirit can teach this Gift.

System: The player must spend a Gnosis point and make a Charisma + Survival roll, difficulty 7, to open the cave. The decision of whether or not to seal the cave must be made within three turns; the Garou can’t just open and close the cave once it’s been created. The cave lasts for a variable amount of time; once the duration expires, anyone in the cave pops out as the cave disappears.

Successes                              Duration

One                                         One minute
Two                                        Ten minutes
Three                                      One hour
Four                                        Six hours
Five+                                      Twelve hours

The cave dwellers are safe from physical attack, but some Gifts (such as Hand of the Earth Lords) can still affect them, as can any concentrated burrowing effort that can dig down into the cave and break its seal.

Source: Past Lives


Reverie

Rank 2 Fianna Gift / Rank 2 Galliard Gift

This Gift makes the victim’s mind wander down memory lane. While it may occasionally dredge up useful remembrances, it mainly serves to makes someone less observant or less focused on the task at hand. An ancestor-spirit teaches this Gift.

System: Roll Manipulation + Enigmas (difficulty of the victim’s Willpower). For every success, the
difficulty of the victim’s rolls related to Mental Attributes increases by one, to a maximum of 9 (representing stronger, more vivid memories). The effect lasts one minute per success or until the target’s attention is diverted. (For example, a guard under five minutes’ worth of Reverie probably won’t notice the Ragabash sneaking over the wall — but if he does, or if the Garou attacks him, the Gift’s effects end). The Fianna can’t directly control what fills the victim’s mind, but may be able to influence the subject (“Yeah, Gorm, remember that party at the Standing Stone? And the dancing girl, wasn’t she something…”).

Source: Fianna Tribebook (revised)


Howl of the Banshee

Rank 2 Fianna Gift / Rank 2 White Howler 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: Core book revised / 20th Anniversary Edition


St. Herve’s Folly

Rank 2 Fianna Gift

According to an old folktale, St. Herve once preached to a wolf that had eaten the ox he used to plow with, and the wolf was so ashamed that he agreed to plough in the ox’s place. If the Fianna didn’t murder St. Herve for this, they wanted to. But they also learned a lesson from it, and mischief-minded Fianna now use this carnivalesque Gift to create similar, though more pleasing, results. It convinces a leader of any sort that his status is incorrect and rather that he should serve those whom he rules. It can convince a town mayor to clean the shoes of a homeless person, or an alpha to bow to the will of his omega. The Gift is taught, unfortunately, by an ox-spirit.

System: The Fianna must have a chance to lecture the ruler on why he is incorrect in his position. The player spends one point of Willpower and rolls Manipulation + Expression, difficulty 8. A simple success convinces him to engage in ridiculous acts of subservience to gross lessers. Each success after the first continues this effect for one day. Garou and other supernaturals may resist this Gift by spending one point of Willpower, although if the Fianna continues her lecture and spends another point of Willpower, the victim must continue to resist. Effectively it becomes a bidding war between the victim and the Fianna; whoever has the most Willpower wins.

Source: Players’ Guide to Garou (revised)


Fire in the Belly

Rank 2 Fianna Gift

Anger and inner turmoil does wonders for creativity. Some Fianna use this principle in new and potentially  dangerous ways, directing some of their inner Rage to fuel their creative urges. While the work is more intense, it is also colored by the Rage, reflecting the redirected fury of the Fiann’s soul. “Sublime” and “peaceful” are not words  associated with works produced using this Gift. On the other hand, forged weapons take on the new resonance  quite readily, attracting War and Rage spirits (-1 difficulty for Rite of the Fetish). Brigid herself teaches this Gift.

System: The player spends a point of Rage and makes a Willpower roll (difficulty 7). A successful roll adds an  automatic success to an appropriate Craft, Expression or Performance roll. A botch will require an immediate Rage  roll for frenzy. Only one roll per project is possible. Using this Gift more than once a month is taxing and dangerous;  each additional use during a span of a month increases the difficulty by one.

Source: Fianna Tribebook (revised)


Ceridwen’s Blood

Rank 2 Fianna Gift

Blood has a power within it. With this Gift, a Fianna can tap the life-force within her own blood to restore a fallen ally. However, by doing so, she must suffer the wounds she heals. This Gift is taught by spirits allied to Stag.

System: The Garou can heal an injured target by spilling her own blood (a small cut will do) and rolling Stamina + Medicine against a difficulty of 8. One would level is healed per success. However, the Gift-user suffers a number of wounds equal to the amount healed — she cannot soak this damage. The Fianna can heal aggravated wounds by spending a Gnosis point, although she will only take non-aggravated wounds in exchange.

Source: Fianna Tribebook


Howl of the Unseen

Rank 2 Fianna Gift

Just as then ancient peoples had power in the connections between two halves (day/night, light half/dark half, etc),
so do the Fianna draw on their connection of spirit world and physical realm to bridge the Gauntlet. This Gift allows a howl from one side of the Gauntlet to echo across to the other. It is taught by a Bean Si, as well as by the spirits of animals that make loud noise without being seen, such as frogs or insects.

System: The Garou rolls Gnosis, difficulty of the Gauntlet, after which she may howl or speak for up to a full turn; the sound will be clearly audible on both sides of the Gauntlet. The Storyteller is free to determine how much can be said in the span of one turn.

Source: Fianna Tribebook (revised)


Flame Dance

Rank 2 Fianna Gift

Pushing the fire in his heart into his limbs, the Fianna hurls himself unharmed through the ranks of Gaia’s foes. A mongoose-spirit teaches this Gift.

System: The player reflexively spends one Rage point, allowing the character to dodge one attack with his full dice pool, regardless of what other actions he has taken during the round. Alternately, a Rage point may be spent to enhance a normal dodge action, adding three dice to the defense.

Source: 20th Anniversary Edition


Brew

Rank 2 Fianna Gift

The Fianna are renowned for their ability to drink liquor. Part of this legend stems from their ability to make it. With Brew the Garou can mystically transform a pitcher of any liquid into an alcoholic substance. This Gift can surreptitiously inebriate unsuspecting targets. A grain-spirit, and in some cases a worm-spirit, teaches this Gift.

System: After spending a Gnosis point, the player rolls Wits + Medicine (difficulty 7). The number of successes determines the quality and the potency of the concoction. One success can create cheap, domestic beer, low-budget wine or mediocre tequila, while five successes can create a high quality imported beer, fine vintage champagne or a top-shelf liquor. A botch creates a brew that induces massive hangovers (-1 penalty for the entire next day).

Source: Player’s Guide Second Edition.


Spear of Dancing

Rank 2 Fianna Gift

The old tales tell of Fianna throwing spears while balanced on the beam of a chariot at full gallop, or even crossing an army by leaping from spearpoint to spearpoint. This Gift gives the Fianna the ability to balance on the smallest surfaces, whether tightrope, post or even a spearpoint. If successful, the Garou takes no damage from stepping or handstanding on sharp objects, but may otherwise be wounded normally. A bird-spirit or an ancestor-spirit may teach this Gift.

System: The player spends a Gnosis point and rolls Dexterity + Athletics (difficulty varies: 5 to stand on the back of a  trotting horse, 6 to stay aloft a rolling ball, 8 to jog across a tightrope, and 9 to balance on the point of a spear).  Storytellers may require additional successes for more difficult feats (for example, the horse breaks into a gallop, or the tightrope is in a high wind). The effects last for a scene.

Source: Fianna Tribebook (revised)


Glib Tongue

Rank 2 Fianna Gift

This Gift makes listeners hear whatever they wish to hear. The Fianna can say anything, even total gibberish, but anyone listening will agree heartily. While this Gift is not a way to talk a millionaire into signing over all his goods, it is a superb method of talking one’s way into a party, making fast friends or avoiding being caught in a lie. A rabbit-spirit teaches this Gift.

System: The player spends one Gnosis point and rolls Wits + Expression (difficulty of the listener’s Wits + Alertness). The effects last for one turn per success.

Source: Core book revised.


Fair Fortune / Luck of the Irish

Rank 2 Fianna Gift
(Called Luck of the Irish in the 1st Fianna Tribebook, and Fair Fortune in the revised)

A Fiann with this Gift has a streak of luck a mile wide. She’s dealt a great hand, her prey is extra-clumsy today, or the wind shifts just in time to scent an ambush. A faerie or fortunespirit teaches this Gift.

System: With the expenditure of one Gnosis point, the player may reroll any failed or botched roll. The decision must be made immediately after the failed or botched roll. This Gift is only usable once per scene.

Source: Fianna Tribebook (revised)


Howls in the Night

Rank 2 Galliard Gift / Rank 2 Red Talon Gift / Rank 2 Shadow Lord Gift / Rank 2 White Howler Gift

The werewolf sends a full-throated howl shivering into the night sky, evoking primal terror in Gaia’s enemies. Creatures of the Wyrm who hear the howl find themselves troubled and unable to rest easily while their enemies are on the prowl. A wolf-spirit teaches this Gift.

System: The player spends a Gnosis point and rolls Charisma + Primal-Urge (difficulty 7). Creatures of the Wyrm who hear the howl will be jolted awake if asleep, and rendered unable to sleep for the next (successes x 3) hours.

Source: 20th Anniversary Edition


Unified Force

Rank 2 Galliard Gift

The Galliard can bond the pack into a truly unified force, striking as one. As long as no one in the pack succumbs to frenzy, each member strikes at the same instant, and few foes can stand up to such an attack for long. A wolf-spirit teaches this Gift.

System: The player must spend one Gnosis point for each turn in which this Gift is to be active. Every turn that she does so, each player rolls for initiative as usual, but the entire pack acts on the highest initiative rolled (so if the character’s initiative totals wind up being 10, 8, 14, and 17, the entire pack acts on 17, even if the pack’s alpha wound up with the 8). The entire pack must be present in the battle for this Gift to be effective, and if even one pack member frenzies, the effect is lost. Also, only pack members bonded by a totem may enjoy these benefits. All pack tactics are at -1 difficulty while this Gift is active.

Source: Book of Auspices


Dreamspeak

Rank 2 Galliard Gift

The Galliard can enter another’s dream and thereby affect the course of that dream. The werewolf does not have to be anywhere near the target, but she must know or have seen the dreamer. A Chimerling teaches this Gift.

System: The player rolls Wits + Empathy (difficulty 8). If the dreamer awakens while the Galliard is still within the dream, the werewolf is thrown out of the dream world, and he loses a Gnosis point.

Source: Core book revised.


Mimic

Rank 2 Galliard Gift

The Garou can alter her voice such that she can imitate any sound or voice she has heard, including sirens, gunshots, musical instruments or even specific quotations. The Gift does not allow the creation of new sounds, but new combinations can have interesting effects. Magpie-spirits know this Gift, but learning it from them can be an embarrassing and frustrating process.

System: Once the Garou learns this Gift, she can reproduce anything she hears. When simulating another person’s voice (or animal speech) she can only iterate what she has heard and cannot improvise new speech. Clever Garou create new combinations to form new sentences, but they often sound choppy. The player must roll Charisma + Performance (difficulty 6) if the intended audience suspects a ruse or knows the original voice very well (a relative, long-time friend or packmate, for instance).

Source: Player’s Guide Second Edition.


Distractions

Rank 2 Galliard Gift

The Garou can make annoying yips, yelps and howls to divert the attention of his target. A coyote-spirit teaches this Gift.

System: The player rolls Wits + Performance (difficulty of the victim’s Willpower) Each success subtracts one die from the target’s dice pool next turn.

Source: Core book revised.


Call of the Wyrm

Rank 2 Galliard Gift

This dangerous Gift actually attracts creatures of the Wyrm. Galliards typically use the Call to bait an ambush or to flush prey from hiding. Any spirit servant of Gaia can teach this Gift.

System: The Garou’s player makes a resisted roll of Manipulation + Performance against the Wyrm creature’s Willpower (both rolls are difficulty 7). If the Wyrm creature loses the contest, it must come to the source of the Call.

Source: Core book revised.


Halt the Coward’s Flight / Executioner’s Privilege

Rank 2 Get of Fenris Gift / Rank 2 Shadow Lord (Judges of Doom) Gift
The Judges of Doom version is called Executioner’s Privilege

The Garou may slow a fleeing (not charging) foe, making him easier to catch. A wolf-spirit teaches this Gift.

System: The Garou must spend one turn concentrating, and the player rolls Charisma + Intimidation (difficulty of the target’s Willpower). If the roll succeeds, the target’s speed is halved for one scene.

Source: Core book revised / Shadow Lord Tribebook (revised)


Fangs of the North / Claws of Frozen Death

Rank 2 Get of Fenris Gift / Rank 2 Wendigo Gift
The Wendigo version is called Claws of Frozen Death

Blue smoke rolls off of the werewolf’s claws and teeth, which are transformed into curving daggers of hardened ice. Wounds inflicted with these terrible weapons turn black and fester, all the warmth and life driven out of them. A snow-spirit teaches this Gift.

System: The player spends one Gnosis point and rolls Wits + Survival (difficulty 7). The transformation lasts for the rest of the scene, or until banished voluntarily. Any individual wounded by the werewolf’s fangs or claws suffers a –1 penalty for the rest of the scene as chills wrack her body. Additionally, such wounds heal badly; mortals are likely to lose injured limbs as the tissue necrotizes, and beings capable of supernaturally swift healing (such as vampires or Black Spiral Dancers) are unable to heal these wounds for one day per success on the Gift’s activation roll. This Gift can’t be used in Homid, but applies fully to the claws and/or fangs of all other forms.

Source: 20th Anniversary Edition


Wearing the Bear Shirt

Rank 2 Get of Fenris Gift

Fear is for cowards; Rage is for warriors. The Fenrir who learns this Gift hardens himself against fear, even on an instinctual level. This Gift is taught by a bear-spirit.

System: No roll is required; once this Gift is learned, the effects are automatic. The Fenrir who learns this Gift never enters fox frenzy; instead, he enters a berserk frenzy, regardless of the stimuli. In addition, the player can make a Willpower roll to resist any Gifts or other supernatural powers that incite fear, even if a resistance roll is normally not allowed.

Source: Tribebook: Get of Fenris (Revised) 


Snarl of the Predator

Rank 2 Get of Fenris Gift

The Garou lets out a feral snarl that terrifies opponents and cows them into submission. A wolf-spirit teaches this Gift.

System: The player rolls Charisma + Intimidation (difficulty of the opponent’s Wits + 3). Each success subtracts one die from an opponent’s dice pools on the next turn. This Gift takes one full turn to invoke.

Source: Core book revised.


Sense Guilt

Rank 2 Get of Fenris Gift

The Hand of Tyr camp specializes in the use and misuse of this Gift. By staring into the eyes of another, the Get can sense whether the target harbors guilt for some past offense. The most experienced Get can even get a feeling for what sort of crime transpired. Unfortunately, a few Get have been known to take advantage of this Gift by “sensing” guilt where none exists or by blackmailing Garou after a successful reading. A crow-spirit teaches this Gift.

System: A successful Perception + Empathy roll (difficulty 8) reveals hidden guilty feelings. One success detects any sense of regret, whereas five successes reveal specific facts concerning the dirty issue.

Source: Player’s Guide Second Edition.


Troll Skin

Rank 2 Get of Fenris Gift

This Gift allows the Fenrir to draw on the power of earth for protection, just as the legendary trolls and even Jotunn were able to do. When the Get activates this Gift, her skins grow tough and thick, covered with warty knots of hard, armored flesh. This Gift is taught by an earth elemental.

System: The player spends one Gnosis point and rolls Stamina + Primal-Urge (difficulty 7). For each success, the character receives one extra die on her soak roll. These extra soak dice cannot be used to soak silver damage; the Gift lasts for one scene, or until the Get chooses to dismiss it. Troll Skin is alas, quite disconcerting and unpleasantly pungent. While the Gift’s effects last, the difficulty of all Social rolls is increased by 1.

Source: Tribebook: Get of Fenris (Revised)


Fu Xi’s Honor

Rank 2 Glass Walker Gift (Boli Zouhisze)

When confronted with a threat to a helpless member of the werewolf’s family or pack, the Boli Zouhisze can rise above her normal limits to defend them. The spirit of any animal that mates for life may teach this Gift.

System: The Storyteller must agree that the member of the Garou’s family or pack is indeed helpless and unable to defend himself. (With rare exception, any human facing a werewolf should be considered helpless.) The player may then spend one Rage and add one die to all her character’s Physical Attributes for every point of permanent Honor the character possesses, for the duration of the scene.

Source: Glass Walker Tribebook (revised)


Mind Partition

Rank 2 Glass Walker Gift

Camp: Random Interrupts

A favorite among Random Interrupts who discover they can’t multitask nearly as well as their computers, this Gift allows the Garou to break their own mind into segments, quickly switching their concentration to a new task while never losing their place on the old task. One Cruncher described the Gift by saying, “It’s not true multitasking, but it fakes it well.” A Pattern Spider teaches this Gift.

System: The player spends one Willpower point and rolls Gnosis (difficulty 6). For every success gained, the player can add work on one extra extended action every turn, one added per turn. No penalties are incurred on any of the extended actions, but if just one botch is rolled, all uncompleted tasks fail.

Example: Backup-Circuit is working on a complicated hacking job involving three separate tasks, but needs to move quickly. He spends one Willpower point, activating Mind Partition and rolls Gnosis, gaining the needed two successes. On the first turn he begins his work on cracking the door systems, rolling his standard dice pool. On the second turn he continues to work on the door systems, but also begins work on cracking the security, and rolls for both tasks. On the third turn and every turn thereafter, he is working on cracking the door system, security system and defenses system simultaneously. Had he botched the roll, he’d have begun trying to crack the system but collapse, clutching his head seconds later as his brain breaks under the pressure.

Source: Glass Walker Tribebook (revised)


Image of the Saints

Rank 2 Glass Walker Gift

Camp: Wise Guys

God or Gaia (take your pick) has His/Her touch on everyone. This Gift allows the Wise Guy to sense the spiritual or supernatural ties another individual possesses within the context of Catholic saints. A dove-spirit teaches this Gift.

System: The player spends one Gnosis point and rolls Perception + Enigmas, difficulty 8. If successful, the Wise Guy sees the image of a specific saint overlaid across a specific individual she sees. This saint will reflect specific aspects of the person depending upon their nature. Another Garou shows a saint reflecting his pack totem. A supernatural creature that isn’t a Garou reveals a saint reflecting their true form, and a normal human will be seen with a saint reflecting either their Nature or an essential moment of their personal history.

Note to players and Storytellers: Good lists of saints can be found in books and on the Internet.

Source: Glass Walker Tribebook (revised)


Power Surge

Rank 2 Glass Walker Gift

By speaking with electricity spirits, the Garou causes a blackout over a widespread area. An electricity elemental teaches this Gift.

System: The player spends one Gnosis point and rolls Wits + Science (difficulty 7). The number of successes determines how large of an area is blacked out. One success would black out a single room, while five would cut the power to a whole neighborhood.

Source: Core book revised.


Cybersenses

Rank 2 Glass Walker Gift

By studying both his natural senses and the sensory capabilities of machines, the Garou may exchange the former for the latter. He may choose to exchange normal hearing for radar, or ordinary sight for infrared or UV sight. Any technological spirit can teach this Gift.

System: The player spends one Gnosis point per sense affected, and he rolls Perception + Science thereafter to activate the Garou’s new senses. This Gift lasts for one scene.

Source: Core book revised.


Garafena’s Crown

Rank 2 Glass Walker Gift

Garafena was a mythical serpent in Russian folklore that sat upon a golden crown and was called upon to give blessing to his followers. A recent Gift that has only been known since 1998, Garafena now offers his blessings to any Garou who wears his mark. This Gift is taught by a snake-spirit.

System: The Glass Walker must don a crown of some description, a hat, or even a scrap of fabric wrapped around their head will do. The player then spends one Gnosis. For the rest of the scene, any guns fired by the Glass Walker will never run out of ammunition.

Source: Players’ Guide to Garou (revised)


Heat Metal

Rank 2 Glass Walker Gift

Glass Walkers — who understand the workings of science and spirits alike — can mystically excite the molecules within metal. Metal heated in such a way can be forged, molded or used to sear flesh. A red-hot crowbar can be a very effective weapon, and heating the exterior of a gasoline tanker can have explosive results. Glass Walkers learn this Gift from fire, earth, or metal elementals.

System: The Glass Walker must spend one Gnosis point and successfully roll Intelligence + Repair. The difficulty varies from base metals (such as copper or lead) at difficulty 6 to complex alloys (such as steel or titanium alloy) at difficulty 8. The number of successes equals the number of rounds the metal stays heated. Touching heated metal causes one aggravated, unsoakable Health Level of damage per round.

Source: Player’s Guide Second Edition.


Overclock

Rank 2 Glass Walker Gift

In the world of computers, your equipment is outdated by the time it’s out of the box. This Gift allows the Garou to make a piece of computer equipment perform beyond its specifications. This includes speeding up a processor to render a 3D image quicker, improving video cards to display more polygons than usual or adding more memory to hold larger amounts of information. Any technological spirit can teach this Gift.

System: The player rolls Manipulation + Computer (difficulty 6). More successes mean more improvement. However, the Storyteller may decide that a certain number of successes are necessary to attain a certain speed. (Speeding up your 233mhz Pentium to run the latest game may need only one success, but trying to Overclock your old Amiga to render modern game graphics in less than a day may need at least three). The effect of this Gift last one scene or function (in the cases of extended renders and processes).

Source: Book of the City


Hands Full of Thunder

Rank 2 Glass Walker Gift

Many Glass Walkers regard the gun as the ultimate sign of the power of the modern age, and make pacts with the spirits to assure that their firearms do not become useless, primitive clubs in the midst of battle. A technological spirit or war-spirit teaches this Gift.

 System: The player spends a point of Gnosis. For the rest of the scene, any gun the Glass Walker fires won’t run out of ammunition, so long as it had ammo to begin with. Burst restrictions are still recommended with automatic weapons to keep the gun from overheating and jamming.

Source: 20th Anniversary Edition


Encrypt

Rank 2 Glass Walker Gift

Paranoid Glass Walkers — which is to say, most of them — use the best encryption technologies available on the open market when they send data through the Internet or Digital Web. If a Glass Walker suspects that a Netspider is watching her Net activity, she may even choose to use this Gift, which magically protects data against snooping. Encrypt doesn’t ordinarily hide itself from magical observers — anyone with the ability to see into the spirit world will notice that the message has been enshrouded, unless the Glass Walker takes special care to hide that.

System: The player must spend one Willpower and roll Manipulation + Computer; the difficulty is (10 – the local Gauntlet). Success means that the character’s message has been encrypted beyond the ability of most mortals to pierce. This encryption can apply to either a single message (one email or burst of data) or to a connection (such as might exist between two computers for a long download or chat-conversation). A character trying to break the encryption on a single message gets just one chance to do so — the magic surrounding the message deletes it if the character fails. A character trying to break the encryption on a connection can treat the attempt as an extended test.

With just one success, the encryption can be pierced by mortal means — a human who is not magically active can break through the encryption with a Perception + Computers roll (difficulty of the Garou’s Willpower) that achieves five or more successes. With more than one success, the encryption can only be pierced by a Garou using Weaver’s Eyes (see above) or similar magical abilities. If the Garou additionally spends one Gnosis, the message does not appear to be encrypted — it seems to be an innocuous conversation, or an income-tax spreadsheet, or the like. This Gift is taught by a squirrel-spirit.

Source: Book of the City


Buzzword Language

Rank 2 Glass Walkers Gift

Camp: Corporate Wolves

The Glass Walkers have always needed the ability to hide in plain sight more than other tribes by virtue of being in plain sight so much more often. As a result, they’ve developed many Gifts for communicating unnoticed, but very few have been so successful as this. The Corporate Wolf simply begins to babble in the incoherent – yet entirely accepted – toungue of modern business and the person he’s talking to will completely comprehend his message, which can be totally unrelated to a single word in the conversation.

System: The player spends one point of Willpower and rolls Charisma + Subterfuge, difficulty 7. Each success determines how accurately the message is conveyed. At one success the message comes out in single-word sentences. (“You. Me. Escape”) Three successes allow for simple, single-clause sentences. (“You and I will use the staircase to escape.”) Five successes, you could package a short story into the phrase “Leoni and I need to dialogue about leveraging our core competencies in order to achieve market affiliation.”

Source: Tribebook: Glass Walkers (Revised)


Steel Made Flesh

Rank 2 Glass Walkers Gift

Camp: Cyber Dogs

Sometimes it’s useful to take a step back in order to facilitate many steps forward. An example would be in airports or other places with metal detectors. This Gift allows the Garou to change all cybernetics in his body back into flesh. While flesh, cybernetics do not operate. A snake or cicada-spirit teaches this Gift.

System: The Cyber Dog spends one Gnosis. The cybernetics become flesh immediately. The Gift lasts for the rest of the scene.

Source: Tribebook: Glass Walkers (Revised)


Steel Fur

Rank 2 Glass Walkers Gift

Focusing in on their own being, the Glass Walker wraps his own spirit with those of steel, turning his fur into hardened metal. Metal or Earth elementals teach this Gift.

System: The player spends one Willpower point and rolls Stamina + Science (difficulty 7). Each success adds one die to the Garou’s soak pool for one scene. While this Gift is active, the Garou suffers a +1 difficulty to all Dexterity rolls, and any Social rolls not involving other Glass Walkers. Obviously you must be in Crinos, Hispo or Lupus for to use this Gift.

Source: Tribebook: Glass Walkers (Revised)


Pennies from Heaven

Rank 2 Glass Walkers Gift

The Glass Walker convinces money spirits to change their denomination. the coin or note simply metamorphoses into the appropriate denomintation. Money spirits teach the Gift.

System: The Garou spends one Gnosis point and rolls Charisma + Politics. What value the money becomes determines the difficulty regardless of the original denomination.

Currency – Difficulty

Penny – 3
Nickel – 4
Dime – 5
Quarter – 6
Dollar – 7
Five Dollar – 8
Twenty Dollar – 9
One Hundred Dollar – 10

Each success can change one coin or note into another denomination. Foreign currencies can also be converted in similar fashion, and it is also possible to convert a currency of one country to a different denomination of another.

Source: Tribebook: Glass Walkers (Revised)


Jam Technology

Rank 2 Homid Gift / Rank 2 Glass Walker Gift

The werewolf can cause technological devices to cease functioning, albeit temporarily. Even the simplest of shaped objects will refuse to perform its function. A Gremlin — a type of Wyld-spirit that enjoys breaking things — teaches this Gift

System: The player spends one Gnosis point and rolls Manipulation + Crafts. The werewolf may choose the level of complexity she inteds to “jam.” All technological devices (i.e., any devices shaped from fabricated materials like metal or plastic) of that compledity within 50 feet cease functioning for one turn per success. The devices remain unchanged but inert. Knives won’t cut, gunpowder won’t ignite, gears won’t turn and so on. The difficulty of the roll is based on the following chart:

Device
Computer
Phone
Automobile
Gun
Knife
Difficulty
4
6
8
9
10

Source: Core book revised / 20th Anniversary Edition


Speech of the World

Rank 2 Homid Gift / Rank 2 Silent Strider Gift

This Gift allows Gaia’s warriors to read and wield the spirit of speech, bypassing the need to learn different languages and dialects. The Garou may speak and understand any human language she encounters, though she speaks with an obvious accent, marking her as an outsider. Speech of the World doesn’t convey literacy, nor is it an encyclopedia of cultural information. An ancestor-spirit teaches this Gift.

System: The player rolls Intelligence + Academics (difficulty 7). The effect lasts for one scene.

Source: 20th Anniversary Edition


Staredown

Rank 2 Homid Gift

By staring into the eyes of a human or animal, a werewolf can cause the target to flee in terror. This Gift can be used against other werewolves, but the target will freeze in place rather than flee. A ram or snake-spirit teaches this gift.

System: The Garous using this Gift may focus on only one target per turn; the player rolls Charisma + Intimidation (difficulty 5 + the victim’s Rank). The victim flees for one turn per success, although he may expend a Willpower point to resist the Gift’s effects for a turn. Should the character score five or more successes, the victim flees for the duration of the scene. Werewolves (and most powerful Wyrm-monsters) will not flee, but they cannot attack while the Gift’s user continues to stare them down. However, if they are attacked themselves, all bets are off.

Source: Core book revised.


Divide

Rank 2 Homid Gift

Humanity excels at making tiny differences into massive gulfs. This can be seen in racism, sexism, and homophobia. This Gift rises up such hatred and suspicion. It is taught by a dog-spirit.

System: By spending one Gnosis point, and rolling Manipulation + Brawl, difficulty 7, the Garou can exacerbate divisions between individuals or groups. Note that the Gift cannot actually create anger and divisions; they must already exist to be exploited. If used on the theoretical “perfect family”, the Gift would fail. Among humans, the Gift simply prevents any resolution of issues and difficulties, possibly breaking into violence. One success might cause targets to raise voices at one another, three would spell lawsuits, and five might bring them to blows.

Amongst Garou and other shapeshifters with Rage, however, the Gift is even more powerful. Every success on the initial roll adds one success on all Rage rolls the targets make throughout the scene. With such manipulation, it is doubtful that any peace can be made, and highly probable new troubles will emerge.

Source: Players’ Guide to Garou (revised)


Rooftop Sprint

Rank 2 Homid Gift

On occasion, a city Garou may find himself in a chase across the rooftops of his town. He may be pursuing a fleeing Wyrm-spirit or Black Spiral Dancer, or he might be running for his life from similar foes. Rooftop Sprint makes such a chase much more survivable — and even winnable — for the Garou who uses it. He becomes able to leap up and down several stories, and easily spring across open alleyways. The primary restriction on the character’s movement is that he cannot touch the ground, or the Gift’s effect ends at once.

System: The player must spend a point of Rage and roll Dexterity + Athletics (difficulty 6). For every success achieved, the character can jump up or down one story (3 meters) or 3 meters horizontally, without danger or difficulty. Athletics rolls can improve jumping distances, just as always; the effects of those Athletics rolls just add to the result given by this Gift. The Gift’s effects last for one scene, or until the character touches the ground at street level — if the Garou touches pavement, grass, or anything else commonly considered “ground” he is considered to have touched ground, but if he leaps from car roof to car roof he should be okay. Rooftop Sprint is taught by an alleycat-spirit.

Source: Book of the City


Mark of the Wolf

Rank 2 Homid Gift

The werewolf marks those she comes in contact with, leaving them to carry the same aura of the predator the Garou does. This subtle curse can wreak havoc in a target’s private or professional life, and is a favorite of many homids looking to provoke discord in the ranks of the enemy. A Lune teaches this Gift.

System: The player selects a target that has had some interaction with the Garou during the scene (even something as simple as light conversation in an elevator counts), then rolls Manipulation + Primal-Urge (difficulty 7). The target inherits the Curse (see p. 262) as though she had a Rage rating equal to that of the Garou for one day per success.

Source: 20th Anniversary Edition


Axis Mundi

Rank 2 Lupus Gift / Rank 2 Silent Strider Gift

By spending a Gnosis point, the lupus can center herself in relation to Gaia, and always know which direction she is traveling in or facing, no matter where she may be in the Gaia realms. In addition, the lupus carries her “territory” around with her, in a mystical sense. Wolves will detect this, and concede her  right to travel through their territories and hunt there. Even other lupus must make a Willpower roll not to recognize this right. Other animals will also recognize this, and not attack the intruder.

Source: Ways of the Wolf / 20th Anniversary Edition


Sense the Unnatural

Rank 2 Lupus Gift / Rank 3 Fianna Gift

Fianna version is Camp: Tuatha de Fionn

The werewolf can sense any unnatural presence and determine its approximate strength and type. Supernatural presences can include magic, spirits, the Wyrm, wraiths and vampires, although it won’t pick them out specifically as such. The werewolf may sense a person plagued by hauntings as easily as a ghost. Any spirit servant of Gaia can teach this gift.

System: The player rolls Perception + Enigmas. The more successes he rolls, the more information he gains. The sensory input is somewhat vague and subject to interpretation though. For instance, a vampire might smell of old blood, of fear, of rotten flesh, of fresh meat or of whatever else the Storyteller finds appropriate. Interpreting the information properly might require an Intelligence + Occult roll (Storyteller’s option).

Source: Core book revised / Fianna Tribebook


Eye of the Eagle

Rank 2 Lupus Gift

This Gift allows the user to see long distances, over “two looks away.” Roll Perception + Alertness against an 8 difficulty. The number of successes is the number of miles away one can see as normal. This Gift will not work well in the city, as buildings tend to get in the way.

Source: Ways of the Wolf


Form Mastery

Rank 2 Metis Gift / Rank 2 Black Furies Gift / Rank 2 Fianna Gift

This Gift empowers the Wyld spark that resides in all Garou, granting the character greater control over her shapeshifting abilities. A wolf-spirit teaches this Gift.

System: When shapeshifting (see p. 285), all difficulties are reduced by 1. Additionally, when enacting partial transformations (see p. 286), the player need no longer spend a Willpower point, and the difficulty of the roll is 7. This Gift’s effects are permanent.

Source: 20th Anniversary Edition


Curse of Hatred

Rank 2 Metis Gift / Rank 2 Silent Strider (Camp: Bitter Hex) Gift

The metis may verbalize the hatred in her heart, disheartening opponents with the intensity of her emotion. A spirit of hate teaches this Gift.

System: The player spends on Gnosis point and rolls Manipulation + Expression (difficulty of the opponent’s Willpower). If she succeeds, her opponent loses two Willpower points and two Rage points. This Gift may be used on an opponent only once per scene.

Source: Core book revised / Tribebook: Silent Striders (revised)


Wriggle

Rank 2 Metis Gift

Metis sometimes have to hide in all the wrong places at the wrong times. With this Gift, they can take best advantage of their surroundings to get away and take a breather. The spirit of a Cockroach teaches this Gift.

System: Spend a Willpower point and roll Stamina + Primal Urge, difficulty 6. For each success, the target must spend one full day in Crinos, consecutively if more than one success is rolled. This Gift works only on other Garou, including Black Spiral Dancers.

Source: Guardians of the Caerns


Burrow

Rank 2 Metis 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: Core book revised.


Strength of Purpose

Rank 2 Philodox Gift / Rank 2 Croatan Gift / Rank 2 Get of Fenris Gift (Camp: Fangs of Garm)

Some Garou feel so strongly about their place in the pack, the tribe and the world that they can draw on this resolve in times of need. The Philodox can pull new resolve from his deepest reserves. A wolf-spirit teaches this Gift.

System: Once per scene, the player may roll Stamina + Rituals (difficulty 7). For every two successes, the Philodox recovers one point of Willpower up to her maximum.

Source: Core book revised / 20th Anniversary Edition


Call to Duty / Spectral Authority

Rank 2 Philodox Gift / Rank 2 Silent Strider (Camp: Wayfarers) Gift / Rank 2 White Howler Gift
The White Howler Version is called Spectral Authority

Any spirit the Philodox knows by name is a potential servitor. With this Gift, the werewolf can summon and command any spirit she knows by name. Only one command is possible at a time, and the spirit departs after fulfilling the one request. An Incarna avatar teaches this Gift.

System: Obviously, the Philodox must learn the spirit’s name, which usually requires personal acquaintance or use of the Gift: Name the Spirit. The Player rolls Charisma + Leadership (difficulty of the spirit’s Willpower). If the player spends two Gnosis points, the werewolf can summon all Gaian spirits within one mile to protect or assist her, even if she does not know their names.

Source: Core book revised / Tribebook: Silent Striders (revised) / White Howler Tribebook


Realm Wisdom

Rank 2 Philodox Gift

A wise Garou knows to obey the laws of a realm for maximum results; however, sometimes those laws aren’t immediately obvious. Although experience is the best teacher, sometimes a Philodox needs to take a shortcut. By channeling the wisdom of a realm’s spirits, the Philodox can intuitively guess important facts about the realm. This Gift is taught by an ancestor-spirit.

System: This Gift works in any realm or zone. The player spends one Gnosis point and rolls Perception + Law against a variable difficulty; the more obscure or less traveled the realm, the higher the difficulty. For example, trying to glean wisdom about the CyberRealm or Battleground might be difficulty 6, whereas learning the laws of the Null Zone might be a 9. Each success gains a relevant fact about the realm, to a maximum of five successes. The Storyteller determines which facts are most relevant; for example, if the player gains only one success in the Abyss, the Storyteller might feel that the most important fact is “don’t fall in; if you fall into the Abyss, you’re lost forever.” This Gift functions only once per visit to any given realm, and doesn’t prevent redundancy; a Philodox might “learn” the same fact twice in successive visits to a realm.

Source: Umbra


Omen of Truth

Rank 2 Philodox Gift

Half Moons are seldom called upon to make easy decisions or clear-cut judgements — if things were so simple, the Philodox would not be needed. Yet when it comes down to it, even the judge could use a hint now and then. By taking a moment to look around, the wise Garou may see in the fall of a leaf or path of a butterfly an answer he seeks.

System: The player spends a Gnosis point and makes a Perception + Enigmas roll (difficulty varies, from 9 in a featureless, sealed space to 5 for a forest at sunset). The Gift takes a minimum of one full minute to use; the user gains a -1 difficulty if he dwells on the problem for ahlf an hour. Successes add to the nature and certainty of the omen, while a botch brings an equally certain but erroneous conclusion. More than most, the effects of this Gift are up to the Storyteller, and depend on the situation; in general, through, the Storyteller should use it to give a hint as to Gaia’s two cents worth on the matter in question.

Source: Book of Auspices


Command the Gathering

Rank 2 Philodox Gift

The Philodox draws all eyes to herself with a great exclamation, a clap of her hands, the striking of klaive to shield, or some other such gesture. Until she has had her say, none may depart or interrupt her. A lion-spirit teaches this Gift.

System: The player spends one Willpower point and rolls Appearance + Leadership (difficulty equals the highest Willpower among those whose attention she seeks to gain). If the roll succeeds, all in attendance fall quiet and listen. Any individual who wishes to interrupt the Philodox or walk out before she has finished speaking must spend two points of Willpower to do so.

Source: 20th Anniversary Edition


King of the Beasts

Rank 2 Philodox Gift

The Philodox’s authority extends even into the realm of beasts, such that he can command the loyalty of any specific animal. If successful, the animal follows his commands willingly and unconditionally. A lion- or falcon-spirit teaches this Gift.

System: The Philodox must choose one target within 100 feet. The player rolls Charisma + Animal Ken against a difficulty based on the werewolf’s relationship with the animal. This power works on only one animal at a time, and it does not attract animals to the Garou’s vicinity (see the Level Four lupus Gift: Beast Life).

Relationship
A sibling
Feed and care for
Stranger
Hostile
Difficulty
3
6
8
10

Source: Core book revised.


Sense of the Prey / Pulse of the Prey

Rank 2 Ragabash Gift / Rank 2 Black Furies Gift / Rank 2 Red Talon Gift / Rank 2 Silent Striders (Camp: Seekers) Gift / Rank 2 Get of Fenris (Camp: Hand of Tyr)
Name changed to Pulse of the Prey in 20th Anniversary Edition

If he knows anything about his prey, the character can track it down as rapidly as he can travel. This unerring sense of direction operates anywhere, and it is useful for tracking spirits through the Umbra as well as finding beings on Earth. A wolf- or dog-spirit teaches this Gift.

System: No roll is required unless the target is hiding actively (intent alone is not enough), in which case a Perception + Enigmas roll is made against a difficulty of the target’s Wits + Stealth. If the target is a spirit, the difficulty is the spirit’s Gnosis.

Source: Core book revised / 20th Anniversary


Blissful Ignorance

Rank 2 Ragabash Gift / Rank 2 Bone Gnawers Gift / Rank 2 Silent Strider Gift

The Garou can become completely invisible to all senses, spirits or monitoring devices by remaining still. A chameleon-spirit teaches this Gift.

System: The Garou’s player rolls Dexterity + Stealth (difficulty 7). Each success subtracts one success from the Perception + Alertness rolls of those looking for the character actively. If no one is doing so, then just one success indicates complete concealment.

Source: Core book revised.


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