Werewolf the Apocalypse information source

Rank 4 Gifts

A list of all Rank 4 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.

Recycle / Render Down / Rot Weavertech

Rank 3 & 4 Red Talon Gift
Rank 4 in the 2nd edition Player’s Guide, Rank 3 in 20th Anniversary. Different books gave this gift different names.

Red Talons who posses this powerful Gift can destroy any man-made substance. Plastics, alloys and any other material not found in nature disintegrate with just a touch. Lawn chairs dissolve into oily puddles and steel melts into iron and carbon.

The cockroach-spirit, which has witnessed the human’s secret creation rites, knows the Gifts that can dissolve almost anything.

System: The Garou must touch the material for the Gift to work. Only materials that science has manufactured are viable targets. For instance, a wooden chair would be unaffected, whereas a plastic chair would melt to the ground. The Garou then must roll her Rage against a difficulty determined by the item’s complexity. The difficulty ranges from iron (difficulty6) and ordinary plastics (difficulty 7) to rare and complex metal alloys (difficulty 9). Every success reduces five pounds of the target material to its base components.

Source: Player’s Guide Second Edition / Player’s Guide 1st Edition / 20th Anniversary Edition


Territory / Predator’s Many Eyes

Rank 3 & 4 Red Talon Gift / Kucha Ekundu (Red Talon) / Rank 3 White Howler
Rank 4 in the Red Talon tribebook; rank 3 in the 20th Anniversary Edition

The Red Talon with this Gift doesn’t need to patrol his hunting ground to know what transpires there. With bit a moment of concentration, he may extend his senses to any area he has marked. This Gift is taught by a wolf spirit.

System: To use this Gift, the Red Talon must first mark one or more areas with his own urine. A Talon may have a number of marked locations equal to his Gnosis (and does not have to establish such a mark in every place that he urinates). Thereafter, the player may roll Perception + Primal-Urge (difficulty 7) to extend the Talon’s senses to that location. The character can sense the area as though standing in the same place he was in when he marked the area originally. The scent marks last for one week per dot of Gnosis the character possesses (for wilderness) or one day per dot of Gnosis (for urban environments).

Kucha Ekundu (African Red Talons): The Kucha Ekundu don’t regard themselves as “Lords of the Savannah,” especially given the strength of Africa’s other Fera, but they still wish to do their job as Garou. This Gift facilitates that job, allowing the werewolf to “mark” a predator and thereafter look through its eyes.

System: As the Red Talon Gift: Territory. The Red Talon needs not urinate on the animal it wishes to mark; the player must merely roll Charisma + Animal Ken (difficulty 7) while the predator is in sight. Using this Gift on other Fera is possible but requires the Fera’s consent. In all other respects, this Gift functions as Territory.

White Howlers: White Howlers can mark a land as their own by carving sigils in stone in the area. Stones marked in this way can be used over and over, by the Garou who carved them. The duration remains the same; the werewolf reactivates the gift by adding additional details to the stone in question.

Source: Red Talon Tribebook (revised) / 20th Anniversary Edition


Clenched Jaw

Rank 4 Ahroun Gift / Rank 4 Get of Fenris Gift (Camp: Mjolnir’s Thunder) / Rank 4 Red Talon (Kucha Ekundu) Gift

The werewolf with this Gift can bite down with such power that her grip won’t loosen until she chooses to do so; even in death, her jaws bite down. A wolf- or hyena-spirit teaches this Gift.

System: After making a successful bite attack, the player may invoke this Gift by spending a Rage point. For each successive turn she opts to maintain her grip, she makes a bite attack roll (difficulty 3). While foes can make a resisted Strength roll to break the grip (suffering an additional health level of damage in the process of tearing free), the Garou may add half her Willpower to her dice pool.

Source: Core book revised / 20th Anniversary Edition


Stoking Fury’s Furnace

Rank 4 Ahroun Gift

No auspice is as closely tied to their Rage as the Ahroun, who is the master of directing his fury. This Gift — taught by a wolverine-spirit — allows him to channel his Rage even more effectively.

System: The Garou regains one Rage point in any turn that he takes damage, and he does not have to check for frenzy from that specific stimulus (other stimuli induce frenzy checks as normal). In addition, the Garou can spend one Rage point — and only one — per turn without losing any temporary Rage. However, if he spends multiple Rage in any turn, they are marked off as usual.

Source: Core book revised.


Full Moon’s Light

Rank 4 Ahroun Gift

The full moon is Luna’s warrior phase, when she searches out her enemies. The Ahroun can call upon her determination in finding her foes, illuminating any who oppose her. Lunes teach this Gift.

System: The player spends one Gnosis point. For the remainder of the scene, anyone within one mile who is working against the Ahroun or her pack emits a soft glow, as though illuminated by moonlight. This Gift can be used to confound powers of stealth or even invisibility, but only if the target is actively attempting to harm, compete with, or otherwise foil the Ahroun or her pack.

Source: 20th Anniversary Edition


Touch of Rage

Rank 4 Ahroun Gift

Using this Gift, an Ahroun can channel a portion of her Rage to another, be the beneficiary Garou, human or animal. In the former case, the effect is fairly mundane, lending an ally strength in combat; in the latter, it grants an awesome and destructive quality to beings that do not normally possess such.

On a social level, this Gift can be a potent source of inspiration (and instigation) as well — while Rage is an intensely visceral and difficult-to-control quality, it also bestows the ability to feel righteous anger at corruption and injustice — a faculty many humans have lost in the quiet apathy of the World of Darkness. A fury-spirit teaches this Gift.

System: The Ahroun spends one Willpower, or two if bestowing Rage on a mortal. He then expends a number of temporary Rage points, and the target gains them and may spend them normally. Once any points above the target’s normal maximum Rage (zero for humans) are spent, they are gone for good barring a second use of this Gift.

This Gift cannot grant Rage to mages, ghosts or other kinds of supernatural beings that do not already possess Rage. Spirits already have a Rage Trait, but can receive the temporary points to use to gain extra actions in combat as Garou do.

Source: Book of Auspices


Blizzard of Arrows

Rank 4 Black Furies Gift

Camp: Amazons of Diana

The Black Fury who uses this Gift truly shows herself the equal of any man – or machine – on the battlefield. Once Blizzard of Arrows is activated, the Garou deals out nightmarish pain to the hordes that oppose her. Heroes with this Gift might single-handedly have turned cavalry charges, in the days when such things still took place. For today, however, the Fury with this Gift is the perfect ally when faced by hordes of Wyrm-creatures. This Gift is taught by a Porcupine-spirit.

System: Spend a point of Willpower and two points of Rage, and you may take a single arrow shot (at no multi-action penalty) at every at every foe within 100 yards, to a maximum of 20 enemies. Simply roll to hit once, using the sight and range penalties for the hardest to hit foe in range, and apply that number of successes against each enemy, which may soak, dodge, etc, as the Storyteller sees fit.

This Gift is limited by the number of arrows you have on hand: all arrows that you intend to shoot must be someplace that can easily be nocked and shot from (in a quiver on the back or waist, or stuck point-first into the ground in front of you;  lying scattered nearby will not suffice). The bow and arrows may be of modern manufacture, but cannot use any exceptional Weaver-based equipment (such as laser sights or explosive tips) to gain any accuracy or damage boost. However, a fetise bow shooting talen arrows is certainly acceptable.

Source: Tribebook: Black Furies (revised)


Calm Before the Storm

Rank 4 Black Furies Gift

The Black Furies are at heart a tribe of contradiction, they both represent the harmony and beauty of the Wyld, but also the spectacular savagery and brutality of the same. Sometimes, they even bring the two forces together, such as with this Gift. It lays a sense of peace and quiet over an area, not an uncomfortable silence but a serene sense of security. It is, naturally, used to prepare an ambush. The moment this peace breaks, these spirits of calm depart quickly and are replace with spirits of anger, storm and pain. Few subjected to this Gift survive the assault that follows. This Gift is taught by a cat-spirit.

System: The Black Fury spends one Gnosis and rolls Charisma + Primal Urge, difficulty 7. A simple success projects a sense of utter safety on a group of no more than ten people. If they expect an ambush, they may roll Perception + Empathy (difficulty 8) in order to sense the sudden change of emotion within their own group. If they obtain more successes than the Black Fury on her Primal Urge roll, they can sense the impending assault and run. Otherwise, the Gift works and the resulting chaos causes the targets to lose one die on each of their rolls for every success the Black Fury initially rolled.

Source: Players’ Guide to Garou (revised)


Bolster the True Name

Rank 4 Black Furies Gift

The Crone has no need for a child’s rage, and her wiles are enough to let her survive the day that the Mother’s stalwart nature fails her. She can sacrifice her hatred and will to reinvigorate her spiritual connections. This Gift is taught by a Lune.

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

Source: Tribebook: Black Furies (revised)


Body Wrack

Rank 4 Black Furies Gift

The Fury causes a target immense, crippling pain. The Fury needs only point to the target for this Gift to be effective. A pain-spirit teaches this Gift.

System: The player spends a Gnosis point and rolls Strength + Medicine (difficulty of the opponent’s Stamina + 3). Each success causes the victim to lose one die from all dice pools as pain wracks her body. The effects last for one scene.

Source: Core book revised.


Wasp Talons

Rank 4 Black Furies Gift

The Fury with this talent can fire her claws from her hand like darts. She is incapable of using claw attacks with that hand until her claws regenerate, however. A wasp-spirit teaches this Gift.

System: The player spends a Rage point and rolls Dexterity + Brawl to hit. The difficulty is figured as though the character was using a fire-arm; the medium range is 20 yards. Damage is figured normally for a claw-strike. The Garou’s claws take one full turn to regenerate.

Source: Core book revised.


Attunement / Lay of the Land

Rank 4 Bone Gnawers Gift / Rank 4 Glass Walker Gift / Rank 4 Silent Strider Gift / Rank 4 Uktena Gift (Lay of the Land)

The Garou may commune with the spirits of a city or town and gain information about the area from them, including rough population, enclaves of Garou or other being and secret tunnels. This Gift does not function in the wilderness, since the Bone Gnawers have lost the knack for conversing with such spirits easily. A rat-spirit teaches this Gift.

Glass Walkers: a cockroach-spirit teaches this Gift.

Silent Strider: one exception: When the Garou learns the Gift, she must choose if it functions in the city or the wilderness. The “city” version is identical to the Bone Gnawer Gift. The “wilderness” version is similar, but the roll required is Perception + Survival.

Uktena: any animal spirit teaches this Gift. Works in rural or wilderness rather than urban areas, and the required roll is Perception + Survival.

System: The player spends one Gnosis and rolls Perception + Streetwise. The amount and accuracy of the information depends on the number of successes rolled. On a botch, playful spirits lie (which can be fatal, depending on the nature of misinformation).

Source: Core book revised / Tribebook: Uktena (revised)


Cliché Curse

Rank 4 Bone Gnawers Gift

From Roger Ebert’s Little Bigger Movie Glossary, “Clichéphobia. Condition affecting people raised on movies. Symptoms occur when real life situations echo movie clichés, and the sufferers must take action to avoid what would be the inevitable denouement in a movie.”

What is a humorous anecdote in the hands of humans becomes a deadly weapon in the claws of a Bone Gnawer. Most often employed with an appropriately dramatic curse (although this isn’t necessary), the target of this Gift becomes certain to suffer an unfavorable fate in a cliché-related way. Anyone reaching for something high in a cupboard will inevitably have the entire contents fall on top of him. Riding a bicycle on a sunny day invites being hit by a truck. While it is possible to avoid the effects of this curse, doing so requires virtually shutting yourself from the world, and not in a dark room, either. It is taught by a dog spirit or by a spirit from a television realm.

System: The player spends one point of Gnosis and names the victim, who must be within hearing distance and line of sight. For twenty-four hours, the victim risks disaster. Once that disaster occurs, however, the curse is ended.

Source: Players’ Guide to Garou (revised)


Trust Me

Rank 4 Bone Gnawers Gift

Once each game session, a Bone Gnawer with this Gift can tell an outrageous lie so well that ordinary humans accept it as truth. The story must at least be vaguely possible and end with the words, “Trust me.” What the human does with this knowledge is entirely a matter of roleplaying. Munchmausen Ratkin teach this Gift.

System: No roll is necessary; ordinary humans automatically believe the Bone Gnawer’s tale. This Gift does not work on supernatural creatures or animals.

Source: Tribebook: Bone Gnawers (Revised)


Shadow of the Rat

Rank 4 Bone Gnawers Gift

Rats are known for their resilience, persistence, and ruthlessness. Since Rat serves as the Bone Gnawer’s tribal totem, Garou of this tribe may learn a great deal about survival under the tutelage of rat-spirits.

System: The Garou can spend one Gnosis to lower the difficulty of all Stamina rolls (including soak rolls) by 1 for the duration of one scene.

Source: Tribebook: Bone Gnawers (Revised)


Blink

Rank 4 Bone Gnawers Gift

The Bone Gnawer can duck into a shaded area (an open dumpster, a dark alley, beneath a parked car) and pop out in another shaded area some distance away. A rat-spirit teaches this Gift.

System: The player spends one Gnosis point and rolls Manipulation + Stealth (difficulty 6). The character can reappear in any shaded area within (number of successes x 20) yards (18 m per success).

Source: 20th Anniversary Edition


Infest

Rank 4 Bone Gnawers Gift

The Garou can summon a horde of vermin to invade a structure (no bigger than a large building). The Gift summons any kind of vermin common to the area, which usually includes a lively variety of insect, slugs, and rodents, and it may also include carrion birds and snakes. These creatures will not attack humans mindlessly. They will act according to their natures, which often means fleeing to dark places and hiding out. Any vermin spirit can teach this Gift.

System: The player spends one Gnosis and rolls Manipulation + Animal Ken (difficulty 7). One success stirs up some shrieks and a call to an exterminator, while five swamps that structure in vermin completely, making it uninhabitable for quite some time.

Source: Core book revised.


Face in the Crowd

Rank 4 Bone Gnawers Gift

You thrive in the midst of riots, angry mobs, lynchings, civil disturbances or any other situation where a crowd of humans rebels, revolts, or resists authority. The Gift doesn’t actually enrage a crowd; it just adds direction to a riot already in progress. Wyldlings and Ratkin Twitchers teach this Gift

System: Using this Gift costs one Willpower each turn. That turn, you can use one noun and one verb to direct what an angry mob will do. The Garou doesn’t need to vocalize these commands; the player states them to the Storyteller.

Silly commands automatically fail. (you could, for instance, issue the command ” kill vampires,” but demanding that everyone “drink Pepsi” does nothing.) You must direct the crowd at something other than itself (so verbs like “sleep,” “vomit,” or “laugh” or the noun “suicide” are right out).
The Storyteller has the right to veto any noun/verb that’s too abusive (“kill yourselves”) or just plain stupid.

Source: Tribebook: Bone Gnawers (Revised)


Guardians of the Dreamtime

Rank 4 Bunyip Gift

As Australia’s guardians, the Bunyip were given special powers over the land. This Gift is one of the reasons the outback’s Gauntlet remained low for a longer time than in the rest of the world. In days past the Bunyip would use this gift to lead foes into the Penumbra (by lowering the Gauntlet to nonexistence) then abandon them there. This Gift is taught by a servant of the Rainbow Serpent.

System: The Bunyip can automatically step sideways at night without the need for a reflective surface. Furthermore, the difficulty of any attempt to step sideway is one lower than normal. Also, for each point of Gnosis he spends the Bunyip may reduce the gauntlet in an area by one for a number of hours equal to his Intelligence + Rituals dice pool.

Source: Rage Across Australia


Gnowee’s Torch

Rank 4 Bunyip Gift

In Australian myth, the sun is the torch carried by Gnowee, a mother who spends each day searching for a lost son. This Gift allows a Garou to conjure a miniature replica of her torch a ball of sunlight and flame.

System: The player spends one Gnosis point and rolls Intelligence + Occult, difficulty 7. The conjured flame appears in the Garou’s hand, and can be held there for one turn per success before it gutters out; while it is in the Garou’s hand, the area around the Garou counts as lit by ambient sunlight. The Garou may also hurl the “torch” at an opponent or object (Dexterity + Athletics, difficulty 7), ending the Gift prematurely, but inflicting a number of dice of aggravated (fire) damage equal to the Garou’s Gnosis, plus one die per two successes on the Intelligence + Occult roll.

Source: Past Lives


Dance of the Lightning Snakes

Rank 4 Bunyip Gift

The Penumbra of Australia is inhabited by, among other things, the lightning snakes — spirits that leap to the earth and rebound to the heavens during Umbral storms, bringing lightning and rain. This Gift allows a Garou to call on the lightning snakes to evoke a powerful storm in the Umbra, washing away spirits and lashing foes with bolts of spirit-lightning.

System: This Gift works only in the Umbra. The player spends one Gnosis point and rolls Willpower, with the difficulty based on the spirit world’s existing weather (if any) — 5 if an Umbral storm is already brewing, to 9 if the spirit world’s skies are clear. The difficulty is reduced by 1 if the character is in Australia or New Zealand’s Penumbra, where lightning snakes are more plentiful. The storm gathers in three turns; it covers the equivalent of 5 miles per success, and increases the difficulty or Essence cost of any fire, perception or travel-related Charms by 1. The Garou may direct the lightning snakes to strike opponents (Charisma + Occult, difficulty 7 to hit; 10 dice of aggravated damage). The storm cannot bleed over into the physical world, although a sympathetic, uncontrolled rainstorm may gather in the material world.

Source: Past Lives


Strike the Air

Rank 4 Children of Gaia Gift / Rank 4 Stargazer

The Garou becomes the ultimate example of passive resistance. She becomes unable to attack an opponent, but she is also unable to be hit, allowing her opponents to exhaust himself in the attempt. A mongoose-spirit teaches this Gift.

System: The player spends one Willpower point and rolls Wits + Dodge (difficulty of the opponent’s Willpower). For the duration of the scene, the opponent cannot strike the Garou, no matter how many successes he achieves on the roll. This Gift is canceled immediately if the werewolf attacks his opponent or if anyone else attacks on the Garou’s behalf. This Gift will work on multiple opponents, but the player must spend a point of Willpower and make a new roll for each opponent.

Source: Core book revised.


Unicorn’s Grace

Rank 4 Children of Gaia Gift

A Garou with this Gift never loses her poise and rarely loses her temper. Even in the nastiest arguments or the bloodiest combats, Children of Gaia can maintain their cool with this blessing. An avatar of Unicorn teaches her followers this Gift.

System: By spending one Gnosis point, the Garou represses her Rage for an entire scene. No matter how many Rage points the Garou has, humans and animals are unable to detect her supernatural essence. The Garou also cannot frenzy and can spend Rage points only up to a maximum of her Empathy.

Source: Player’s Guide Second Edition.


Serenity

Rank 4 Children of Gaia Gift

The Garou can fill a hot heart with the peace of Gaia, even in the midst of battle. An avatar of Unicorn teaches this Gift.

System: The player spends one Gnosis point and rolls Charisma + Expression (difficulty equal to the target’s Willpower). For one turn per success, the target automatically fails all Rage rolls, cannot frenzy, and cannot spend Rage.

Source: 20th Anniversary Edition


Serpent-Driving

Rank 4 Children of Gaia Gift

The touch
of Unicorn’s horn sets evil spirits and poisonous beasts to flight. This Gift enables the Child of Gaia
to mimic Unicorn’s power, driving foul creatures out of water, underbrush, and so on. It is a more
powerful ability of Unicorn’s horn, and Unicorn himself teaches this Gift.

System: 

The Garou touches his hand or forehead to the water, into the alleyway, or into whatever area
he suspects of harboring enemies. He then rolls Gnosis, with the difficulty being 4 for ordinary animals such as snakes, 6 for lesser Wyrm creatures (such as fomori), 8 for Wyrm-servitors of strong power (such as Black Spiral Dancers) and 10 for powerful creatures of the Wyrm. For each success, one such creature is forced to abandon its hiding place or nest by the most direct
route possible. If the Wyrm-creatures were using any supernatural means of concealment (such as Gifts or Disciplines), they may make a Willpower test, difficulty of the Garou’s Gnosis, to maintain these powers. They must still physically leave the area, however. Note that this Gift may cause the creatures to attack and is thus best used with care. Serpent-Driving may be used only once per game session.

Source: Tribebook: Children of Gaia (Revised) 


Uncaught Since the Primal Morn

Rank 4 Children of Gaia Gift

This Gift grants Unicorn’s perfect speed to the Garou, allowing her to outrun virtually any pursuer. An avatar of Unicorn reaches this Gift.

System: The player spends a Gnosis point and rolls Stamina + Athletics (difficulty equals the highest Stamina + Athletics of any pursuer). The Garou is unfailingly faster than her pursuers for one scene per success.

Source: 20th Anniversary Edition


Stronger on Stone

Rank 4 Croatan Gift

Just as the Uktena were mighty in the waters and the Wendigo drew power from the winds, the Croatan were at their strongest when standing on the earth itself. This Gift allows a werewolf to mimic that strength the closer the Garou’s tie to earth, the stronger he gets.

System: The player spends a Gnosis point and one Rage point. The character receives a number of bonus dice that he can add to strength or Stamina (or divide between them) for the remainder of the scene, depending on where he stands. On dead wood, concrete or other artificial flooring, the bonus is one die. On living plant matter (such as thick grass or a tree root), the bonus is two dice. On bare earth, the bonus is three dice; on naked stone, four dice. If the character is separated from the ground (such as in an airplane or on a bridge over water), the Gift has no effect.

Source: Past Lives


Underearth

Rank 4 Croatan Gift

Since Turtle went into his coma-like sleep, many secrets of earth powers once known are now forgotten — such as the Umbral tunnels beneath the Umbrascape. The Croatan did not always rely on Luna’s moon paths when traveling the Umbra. This Gift allowed them to use the secret tunnels under the earth, known to many earth-burrowing spirits and totems, such as Mole, Badger and Groundhog (who taught them the Gift). In such a way, the Croatan could travel long distances in the safety of the Umbral underground.

This Gift is all but lost to werewolves in the 20th century, but this is almost a blessing; in the modern era, Ratkin occupy many of these tunnels, making them hostile territory for any Garou.

System: The player spends one Gnosis point; the Garou is made aware of the nearest entrance into one of these tunnels. Such an entrance may not be close at hand; the werewolf might have to go on a day’s journey just to reach the nearest opening, depending on the local population of burrowing spirits. Once inside the tunnel, he can reach his destination safely. When he gets to a multiple branching tunnel, he’ll know the proper way — otherwise one could get lost for years!

In all other respects, this Gift is much like traveling a moon path, save that the potentially hostile encounters that may be found along the way take the form of Ratkin and other subterranean denizens, rather than spirits.

Source: Past Lives


Fog of War

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

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

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

Source: Fianna Tribebook (revised)


Airitech’s Daughters

Rank 4 Fianna Gift

Airitech, a creature of the Otherworld in Celtic lore, had three daughters who took on the shape of werewolves. In the end, they were slain. This Gift allows the Fianna to play the part of Airitech, by forcing the visage of a Crinos werewolf onto (at most) three humans. It doesn’t make them stronger, or give them the instincts that Garou have, but they make fine decoys when being hunted by the Wyrm. Like Airitech’s Daughters, these werewolves exist to be murdered. The Gift is taught by an ancestor spirit.

System: The player spends one point of Rage for each human he wants to turn into a werewolf, up to a maximum of three, before rolling Stamina + Subterfuge (difficulty 8). Each success will turn all humans affected by the Gift into werewolves for one hour. They do not receive any of the benefits of the Crinos form, do not cause Delirium, and are not protected by the Veil; the change is largely cosmetic. They may, however, receive a bonus to Intimidation rolls. This Gift does not work on anyone but mortal humans. It will not affect mages, changelings, vampires or even the Imbued; it will, however, work on Kinfolk, ghouls and sorcerers.

Source: Players’ Guide to Garou (revised)


Warp Spasm

Rank 4 Fianna Gift

Many tales of Cuchulain state he would glow in combat, radiating a great heat. At the end of a battle, women would dump water over his body to cool him down. This Gift causes the user to radiate a tremendous heat, igniting nearby flammable items and melting metal. The aura only works while the Fianna is in a berserk frenzy. At the end of the frenzy, the Fianna cools off. This Gift is taught by Fianna ancestor spirits.

System: The Garou spends one pint of Rage to activate this Gift, after which she will automatically go into a Berserk Frenzy. All flammable material she touches bursts into flame. Her hand to hand attacks do two aggravated wounds of damage in addition to regular attack damage.

Source: Fianna Tribebook


Song of the Dire

Rank 4 Fianna Gift

The Fianna sings a battle song to empower her comrades as she enters a fray. Driven by their packmate, the embattled Garou double their efforts to defeat the foe. The Black Spiral Dancers have learned to turn tail and flee upon hearing the lyrics of this dread Gift.

System: The player spends two Gnosis points and rolls Manipulation + Performance (difficulty 8). Each success adds one die to each of her packmates’ Dice Pools; the number of successes cannot exceed the Fianna’s Performance rating. The Garou must keep singing throughout the contest; to do so she must remain in Hispo form, spend two Gnosis points and allocate at least two dice for singing each round.

Source: Player’s Guide Second Edition.


Faerie Blood

Rank 4 Fianna Gift

The Garou can temporarily transform his blood into that of a Faerie. This Gift is taught by a Faerie Lord.

System: The Garou spends two Gnosis points to activate this Gift. This allows him immunity to silver; however, iron will have the same effect on him that silver normally does. Any Gnosis roll will be at a -1 difficulty; also, the Garou does not have to spend a Gnosis point on any Gift or magic which requires the expenditure of one Gnosis point (although those with a cost of two or more require the full expenditure). In addition, he can walk into Arcadia from the Umbra without having to worry about guardians or time-shift effects.

The character will be considered to have potent blood to the Kindred: each blood point is worth two for their feeding but there is always a side effect for the vampire drinking this fey blood. The Storyteller is free to get wild with the effect: anything from hallucinations to transforming into a donkeyheaded vampire for a scene. Any Kindred with the second level of the Auspex Discipline (Aura Perception) will recognize the Garou’s blood as special, even for a werewolf. The Garou does not need to roll for this Gift, but he must spend two Gnosis points to activate it. This Gift lasts for one scene.

Source: Players Guide 1st Edition


Phantasm

Rank 4 Fianna Gift

The Garou creates an unmoving illusion that contains visual, auditory, olfactory and even tactile elements. A grain-spirit — the so-called “spirit of spirits” — teaches this gift.

System: The player spends one Gnosis for each 10-foot area to be covered by the illusion and then rolls Intelligence + Expression. Anyone who doubts the illusion must roll Perception + Alertness and exceed the Garou’s successes in order to see through it.

Source: Core book revised.


Balor’s Gaze

Rank 4 Fianna Gift

This Gift emulates the power of one of the Fianna’s legendary enemies. One of the Garou’s eyes glows a livid red color, and all enemies caught in his gaze are stricken with pain. A pain-spirit teaches this Gift.

System: The player spends one Rage point and one Gnosis. She must then roll Perception + Occult (difficulty 8). For the rest of the scene, any foe at whom the Garou glances must roll Willpower (difficulty 8 (and equal or exceed the player’s successes or double over in pain. Any beings thus affected take wound penalties as though they were at Crippled (-5 dice to all actions), regardless of their current health. Any characters already at Crippled are considered Incapacitated.

Source: Core book revised.
Horrible taunting of SV hunters

Sometimes a spec is genuinely broken and trivializes the other classes. In those cases, we try to address the issue. However, sometimes players just haven’t discovered the optimal way to play a particular class. For example, Unholy, Survival and Subtlety have the capability to perform far better than most people realize.


Song of the Siren

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

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

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

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


Shadows by the Firelight

Rank 4 Galliard Gift

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

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

Source: Core book revised.


Gift of Dreams

Rank 4 Galliard Gift

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

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

Source: 20th Anniversary Edition


Bridge Walker

Rank 4 Galliard Gift

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

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

Source: Core book revised.


Book of Years

Rank 4 Galliard Gift

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

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

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

Source: Book of Auspices


Heart of the Mountain / Yu’s Endurance

Rank 4 Get of Fenris Gift / Rank 4 Glass Walker Gift (Boli Zouhisze)

The werewolf becomes as untiring and eternal as the mountains, and cannot be defeated in a test of endurance. A mountain goat-spirit teaches this Gift.

System: The player spends one Rage point and one Willpower point. For the rest of the scene, the Garou cannot fail any task involving Stamina. Torturers can never break him; though he can’t breathe underwater and his lungs may fill with water, he will not die. The only exception to this is soaking damage. While this Gift is active, the werewolf is guaranteed to always soak at least one level of damage, but otherwise takes damage normally.

Source: 20th Anniversary Edition / Glass Walker Tribebook (revised)


Scream of Gaia

Rank 4 Get of Fenris Gift / Rank 4 Lupus Gift / Rank 4 Wendigo Gift

The Garou emits a horrible, ragged scream imbued with Rage and pain of Gaia. The force of the scream batters foes and knocks them off their feet. Storm-spirits, which the Get call Sturms, teach this Gift.

System: The player spends a Gnosis point and rolls Rage. Everyone within a 50-foot radius is blasted to the ground to suffer one health level of bashing damage per success as a shockwave rips through the area.

Source: Core book revised / 20th Anniversary Edition


Hero’s Stand / Last Stand

Rank 4 Get of Fenris Gift / Rank 4 Wendigo Gift / Rank 4 White Howler Gift

The Garou channels the strength of Gaia herself, becoming one with the earth upon which he stands. While he may not retreat or even move from that spot for the duration of the Gift, he gains many powers through Gaia’s might. An earth elemental teaches this Gift.

System: The player rolls Willpower (difficulty 8). Each success grants one extra die to all Physical dice pools. Also, the Garou may not be surprised, and all attacks are considered frontal. The Garou may not move until all foes have been defeated or have fled.

Source: Core book revised / 20th Anniversary Edition


Glory-Scars

Rank 4 Get of Fenris Gift

Fenrir are proud of their scars, even those that have maimed them permanently. This Gift allows a werewolf to overcome her old injuries for a brief period of time, acting as though her body was never injured. The Fenrir’s scars blaze with silver light, and any missing extremities are replaced with temporary substitutes made of the same cold, bright energy. Any war-spirit of Fernris’ brood may teach this Gift.

System:  The player spends a Rage point and rolls Rage, difficulty 5 + the number of Battle Scars her Garou has acquired. The Gift’s effects last for two turns per success. As long as the Gift is in effect, the Garou may ignore wound penalties and the debilitating effects of her Battle Scars; even those that have lost a limb may fight as if whole. Extremities temporarily restored by Glory-Scars function as normal, causing no extra damage. This Gift cannot restore lost abilities in any other sense but that of combat; a Fenrir who has received the Battle Scar: Gelded cannot use this Gift to sire offspring, for instance.

Source: Tribebook: Get of Fenris (Revised ) 


Berserker’s Song

Rank 4 Get of Fenris Gift

The Get can sing himself into a controlled frenzy. He can ignore wounds, shift to Crinos immediately, and he is immune to many mental Gifts or Charms. In this state, unlike a normal frenzy, the Get can pull out of the frenzy at any time. An angry wolverine-spirit or bear-spirit teaches this Gift to the Get.

System: The Garou spends two Rage points and begins singing his particular song of Rage (many young Get prefer “death metal”). The number of successes on a Stamina + Expression (or Performance) roll (difficulty 6) equals the number of rounds the frenzy lasts. She can drop the frenzy earlier by spending a Willpower point.

Source: Player’s Guide Second Edition.


Cooling System

Rank 4 Glass Walker Gift

Camp: Random Interrupts

As per the Wendigo Level Four Gift: Chill of Early Frost. This Gift was originally copied from the Wendigo by the Iron Riders, who employed it to preserve food by freezing it, and was rediscovered by the Random Interrupts, who use it both in combat and to keep server rooms cool. The Random Interrupts often favor spending a point of Willpower in addition to the point of Gnosis to control the temperate and keep it just above freezing. Since Great Wendigo would usually rather murder a Glass Walker than teach them, a Penguin spirit or a Pattern Spider teaches this Gift.

System: Chill of Early Frost system: The player spends one Gnosis point and rolls Intelligence + Occult (difficulty varies: 4 if it is already winter, 6 for spring, 9 for summer). Success drops the temperature to a bit below freezing in a five-mile radius, or even further below zero if it was already winter. All creatures without a natural coat of fur lose two dice from all pools. This Gift wreaks pure havoc in urban environments, as pipes burst and roads freeze. This Gift lasts for one hour per success.

Source: Glass Walker Tribebook (revised)


Umbral Motorcade

Rank 4 Glass Walker Gift

Camp: Wise Guys

A “motorcade murder” was the Mafia equivalent of a drive-by killing. The idea was to be gone the moment after the deed was done. Gianluigi Lucci always felt this never went far enough, and came up with the trick of never being there in the first place. This Gift allows the Wise Guy to shoot a victim in the physical world from the Umbra. A rat spirit teaches this Gift, a fact that made the Gift unpopular in some quarters.

System: The Garou fires a gun at the target as normal, but the player should then spend on Willpower point and roll Gnosis, difficulty equal to the Gauntlet in the area. In effect, the Wise Guy is making the bullet “reach” across the Umbra, so normally three successes are needed. Should the target be immobile for some reason (such as being asleep), then one or two successes might be sufficient. Since the target is probably unaware of the attack, most attacks made with this Gift are at point blank range and probably lethal.

Source: Glass Walker Tribebook (revised)


Corner Shot

Rank 4 Glass Walker Gift

Camp: Wise Guys

A feared Gift, this allows the Wise Guy to shoot around corners. Packs were fond of timing this Gift with multiple guns, creating hails of gunfire through open doorways before entering a room. A bird spirit (again, never a pigeon) teaches the Gift.

System: The player spends one Gnosis point and rolls Perception + Marksmanship, difficulty 9. Only one success is needed. Only single shots may be fired with this Gift, never autofire.

Source: Glass Walker Tribebook (revised)


Signal Rider

Rank 4 Glass Walker Gift

From the telegraph to the cell phone, the Glass Walkers have always kept up good relations with spirits of cutting-edge communication. This Gift allows the Garou to open a moon bridge that rides the back of a telephone signal, transporting her instantly to the location of whoever is on the other end of the line. A Pattern Spider teaches this Gift.

System: The player spends one Willpower and one Gnosis to open the moon bridge. The Garou must have a connection between a telephone at her location and one at the target destination to use this Gift, although it doesn’t discriminate between landlines or cell phones — some werewolves have even reported success in riding the back of online conferencing software, although doing so successfully requires a Wits + Computers roll (difficulty 7). Signal Rider can take the character no more than (Gnosis x 5) miles (or 8 km per Gnosis dot) — if the other end of the line isn’t within that range, the Gift fails.

Source: 20th Anniversary Edition


Call the City’s Wolves

Rank 4 Glass Walker Gift

The city is a rich and complex ecosystem, and humans, animals and machines fill the roles that natural creatures fill in the wilderness. The Glass Walkers cannot often get wild wolves to aid them, but the city has its own predators. With this Gift, the Glass Walker can make a phone call, send an email or fax and expect some sort of backup; some master Theurges simply knock on the nearest door and wait to see who emerges. A City Mother or Father teaches this Gift.

System: The player spends a Rage point and rolls Wits + Leadership. The number of successes equals the number of city predators who will emerge: the figures who control and cull the human herd. These may be gang kids, members of citizen vigilante groups, vicious cops, or even wild, diseased dogs. The spiritually summoned backup arrives a scene later, although the Garou can convert extra successes to speed the arrival of assistance rather than adding to the numbers. (One success spent in this fashion brings the help in ten turns; two successes halve the wait to five turns, while three successes brings backup on the next turn.) The “wolves” will be disposed to cooperate with the Glass Walkers, but won’t charge blindly into battle for him. The effects last for one scene.

Source: Book of the City


Tractor Beam

Rank 4 Glass Walker Gift

The Garou can transport non-dedicated objects with her to the Umbra when she steps sideways. She may not take living creatures, only objects. This Gift is taught by Weaver spirits.

System: The Garou spends one Willpower point for each object brought over to the Umbra. It must be something she can carry and it must weigh no more than her own body weight. However, two or more Garou with this Gift can team up and carry larger items into the Spirit World. Despite it’s name, the user of this Gift does not emit a beam.

Source: Glass Walker Tribebook


Doppelganger

Rank 4 Glass Walker Gift

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

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

Source: Core book revised.


Virtual Umbra

Rank 4 Glass Walker Gift

This Gift enables a Garou to transport himself into the CyberRealm’s Computer Web (Umbra page 61) from any part of the Pattern Web. Any spirit affiliated with computers can teach this Gift.

System: The player spends a Gnosis point and rolls Intelligence + Computer (difficulty 8). The Glass Walker may also transport other (willing) characters into the ComputerWeb, but attempting this feat raises the difficulty to 10.

Source: Umbra


Tech Speak

Rank 4 Glass Walkers Gift

This Gift allows the Glass Walker to contact others through any technological device. The Garou speaks to a Pattern Spider in or near a technological device and tells them the message to be delivered and whom it should be delivered to. The Pattern Spider then finds the receiver and uses any communications technology near them to deliver the message; Telephones yell it out, (without picking up the handset), electronic billboards display it, computer printers print it out as text. If no communications technology is present, any other technology will activate, though no message will be imparted. If no technology whatsoever is present near the receiver, the Gift fails. A Pattern Spider teaches this Gift.

System: The player spends a Gnosis point and rolls Charisma + Science. The difficulty is relevant to the distance the message needs to be sent: The next room is difficulty 4, the same building 5, one block away 6, one mile away 7, a time-zone away 8. Beyond that is difficulty 9. The more successes achieved, the longer the message can be. A single success will only allow one word to be sent, five would allow unlimited length.

Source: Tribebook: Glass Walkers (Revised)


Body Shift

Rank 4 Homid Gift / Rank 4 Ahroun Gift / Rank 4 Get of Fenris Gift

Garou raised in the shifting maze of human society are well-prepared for the endless adaptations Gaia demands of her protectors. An ancestor-spirit teaches this Gift.

System: The Garou can use her shapeshifting to alter her physical Attributes: a dot of Dexterity can be shifted to Strength or Stamina, and so forth. The player rolls Stamina + Primal-Urge (difficulty 9). For each two successes, one physical Attribute dot can be shifted for the rest of the scene.

Source: 20th Anniversary


Spirit Ward

Rank 4 Homid Gift

A werewolf with this Gift may protect himself from spirits by performing a quick warding rite. To use this Gift, the werewolf draws an invisible pictogram in the air that scares and unnerves any nearby spirits (except pack totems or caern spirits). The symbol travels with the werewolf as long as it lasts. An ancestor-spirit teaches this Gift.

System: The player spends one Gnosis point and rolls Manipulation + Rituals (difficulty 7). Spirits within 100 feet of the character (again, except the pack totem or local caern spirits) must subtract one from their dice pools for each success. This Gift lasts for one scene.

Source: Core book revised.


Bury the Wolf

Rank 4 Homid Gift

The war against the Wyrm isn’t always a matter of slashing claws and righteous fury — sometimes duplicity is required. A werewolf can temporarily “restrain” her inner wolf and appear to be a normal human. An ancestor-spirit teaches this Gift.

System: The player spends one Gnosis point and rolls Gnosis (difficulty of her own Willpower). Success causes the character to appear human to all supernatural scrutiny. The Gift also nullifies the Curse and makes spending Rage impossible, and locks her in homid form so long as its effects persist. The number of successes determines the Gift’s duration; to “free the wolf” before that time elapses requires a full turn of concentration and another point of Gnosis.

Successes                          Duration

One                                         One Scene
Two                                        12 hours
Three                                      One day
Four                                        One week
Five                                        One lunar cycle.

Source: 20th Anniversary Edition


Cocoon

Rank 4 Homid Gift

The werewolf can wrap himself in a thick, opaque sarcophagus-like epidermis, making him immobile but near-impervious to harm. This cocoon grants him immunity to fire, starvation, gas, high pressure, cold and similar environmental hazards. An insect or Weaver-spirit teaches this Gift.

System: The Garou spends on Gnosis point. While in the cocoon, the werewolf ignores any attacks which fail to do damage at least equal to her Stamina + Rituals, but attacks that pierce the cocoon destroy it. The cocoon lasts for one scene, after which it dissolves rapidly and evaporates. The player may extend the duration of the Gift spending more Gnosis points. Spending days in the cocoon is entirely possible, but the maximum duration is up to the Storyteller.

Source: Core book revised.


Gnaw

Rank 4 Lupus Gift / Rank 4 Bunyip Gift

The werewolf’s jaws strengthen to the point that she can chew through just about anything, given enough time. In addition, her jaws do more damage in combat, and only death will break her grip if she clamps her teeth into an opponent. Wolf-spirit teaches this Gift.

System: The player spends one Willpower point and rolls Stamina + 4 against a variable difficulty (3 for wood, 6 for steel handcuffs, 9 for a train car coupling). The length of time it takes to gnaw through something depends on the number of successes. In addition, this Gift gives a character’s bite two extra dice of damage for the duration of the scene.

Source: Core book revised / Rage Across Australia


Beast Life

Rank 4 Lupus Gift / Rank 4 Children of Gaia Gift

The werewolf with this Gift can communicate with other wild animals and attract (or even command) them. Domesticated animals will speak with the werewolf, but they have given themselves to the ways of humans and must be persuaded to obey the Garou. Any animal spirit may teach this Gift, although Lion and Bear are most often sought as teachers.

Children of Gaia: Children of Gaia who use this Gift never do so if the animals attracted would come to harm, unless the very heart of a caern is threatened.

System: The player spends on Gnosis point and rolls Charisma + Animal Ken (difficulty 7). The character gains the ability to communicate with all animals automatically. One success can attract specific types of animals within a 10-mile radius, and those that can reach the werewolf in a reasonable amount of time will do so. Each additional success adds 10 miles (two successes indicate a 20-mile radius). All wild animals become friendly to the character. They follow any reasonable request the character makes, and many unreasonable ones as well. A character who uses this Gift to force an animal to sacrifice itself had best pay homage to its spirit or risk angering Gaia. The effect lasts for one scene, but the time may be extended by spending one Gnosis point per extra scene desired.

Source: Core book revised.


Venom

Rank 4 Lupus Gift

A common trick of desert-dwelling Garou, this Gift allows the user to produce a noxious venom. The werewolf’s bile can incapacitate or even kill a victim. The Garou herself is immune to her own poison, but she can be incapacitated by another Garou’s Venom attack.

A rattlesnake-spirit teaches this Gift. Most Garou hesitate to make deals with snakes and serpents, but sometimes necessity outweighs prejudice.

System: After making a successful bite attack, the Garou must roll Stamina + Primal-Urge in a resisted roll against the target’s Stamina +4. For every additional success the attacker gets, the victim receives an additional nonsoakable, aggravated wound along with whatever damage the bite caused. Each success also reduces the target’s Stamina by one level until the victim loses consciousness. Additional poisonous bites can force the victim into a coma and eventually kill her.

Source: Player’s Guide Second Edition.


Terror of the Dire Wolf

Rank 4 Lupus Gift

Wolves haunt the ancestral nightmares of humanity, and of those monsters that were once human. The werewolf lets out a fierce snarl that triggers primordial terror in opponents and drowns them in the Delirium. A wolf-spirit teaches this Gift.

System: The player spends a point of Rage and rolls Manipulation + Primal-Urge (difficulty of the opponent’s Willpower or, if he is affecting a group, the highest Willpower represented). If successful, the werewolf invokes the full effect of the Delirium on any human, formerly-human, or partly-human creature who can see her — including those normally immune to the Delirium, such as mages and vampires. Only other werewolves and Fera are immune. It may be used in any form, although Homid and Glabro raise the difficulty of the Primal-Urge roll by one.

Source: 20th Anniversary Edition


Badger’s Heart

Rank 4 Metis Gift

Metis often possess angry hearts, and in their own way, they have a keen understanding of Rage, no matter what their auspice. This Gift allows them to affect the Rage of other werewolves, causing their enemies to expend more of it than necessary. A Badger-spirit teaches this Gift.

System: Spend a Gnosis point and roll Willpower, difficulty 7. Three successes are necessary, but if the roll is made, the target expends twice as many Rage points as he normally would. For example, if Merryk Winterchase successfully uses this Gift on Mari Cabrah while theyr’e in combat, each time she spent one Rage point, she would actually use two, without gaining the benefits of the second Rage point. This Gift’s effects last for a day.

Source: Guardians of the Caerns


Rattler’s Bite

Rank 4 Metis Gift

The metis’s eyeteeth lengthen, and she can inject a deadly poison with her bite. Some elder Garou look down upon this Gift as a deformity. Spider- and snake-spirits teach this Gift.

System: The player spends a Rage point when attempting to bite an opponent. If the bite is successful, any remaining damage after soak is doubled. If the attack fails or causes no damage, the Rage point is lost.

Source: 20th Anniversary Edition


Gift of the Porcupine

Rank 4 Metis Gift

When using this Gift, the werewolf undergoes a startling transformation. Her fur becomes elongated, bristly and sharp like the quills of a porcupine. This change makes her an even more fearsome killing machine. A werewolf must be in Crinos, Hispo or Lupus form to use this Gift. Porcupine teaches this Gift, and he has a great fondness for metis.

System: The character spends a Gnosis point to sharpen his fur. Anyone whom the metis tackles, grapples or immobilizes takes aggravated damage from his new found quills (Strength +1). Furthermore, anyone who strikes him with bare flesh (and scoring fewer than five successes on the attack roll) takes damage based on the attacker’s own Strength, although the metis still takes normal damage. This Gift lasts for one scene or until the werewolf wills his fur to return to normal.

Source: Core book revised.


Wither Limb

Rank 4 Metis Gift

With a snarl and an angry gaze, the werewolf forces a target’s arm or leg to twist, desiccate and wither, making it useless. Creatures with regenerative abilities will restore the limb to full function after one scene; otherwise, the effects are permanent. Snake-spirits, spider-spirits and other venomous spirits teach this Gift. Some werewolves even invoke spirits of disease to learn this Gift.

System: The player spends a Gnosis point and rolls Willpower (difficulty of the victim’s Stamina + 4). The victim adds two to the difficulties of all Dexterity rolls. If his leg is affected, he can move at only half of his normal speed.

Source: Core book revised.


Roll Over

Rank 4 Philodox Gift / Rank 4 Shadow Lord (Lords of the Summit) Gift

The Philodox can call on her power to radiate a commanding presence that compels others to submit to her. Should she succeed in a test of wills, she dominates her foe, which causes humans to fall to their knees and wolves to roll on their backs. Either a lion- or a wolf-spirit teaches this Gift.

System: The player must score at least three successes more than her opponent on a resisted Willpower contest. If the Gift takes effect, the victim can take no action other than submission unless he is in direct danger.

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


Reality’s Path

Rank 4 Philodox Gift

Perception is subjective, but the Philodox cannot afford that luxury. This Gift allows the user to sense whether what the subject believes to be true is actually false. A Jaggling of Falcon teaches this Gift.

System: The player rolls Perception + Enigmas (difficulty 7). A single success determines if what the subject is telling an unintended untruth. Three successes will discover if the subject was deliberately misled. Five successes or more will reveal the truth of the lie at its simplest level (it might tell who perpetrated a crime, but not why or who the perp was working for). Note that this Gift only works when a subject speaks what he truly believes; packmates can’t go on “fishing expeditions” by throwing out names to determine who really committed a deed, for example.

Reality’s path deals with knowable facts (“She never intended to return”, “despite his boast, your brother didn’t kill the Bane single-handed”), not greater spiritual truths.

Source: Book of Auspices


Take the True Form

Rank 4 Philodox Gift

The Philodox with this power can force a Garou into her breed form. This Gift is especially useful to abate frenzy, prevent damage from silver or take a combative advantage. A wolf-spirit teaches a worthy Philodox the workings of this Gift.

System: The player rolls his Manipulation + Primal-Urge (difficulty 7). If successful, the target automatically shifts to her breed form. The number of successes equals the number of turns the target must remain in her natural form.

Source: Player’s Guide Second Edition.


Scent of Beyond

Rank 4 Philodox Gift

The werewolf can bring all his senses to bear on one spot with which he is familiar (even an Umbral site), no matter how far away that spot is. The Philodox senses the site from a point of view as if he were standing in the middle of the area being scanned. A bird-spirit teaches this Gift.

System: The player rolls Perception + Enigmas (difficulty 8). If the spot is in the Umbra, the difficulty is 9 or the Gauntlet rating (whichever is higher).

Source: Core book revised.


Madness Season

Rank 4 Ragabash Gift

A fine line often exists between madcap humor and the precipice of insanity. The New Moon’s understanding of this boundary enables her to send enemies teetering off the brink into lunacy. While this Gift does no lasting harm to the victim, it can make him an object of ridicule and scorn… and grant a measure of respect to the Ragabash who uses it. Any spirit of Luna can teach this Gift.

System: The player expends one Gnosis point and makes a resisted Manipulation + Subterfuge roll against the target’s Willpower. One success causes the victim to become gibbering and helpless in a fit of madness for a number of turns equal to the Ragabash’s Gnosis rating; three successes causes the madness to last the remainder of the scene. With Storyteller’s discretion, four or more successes may render the victim incoherent for a longer period of time.

Source: Book of Auspices


Umbral Dodge

Rank 4 Ragabash Gift

The Ragabash finds that the best way to deal with an enemy is to send him far away — perhaps to a place where he’ll learn the folly of his ways. She may tear open a hole in the Gauntlet while dodging an enemy’s attack, sending them to the land of spirits. A trapdoor spider-spirit teaches this Gift.

System: When attempting to dodge a close-range attack, the player spends one Gnosis point and increases the difficulty of the dodge by one, or to the rating of the local Gauntlet, whichever is higher. If the dodge succeeds in avoiding the attack completely, the attacker is dropped into the Penumbra (or into the physical world if this Gift is used in the Penumbra).

Source: 20th Anniversary Edition


Luna’s Blessing

Rank 4 Ragabash Gift

When the moon is visible in the night sky, silver refuses to cause the Garou aggravated wounds. Indeed, if the moon waxes full, silver weapons may well turn on those who would wield them against the character. A Lune teaches this Gift.

System: For each strike against the Garou, the wielder of the weapon must roll three extra dice on the attack; these dice are ready only to check for botches. The Garou can soak and regenerate silver as if it were bashing or lethal damage (depending on whether the silver is part of an edged weapon or not), but only when the moon is in a visible phase above the horizon. Therefore, the Garou is still vulnerable during the new moon.

Source: Core book revised.


Whelp Body

Rank 4 Ragabash Gift

With this Gift a Garou may deliver a devastating curse upon a foe’s body, causing it to weaken or palsy. Many consider the use of this power on a foe to be a declaration of unending war. Either a pain-spirit or a spirit of disease teaches this Gift.

System: The player spends on Gnosis point and rolls Gnosis, and the target resists with his own Gnosis roll. The Garou’s difficulty is the opponent’s Willpower, while her victim’s difficulty is the Ragabash’s Gnosis. (Victims without Gnosis roll Stamina without any adjustments for supernatural powers or the like.) Each success scored by the Ragabash allows him to remove one point from any of the victim’s Physical Attributes. The effect is permanent, although the victim may restore these Attributes via experience. This Gift may be used only once ever against a given opponent.

Source: Core book revised.


Quicksand

Rank 4 Red Talon Gift / Rank 4 Bunyip Gift

The Garou turns the ground into a sticky morass that catches foes and prevents them from escaping or even walking. An earth elemental teaches this Gift.

System: The player spends a Gnosis point and rolls Manipulation + Primal-Urge (difficulty 7). Each success changes the ground into a quicksand-like bog for a 10-foot radius. Anyone trying to move through it (except the Garou) moves at half walking speed, and he may not execute combat maneuvers that require overland movement. Additionally, all other combat maneuvers take a +1 difficulty penalty.

Source: Core book revised


Pain of the Land

Rank 4 Red Talon Gift

Camp: Dying Cubs

The Dying Cubs often take the fight to the Wyrm by waging battle in already tainted locales. This often weakens the Garou, but this Gift evens the odds somewhat. Taught by an earth elemental, Pain of the Land makes the werewolf even more deadly when fighting on tainted ground. She fights as though the putrescence of the corrupted land, be it a landfill, a factory, or simply a city spurs her on and feeds her Rage every second of the battle.

System: Once learned, this Gift is always active. During combat, the difficulties on all attack and damage rolls decrease depending on the level of Wyrm-taint in the area. Fighting in a large city might decrease such difficulties by one, whereas fighting in a Black Spiral Hive would be worth a -3 to combat difficulties. Note that this Gift does not decrease soak difficulties, nor does it aid in using Gifts not directly related to attack or damage (so while the Ahroun Gift: Falling Touch would receive the benefit, the Philodox Gift: Weak Arm would not).

Source: Tribebook: Red Talons (revised)


Form of Akhlut

Rank 4 Red Talon Gift

Inuit myth tells of Akhlut, a killer whale that turned into a wolf to walk on land. The legends are almost right, of course. This Gift allows a Red Talon to take on an aquatic form such as a fish, dolphin or whale. It is believed by some that this Gift is how the Red Talons spread from their original lands to other continents. The Gift is taught by the spirit of an appropriate pelagic animal, although the Red Talons respect the orca most of all.

System: Two Gnosis points are required to activate this Gift, and then the player rolls Stamina + Primal Urge, difficulty 8. Each success allows the Red Talon to become a more powerful aquatic denizen. One success might allow the Red Talon to become a goldfish, three a dolphin and five the genuine killer whale of legend.

Source: Players’ Guide to Garou (revised)


Gorge

Rank 4 Red Talon Gift

Natural wolves will eat as much as possible when food is available, for they never know when their next meal will arrive. With this Gift, a Red Talon can do much the same thing with Rage, Gnosis or Willpower, storing such energy against the day when she will need it. A wolf-spirit teaches this Gift.

System: Upon learning this Gift, the player chooses which Trait (Rage, Gnosis or Willpower) her character can store. Thereafter, the character can hold three more points in the appropriate Trait than her permanent rating. These extra points must be regained as usual, and they do not add extra dice to rolls involving these Traits. To amplify more than one Trait the character must lean the Gift (i.e., pay the experience cost) a second time.

Source: Core book revised.


Avalanche

Rank 4 Red Talon Gift

The Garou must be in a mountainous or otherwise tectonically unstable area. The Garou causes an avalanche, mudslide, etc. to engulf his foes. The Gift is taught by an earth elemental.

System: The Garou spends one Gnosis point and then rolls Manipulation + Survival (difficulty determined by the Storyteller based on the instability of the terrain). The more successes, the more powerful the effect. On a botch, the Garou is caught in the avalanche.

Source: Corebook 2nd edition


Howl of Death

Rank 4 Red Talon Gift
Howl Gift

A Talon blessed with this Gift may infuse her howl with Rage and pain, causing grievous wounds to one target. The werewolf must be able to see her target clearly, and the target must be able to hear the howl. Only the intended target is affected by the Gift, though anyone else who hears it is disquieted and frightened.

System: The player rolls Charisma + Primal-Urge (difficulty 6). Each success inflicts one level of lethal damage, which the target may soak if he is able. The damage manifests, should anyone care to look, as massive internal damage, as if the target’s innards suddenly rupture.

Source: Tribebook: Red Talons (revised)


Living Treasure

Rank 4 Shadow Lord (Hakken) Gift

A Hakken can convince the spirit of a treasure in his possession to relate its history and lore. An ancestor-spirit imparts this Gift.

System: The Hakken touches the object; the player rolls Manipulation + Etiquette (difficulty 7). Each success causes the spirit to reveal one fact about itself. Hakken may use this Gift on common items as well, making it a useful tool for investigations or problem solving. This Gift may only be used once per object.

Source: 20th Anniversary Edition


Durance

Rank 4 Shadow Lord Gift / Rank 4 Uktena Gift

The werewolf dominates a talen-bound spirit, spinning webs of metaphysical authority to forcibly lengthen its service to her. Some consider this Gift disrespectful, but the Shadow Lords find it ridiculous to discard a weapon that might serve Gaia, just for the sake of politeness. This Gift is taught by a spider-spirit.

System: Upon using a talen, the player may reflexively spend one Gnosis point to keep the spirit bound within from departing. This Gift is ineffective on talens which are destroyed as an inherent aspect of their use (such as the nightshade talen, which must be drunk to activate its powers), but preserves talens whose destruction is a metaphysical result of their use (such as moon glow and Wyrm scales).

Source: 20th Anniversary Edition


Assassin’s Strike

Rank 4 Shadow Lord Gift

Camp: Judges of Doom

Like the Ratkin and the Nagah before them, the Judges of Doom have learned to quickly slip into and out of the Umbra so that they may surprise their prey. When using this Gift, the Judge disappears for a moment and reappears behind his victim, whereupon he may attack his victim with complete surprise. This Gift is taught by a cobra-spirit.

System: The character spends one Gnosis and one Rage, then uses the Umbra to “skip” up to 50 feet and reappear in the physical world directly behind his target. The Judge may then attack his victim at -2 difficulty (minimum 4). This attack may not be dodged unless the victim has bolstered his senses with supernatural aid.

Source: Shadow Lord Tribebook (revised)


Ubiquitous Presence

Rank 4 Shadow Lord Gift

Paranoia is a wonderful weapon. It keeps enemies from resting, from thinking properly, and, done right, from ever attacking you. And if you can’t be everywhere at once, at least you can appear to be. The Shadow Lord can curse an enemy with paranoia, giving the victim an unflinching suspicion that the Garou is watching her, even when that belief would otherwise be entirely illogical. Shadow or night-spirits teach this Gift.

System: The player spends one Gnosis and rolls Charisma + Intimidation, difficulty of the victim’s Intelligence x 2. Success indicates that the curse takes effect, reducing all dice pools of the victim by one for each two successes rolled. The effects last for one day and night.

Source: Players’ Guide to Garou (revised)


Seeds of Doubt

Rank 4 Shadow Lord Gift

Talented tricksters, Shadow Lords with this Gift may convince a listener of one false idea, no matter how absurd. The Gift only works if the lie told is not obviously harmful to the listener. It is taught by a Raven-spirit.

System: The Lord spends a point of Gnosis and makes an opposed Charisma + Subterfuge roll (difficulty 8). If the Lord succeeds, the listener will believe the lie until somehow “deprogrammed.” If he fails, however, the listener sees through the Lord’s argument and recognizes the lie for what it is. If the Lord botches, the listener goes into frenzy (unless normally incapable of such, like a human).

Source: Shadow Lords Tribebook Revised Pg.68


Strength of the Dominator

Rank 4 Shadow Lord Gift

The Garou draws on a target’s anger to feed his own. A Stormcrow teaches this Gift.

System: The player rolls Wits + Intimidation (difficulty of the target’s Willpower). For a number of turns equal to the successes scored, the target will lose a point of Rage per turn, while the Shadow Lord gains that Rage. The character can use this Gift only once per target per scene.

Source: Core book revised.


Open Wounds

Rank 4 Shadow Lord Gift

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

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

Source: Core book revised.


Dam the Heartflood

Rank 4 Silent Strider Gift

No other tribe among the Garou has as much hatred for vampires, for as just a cause, as the Silent Striders. It is no surprise then that the Striders sought out this Gift, searching long through the spirit world and the physical world for the secret to incapacitating a vampire. They found an answer from the spirit children of Cobra, who taught them a spirit-poison usable against the vampires who defiled Cobra’s name.

System: This Gift can only be used on supernatural creatures that use a blood pool to power their abilities (vampires, ghouls and the spider shapechanger Anasi). The player spends a Gnosis point and rolls Manipulation + Medicine (difficulty of the target’s Willpower). Each success renders the target unable to tap the power of her blood for one turn — she may not use any blood-related powers or spend blood points to heal wounds, activate Disciplines or Gifts, or for any other reason. A Garou may only use this Gift once per scene per target, but multiple werewolves can envenom the same target.

Source: Tribebook: Silent Striders (revised)


Guiding Hand of Djeheuty

Rank 4 Silent Strider Gift

None could stay the words of Djeheuty, the messenger of the Gods. Those who have this Gift do not even have to accompany the message, but can send it on its way and be assured that it will reach its destination. The spirit of any migrating animal teaches this Gift.

System: The player spends two points of Gnosis and rolls Charisma + Occult, difficulty 8, while the Strider loudly states the message’s destination. The message must be written on something physical (paper, tablet, bone shard). A simple success imbues the message with a Gaffling that will ensure it arrives at the stated destination. The method of delivery is a matter of coincidence; the message is picked up by someone curious, ends up on a truck heading that direction, floats on the wind, etc. The number of additional successes determines how long this takes, regardless of distance.

Number of Successes                  Length of Transit

1                                                             A year
2                                                            Six months
3                                                           One season
4                                                           One week
5                                                          One day

While the message is in transit, the Silent Strider cannot regain the two points of Gnosis invested in it. Nor can they revoke the message. As a result, this Gift tends to be used only when all other avenues have been tried and failed, or if the Strider’s death is certain. The Strider’s death will not disrupt this Gift.

Source: Players’ Guide to Garou (revised)


Touch of Death

Rank 4 Silent Strider Gift

The Garou can inflict visions of death upon an unsuspecting opponent. Worse, these visions are highly personal premonitions of the opponent’s untimely demise, as if someone “had walked over his grave.” The fear this creates is paralyzing; in the worst cases, the victim falls catatonic and cannot be revived for days. On recovery, the stricken individual cannot remember details of what so terrified him, simply that involved his death. Victims who survive the encounter with the Eater of the Dead are forever marked with a white lock or patch of hair. This Gift is taught by a death-spirit.

System: The Garou must touch her victim; the player rolls Dexterity + Brawl if in combat, Dexterity + Stealth if sneaking up unnoticed, or Manipulation + Subterfuge if casually touching him in the course of conversation. On success, the player spends two points of Gnosis and rolls Manipulation + Occult (difficulty of the victim’s Willpower). If the Eater of the Dead achieves more successes than the target has Willpower, the victim becomes catatonic with fear. if the successes are fewer than the target’s Willpower, the target suffers a -1 penalty to all dice pools for each success due to the debilitating fear. In both cases, the successes are eliminated at a rate of one per day — a catatonic victim does not awaken until all of the initial successes are eliminated.

Source: Tribebook: Silent Striders (revised)


Speed Beyond Thought

Rank 4 Silent Strider Gift

The Garou can run at 10 times his normal land speed. The effects last for up to eight hours, during which the Garou can do nothing but concentrate on running. When the Gift’s effects end, the Garou must eat immediately or face frenzy from hunger. A cheetah- or air-spirit teaches this Gift.

System: The player spends one Gnosis point and rolls Stamina + Athletics (difficulty 7) to activate the Gift.

Source: Core book revised.


Black Mark

Rank 4 Silent Strider Gift

The Strider’s claws darken with the leaden sheen of the Dark Umbra, marking her foes fit for the attentions of the restless dead. An owl-spirit teaches this Gift.

System: The player may spend a point of Gnosis when the strider successfully strikes an opponent with her claws, but before rolling damage. The target becomes haunted for one day per level of damage inflicted, as with Mark of the Death-Wolf.

Source: 20th Anniversary Edition


Ignore Death Blow / Sidestep Death

Rank 4 Silver Fang Gift
There are two nearly identical but mechanically different versions of this gift. We believe these are intended to be the same gift and that a player should not be able to possess both versions.

Player’s Guide 2nd Edition Version (Ignore Death Blow): Tales say that the first Silver Fang died and was reborn; since that time, the Fangs have passed won this Gift. A Fang with this Gift can choose to ignore what would be a killing blow. This Gift is taught by a lion-spirit.

System: Once per scene, the Fang can spend a Willpower point and ignore all damage from a single attack. The damage simply does not occur; no special handicaps take effect, either.

20th Anniversary Version (Sidestep Death): Old legends say that when the first Silver Fang died, he was reborn with this Gift. A Fang with this Gift simply sidesteps what would have become his deathblow. A lion-spirit teaches this Gift.

System: Once per scene, the player may spend three Willpower points to evade a single attack that would inflict enough damage to place the Fang’s health levels below Crippled (before soak). The Garou simply appears instantly at the nearest location not affected by the attack, which may be an inch, a mile or more.

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


Mindblock

Rank 4 Silver Fang Gift / Rank 4 Silent Strider (Camp: Sword of Night) Gift / Rank 4 Stargazer Gift

Upon learning this Gift, the Garou’s mental defenses are strengthened to the utmost. A falcon-spirit teaches this Gift.

System: The difficulties of any direct mental attacks or attempts to control the Garou’s mind, as well as more insidious psychic assaults (mind-reading, mentally implanting illusions or possession) are raised to 10. The effects of this Gift are permanent, but they do not apply to powers that sway emotion.

Source: Core book revised / 20th Anniversary Edition


Leshii’s Boon

Rank 4 Silver Fang Gift

Camp: Crescent Moon

This Gift allows the Fang to turn the very plants and trees of the forest against her enemies. Tree branches lash against them and roots trip them up, animals nip at their heels and insects swarm around them. A leshii spirit teaches this Gift.

System: The player spends one Gnosis point and rolls Intelligence + Occult (difficulty 6). Every enemy of the werewolf within a radius of the number of successes scored in meters loses two dice from every non-reflexive roll for the duration of the scene. In addition, should they be foolish enough to try to eat anything they find in the forest, it will do the number of successes rolled in levels of lethal damage.

Source: Tribebook: Silver Fangs (revised)


Crescent Moon Fata

Rank 4 Silver Fang Gift

Camp: Moon Lodge (Waning Cycle)

This Gift allows a Garou to perceive the very threads of fate and destiny that direct the world. By studying a person or object, she can learn a little about its past, or its possible future. To learn this Gift, the werewolf must find a spider or firefly Jaggling of Moria, one of Luna’s Incarna, and challenge it to a contest of gamecraft. Should the Garou win, the Jaggling opens her eye to the play of fate upon the world. Thus, she makes the spiritual awareness of the Crescent Moon part of herself.

System: To win the gamecraft contest, the player rolls Wits + Enigmas (difficulty 9, 7 if the character is a Theurge). Should the roll be botched, the Jaggling takes umbrage at the character’s clumsy mind and takes three temporary Gnosis from the character as payment for its wasted time.

To activate the Gift, the player makes a Perception + Empathy roll (difficulty 5, 4 if the character is a Theurge). The character sees one thread of fate per success. The player may choose to spend multiple threads on one target, or to spread them amongst several. Each thread allows a single glimpse into the future or past. Multiple threads allocated int he same direction on the same target will allow the character to see further into the past or future. The Storyteller determines exactly what she sees, but should be both inventive and somewhat cryptic in the description. The workings of fate are strange and not easily understood by even the most aware of Theurges. However, it is much easier to see the past than the future. As a rule of thumb, each success will add hours into the past or minutes into the future.

Source: Tribebook: Silver Fangs (revised)


Gibbous Moon’s Understanding

Rank 4 Silver Fang Gift

Camp: Moon Lodge (Waxing Cycle)

The greatest of the Silver Fangs’ Galliards have sometimes also been some of the tribe’s most successful battlefield leaders. This Gift can take some of the credit for this. It allows the werewolf to howl out general or specific instructions to her allies, and have them heard and understood even over the noise of battle, thus showing everyone the Gibbous Moon’s wisdom. To learn this Gift, the werewolf must persuade three different Lunes to spend a whole night in the character’s company. Just before dawn, one of them will teach the Gift.

System: The player spends a point of Rage and rolls Charisma + Leadership (difficulty 7). The number of successes is the number of howls the werewolf can make during this scene that will be understood as an order by any ally fighting in the same battle as the character. A Galliard character makes the roll at difficulty 5.

Source: Tribebook: Silver Fangs (revised)


Mastery

Rank 4 Silver Fang Gift

With the power of this Gift, the Fang can command other Garou, including Black Spiral Dancers, to do her bidding. A falcon-spirit teaches this Gift.

System: The player rolls Charisma + Leadership (difficulty of the target’s Wits +3). If the roll succeeds, the Garou can give the target one non-suicidal command, which he must obey for one turn per success. This Gift works only against Garou.

Source: Core book revised.


Preternatural Awareness

Rank 4 Stargazer Gift

The Stargazer attunes all her senses to her surroundings, thereby becoming preternaturally aware of her opponent’s doing and allowing her to anticipate them somewhat. A wind-spirit teaches this Gift.

System: The player spends one Gnosis point and rolls Perception + Dodge (difficulty 7). All opponents’ dice pools to hit the Garou decrease by a number of dice equal to the number of successes. This penalty applies even if the Garou cannot see the attack coming. The effect lasts for one scene.

Source: Core book revised.


Imaginal Mantra

Rank 4 Stargazer Gift

The Stargazer can chant a mantra to banish Banality from the area and awaken Glamour. During the chanting, he must imagine the area as being inherently magical, seeing the rocks, stones and buildings as living things — he must pretend to dream while awake. This Gift is taught by a Chimerling.

System: The player rolls Wits + Rituals and spends one Gnosis point. If successful, any Banality is banished for one scene. In addition, any fae are revealed in their true forms.

Source: Stargazer Tribebook 2nd Edition


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