Raven’s Wings
Rank 3 Shadow Lord Gift
A lord with this gift is especially close to Raven, and may manifest a spirit avatar in the form of a raven to spy for him. The raven may see and hear, but may not affect the physical world or, in turn, be affected by attacks of any sort.
System
To activate the Gift,the Lord spends a Gnosis point and rolls Wits + Occult (difficulty 6). The raven may be sent up to five miles away for every success rolled, but is canceled if it goes beyond this range. The Lord must concentrate to see through the raven’s eyes, but need not do so to maintain the raven’s existence. Although the raven is visible in the Penumbra, it cannot be seen in the physical world; by default it sees its Penumbral environment, but can peek across the Gauntlet to the material world. The effects of the Gift last for a scene.
Source: Shadow Lords Tribebook Revised Pg.67
Icy Chill of Despair
Rank 3 Shadow Lord Gift
The Shadow Lord with this Gift can appear to grow larger and more imposing, becoming a terrible, shadowy version of herself. This change in aspect can severely intimidate any onlookers. A Stormcrow teaches this Gift.
System
:
The werewolf concentrates for a turn; the player spends one Gnosis and rolls Manipulation + Intimidation, difficulty 7. Anyone who means the Shadow Lord harm must make a Willpower check, difficulty 8, and score more successes than the Lord does in order to act normally. Failure means that the victims must spend Willpower to attack, take action against or even verbally oppose the Shadow Lord. This Gift doesn’t give the Lord actual control over her intimidated victims – they’re simply too spooked to actively oppose her.
Source: Shadow Lords Tribebook Revised Pg. 67
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.
Silver Claws
Rank 3 Ahroun Gift / Rank 3 Silver Fang Gift
The Ahroun can establish her battlefield primacy against other werebeasts by transforming her own claws into silver. A Lune teaches this Gift.
System: The player rolls Gnosis (difficulty 7) to activate the Gift. The transformation lasts for the scene or until the Ahroun decides to end the Gift. Silver claws still do aggravated damage to all targets, and they are naturally unsoakable to the Garou and most other werebeasts. While the Ahroun manifests the calws, she suffers searing agonies. Each turn, she gains an automatic Rage point. Furthermore, all non-combat difficulties increase by one because of the distraction. When her Rage points exceed her Willpower, she must check for frenzy.
Source: Core book revised.
Combat Healing
Rank 3 Ahroun Gift
The Ahroun are famous for their ability to fight — it’s their purpose in life. This Gift allows a Garou to heal wounds during combat without hesitation or even a moment’s pause. While other Garou are licking their wounds, the Ahroun with this Gift keeps fighting. Wolverine-spirits teach this Gift, although they usually have to be bested in combat first.
System: The player spends two Rage points to activate this Gift. The Garou no longer need pause for a turn to heal a Health Level or roll Stamina to heal during combat. Every round, the Ahroun heals one nonaggravated Health Level, regardless of her actions.
Source: Player’s Guide Second Edition.
Heart of Fury
Rank 3 Ahroun Gift
The Garou can steel himself against anger, suppressing his Rage and creating a mental dam against the explosive frenzies of his kind. This anger will catch up with him eventually, though, so he must vent it before it breaks free. A boar-spirit teaches this Gift.
System: The player rolls Willpower (difficulty of the character’s permanent Rage rating). Every two successes add one to the character’s frenzy difficulties for the scene, making it harder to frenzy. When the scene ends, however, past slights and injuries come rushing back to haunt the Garou, refilling the Garou’s heart and soul. He must spend one Willpower point or make a frenzy check immediately at the regular difficulty.
Source: Core book revised.
Shatter Bone
Rank 3 Ahroun Gift
Victims with twisted arms or crushed legs are much easier prey. The Ahroun with this Gift can destroy bone with a single punch, regardless of the damage inflicted by the blow. A hyena-spirit teaches this Gift
System: Before striking an opponent, the Ahroun must spend a Willpower point and a Rage point. The Garou must target a specific limb, which increases the attack’s difficulty. The player must score at least three successes. Also, he must spend the Willpower and Rage even if the blow does not connect or he scores fewer than three successes. The Successful use of this Gift crushes whatever bone structure lies beneath the targeted flesh and causes a number of Health Levels of damage equal to the number of successes in the attack roll -3. Broken arms and legs subsequently handicap an opponent in any combat. Broken ribs hinder movement and can possibly puncture a lung. A fractured skull renders the victim unconscious in most cases. A broken spine causes paralysis. This attack is unsoakable but doe not cause aggravated wounds.
| Target Skull Arm Leg Rib Spine |
Difficulty +3 +2 +1 +2 +4 |
Special Effect Stamina roll (difficulty 8) to remain conscious Dexterity roll to hold items; target cannot use broken limb to attack. Dexterity roll to remain standing; target cannot run or attack with broken limb. Stamina roll (difficulty 6) to avoid puncturing a lung. Must attack target from rear; target remains paralyzed until this wound heals. |
Source: Player’s Guide Second Edition.
Flames of Hestia
Rank 3 Black Furies Gift
The Black Furies revere the holy Wyld places of the world; part of the tribe’s set of tools is the Flames of Hestia Gift, which enables a Black Fury to purify a person, spirit, or object with searing white-hot spiritual flame. The fire coruscates around the Fury’s hands, enabling her to apply the Gift to anything she can touch. This Gift is taught by an avatar of Hestia the teacher.
System: Spend one Gnosis and roll Gnosis with a difficulty of 8. Success enables the Fury to cleanse tainted food or water, or heal damage caused by radiation, poison, or disease at one Health Level per success. The Flames of Hestia last for just one turn; however a Fury can activate the Gift and strike at a foe in the same turn. Flames of Hestia do one level of unsoakable aggravated damage per success on the Gift roll, if used against a Bane or fomor in hand-to-hand combat.
Source: Tribebook: Black Furies (revised)
Coup de Grace
Rank 3 Black Furies Gift
The Garou studies her foe, looking for the best place to strike. In doing so, she sets herself up to land this devastating attack. An owl-spirit teaches this Gift.
System: The player spends one Willpower point and rolls Perception + Brawl (difficulty of the target’s Stamina + Dodge). If successful, the player doubles her damage dice on the Garou’s next successful attack.
Source: Core book revised.
Barring the Will
Rank 3 Black Furies Gift
The Mother’s will is impossible to compromise when she does not wish to yield. She can sacrifice her anger and spirit energies to replenish her strength of purpose. This Gift is taught by a Donkey-spirit.
System: A Mother using this Gift rolls Intelligence + Occult with a target of her own permanent Willpower; she spends one point of temporary rage and one temporary Gnosis, and refills her Willpower pool if she achieves 2 or more successes.
Source: Tribebook: Black Furies (revised)
Visceral Agony
Rank 3 Black Furies Gift
The werewolf’s claws change to barbed, wicked talons dripping with black venom. While wounds caused by these claws cause no extra damage, the pain alone they inflict is crippling. A pain-spirit teaches this Gift.
System: The player spends a Rage point before the character attacks. Any wound penalties the target suffers as a result of this attack are doubled (i.e., a foe at Wounded would lose four dice). If the target is in frenzy or otherwise resistant to pain, he still suffers normal wound penalties.
Source: Core book revised.
Bacchantes’ Rage
Rank 3 Black Furies Gift
When deep in the wilds, the Black Furies can use this Gift to inflict extra damage. Even the toughest Get have walked away with a battle scar due to the effects of this potent Gift — and some couldn’t walk away at all. This Gift is taught by a Wyld-spirit.
System: The Garou spends two Gnosis points to activate the Gift. During combat, she may spend Rage points to deal extra damage after a wounding hit; every point spent causes one additional, unsoakable Health Level of damage.
Source: Player’s Guide Second Edition.
Winged Delivery
Rank 3 Black Furies
Camp: Sisterhood
While the Sisterhood has a large network of Kinfolk, contacts, smugglers and informants available, at times the most effective means to move an item is to give it to a friendly spirit and have that spriit make the delivery. Using this Gift and some concentration, the character pushes a small item into the Umbra and gives it to an Owl Jaggling, which will deliver the item to a well identified person or location as rapidly as it can travel.
Garou who abuse this Gift to send dangerous items or active weapons (like grenades) into the Umbra – thereby jeopardizing the owl-spirit’s existance – find that the retribution of the spirit world is swift and harsh. This Gift is obviously taught by owl-spirits.
System: Spend one Gnosis and roll Charisma + Empathy (difficulty the local Gauntlet). On a success, the item enters the Owl Jaggling’s talons in the Umbra, and the Jaggling will deliver it to a clearly defined recipient. A human or Garou recipient must be named and described; a location need only be described, with directions given. The Owl Jaggling travels at roughly 100 miles per hour through the spirit world, and will deposit the item in the immediate vicinity of the target unless the target is somehow protected against the spirit world or prevailing Gauntlet exceeds 7. If either of those conditions prevent delivery, the spirit returns to the Garou at full speed and returns the item without comment.
Source: Tribebook: Black Furies (Revised)
Cooter’s Revenge
Rank 3 Bone Gnawer Gift
Any Bone Gnawer who watches too much television knows about Cooter. He’s got a tow truck parked down the street from the Dukes of Hazzard, and he always has the right tool for the right job. Followers of the tribe’s automotive totem (described under “Totems”) train extensively with automotive tools, and wouldn’t be caught dead without them. This Gift not only makes proper repairs much easier, but can also save your life if you’re caught unaware while changing a tire by the side of the freeway.
System: This Gift requires a heavy, automotive tool at least as big as a large crescent wrench (anything smaller than a half-inch crescent wrench won’t do). If you voluntarily lend out any of your tools, you can’t use this Gift until you get them back.
For one Gnosis this Gift reduces the difficulty of any automotive repair roll to 4, (but only if your using the right tool). For one Rage, the Gift can make the tool a deadlier weapon. Wheather you prefer a tire iron or power drill, you can use your chosen tools to inflict Strength + 3 lethal damage for one scene. As an added bonus, you can do the same damage with all four hubcaps, the four wheel wells, and the spare tire of a car as ranged weapons.
Source: Tribebook: Bone Gnawers (Revised)
Lucky Bastard
Rank 3 Bone Gnawers Gift
By performing an epic feat to please the spirits, you’ve found a way to overcome the curse of your jackal’s blood. This Gift is taught by a jackal-spirit, usually as an act of forgiveness after an appropriate Umbral quest lasting at least one game session.
System: This Gift can be used once per game session. The Garou spends one Gnosis; the person roleplaying him can then reroll any one dice pool for that character. The effects only apply if the roll is “better” (that is, scores more successes) than the original roll.
Source: Tribebook: Bone Gnawers (Revised)
Laugh of the Hyena
Rank 3 Bone Gnawers Gift
Hyena follows no one; instead, he laughs and mocks anyone who tries to command him. In the same fashion, a Garou who can actually convince a Hyena-spirit to teach him such defiance can steal the spirit’s mocking laughter. The Garou can learn to resist any attempt to command, cajole, force, or demand him to do something he doesn’t want to do. This is never subtle. The Garou (and the player) must cackle like a hyena-spirit when calling upon this Gift.
System: The Bone Gnawer has a -2 difficulty to any Willpower roll used to resist mental domination or control. This includes the Gift: Roll Over; all effects of the vampire Discipline: Dominate; all effects of the mage Mind Sphere; and all effects of the wraith Arcanos: Puppetry.
Source: Tribebook: Bone Gnawers (Revised)
Friend In Need
Rank 3 Bone Gnawers Gift
It takes a lot for a pack to accept a Bone Gnawer as an equal, but once they do, the Bone Gnawer’s loyalty is unshakable. This Gift allows a Bone Gnawer to risk all, even his own life, to aid a packmate or tribemate. A dog-spirit teaches this Gift.
System: When a packmate or fellow Bone Gnawer is in danger, the Bone Gnawer may “lend” him what he needs, be it a Gift the Bone Gnawer knows, his Rage, his Willpower, or even his own life (in the form of health levels). The Bone Gnawer cannot lend a Gift of a higher rank than the recipient could know, nor can he lend Abilities or Attributes. The player must spend one Willpower point and roll Willpower (difficulty 7) and must succeed for the transfer to take place. If the roll botches, the Bone Gnawer loses the Traits in question but the recipient does not gain them. This Gift lasts until the end of the scene unless the recipient decides to terminate it early. If the recipient dies before the Traits are returned, the Bone Gnawer loses them permanently.
Source: Core book revised.
Dumpster Diving
Rank 3 Bone Gnawers Gift
One of the less sanitary tribal totems, the Great Trash Heap, has dissipated its consciousness throughout the dumping grounds, landfills, and trash piles of the world. Bone Gnawers who follow this totem commune with the Incarna by defending, protecting and even obeying these festering heaps. When a Garou has reached this rank of renown, he may be called upon to travel between festering sacred sates to carry out the totem’s demands.
Just as entering a Moon Bridge helps Garou travel between caerns, dumpster diving allows Bone Gnawers and thier packs to venture from one shrine of the Great Trash Heap to another. The werewolf burrows down into the trash, tunnels around in it, and then resurfaces inside another Heap on another part of the planet. Obviously this Gift is taught by a totem-spirit of the Great Trash Heap. A Garou termporarily servin the totem through the Level One Gift: Tagalong can learn this gift, but the werewolf must still petition the totem each time he uses it.
System: The totem decides when to open and close these gateways and assigns their destinations. When the pack goes dumpster diving, the highest-ranking Bone Gnawer makes a Gnosis roll (difficulty 4) when entering the trash pile; the travel time is the same as for stepping sideways. This ability cannot be used more than once per day, and it only works at the totem’s behest. Keeping these pathways open is difficult so the traveler and his pack must return to their original site within three days, If they don’t make it back in time, they’ll have to travel back by more conventional means.
Source: Tribebook: Bone Gnawers (Revised)
Beg
Rank 3 Bone Gnawers Gift
Playing upon the compassion of others, Bone Gnawers can generate an amazing amount of pity. By exaggerating her miserable state, a clever Bone Gnawer can gain favor with people who have too much anyway. By groveling or telling her particular sob story, she ;might get a handout, a favor or at least a good meal. A pigeon-spirit teaches this Gift, which is one reason only Bone Gnawers ever learn it.
System: The player must spend one Gnosis point and roll Manipulation + Performance. If the roleplaying is particularly moving, the player can forgo the roll at the Storyteller’s discretion. The difficulty depends on the target: a charitable Child of Gaia might be a 4, whereas an overbearing Get of Fenris might be a 9. The number of successes determines the amount of pity generated and the generosity of the favor.
Source: Player’s Guide Second Edition.
Rant and Rave
Rank 3 Bone Gnawers Gift
Suffused with the pure energy of the Wyld, the user of this Gift rants and raves in a torrent of nonsensical language. Only others who are properly attuned to his magic silver-hammer disco ball dimension can penetrate his tinfoil hat. More precisely, any member of his pack or the Bone Gnawer tribe can decode whaterver nonsense he is saying. He can also project these thoughts at a distance to one listener; the ranting Garou chooses which individual receives his psychic transmission.
The listener does not have to actually hear the ranting Garou. As long as he’s within the same city, or even the same state or province, there’s a chance he’ll receive the message. (Unlike teh Gift: Mindspeak, line of sight is not always required.) Ranting Bone Gnawers have been known to hold entire conversations from opposite sides of the same city, taking turns shouting violent imprecations to no one in particular. A Wyldling-spirit teaches this Gift.
System: The ranting Garou spends one Gnosis for each werewolf he wants to receive his secret message; the duration is one scene. Each one of these targets must either be a member of his pack or a Bone Gnawer. (This is allowable if he’s temporarily joined a pack with the Bone Gnawer Gift: Tagalong.) Roll the ranters Appearance + Expression (difficulty 6); the number of successes limits how far away his recipient can be.
one line of sight (as per Mindspeak)
two same building
three same city block
four same city
five same state or province
For Wyld reasons no one can understand, the most powerful application of this Gift actually does have a longer range in Texas or Alaska than in Rhode Island, New Hampshire, or Vermont. Bone Gnawer Deserters have gone on epic Umbral quests to deduce the reason why, but have never returned with any sufficiently logical answer.
Source: Tribebook: Bone Gnawers (Revised)
Gift of the Termite
Rank 3 Bone Gnawers Gift
The Bone Gnawer can cause wood and appear to rot with astonishing speed. Furniture falls apart, documents disintegrate and even building collapse. Obviously, the best instructor of this Gift is a termite-spirit.
System: After spending one Gnosis point, the character rolls Intelligence + repair (difficulty 7). The number of successes determines the amount of wood or paper destroyed: One success can rot a ream of paper, three successes can deteriorate w all, and five successes can collapse the roof of a small building. Strategic use of this power can have dramatic results even for users with little skill.
Source: Player’s Guide Second Edition.
Streets Tell Stories
Rank 3 Bone Gnawers Gift
You’ve got an ear to the sidewalk… literally. By touching a road, sidewalk, or path of some kind, you recieve a flash of impressions about what has transpired there during the last twenty-four hours. Urban spirits whisper words, waft scents, and even give a taste of events in the neighborhood. This Gift is bestowed by a City Mother or City Father Totem, usually as a reward for acting in defense of the city.
System: Spend one Gnosis and roll Perception + Streetwise (difficulty 6). You may specify what sort of information you require before you roll the dice. One success reveals a brief sensory impression with any one sense other than sight. Three successes gives a rush of images (described rapid-fire by the Storyteller); you may ask questions about any one of them and receive more specific details with all five senses. Five successes gives you access complete recall about everyone who’s passes within the last day, including impressions from all five senses. However, you’ll need to spend a scene sitting and thinking to recall this amount of detail.
Source: Tribebook: Bone Gnawers (Revised)
Spirit Friend
Rank 3 Children of Gaia Gift
A Child of Gaia’s presence is generally more beatific than that of most werewolves, and although humans can’t sense this aura of peace, spirits can. The Garou can use this Gift to aid in interactions with spirits. A unicorn-spirit teaches this Gift.
System: The player rolls Charisma + Empathy (difficulty 7). Each success adds one die to any rolls involving interactions with spirits for the duration of the scene.
Source: Core book revised.
Guilt Trip
Rank 3 Children of Gaia Gift
By unearthing buried guilt and remorse, the Child of Gaia can force another to perform an action against her own will. Even if little relation exists between the guilty conscience and the task at hand, the Gift can be effective. Better results occur when there is a direct link, however. The Gift works best when the target wants to perform the action, but pride or fear prevents her from doing so.
Many urban spirits that have witnessed the cruelty of humanity toward itself know this Gift and teach it to the Garou.
System: The player must roleplay the plea; otherwise the Gift automatically fails. Excellent roleplaying can even negate the need for a roll (or even the need for the Gift). Otherwise, the player must roll Manipulation + Empathy versus the target’s Willpower. One success barely gets a Bone Gnawer to lift his pinkie, whereas five successes can force a proud Silver Fang to beg for forgiveness. The target can spend Willpower points to resist this Gift.
Source: Player’s Guide Second Edition.