Werewolf the Apocalypse information source

Rank 5 Gifts

A list of all Rank 5 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.

Shared Strength

Rank 5 Ahroun Gift

No matter how strong you are, you can’t be everywhere. Sooner or later, if you live long enough, every Ahroun will experience the heartbreak of seeing a packmate die in combat, and knowing that they simply couldn’t be there to help. Elders have seen this more than any, so it is not unusual that they would learn a Gift like this. This Gift allows an Ahroun to donate his capacities to one of his packmates for a single turn, imbuing them with their strength, speed and skill. However, they pay a high price for this help, losing their own strength for the same amount of time. This Gift is taught by a wolf-spirit.

System: The player spends two Gnosis and states a period of time for the Gift to remain active. This could be “the next turn”, “an hour”, “the rest of the scene” or even “until the day I die”. If the Ahroun dies, the Gift ceases to work immediately, so “until the Final Battle” won’t work unless you survive to see it. For that amount of time, one Garou of the Ahroun’s choice and within their line of sight immediately is treated as possessing the Ahroun’s Physical Attributes, Brawl, Dodge and Melee abilities (if the target has higher abilities, they retain their own high scores). However, the Ahroun is treated as having a mere one dot in all Physical attributes, in all forms, as long as the Gift is active and no dots in Brawl, Melee and Dodge. The target and Ahroun cannot spend experience points to raise any of the shared Traits until the Gift ends.

Source: Players’ Guide to Garou (revised)


Kiss of Helios

Rank 5 Ahroun Gift

The Ahroun can invoke the sun’s power to become completely immune to the damaging effects of fire. Additionally, the Ahroun may ignite any portion of his body and keep it burning for extended periods. Most commonly the Garou will light his mane during rituals, but he can also ignite his claws or mouth without ill effect. A fire elemental or a sun-spirit teaches this Gift.

System: The player spends one Gnosis. For the rest of the scene, the Ahroun cannot be harmed by any natural forms of fire, up to and including molten lava. Artificial fires (napalm, gas fires, etc.) do one-quarter damage, and they are treated as bashing damage. The Garou does two additional dice of aggravated damage if he attacks with blazing fists, claws or fangs. The effects last for one scene.

Source: Core book revised.


Strength of Will

Rank 5 Ahroun Gift

The Ahroun with this Gift could lead his pack to the gates of Hell itself if that were what it took. A wolf-spirit or an Incarna avatar teaches this Gift.

System: The Garou’s player spends a point of Willpower and rolls Charisma + Leadership (difficulty 8). Each success grants all the Garou’s allies within 100 feet an extra point of Willpower. These extra points last for the rest of the scene, and they can be spent as usual. This Gift can even raise an ally’s Willpower above its maximum or even above 10. This Gift may be used only once per scene.

Source: Core book revised.


Aegis

Rank 5 Ahroun Gift

This Gift grants a Garou a mystical aegis protecting her from attacks. This is not a literal shield; rather, strikes simply fail to hit vital areas, bullets defects of a belt buckle and circumstance otherwise conspires to prevent blows from landing solidly on the warrior while this ability is in effect. A wind-spirit teaches this Gift.

System: The player spends a point of Willpower, and the difficulty of all attack rolls made against her for the duration of the scene are increased by two. Any attack roll that scores only one success (after dodge, if applicable) against the Garou is considered to be a graze, and inflicts only bashing damage.

Source: Book of Auspices


Storm of Mother’s Wrath

Rank 5 Black Furies Gift

Camp: Bacchantes

When the Black Furies take up arms to destroy an enemy of Gaia, they are like unto a force of nature. Should a pack of Bacchantes include one with Storm of Mother’s Wrath, they nearly become a force of nature. The Fury wielding this Gift causes a fearful dark hailstorm to erupt, even out of a clear sky; the pack of Bacchantes, however, are not inconvenienced by the storm, and can move around and fight in it without difficulty. Signs of such a hailstorm in the area tend to be a red flag to Wyrm-creatures, who know that a pack of Furies must be involved in a desperate fight; they may move to join in, or they may wait in ambush outside of the storm. A Mammatus, a Wyld-spirit of the air, teaches this Gift.

System: Spend a point of Gnosis and roll Stamina + Survival (Difficulty 7). The storm has a 100-meter diameter and a duration of one miute. Every success on thr roll extends the storm’s diameter by 100 meters, and extends the storm’s duration by 1 minute. Physical being caught within the storm – humans, Garou, formori, and materialized spirits – take a 3-die penalty to all physical dice pools. The exception to this is the pack of the character resposible for the storm; that group recieves no penalty. Humans react to the storm as though faced with delirium; most will attempt to flee its fury. The storm cannot be generated indoors or underground, and its effects will not penatrate solid walls (though the pelting hail can and does break glass windows).

Source: Tribebook: Black Furies (revised)


Wyld Warp

Rank 5 Black Furies Gift

A desperate tactic at best, this Gift summons a number of Wyld-spirits. What they do when they arrive is wholly unpredictable. They may run or fly about in a destructive frenzy, tearing the Fury’s foes apart. They may grant the Fury and her packmates temporary increase in might or Rage, or they might decide to destroy all Weaver-tools in the area. They may even heal the Fury and her allies of any wounds they have suffered. The Fury has no way of knowing, but the effect is usually beneficial. A Wyldling teaches this Gift.

System: The player spends one Gnosis point and one Rage point. She then rolls Wits + Enigmas (difficulty of the local Gauntlet). Success summons a variable number of Wyldlings, which will alter the situation as the Storyteller sees fit.

Source: Core book revised.


Gorgon’s Gaze

Rank 5 Black Furies Gift

This hideous power of legend can turn living flesh into stone with but a gaze. Victims who make eye contact with the user of this Gift find themselves changed into statues where they stand. This Gift is a closely guarded secret, not to be shared with the other tribes. Rumors persist that elder Black Furies can make the effect permanent.

Difficult to find and even more dangerous to approach, the legendary Basilisk-spirit can teach this Gift.

System: After making eye contact, the player rolls Perception + Occult (difficulty equal to the target’s Willpower) to determine the number of rounds the victim remains stone. The player can double this time by spending a Willpower point.

Source: Player’s Guide Second Edition.


Walk With Hades

Rank 5 Black Furies

Camp: The Temple of Artemis

When Persephone entered the lands of the dead with Hedes, her lover, her mother, Demeter, the harvest goddess, went in after her. As an aspect of Gaia, Demeter understood her daughter’s desire for Hades, but refused to let a powerful spirit remain in the deadlands for long. Eventually, Persephone acquiesced to return to the living realm, under the agreement that she could periodically return to Hades’ side, and could return to the Underworld eventually.

Demeter agreed to this arrangement verbally, but eventually performed a secret ritual to block her daughter from entering the realms of the dead. Such travel is, after all, counter to the proper way of things. Embittered by her now-permanent separation from her lover, Persephone taught a number of favored Black Furies the secret roads into the land of the dead; these secrets have been passed down by Persephone’s servitor spirits and aged Garou to the present day. Technically, use of this Gift violates one of Gaia’s laws – “The living live, and the dead remain dead.” But since it is only used by the most ancient and respected Black Furies, and even then only in the most extreme circumstances, few punishments have come down onto those forced to use it.

System:  Spend 1 Gnosis and roll Gnosis (the difficulty is the local Gauntlet) to step sideways into the lands of the dead. If the Fury succeeds, she enters the Dark Umbra rather than the Penumbra. She can remain there for only a single day (24 hours), after which point she must cross back to the mortal realm (rolling to step sideways as usual) or risk eternal capture in the ghost-world. If the character takes more than 24 hours to return, the Gauntlet equivalent increases by 1 for every 2 hours the Fury remains past the deadline: when it reaches 10, the Fury is trapped and will begin her afterlife as a ghost. She will not become an ancestor-spirit.

The dead lurk near places, people, and things that were important to them in life, and they are creatures of almost pure emotion in death. They are still coherent, thinking beings, but are occasionally possesed of a terrible hate and fury toward the living, and may attack without provocation. When not so enraged, they do have most of their memories of life, and are likely to be willing to answer the Fury’s question if the two were friendly in life. This scene should be roleplayed out: no dice roll is an appropriate way to describe the character’s encounter with a deceased love one.

Note: Storytellers with access to Wraith: the Oblivion are welcome to use that game’s version of the afterlife – in place of the Gauntlet rating, use the local Shroud, and so on.

Source: Tribebook: Black Furies (Revised)


Gluttony

Rank 5 Bone Gnawer Gift

The Bone Gnawer can open his jaws far wider than is normally physically possible, and can swallow things or beings whole. A werewolf with this Gift is even capable of gulping down an entire buffalo, or a whole pack of Black Spiral Dancers, only to regurgitate the creatures later This Gift is taught by a catfish-spirit.

System: The player rolls Stamina + Primal-Urge (difficulty 8). Beings can resist with Dexterity + Dodge. In the case of a very large being or object, one extra success is required for every Health Level the target possesses beyond the normal seven, or for every extra three feet in size over the Bone Gnawer (obviously, Crinos form is best for this Gift). Swallowed objects/beings wind up in the Umbra, in a subrealm that is a mystical “stomach” of the glutton. The Garou can belch these objects out later. The werewolf can store objects in this mystical stomach for a number of hours equal to his Stamina; after this time, the Garou automatically regurgitates them hack into the physical world. The objects appear next to the Garou, and are unharmed.

Source: Players Guide 1st Edition


Survivor

Rank 5 Bone Gnawers Gift / Rank 5 Croatan Gift

This Gift confers temporary immunity to many environmental factors. The Garou has no need of food, water or sleep, and she does not suffer from temperature extremes. She is also immune to natural diseases and poisons. Wyrm toxins will still affect her, but at half their normal potency.

System: The player spends one Gnosis and rolls Stamina + Survival (difficulty 7). The effects last for one day per success. By spending a second Gnosis point, the Bone Gnawer can gain three extra points of Stamina, and he suffers no wound penalties, but the Gift will expire prematurely after 10 rounds of full combat. The Garou must sleep for at least eight hours when the Gift wears off, and he awakens ravenously hungry.

Source: Core book revised / 20th Anniversary Edition


Piping

Rank 5 Bone Gnawers Gift

In times of great need, an elder can issue a call to his tribe that echoes through the Umbra of an entire city. First, hordes of spirits appear before him in the spirit world. They then swarm out to find everyone of the same tribe. Bone Gnawers use this Gift more than any other tribe, usually relying on hordes of rat-spirits to find all their hidden brothers and sisters. The tribalists don’t need to answer the call, but the spirit can relay a brief message exhorting the Garou to aid her brothers and sisters. Using this Gift for a trivial purpose may cost the Garou temporary Honor.

System: Piping works like the Gift: Call of the Wyld, but it stretches across an entire city and only works on Bone Gnawers.

Source: Tribebook: Bone Gnawers (Revised)


Help Me

Rank 5 Bone Gnawers Gift

Once each game session, a Bone Gnawer with this Gift can tell a tale of suffering so pitiful that he can elicit the help of an average human. With enough successes, he may convince the human to go out of his way to help the poor suffering bastard get on his feet. Masters of this Gift have managed to walk with a mark to the ATM for a sizable donation, borrow the keys to a car for an evening, or sleep on someone’s floor. The tribe has spent millennia watching over the human race; after realizing on some subconscious level this great service, the human pays his protector back with a grand favor. Great Bone Gnawer heroes use this Gift when they need help protecting humans from the evils around them.

System: There’s a price to pay, however. Some rabble exploit these victims for all they can get, but this behavior is hardly considered honorable. Word gets around. Using this help for the common good is commendable, but if the werewolf uses this Gift from Gaia to rip people off, he’ll lose one temporary Honor each time if the local Garou find out. In any case, the Storyteller decides what help the human offers.

Source: Tribebook: Bone Gnawers (Revised)


Riot

Rank 5 Bone Gnawers Gift

This Gift summons a horde of malevolent spirits to provoke the inhabitants of a city into violent rioting. The Gift plays on the hatred and fear of the down-and-outs of the city: the homeless, the poor and even stray animals. The Gnawer can direct the riot to a degree, but such things tend to escalate, and the Garou has no power to stop the riot from doing so. A rat-spirit teaches this Gift.

System: The player spends one Gnosis point and rolls Wits + Subterfuge (difficulty 8). If successful, the spirits direct their hosts against a target of the Garou’s choice. The different hosts, however, will not necessarily work together — they may even begin to fight each other as the mob mentality takes over. The number of successes determines the area affected.

Successes
One
Two
Three
Four
Five
Extent
Building
Block
Neighborhood
District (the South Side, etc)
Entire City

Source: Core book revised.


Billabong Bridge / Billabong Stride

Rank 5 Bunyip Gift

Great Bunyip’s children used this Gift to successfully cross large expanses of Australian terrain by using water as a shortcut. The Garou enters one body of fresh water and emerges from another such body any distance away; salt water “fouls” the Gift, and cannot transport the Gift user. Both bodies of water must be personally well-known to the Garou using the Gift.

System: The player spends two Gnosis points and announces her destination. At the Storyteller’s discretion, using this Gift to leave or arrive in an area of high Gauntlet may require a roll to step sideways to make the transition safely. The Gift user cannot take anyone with her while using this Gift; only those items dedicated to her complete the journey.

Source: Past Lives / Rage Across Australia


Black Swans

Rank 5 Bunyip Gift

The Australian Aborigines attributed the Bunyip with the ability to transform people into black swans. Nobody remembers whether the folktales arose from use of this Gift, or if this Gift arose from the folktales, but the stories are certainly true. The Bunyip used this Gift as a means of punishing those who went against Gaia, and their ancestor-spirits teach it only to those inheritors who display a tremendous sense of justice.

System: The Garou must successfully splash an opponent with water taken from the environment; bottled water would not work, while water taken from a local river and carried in a bottle would, and tap water is effective in urban environments. The player spends two Gnosis points and rolls Wits + Occult; supernatural targets (but not ordinary humans) may resist the roll with Willpower. If the player scores more successes than the target, the target is transformed into a blackfeathered swan.

The swan loses access to most of its supernatural abilities while transformed, although its basic nature is unchanged; a vampire transformed into a black swan would have no heartbeat or pulse, and would have to drink blood to survive (although it could not expend blood to increase its Attributes or use Disciplines). Shapeshifters and other creatures that can take other forms (such as vampires with shapeshifting Disciplines) remain in swan form for the duration of the scene; for those with no shapeshifting ability, the transformation is permanent unless somehow reversed.

Source: Past Lives


Bloody-Mindedness

Rank 5 Bunyip Gift

The Bunyip gains the ability to dedicate himself to one particular task, be it combat or an artistic endeavor. Nothing will sway the Bunyip from that task. This Gift is taught by servants of Mu-ru-bul Tu-ru-dun the Bunyip.

System: The Bunyip spends two Willpower points. Afterward, nothing save death can distract or dissuade the Bunyip from her chosen task. She need not eat or sleep. If the power is used in combat, the Bunyip becomes oblivious to any other opponents and consequently may not dodge their attacks. Her soak roll pool versus these attacks, however, is doubled. Versus the chosen opponent, the Bunyip gains one extra attack per turn, and the difficulties of all actions against that target are reduced by one. She also becomes immune to supernatural attempts to dissuade her.

Source: Rage Across Australia


The Living Wood

Rank 5 Children of Gaia Gift

The Garou calls upon the spirits of the forest to come to her aid. The trees around the Child of Gaia animate, and they can restrain or right foes. A Glade Child teaches this Gift.

System: The player spends one Gnosis point and rolls Charisma + Survival (difficulty8). Each success animates one tree. The trees move with the Dexterity of the Child of Gaia, and they can have Strength ratings from 4 to 15, depending on their size. Other Traits are up to the Storyteller’s discretion.

Source: Core book revised.


Halo of the Sun

Rank 5 Children of Gaia Gift

The Garou is surrounded by a nimbus of blazing sunlight. Some Wyrm-creatures may flee before this terrifying sight, but any who stay and fight discover that the Garou strikes with added power. Helios, the Celestine of the sun, teaches this Gift.

System: The player spends one Gnosis point, and the effects of the Gift last for one scene. The Garou is surrounded in blinding sunlight, and anyone looking directly at the werewolf is blinded (add three to difficulties to attack the Garou). The Garou adds two dice of damage to all hand attacks, and hand damage is considered aggravated in all forms. Any vampires within 20 feet take damage as though exposed to true, direct sunlight.

Source: Core book revised.


Trust of Gaia

Rank 5 Children of Gaia Gift

With this Gift, the Garou instantly earns the trust of all who meet him or hear him, even over a telephone or television. They feel instinctively that he is a good and trustworthy person. This feeling wells up from such a deep level that it cannot be changed by even the most invasive mind control. People affected by this Gift can still be mind-controlled to attack the Garou, but hate doing so. Those who are Wyrm-corrupted feel intense dislike instead of trust.

This trust is strong, but it does not supersede the person’s common sense. If the Child of Gaia is firing a machine gun into the crowd, the people will still scatter, rather than trust that he’ll miss them. However, they will all be convinced that he had a very good reason for firing.

The Children of Gaia warn that this Gift has great potential for abuse, and punish those who use it for petty gain. This Gift is taught by an avatar of Unicorn.

System: The Garou rolls Manipulation + Empathy against a difficulty of 6. The difficulty against Garou, or humans corrupted by the Wyrm, is 8. Wyrm beasts are immune. If successful, everyone who sees, hears, or experiences the Garou in any way must make a resistance roll (Willpower against difficulty 6) or feel a high degree of trust for the Garou. They will confide in him as they would a trusted friend. The effect will last for one scene, or as long as the person remains in contact with the Garou. however, even once the Gift’s effect has worn off, the person will feel good will toward the Garou.

Source: Tribebook: Children of Gaia


Katanka-Sonnak’s Spear

Rank 5 Croatan Gift

Some cultures that the Croatan took as Kin were sun-worshippers. The Croatan in turn established strong ties with Helios and the Planetary Incarna of the sun, Katanka-Sonnak. This Gift springs from this alliance; by invoking the power of the sun, the Garou can call a shaft of fire from the sky to impale an enemy and immolate him in continuously burning flames. An avatar of Katanka-Sonnak teaches this Gift.

System: The player spends a point of Gnosis and rolls Dexterity + Occult to strike the target; no range penalties apply, although the Garou must be able to see her target. If the strike is accurate then the victim takes 10 dice of fire damage each turn; this damage is aggravated, although supernatural creatures can soak it with the appropriate power (vampires with Fortitude, shapeshifters with Stamina, etc.). The fire cannot be doused with ordinary water; it will burn for 10 turns unless quenched by a water-spirit, somehow dispelled, or until the victim takes no damage on a particular turn.

Source: Past Lives


Resolute Vow

Rank 5 Croatan Gift

The Croatan’s legendary stubbornness and strength of purpose was often a hindrance, but they often drew great power from it as well. A Garou with this Gift can persevere against all odds, pursuing a goal of vengeance or a spiritual quest to its end when even great heroes would turn back. Croatan ancestor-spirits teach this Gift.

System: As the Garou ritually declares his purpose or quest to all within earshot he spends a permanent Gnosis point. From that point on, the Garou has no choice but to follow his quest to the bitter end. However, any Willpower rolls made in pursuit of that quest always gain six extra dice (even if this takes his dice pool over 10) and the Garou also gains six extra Willpower points to spend while on his quest (unused points disappear at the quest’s completion).

If the Garou chooses to give up her quest before it is completed, she loses any remaining bonus Willpower points and loses one permanent Willpower point for each of the bonus Willpower points that she spent after activating this Gift. The Garou may never regain permanently lost Willpower points. For instance, if the Garou gives up her quest after spending three of her bonus Willpower points, she may never have a Willpower rating higher than 7.

Note that the quest does not have to succeed, but it must come to a definite resolution for the Garou not to lose permanent Willpower.

Source: Wendigo Tribebook


Umbral Burrowing

Rank 5 Croatan Gift

This Gift allows a Croatian to dig his own Umbral tunnel which he can travel through just as in the gift Underearth. The tunnel must connect two points and, as it is unoccupied, is always safe to travel. The spirits of burrowing animals teach this Gift.

System: The Garou spends three Gnosis points and starts digging. A successful Perception + Occult roll is necessary to make certain that the tunnel comes out in the right place. The process of digging is, of course, slower than normal Umbral travel and takes about twice as long as walking a moon path would. The Garou does not need to eat or rest as he digs and the tunnel will remain a permanent part of the Umbra. It isn’t necessary to know the Underearth Gift to use Umbral Burrowing, but the werewolf without knowledge of Underearth cannot necessarily travel tunnels not of his own make without getting lost.

Source: Past Lives


Fog on the Moor

Rank 5 Fianna Gift / Rank 5 White Howler Gift

This Gift transforms the Fianna into a ghostly outline of himself, allowing him to pass through anything except silver as though he were incorporeal. He may communicate and strike opponents normally. He cannot be harmed by anything except silver; all incoming attacks pass through him. A fog-spirit teaches this Gift.

System: The player spends one Willpower point and rolls Gnosis (difficulty 7) to instantly transform the Garou into a ghostly form. Each success allows the Garou to stay in that form for one turn, though the Garou may change back at will. The character cannot regenerate while in this form.

Source: 20th Anniversary Edition


Forms of Cernunnos

Rank 5 Fianna Gift

Celtic legends abound with heroes transforming into animals, whether to escape, to hunt, or to spy. Cernunnos the Horned God was the master of animals; with this Gift the Garou is able to master the form of any animal. A Wyld spirit or a faerie spirit teaches this Gift.

System: As per the Ragabash Gift: The Thousand Forms, with the limitation that mythical beasts are not possible  forms, but with the addition that another willing person can be changed at the cost of two Gnosis and +1 difficulty.  Said person cannot change back without the assistance of someone who knows this Gift.

The Thousand Forms: Most trickster archetypes are shapeshifters, and the Ragabash is no different. The Garou with this Gift may change herself into any animal between the sizes of a small bird and a bison. The Garou gains all the special powers (flight, gills, poison, sensory abilities, etc.) of the animal she mimics. She may not take the form of Wyrm-beasts (not that she would wish to!), but she may take the form of mythical beasts with some extra effort.

System: The player spends a Gnosis point and rolls Intelligence + Animal Ken. The difficulty varies, rising higher the farther removed from the Garou’s natural form the desired animal is.  For example, an ape or panther (mammals of roughly equal mass) might be difficulty 5, while an alligator (a reptile of slightly larger size) would be difficulty 7, and a frog (a much smaller amphibian) would be difficulty 0. Mimicking mythical animals is always difficulty 10.

Source: Fianna Tribebook (revised)


Havgan’s Healing

Rank 5 Fianna Gift

Named after the foe Pwyll dueled with in the Otherworld, this powerful Gift lets wounds alternately harm and heal the Garou, giving the Fianna a critical edge in a sustained battle. A death-spirit teaches this Gift.

System: To activate this Gift, the Fianna must spend two Gnosis points and concentrate for one turn. For the duration of the scene, any health levels that are not soaked alternately harm or heal the Garou. The first blow to strike the Garou injures him as normal; with the second blow, any damage that is not soaked (and the player must roll soak as  normal) instead is treated as healing. Bashing wounds heal bashing damage, lethal wounds can heal bashing or  lethal damage, and aggravated wounds heal all forms of damage. The third blow injures, the fourth heals, and so on. Wounds suffered from silver can never heal, however; they inflict damage as normal, and “use up” that blow — for instance, a Fianna wounded by silver by the fourth blow after activating this Gift takes unsoakable aggravated damage as normal, and the fifth blow will injure, not heal. (However, any aggravated damage taken on the sixth  blow and every other attack after that could heal the silver damage.) Any wounds left unhealed by the end of the scene must be healed as usual.

Source: Fianna Tribebook (revised)


Gift of the Spriggan

Rank 5 Fianna Gift

The Fianna may grow up to three times her usual size or shrink to the size of a small puppy. A faerie or a Chimerling teaches this Gift.

System: The player spends one Gnosis point and rolls Stamina + Primal-Urge (difficulty 8). The effects last for one hour per success or until the Garou cancels the Gift. If the Garou grows larger, she gains three Strength dice for every 100% increase in size. If she grows smaller, she retains her normal Traits, but she may sneak around unnoticed or masquerade as someone’s pet.

Source: Core book revised.


Call the Hunt

Rank 5 Fianna Gift

The werewolf may use this Gift only once per month, and only if there is an overwhelming need for it (such as discovering that a truly great evil infests and area). This Gift calls the Huntsman of Celtic mythology to harry and slay the evil. The Huntsman himself teaches this Gift.

System: The Garou must chant and concentrate for one full hour. The player then spend one Gnosis point and rolls Charisma + Occult (difficulty 8). The Huntsman appears with a single hound, plus one hound for each extra Rage or Gnosis point the player wishes to expend. If the roll is botched, the evil is not worthy of the Huntsman’s attention. If the summoner does not join the hunt, the Huntsman instead leads the hunt against the Garou.

Source: Core book revised.


Fabric of the Mind

Rank 5 Galliard Gift / Rank 5 Uktena Gift

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

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

Source: Core book revised.


Head Games

Rank 5 Galliard Gift

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

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

Source: Core book revised.


Legend’s Insight

Rank 5 Galliard Gift

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

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

Source: Book of Auspices


Strength of the Ancestors / Strength of the Einherjar

Rank 5 Get of Fenris Gift
Called Strength of the Einherjar in the non-revised tribebook

This gift allows a Fenrir to call upon his greatest ancestral heroes for assistance. It is only used in dire situations, when the lives of more than one Garou are endangered. Calling on the strength of one’s ancestors allows a Get to increase his physical might, wisdom or even sense acuity substantially, albeit for a limited time. These ancestral heroes come to the aid of a Get only in times of great peril, and punish any Fenrir who attempts to call on them without need. This Gift is taught by an ancestor-spirit.

System: Only Get with at least one dot in the Ancestors Background may learn this Gift. The player spends one Rage point and rolls Charisma + Rituals (difficulty 10); he may subtract one from the difficulty for every dot he has in Ancestors, During the casting of this Gift, he must carve the specific runes of hes ancestors into his flesh. For each success, he may add one dot to any Attribute; these dots may be split among different Attributes, or all applied to the same one.

If the Storyteller believes this Gift has been used inappropriately, his hero-ancestors still give assistance, but then turn on their descendant, permanently removing a number of Attribute dots equal to those they granted.

There is no appeal.

Source: Tribebook: Get of Fenris (Revised)


The Good Death

Rank 5 Get of Fenris Gift

No true Get of Fenris fears death – only dying poorly. This Gift is Great Fenris’ final blessing to his children; the Fenrir who activates this Gfit intends to die with her foes’ heartsblood on her claws. The werewolf calls on Great Fenris to aid her and sets herself against her foe. The Fenrir continues fighting long after she should be dead, and doesn’t fall until her enemy (or enemies) dies with her. The avatar of Great Fenris himself teaches this Gift.

System: The Fenrir concentrates for one full turn and spends all her Gnosis in calling for Fenris’ favor. Once the Gift has been activated, the Garou suffers no wound penalties whatsoever, and will not fall until her foe is dead, at which point she dies immediately. This Gift works only if the named enemy is already on the battlefield with the Fenrir; it cannot be used to hunt down an absent enemy. Once the battle is won, an avatar of Fenris descends on the battlefield to devour what’s left of the hero and her worldly possession. For obvious reasons, this Gift can be used only once, most likely when the character is out of all other options. Improper use of this Gift (such as attempting to use the Gift to slay an old rival rather than a “true enemy of Gaia”) angers Fernris, who strikes the unworthy Get dead on the spot.

Source: Tribebook: Get of Fenris (Revised)


Horde of Valhalla

Rank 5 Get of Fenris Gift

The Garou who uses this Gift must be in good standing with his tribe’s totem, and he must have a great need for aid, for he is asking help of Fenris himself. This Gift — taught by an avatar of Fenris — summons great wolves to come to the Garou’s aid.

System: The player spends as much Rage and/or Gnosis as he wishes and rolls Charisma + Animal Ken. If successful, a number of spirit wolves appear from the Umbra to do battle with the Garou foes. The number of wolves is equal to the number of points spent by the player. The wolves are functionally identical to the wolves of the Great Hunt. They remain for the entire scene.

Source: Core book revised.


Fenris’ Bite

Rank 5 Get of Fenris Gift

The Garou’s already vicious bite increases in power terribly, to the point that the Garou can mangle or even sever limbs with a single bite. An avatar of Fenris teaches this Gift.

System: The player spends one Rage point and rolls Strength + Medicine (difficulty of the opponent’s Stamina + 3). The Garou’s next bite attack, if it hits, will mangle and disable one of the target’s limbs, inflicting three automatic, unsoakable, aggravated health levels of damage in addition to any damage already rolled. The limb is rendered useless until the target can regenerate the damage, or permanently in the case of humans and other creatures who do not regenerate. If the player achieves five or more successes on the Strength + Medicine roll, the limb is severed.

Source: Core book revised.


Endurance of Heimhall

Rank 5 Get of Fenris Gift

This powerful Gift grants the Garou great endurance and hardiness for a time. This Gift is taught by a Boar-spirit.

System: The Garou spends one Gnosis point and rolls Willpower (difficulty 6). If successful, the Garou’s Stamina rating is doubled for the duration of the scene. This will aid Stamina and Soak rolls.

Source: Get of Fenris Tribebook


Myth Walking

Rank 5 Gift (Ragnarok – no specific breed/tribe/auspice)

Myth and dream walk among the Garous. This Gift, preserved by the Mokolé in the form of the Gift: Dream Semblance, enables the loyal descendants of the ancestor-heroes to return them to the world. It is taught by an ancestor-spirit, or by the Mokolé.

System: The Garou spends two permanent Gnosis points and prays to the greatest hero of their breed, tribe, etc. The hero, if well pleased with the Garou’s prayer, manifests in the Garou’s own body. The Garou visibly transforms into the hero’s own self, retaining her own personality mixed with the memories and attributes of the hero. Thus a Shadow Lord might manifest Ivan Tsarevitch, the Children of Gaia see the return of Lore-Speaker Gron, while the Get of Fenris transform into the great wolves of Norse myth. Only one Garou at a time may become any given hero, and this Gift can be invoked only once in a Garou’s lifetime. Indeed, many who invoke it do not survive doing so. The powers of the hero are determined by the Storyteller, but should be suitable to the hero’s legendary self. Shu-Horus, for example, would be a great warrior, but would have no knowledge of electronics.

Source: Apocalypse


Gift of the Giants

Rank 5 Gift (Ragnarok – no specific breed/tribe/auspice)

The Garou knew this Gift in the First Times, but only the Mokolé remember it now. Mammoth or Elephant teaches this Gift (and so the Mokolé cannot learn it save through Mnesis).

System: The user spends a Gnosis point and becomes the largest creature in the scene, whether they are in battle, at a rite, or simply hunting. The Garou is bigger than the next biggest character, so allow 1 extra point of each Physical Attribute beyond the attributes of the next largest character. Note that if multiple characters use this, then it only works once for each Gnosis point spent. This is different from the Fianna: Gift of the Spriggan in that the Garou may not increase very much in size, or (around Mokoleé, huge Gurahl, and so on) may become gigantic indeed.

If multiple Garou in one scene use this Gift, then each must spend twice as much Gnosis (two, four, then eight points for each successive use of the Gift by an individual) to become larger than the others. This can go on until all are out of Gnosis.

Source: Apocalypse


Huang Di’s Sacrifice

Rank 5 Glass Walker Gift (Boli Zouhisze)

Whilst Huang Di was known for his inventions, he was also the Yellow Lord and a great leader. Normally used by the pack’s alpha, this Gift allows a leader to revitalize his followers in moments of darkness. This Gift is taught by only one spirit, who lives at the foot of Bull Mountain and cries eternally. The spirit resembles nothing, and only teaches the Gift at sunrise.

System: The Boli Zouhisze spends two points of Gnosis and rolls Stamina + Leadership (difficulty 8). Each success allows one packmate to heal a number of health levels (even aggravated) equal to the number of successes rolled.

Source: Glass Walker Tribebook (revised)


Family Debt

Rank 5 Glass Walker Gift

Camp: Central House / Wise Guys

Only Dons of the Central House may learn this Gift, for they are the caretakers of the tribal debt and favors pool.

The Garou can call upon the past lives of other Garou to return a favor owed to the Glass Walker tribe, even if the debt was made centuries ago. Using this Gift will cause another Garou with the Past Life Background to become possessed by the ancestor whom the Glass Walker summons. The living Garou must be of the same tribe as the ancestor who is called (a Glass Walker cannot make a Bone Gnawer summon a Silver Fang ancestor). The Gift is taught by any long-lived spirit, such as a turtle or an elephant, and the Glass Walker often have such spirits witness any business transactions they make with other Garou.

System: The Garou spends one Willpower point and rolls Gnosis against a difficulty of 10 minus the target’s Past Life Background rating. If there is no Garou with Past Life present, this Gift will not work; it requires a Garou with deep connections to her ancestors to act as a conduit. If successful, the desired ancestor is summoned and possesses the target. This ancestor will then perform a duty to make up for a favor the Glass Walkers did for him in his lifetime.

The Central House keeps vast records of every debt owed the tribe. It usually requires a committee vote to summon one of their debtors and thus use up the favor owed. However, Dons who learn this Gift are considered to have the power to use it whenever desired, although Dons who abuse it may wind up being voted off the board, so to speak.

The player should be allowed to create the original debt condition and the debtor. “Grom Wyrmfoe of the Silver Fangs owes the Glass Walkers big, because they helped him root out vampires in Moscow in in the late 1600s. Well, my character feels it’s about time he repaid the favor by helping me kill that damn Gangrel.” The Storyteller, however, is the ultimate arbiter of this Gift. It should be used to enhance a story, never to simply power game. If the Storyteller feels the player is asking a greater favor than what was originally given to the ancestor, he is free to have the ancestor deny the call.

Glass Walker characters should also realize that most Garou do not like being puppets for their Past Lives simply at the whim of some damn city Urrah. They will usually try to get revenge at some later date — to do so immediately is to insult the ancestor.

Source: Glass Walker Tribebook


Phone Travel

Rank 5 Glass Walker Gift

Camp: Random Interrupts

The Random Interrupt can effectively reach into a telephone line and emerge on the other end. She must first dial the number of where she wishes to arrive and someone must answer. A Patter Spider teaches this Gift.

System: After the phone is picked up, the Random Interrupt rolls Gnosis, the difficulty being the local Gauntlet. As with stepping sideways, three successes are needed to transmit instantly. If fewer successes are rolled, and the other side hangs up before she emerges at the other end, the Garou is spat back out at her phone and takes three levels of lethal damage.

Source: Glass Walker Tribebook (revised)


Summon Net-Spider

Rank 5 Glass Walker Gift

The Garou can summon a Net-Spider, a Weaver spirit that gives its summoner near-absolute control over any computer system. The Spider can disrupt, erase or destroy whatever system it is sent into (the exact effects are left to the Storyteller, but are typically destructive). An avatar of Cockroach teaches this Gift.

System: The player spends one Gnosis point and rolls Charisma + Computer (difficulty 8). If successful, the Net-Spider appears and heeds the Garou’s commands. This Gift allows the Garou to halve all computer-related difficulties along with the aforementioned destructive capacity of the spirit.

Source: Core book revised.


Song of the City-Beast

Rank 5 Glass Walker Gift

The lupus of many tribes know the Songs of the Great Beast, which can summon semi-legendary monsters such as giant sharks, apemen and dinosaurs. While skunk-apes, Jersey Devils and mothmen are not common in cities, the knowledgeable Glass Walker can call forces of equal power with this Gift. This Gift is usually taught by a City Father or Mother, often in return for the accomplishment of a great deed.

System: The player spends two Gnosis points and rolls Charisma + Streetwise, difficulty 8. A City-Beast is less of an actual mythological entity and more of an event — rampaging construction machinery, a collapsing building, a plague of hell-rats, even an incredibly aggressive St. James Day parade or a block party gone riot. The Beast will stay long enough to assist in immobilizing or defeating Gaia’s enemies. Its nature depends on the story but it is likely to be very powerful.

Source: Book of the City


Technotheocratic Apocalyptica

Rank 5 Glass Walker Gift

They say the Glass Walkers worship their technology. That’s foolishness. Worshipping mere tools confuses the master with the servant. Worshipping monsters, now, that has some more flair. This Gift allows the Glass Walker to turn all machines in the room into possessed monsters; mobile phones suddenly beginning ringing at their loudest volume and hurl themselves at the person nearest to them, televisions deliberately explode, and electrical wires whip around, tripping and strangling whomever they can see. This Gift is taught by a Pattern Spider.

System: The player spends three Rage and rolls Charisma + Science, difficulty 8. Assuming at least one success, every electric device in the room the Glass Walker is in will begin to shake. Two turns after that, the entire room is filled with monstrous electrical appliances, and everyone in the room suffers a number of unsoakable aggravated wounds equal to the number of successes rolled. Since this includes the Glass Walker, it behooves him to leave the room in the time he has.

Source: Players’ Guide to Garou (revised)


Chaos Mechanics

Rank 5 Glass Walker Gift

Werewolves pulse with the Wyld’s energy, of course, but all creatures with form and nature have something of the Weaver in them, or so the Glass Walkers argue. Upon learning this Gift, the Glass Walker reconciles these two sides of his being, and he can summon primal energy and mystical form at the same time.

System: A Garou with this Gift may use Rage and Gnosis in the same turn with no penalty. Doing so allows the Garou to use Rage actions to activate fetishes and use Gifts requiring Gnosis (provided that said Gift does not take a full turn to enact). What’s more important is that it allows the Garou to take Rage actions in the same turn that he steps sideways, provided that the player rolls enough successes to get to or from the Umbra instantly. This Gift’s effects are permanent.

Source: Core book revised.


Calm the Flock

Rank 5 Glass Walker Gift

With this power, the Garou may walk among humans without accidentally evoking the Curse or the Delirium. This allows her to live among humans and maintain a family. The effects, however, do not last for long. This Gift is taught by a homid Ancestor spirit.

System: The Garou rolls Manipulation + Subterfuge (difficulty 7). The number of successes indicates the number of hours that the effect lasts.

Source: 20th Anniversary Edition


Takeover

Rank 5 Glass Walkers Gift

Camp: Corporate Wolves

Whate you wear determines your worth as a human being in the modern corporate world. If you live outside the business, you are a number with a dollar sign in front of it, representing what you own and how much it, and you, are worth. For a business, you are your possessions, and this Gift makes it literally true. With this Gift, the Corporate Wolf can attack and physically destroy another person by destroying their possesions. A money spirit teaches this Gift.

System: The player spends three Rage points and rolls Strength + Enigmas (difficulty 8). The number of successes needed is determined by how long her opponent has owned the object. If he only bought it today, five successes are needed. If he has owned it for less than a month, four successes are needed; while if he has owned it for at least six months, then three successes are required. Finally i, if it has been owned for over a year, only a single success is necessary.

Assuming the roll is successful, the Corporate Wolf may proceed to make an attack on the object and any damage done to the object will also be inflicted upon her opponent. The damage still applies to the object, however, and if the object is destroyed then any connection between the object and the opponent is destroyed with it. If it still stands, the Corporate Wolf may continue to attack. If a Corporate Wolf obtains your priceless Ming vase, you should be all right, but worry if they ever steal your car.

Source: Tribebook: Glass Walkers (Revised)


Custom Built

Rank 5 Glass Walkers Gift

Initially a Random Interruption invention but now spread throughout the tribe, this Gift is both revered and reviled. Treating spirits as data, the Glass Walker can manipulate the spirit of a tool to turn it into any other tool. The actual object doesn’t change, but its properties and use does. A PDA can become razor sharp, or a knife could be tapped on to hack into a system. Once the object has been used once, though, the spirit dies and the object breaks beyond repair. A Pattern Spider can teach this Gift, but they never do so willingly and must be coerced. More commonly, other Garou teach it.

System: A Glass Walker using this Gift spends one Gnosis and rolls Manipulation + Science. Difficulty depends on the degree of change. Turning a tool into another of much the same purpose is difficulty 5, (turning a sword into a pistol), changing a tool into another of different purpose but similar complexity is difficulty 7, (turning a sword into a frying pan), while turning a tool into another of vastly varying complexity is difficulty 9 (turning a sword into a laptop computer). This tool can be used exactly onec; one bullet may be fired, one egg may be fried, one password may be cracked. After that, the object falls apart.

Many Glass Walkers consider this Gift heinous murder, and if it is used in anything short of a dire emergency the user will lose Honor and Wisdom. (Storyteller’s discretion.) Simply knowing the Gift is enough to be shunned by some. Ironically, this attitude is most common among the Random Interrupts, and almost none know the Gift.

Source: Tribebook: Glass Walkers (Revised)


Übermensch / Beyond Human

Rank 5 Homid Gift
Called Beyond Human in the 20th Anniversary Edition

The Garou is human plus. Human plus strength, agility and health. Human plus devoted, assured spirituality and meaning. Human plus animal instinct and lightning reflexes. He is as man, but greater and more whole. Every Garou radiates this to some extent, causing humans to fear and avoid them instinctively. This Gift warps this perception, turning the Garou from a figure to be avoided into a figure to be admired or adored. An ancestor-spirit teaches this Gift.

System: Once learned, this Gift is always active. Humans dealing with the character will immediately pick her out as more desirable, attractive, smarter or more charismatic compared to throw around them, regardless of their actual capacity in such matters. The Curse still applies, but rather than being instinctively feared as a predator, the werewolf is dreaded as an intimidating figure of great presence. Also, the character may boost his Social Attributes by spending Rage or Gnosis, each dot of either spent raises one Social Attribute by one point for a single scene.

Source: Players’ Guide to Garou (revised)


Assimilation

Rank 5 Homid Gift

A werewolf with this Gift blends smoothly into any culture, no matter how strange or unfamiliar he might normally find it. He could slip among Bedouin nomads as if he were one of them, or he could shop in a Chinese market without anyone noticing that he does not belong. The Gift doesn’t hide racial differences, but it does allow the user to mimic the behaviors and mannerisms of a native. It also grants the ability to speak and understand the culture’s language, although this knowledge vanishes as the Gift ends. Ancestor-spirits teach this gift.

System: The player rolls Manipulation + Empathy. If successful, the character interacts with members of another culture as if he were one of them. This difficulty depends on how alien the culture is. The difficulty would be 5 for another Garou sept, but it could be as high as 9 when trying to assimilate into a Black Spiral Hive in a foreign country. The character will not suffer Social-roll penalties when interacting with members of the culture, although he will not receive any special benefits. The Gift lasts for one scene plus one day per Willpower point spent when activating it.

Source: Core book revised.


Part the Veil

Rank 5 Homid Gift

With this Gift, a werewolf may immunize any human from the Delirium for a scene. In this way, the human can interact with Garou without deleterious effects. However, the human will forget much of what he knows if the Delirium is induced in him at a later date. An ancestor-spirit teaches this Gift.

System: The player spends a Gnosis point and rolls Charisma + Empathy. One success is all that’s required.

Source: Core book revised.


Boon of the Animal Fathers

Rank 5 Lupus Gift

By entreaty to a specific Animal Father, the Garou can gain that specific animal totem for one scene. If the Garou entreaties Father Moose, the Garou can  gain Moose as his totem for that scene, gaining all the benefits as if she were allied to that totem. This does not give the special powers granted by the metis gift Totem Gift, only the regular benefits of a totem alliance. The Animal Fathers are believed to be different, more specific, aspects of the animal totems. This gift only works with totems that embody “real” animals; Unicorn or Pegasus cannot be entreated with this gift. The Garou must spend 2  Gnosis and make a successful Charisma + Primal-Urge roll. This gift may only be used once per scene.

Source: Ways of the Wolf


Elemental Gift

Rank 5 Lupus Gift

The werewolf calls upon the primal force of Gaia Herself, thereby commanding the spirits of the elements to rise up, undulate forward and even engulf foes. This Gift summons an elemental spirit, not merely the raw matter of the elements, but the primal spirits possessing power enough to challenge even something as powerful as a Nexus Crawler. The elementals grant this Gift.

System: The player spends one Gnosis point and rolls Charisma + Occult (difficulty 7). If successful, he calls an elemental who grants him the ability to control a large volume of air, earth, water or fire (in any of their forms) that is approximately 20′ by 20′ per success. The effect lasts for one scene or until the elemental leaves or is destroyed.

Source: Core book revised.


Song of the Great Beast

Rank 5 Lupus Gift

To use this Gift, the werewolf must travel to the deep wilderness. When she reaches her destination, she howls the Song of the Great Beast into the sky, summoning one of the Great Beasts to her aid. These beasts are terrible and ancient creatures that walked the Earth in ages past. Examples include the Willawau (giant owl), the Yeti, the Sabertooth Tiger, the great Megladon sharks that swam in the seas eons ago and the mighty Mammoth who arrives in herds. Who knows what else a Garou might call? Rumors say that dinosaurs survive in the deep Congo…. The surviving Great Beasts posses abilities in the physical world that rival those of mighty spirits in the Umbra. Even the wisest of Garou are not certain of their natures. Once the ancient one arrives, the werewolf may make a request, although she should do so with great caution. If the Great Beast agrees to aid the werewolf, it will do so in its own way, but enemies of the lupus should beware. Few spirits know this Gift. It’s said that those that do dwell in the Realm of Pangaea.

System: The player spends one Gnosis point and rolls Charisma + Primal-Urge (difficulty 8) to sing the Song of the Great Beast. More successes improve the Great Beast’s disposition. Traits are left to the Storyteller’s discretion, but they should be appropriately impressive.

Source: Core book revised.


Protean Form

Rank 5 Metis Gift

Born misshapen, the metis takes her deformity and makes it a source of power. She can twist her flesh in any number of ways, sprouting a number of unnatural features, from extra limbs to additional mouths to grasping tentacles. A Chimerling teaches this Gift.

System: The character’s ability to partially transform (see p. 286) is permanently modified, allowing her to make almost any grotesque modifications the player can imagine. These modifications must logically bestow one of the following benefits: +2 dice on a certain category of attack rolls (extra clawed limbs for claw attacks, tentacles for clinches, etc), +2 damage on a certain category of attack rolls (a chest-mounted squid beak for extra damage on clinches, arms coated in shark teeth for boosted claw attacks, etc.), or +5 yards per turn of movement (extra legs, vestigial wings, etc.).

Source: 20th Anniversary Edition


Totem Gift

Rank 5 Metis Gift

Due to the metis’ strong ties with Garou society, she can plead directly with her tribal totem, gaining some of its power. The effects of this Gift depend on the nature of the tribal totem power. Rat (totem of the Bone Gnawers) might send swarms of rats to attack the Garous’s enemies, and Grandfather Thunder (totem of the Shadow Lords) might smite the Garou’s enemies with a blast of thunder and lightning. The potential of this Gift depends only on the favor of the totem, and it may cross over into the miraculous. Only the tribal totem teaches this gift.

System: The player spends on Gnosis point and rolls Charisma + Rituals (difficulty 7). The greater the number of successes, the more dramatic the effects. One success might cause a minor distraction, whereas 10 successes is the dramatic equivalent of summoning a localized twister to destroy the metis’ foes.

Source: Core book revised.


Twist of Fate

Rank 5 Metis Gift

Some Stargazer metis have used this Gift to deliver a fatal blow to unsuspecting enemies, even knowing that the cost will be their own lives. After a Garou has been dealt her own deathblow, if she invokes this Gift, she may strike her enemy once more ere she dies. It’s bittersweet but often leads to an enemy falling dead alongside the metis warrior. This Gift is taught by a Cobra-spirit.

System: The player need only spend one Rage point to get that final shot; no wound penalties apply. The attack doesn’t automatically land, although the metis may spend Willpower to add to the attack roll’s successes (even though she’s already spent Rage in the turn). The metis’ damage pool is increased by ten dice — a metis’ parting shot channels a lifetime of Rage, and is almost always lethal.

Source: Guardians of the Caerns


Umbral Body

Rank 5 Metis Gift

The metis body is strange. Born in a form not intended by Gaia or nature, deformed and occasionally showing signs of animals entirely unrelated to man or wolf, it is little wonder the breed has been outcast and hated. But some metis have used this body to their advantage, and it is perhaps this strangeness that allows their body to withstand the pressures this Gift inflicts. With this Gift, the metis can partially reach into the Umbra, sending certain body parts into the Umbra while maintaining others in the physical world. Doing so makes the metis difficult to hit in combat, to say the least. A Pattern spider teaches this Gift.

System: The metis rolls Gnosis (difficulty of the local Gauntlet) and if the roll succeeds spends 1 Gnosis. For the rest of the scene, the metis receives one extra automatic success on all Dodge rolls.

Source: Players’ Guide to Garou (revised)


Madness

Rank 5 Metis Gift

The metis struggles his whole life to find a place, a purpose and a sense of stability in his horrifying existence. With this Gift, he can force others to face their inner demons, including insanity and madness. The nature of the derangement varies among individuals, but it will always be sever, making it impossible for the victim to function normally. Lunes, along with spirits of trickery and madness teach this Gift.

System: The player spends a Gnosis point and rolls Manipulation + Intimidation (difficulty of the victim’s Willpower). The insanity lasts a number of days equal to the successes rolled on the attempt. During this time, the metis can increase or decrease the effects of the madness, granting the victim lucidity and then driving him into psychosis. Even after the Gift has ended, the repercussions from the bout with madness often haunt the target for the rest of his life.

Source: Core book revised.


Wall of Granite

Rank 5 Philodox Gift / Rank 5 Croatan Gift

Philodox have a stronger relationship with the elementals of the earth than do other werewolves, for just as the earth upholds those upon it, the Philodox uphold their people’s ways. While in contact with earth or rock, the Philodox can invoke a wall to protect himself. This wall will move with the Garou, defending him from all angles. Earth elementals teach this gift.

System: The Garou spends on Gnosis point. The wall’s dimensions are three yards high, two yards long and one yard thick. It has a soak pool of 10 dice, and 15 health levels must be inflicted to penetrate it at any point. The wall lasts for one scene or until released into the earth by the Garou.

Source: Core book revised / 20th Anniversary Edition


Geas

Rank 5 Philodox Gift

This Gift places its target under a geas, a sacred oath to obey the Philodox’s bidding. The geas cannot make the targets act contrary to their basic instincts (such as self-preservation). Therefore, she could send a group on a quest, but she could not make its members attack and try to kill each other — unless they were psychotics or werewolves without pack bonds. An Incarna avatar teaches this Gift.

System: The player spends one Gnosis point and rolls Manipulation + Leadership (difficulty of the target’s Willpower). In the case of a group, the difficulty is the highest Willpower among its members. The geas’ compulsion lasts until the task is completed or until the target is dropped to the Incapacitated health level in pursuit of the quest. No victim can labor under more than one geas at a time; the first one laid always takes precedence.

Source: Core book revised.


Soul’s Guilt

Rank 5 Philodox Gift

This powerful but very temperamental Gift allows the weight of guilt which rests on the heart to emerge to the surface. The effect varies but usually appears as shadowing across the subject’s features; the shadows deepen as the guilt grows (other effects include “howls of demons,” the sound of winter winds or even ominous background music). Note that, while useful, it has some severe limitations, for it registers only what troubles the individual. To a single old lady, a white lie may give her nightmares and deeply shade her soul, while a vigilante may sleep the sleep of the just and go undetected by this Gift. Soul’s Guilt is taught by one of Falcon’s brood, or any spirit associated with Justice.

System: The Garou must look at (or in some cases, listen to or smell) the target and concentrate for one full turn. The player rolls Perception + Empathy (difficulty of 7); number of successes indicate the clarity of the Garou’s impression.

Source: Book of Auspices


Heart of the Ice Warrior

Rank 5 Planetary Gift (Nerigal)

Usually used only in the most dire circumstance, this Gift renders the Garou impervious to damage long enough to deliver a final blow to her opponent. The exertion causes the Garou to collapse, mortally wounded. Unless healed immediately, the Garou dies, having given her all in battle.

System: No roll is necessary to invoke the Gift, but the player must spend a point of Rage. The character may not dodge when invoking this Gift, but no damage levied against the Garou will impair her in any way until her attack lands — lightning strikes won’t blow her back, and blades can’t sever her limbs.

The character makes her next attack at +4 to her attack dice pool. The player may reroll any 1s rolled on this attack – they simply to not count. In addition, any damage rolls gain four extra dice. After delivering her attack, the character falls to Incapacitated. Unless somehow mystically healed by another using Mother’s Touch or a similar Gift or fetish (regeneration isn’t an option) within the same turn, the character dies at the end of the turn.

Source: Rage Across the Heavens


Thousand Forms

Rank 5 Ragabash Gift / Rank 5 Black Furies Gift

Most trickster archetypes are shapeshifters, and the Ragabash is no different. The Garou with this Gift may change herself into any animal between the sizes of a small bird and a bison. The Garou gains all the special powers (flight, gills, poison, sensory abilities, etc.) of the animal she mimics. She may not take the form of Wyrm-beasts (not that she would wish to!), but she may take the form of mythical beasts with some extra effort.

Black Furies: The Fury that chooses to risk taking the form of a mythical beast typically honors Pegasus by assuming her form.

System: The player spends a Gnosis point and rolls Intelligence + Animal Ken. The difficulty varies, rising higher the farther removed from the Garou’s natural form the desired animal is.  For example, an ape or panther (mammals of roughly equal mass) might be difficulty 5, while an alligator (a reptile of slightly larger size) would be difficulty 7, and a frog (a much smaller amphibian) would be difficulty 0. Mimicking mythical animals is always difficulty 10.

Source: Core book revised.


Blank

Rank 5 Ragabash Gift

“Consider it a bio-electrical blackout.” That’s how Pat O’Reidy described this Gift, and it remains the best description there is for it. For a short period, everyone in the room simply goes blank. They still stand upright (unless they were laying down to begin with, but eyes close, senses go dead, and nobody moves. Meanwhile, the Ragabash can move about without being seen, or can take actions they otherwise couldn’t. Any actual attempt to harm someone will break the communal trance, so slitting their throat while they remain unconscious won’t work. But you could certainly pick someone up, put him in the trunk of a car, and take him elsewhere. A spirit of electricity or an electric eel spirit teaches this Gift.

System: The player spends three Rage and rolls Gnosis (difficulty 8). Each success “blanks” every person in a room for one turn. Supernatural creatures (including vampires, mages and imbued hunters) can make a resisted Willpower roll (again, difficulty 8) against the Ragabash’s Gnosis roll. Every extra success the Ragabash gains over his target blanks the victim for one turn.

Source: Players’ Guide to Garou (revised)


Thieving Talons of the Magpie

Rank 5 Ragabash Gift

The Garou can steal the powers of others and use them herself. These powers can be Garou Gifts, spirit Charms, vampiric Disciplines, True Magic or any other such power. Naturally, a magpie-spirit teaches this Gift.

System: The player must gain three successes on a Wits + Stealth roll (difficulty of the target’s Willpower). If successful, the Ragabash can use the specified power (and the victim cannot) for each successive turn she is willing to spend a Gnosis point. The werewolf’s Gnosis is substituted for any Traits exclusive to the victim that might be necessary to work the power, such as a vampire’s blood pool or a mage’s Arete. The Ragabash must know something about his target’s powers, and he must target a power in the terms by which he would understand it.

Source: Core book revised.


Turn the Moon

Rank 5 Ragabash Gift

This Gift essentially makes a werewolf “walk a mile in someone else’s shoes.” For a short period of time, the New Moon can change the auspice of another werewolf to whatever she deems appropriate. Any spirit of Luna can teach this Gift.

System: The Ragabash spends a Willpower point, and the player rolls Manipulation + Primal Urge. For each success, the target must spend a day in his new auspice. The Ragabash can end the effects of the Gift earlier, if she so chooses. The target loses access to specific auspice Gifts, gains or loses enough temporary Rage points to bring him to the base minimum for the appropriate auspice, and suddenly finds his thinking influenced by the duties of the new auspice. For example, if the Ragabash changes an Ahroun into a Philodox, he’ll start trying to lead by example, feel an urge to settle disputes and try to bring things around him into balance (an opportunity for some fun and creative roleplaying). The New Moons of rank use this Gift to teach a lesson to those taking the duties of their auspice too much to heart, and it can be quite effective at showing them a different perspective.

Source: Book of Auspices


Violation

Rank 5 Ragabash Gift

Those few Garou privy to the secret of Violation know well the hate and revulsion of others. This power requires the Garou to make physical contact with the target, but once that has happened, the victim is quickly overwhelmed with feelings of defilement. To learn this Gift, the Garou must confront a malevolent spirit such as a pain- or hate-spirit (though not a Bane) in spirit combat; if he wins, he may wrest  the knowledge of this Gift from it.

System: The Garou rolls Manipulation + Primal-Urge (difficulty of the target’s Willpower). For the next turn, and for a number of turns equal to the number of successes, the victim cannot spend Rage or Willpower. Additionally, the difficulties of all Willpower rolls are increased by two, while the difficulties of Rage rolls are decreased by two (the victim may not be able to direct his anger, but he definitely feels it).

Source: Core book 2nd Edition


Weakest Link

Rank 5 Ragabash Gift

With this Gift, a New Moon can delve into the hearts and minds of a given pack. He can sense the fears and concerns of either friends or enemies to the best help or harm them. Armed with this knowledge, the Ragabash can guide his own pack in attaching foes or use his own peculiar brand of wisdom to facilitate peace and healing. Any Weaver spirit can teach this Gift.

System: After spending a Willpower point, the player rolls Perception + Enigmas. With each success above one, he can find out crucial information on two packmembers per success. For example, with two successes, he can target two packmembers; with three, he can learn about four packmembers. The Storyteller should word things in a descriptive way; she needn’t give specific rank or auspice, for example, but might point out who’s leading and who’s following. Moreover, this Gift can clue in a Ragabash on specific fears or phobias he can best use to his advantage. At the Storyteller’s discretion, he might also discern the ranking of pack members, who has the most Rage and Gnosis, and possibly certain Merits or Flaws. Storytellers should be generous, as this is a rare and powerful Gift.

Source: Book of Auspices.


Crocodile Pact

Rank 5 Red Talon (Kucha Ekundu) Gift

When the Red Talons first came to Africa and struck their deal with the Mokolé, the mighty werecrocodiles agreed that if the Garou could breed with the hunting dogs and do their appointed task in Africa without making war on the other Fera, they could stay. The Red Talons have (thus far) made good on their promises, and the eldest of the Kucha Ekundu have been rewarded with this Gift. The werewolf may call upon the Mokolé-mbembe for aid, in battle or otherwise. The spirits of the Dragon Kings teach this Gift.

System: The player spends two Gnosis points and rolls Charisma + Rituals (difficulty 7). If the roll succeeds, the Garou receives aid within the hour, whether it’s from a local clutch or from the spirits who witnessed the pacts between the Memory of Gaia and the Garou. The Storyteller has the final say over exactly what form the Garou’s succor takes, but it might range from rampaging werecrocodiles arriving to fight with the Kucha Ekundu to great ancestor-spirits called forth by the Mokolé to give the Garou advice.

Source: 20th Anniversary Edition


Blessing of the First Pack

Rank 5 Red Talon Gift

The Red Talons believe that the very first pack of Garou set the standards for the auspices, and that only the Talons retain a strong enough connection to that First Pack to use this Gift. This may or may not be true, but no non-Talon Garou has ever exhibited this might Gift (but then, very few among the Talons even know of it). To learn this Gift, the Talon must have at least one dot in Ancestors. The Garou calls upon her the originator of her auspice and s temporarily transformed into the pinnavle of her moon-sign. An avatar of Wolf or a powerful Lune may teach this Gift, but neither does so often.

System:  The player spends two Gnosis points and rolls Charisma + Ancestors (difficulty 8). If the roll succeeds, the character becomes infused with the very essence of her auspice. For the remainder of the scene, the character receives five dots of Pure Breed in addition to any she already possesses. She may also make use of any auspice Gift for her particular auspice of level 4 or lower. (Gifts taken from sources other than Werewolf are subject to Storyteller approval.) In addition, Blessing of the First Pack grants power based on the character’s auspice:

Auspice          Bonus

Ragabash:      +3 to Stealth, +2 to Wits and Dexterity

Theurge:         +3 to Enigmas, +2 to Intelligence and Gnosis

Philodox:        +3 to Rituals, +2 to Manipulation and Stamina

Galliard:          +3 to Expression, +2 to Charisma and Strength

Ahroun:           +3 to Leadership, +2 to Strength and Rage

 

Source: Red Talons (revised)


Gaia’s Vengeance

Rank 5 Red Talon Gift / Rank 5 White Howler Gift

The Garou calls to the spirits of the surrounding forest to attack intruders. The terrain responds as best it can: Rocks roll and smash, vines trip, and water sucks victims under. An avatar of Gaia herself teaches this Gift.

System: The player spends one Gnosis point and one Rage point then rolls Charisma + Primal-Urge (difficulty of the local Gauntlet). The exact effects depend on the terrain and are left to the Storyteller.

Source: Core book revised / 20th Anniversary Edition


Curse of Lycaon

Rank 5 Red Talon Gift

In the ultimate twist, this Gift allows a Red Talon to transform a human being into a wolf. This Gift also works on Garou, forcing them into Lupus form. A wolf-spirit teaches this Gift.

System: The player spends one point of Gnosis and rolls Gnosis (difficulty of the target’s Willpower). Only one success is necessary. Werewolves are forced into Lupus form for the duration of the scene. When used on humans, the effect of the Gift is permanent. The person remains a normal wolf in body and mind for the rest of his life.

Source: Core book revised.


Scabwalker Curse

Rank 5 Red Talon Gift

The Red Talon suffuses a target with a superabundance of Wyld energy, making them violently allergic to the Weaver-works of man. Any artificial material blisters and abrades the target’s skin, concrete sidewalks and artificial carpet fibers shred her feet, polyester clothing causes her body to break out in weeping sores, and steel tools blister her hands. An avatar of Griffin teaches this Gift.

System: The Red Talon spends a turn snarling at a target within 20 feet (6 m). The player then spends one Gnosis point and rolls Manipulation + Survival (difficulty 7). The target takes one level of bashing damage per turn of physical contact with any non-natural material (crafted objects formed entirely of natural materials, such as wooden furniture held together with iron nails, are safe). This curse lasts for one day per success, and can easily prove fatal if invoked in the heart of a city.

Source: 20th Anniversary Gift


Shattering Howl

Rank 5 Red Talon Gift
Howl Gift

By using this Gift, the Garou releases a howl with enough power to shatter any man-made object. The Shattering Howl can splinter plastic, crack stone, and puncture rubber and similar materials. The werewolf does not have any control over what she shatters with this Gift, however, so she is advised to use it with care.

System: The player spends one Willpower point and rolls Rage (difficulty 7). Exactly what kind of material the howl shatters depends on the number of successes rolled. One success shatters normal glass. Three cracks concrete. Five successes rends solid steel. The character may use this Gift on successive turns, but each use requires another Willpower point and a new roll.

Source: Tribebook: Red Talons (revised)


Divine Wind

Rank 5 Shadow Lord (Hakken) Gift

The Hakken can call forth a powerful storm in a designated area. The storm uproots trees and overturns cars in its fury. An ancestor-spirit or a servant of Narukami, Lord of Thunder, teaches this Gift.

System: The player rolls Stamina + Enigmas (difficulty 7) and spends a minimum of one Rage point. Each success equals a one-mile (1.6 km) radius for the storm. Each Rage point spent adds a success and, therefore, increases the size of the storm, which lasts for no more than one scene.

Source: 20th Anniversary Edition


Purity of Blood

Rank 5 Shadow Lord Gift

Camp: Bringers of Light

The disciple has become so resistant to the Wyrm that she may overcome the Blood Bond of vampires. This Gift is taught by an avatar of Grandfather Thunder himself.

System: The Shadow Lord must expend two points of Gnosis, spend 10 minutes in meditation and make a successful Intelligence + Meditation roll. Until the Garou uses Purity of Blood, he will be aware that he is Bound, but may nonetheless spend a Willpower point to break his conditioning and use the Gift. Also note that this allows an infiltrator of the Sabbat to shatter the effect of the Vaudelaire.

Source: Tribebook: Shadow Lords


Find the Transgressor

Rank 5 Shadow Lord Gift

Camp: Judges of Doom

With this potent Gift, the Judge calls upon the might of Gaia Herself to determine the exact location of any one named individual that has violated the Litany in some fashion. Use of this Gift is never a trivial undertaking, and those that abuse its power usually suffer dire consequences. An avatar of Gaia Herself teaches this Gift.

System: The user spends two Gnosis and two Willpower, then invokes the will of Gaia to help him find a Garou who has violated the Litany in a particularly foul fashion. If Gaia would agree with the Judge’s assessment of the situation (which is left entirely to the Storyteller’s judgment), he learns the exact location of his quarry. No method of obfuscation, be it supernatural or mundane, can keep the target hidden. The Gift does nothing to help the Judge reach the target and it does not work on Wyrm-creatures (who are shrouded by their patron).

If Gaia disagrees with the Judge’s opinion, or if the transgressor has violated the Litany in only a trivial sense, the Judge instead suffers one aggravated level of damage per Rank of the targeted Garou.

Source: Shadow Lord Tribebook (revised)


Mask Taint

Rank 5 Shadow Lord Gift

Camp: Lords of the Summit

A Garou with this Gift may completely hide his Wyrm-taint from all senses, including Gifts that detect such taint. This Gift is taught by a Puppeteer Bane.

System: The Garou spends on Gnosis point and rolls Appearance + Subterfuge (difficulty 8). The effect lasts for one scene. Every time this Gift is used, the Garou must roll one die. If the number is equal to or less than her Corruption Trait, she adds one to her Corruption, gaining more Wyrm taint. This Gift cannot be used by Garou with Corruption 10.

Source: Tribebook: Shadow Lords


Wounding Lies

Rank 5 Shadow Lord Gift

For all their ability to prevaricate or misdirect when the need is there, few Shadow Lords – particularly elders – like being lied to. This Gift is the ultimate expression of that conceit; it forces those whom the Lord is interrogating to speak the truth or suffer the consequences. A person that lies to the elder suffers great wounds that mystically appear across his body with each untruth. A pain-spirit teaches this Gift.

System: The player spends one Gnosis and rolls Charisma + Intimidation (difficulty of target’s Willpower). If he succeeds, the power takes effect; for the rest of the scene, each fib the subject tells inflicts one level of aggravated damage on the subject, which cannot be soaked. Even half-truths open small, stinging wound (no actual damage, but painful and obvious). A Garou targeted by this Gift may overcome the effect by spending a number of Gnosis points equal to the interrogator’s successes. Most others usually begin telling the truth after the first wound or two (the Storyteller may call for a Willpower check, difficulty 8, to keep silent). Some Shadow Lords heighten the effect by claiming that silence will wound the target just as surely as lies will – an untruth on the Lord’s behalf, but one that gets results.

Source: Shadow Lords Tribebook Revised


Shadow Pack

Rank 5 Shadow Lord Gift

The Garou summons up shadowy duplicates of himself to stand by him in battle. These shadow-wolves resemble the Shadow Lord and have some of the same capabilities. A night-spirit teaches this Gift.

System: The player rolls Gnosis (difficulty 8) and spends a variable number of Gnosis points. For each point spent, the Garou summons a shadow-duplicate. These duplicates have the same Attributes and Abilities as the Garou, but they may not use Gnosis or Willpower. Each has only one health level (i.e., any attack that is not soaked destroys it). The duplicates fade at the end of the scene.

Source: Core book revised.


Obedience

Rank 5 Shadow Lord Gift

With the power of this Gift, the Shadow Lord becomes the ultimate alpha, compelling all others to follow her orders. A Stormcrow teaches this Gift.

System: The player spends one Gnosis point and rolls Charisma + Leadership (difficulty 8). All in the vicinity must roll Willpower (difficulty 8) and match or exceed the Garou’s successes to avoid the effects of the Gift. If the werewolf wins by one success, the targets follow any order they don’t mind following. Getting three successes means that the targets will treat the Garou as their alpha and fight for him. Getting five successes means that the targets will follow him into the Abyss or perform other virtually suicidal actions.

Source: Core book revised.


Reach the Umbra

Rank 5 Silent Strider Gift

The Garou may step into and out of the Umbra at will, without need of a reflective surface or even any effort at all. An owl-spirit teaches this Gift.

System: The Garou may step sideways instantly, at any time, with no fear of being “caught.” No roll is necessary. In addition, all rolls made to enter or leave Umbral Realms receive a -2 difficulty bonus. She may not, however, spend Rage in the same turn that she steps sideways.

Source: Core book revised.


Invocation of the Pharaoh

Rank 5 Silent Strider Gift

This awe-inspiring Gift is only available to the greatest Strider heroes. The Strider must be in Homid form, must spend a Gnosis and a Willpower point, and must enact a 10-minute chant to the greatest of ancient Egyptian spirits. Once this is done, the Garou expands and grows, becoming a giant similar to the depictions of pharaohs on mastabas and sarcophagi. This Gift is taught by Sphinx.

System: The Garou grows to a height of nearly eight feet, but otherwise remains in Homid form. The Garou gains the Physical Attributes of a Crinos, but loses no Social Attributes; indeed, the Garou’s Charisma and Manipulation are treated as 6 when making Leadership or Intimidation rolls. A Garou in Pharaoh form does not inflict aggravated damage, but adds one to all Brawl and Melee damage inflicted against Wyrm-foes (or adds two when facing Followers of Set). The Garou regenerates as a Crinos, but is invulnerable to silver and cannot frenzy. Essentially, the Pharaoh form combines the best of both Homid and Crinos forms. This form lasts for one scene.

Source: Tribebook: Silent Striders


Gate of the Moon

Rank 5 Silent Strider Gift

This Gift creates a specialized moon bridge that takes the Strider to her destination instantly. At least a sliver of moon must be visible at her area of departure. A Lune teaches this Gift.

System: The player spends one Gnosis point for every 100 miles the Garou needs to travel. She then rolls Intelligence + Alertness (difficulty varies on how far the journey is and how well the Garou knows the way). Success transports the character to her destination, but she will be disoriented for one turn unless the player scored three successes. A Botch takes the character miles in the wrong direction — possibly straight up.

Source: Core book revised.


New Moon Legerdemain

Rank 5 Silver Fang Gift

Camp: Moon Lodge (Waning Cycle)

This Gift allows the werewolf to summon and command a group of small trickster spirits. This last step in the Cycle brings the werewolf to an understanding of Luna’s need for the tricksters and the madness that she welcomes. The spirits, once summoned, dance around the Garou in the Penumbra, protecting her from harm but disturbing and unsettling all those around her. They play tricks on everyone in the vicinity; harmless and amusing ones on the werewolf’s allies and destructive ones on her enemies. An avatar of Luna herself teaches this Gift, which puts the Garou in her debt — and service — forever. To learn the Gift, the Garou must undertake a great quest in Luna’s name, one that may take several game sessions to play out. Once the werewolf succeeds, Luna gifts her loyal subject an understanding of the true nature of madness. Thus, the werewolf makes the New Moon’s twisted wisdom part of herself.

System: The Gift costs a point of permanent Gnosis to learn. Once the spirits are summoned, strangelings, chimera and Wyldlings usually, they never leave their werewolf. At time, they may rest quietly, semi dormant in the Penumbra near the Garou, although they may occasionally play tricks on her or those around her. They are always dormant during the day. They awaken into full life during the New Moon or at the call of the Garou. To awaken the spirits, the player rolls Gnosis (difficulty 6, 5 if the character is a Ragabash) and spends a point of Gnosis. The pack of spirits becomes active for one night per success. If the werewolf wishes them to go back to sleep, the player must roll Gnosis as above, spending another point of Gnosis and get at least two successes.

Once they are active, the spirits play games and vicious tricks on all the werewolf’s enemies within a 25-foot radius, pinching, tripping and interfering with them in all manner of ways. This creates a +2 difficulty to all the enemies’ rolls and removes two dice from their dice pools to boot. The spirits may steal an object from an enemy in the Umbra once per day. It will only be a minor item of little worth or power, as defined by the Storyteller. The spirits might show their werewolf their prize, or they may not, depending on their whims. If no enemies are at hand, the spirits may turn their attentions to whomever is at hand (save the Gift’s master) — even allies are not quite safe, although the spirits harass them somewhat more infrequently. It is the wise Garou who sings the spirits back to slumber when the battle is done.

A powerful spirit of Jaggling level or higher, may disperse the spirits for a scene by spending a point of Gnosis.

Source: Tribebook: Silver Fangs (revised)

 


Full Moon’s Wrath

Rank 5 Silver Fang Gift

Camp: Moon Lodge (Waxing Cycle)

Sometimes Luna’s wrath waxes so great that her enemies fall before her chosen like corn before a scythe. This Gift allows a hard-pressed werewolf to summon war-spirits to her aid, striking at her enemies and giving her respite. Their power teaches the werewolf and her allies, not to mention her enemies, the wisdom and strength of the Full Moon. The werewolf must find an defeat nine of Falcon’s brood of Jagglings in succession on a night of the full moon to learn this Gift. At the end of the night, an Avatar of Luna appears and binds the defeated spirits to the Fang’s service ever more. However, she demands that the Garou be at her disposal on nights of the full moon in exchange.

System: To activate the Gift the player spends a point of Rage and Gnosis and then rolls Gnosis (difficulty 7, 5 for Ahroun). One of the defeated bird-spirits appears and attacks the enemies of the werewolf for each success rolled. The spirits remain part of the fray until they are defeated, the werewolf dies or the battle ends, at which point they depart into the Umbra once more.

Source: Tribebook: Silver Fangs (revised)


The Secret of Gaia

Rank 5 Silver Fang Gift

Some Silver Fang legends tell of a Great White Wolf who gave his own life to save Mother Gaia. He was the ancestor of the Silver Fangs, and of all the werewolves. Those werewolves who rise to the highest rank amongst the tribe sometimes learn the secret that Gaia imparted to the Great White Wolf after his sacrifice, one that deepens their connection to Her and allows them to be completely aware of their surroundings.

Everything about her environment suddenly becomes part of the werewolf’s awareness. She can sense the lay of the land, the type and nature of the plants growing on it and what forms of animal life live there. She can sense what spirits are at work in the area’s Penumbra. The werewolf also gains some sense of the health of Gaia in that area. In an urban area, she might feel constricted or restrained, while in an area under attack by the Wyrm, she might feel itchy or in pain, depending on how successful the Wyrm minions are.

Any Silver Fang of sufficient rank may learn this Gift, but the majority of those who learn it are Theurges. For some reason, members of House Wise Heart receive this Gift more frequently than to those of any other House. It is technically possible for a Garou of another tribe to learn this Gift, but it has not happened in living memory, and no song records such an event occurring. Those werewolves who do learn this Gift are often changed as a result. Many choose to walk barefoot on the earth whenever they can, and show a greater than usual aversion to cities. None of them can actually articulate what the secret is, saying that it is either something you understand, or you don’t.

System: Secret of Gaia is a more powerful version of the Theurge Gifts Spirit Speech (Werewolf, p. 138) and Pulse of the Invisible (Werewolf, p. 139) and works in a similar fashion. The player spends a point of Gnosis to activate the Gift and then rolls the character’s permanent Gnosis (difficulty 7). The werewolf gains an uncanny awareness of her surroundings for a one-mile radius for every success achieved on this roll, almost integrating her awareness into the very landscape. She can automatically see into the Penumbra and may look at both the Penumbra and the material realm simultaneously if she wishes and can step sideways at -2 difficulty. Some Theurges have likened the experiences to what the world must have been like before matter and spirit separated. App Perception rolls made within that radius are at -3 difficulty. All local spirits that are free of Wyrm taint can sense the character’s oneness with Gaia and are well disposed towards her. All social rolls are at -2 difficulty while dealing with spirits. This same oneness grants the player an extra die in all rolls, save those involving combat, that occur while the character is in the state in addition to the other bonuses.

The Gift lasts for one hour for each point of permanent Gnosis the werewolf has. If the roll is a botch, the pain of Gaia overwhelms the character’s senses and Harano cripples him for the duration of the scene.

Source: Tribebook: Silver Fangs (revised)

 


Luna’s Avenger

Rank 5 Silver Fang Gift

The Garou’s entire body, regardless of her current form, is changed to living silver. She becomes a nearly unstoppable warrior. A Lune teaches this Gift.

System: The Garou must concentrate for one full turn to activate this Gift. The player spends one Gnosis point. This Gift lasts for one scene, during which the Garou is immune to the effects of silver. Any attacks she makes does aggravated, unsoakable damage to Garou. Furthermore, she gains two extra points of Stamina and one additional health level while the Gift lasts.

Source: Core book revised.


Paws of the Newborn Cub

Rank 5 Silver Fang Gift

With a glare and snarl, the Silver Fang strips her foe of any supernatural power. Many servants of the Wrym have tried to employ their putrescent magic against the Fangs, only to realize that they face a mighty foe with only mundane methods of defense. A falcon-spirit teaches this Gift.

System: The player spends a Gnosis point and rolls Gnosis (difficulty of the target’s Willpower). Each success removes all special abilities (shapeshifting, Gifts, any sort of supernatural or magical powers) for one turn.

Source: Core book revised.


Eyes of Ignorance

Rank 5 Stargazer Gift

Camp: Sacred Thread

The ksatriya using this Gift can look into another’s eyes and, for a period of time, literally strip them of their knowledge, leaving them ignorant and empty of ability. This Gift can be taught by an owl-spirit.

System: The player spends a Gnosis point and rolls Gnosis (difficulty is the target’s Willpower). Successes on the roll allows the Garou to intrinsically “know” the target’s Knowledge (and the accompanying dots in each Knowledge). Also, for each success, the ksatriya may subtract two dots from the target’s Knowledge traits. This Gift lasts for one day, at which point the ksatriya loses the gained Knowledge points and the target regains the ones “lost.”

Source: Stargazers Tribebook (revised)


Wisdom of the Seer

Rank 5 Stargazer Gift

By gazing into the night sky for an hour, the Stargazer can find the answer to almost any question among the stars. A Chimerling teaches this Gift.

System: The Garou’s player spends one Gnosis point and rolls Intelligence + Enigmas (difficulty 7). If successful, the player can ask any one simple question of the Storyteller and expect an honest answer. The clarity of the information depends on the number of successes, and it is rare to gain a complete and straightforward answer.

Source: Core book revised.


Directing the Soul

Rank 5 Stargazer Gift

Stargazers with this Gift can redirect the effects of their Rage and Gnosis. By attaining this higher control over their inner selves, they influence the world around them in their favor. This Gift is taught by an Enigmatic spirit.

System: After learning this Gift, the Stargazer can spend her Rage or Gnosis, instead of Willpower, to receive one automatic success on a roll.

Source: Player’s Guide Second Edition.


Circular Attack

Rank 5 Stargazer Gift

The greatest Stargazers have no fear of fighting even a horde of opponents. They are able to not only avoid their foes’ attacks, but they can actually channel those attacks into other enemies. A Stargazer with this Gift can even redirect a single foe’s attacks upon himself. A wind-spirit teaches this Gift.

System: The player spends one Willpower point and rolls Wits + Dodge (difficulty of the opponent’s Wits + 3, or the highest Wits + 3 if facing multiple foes). The werewolf must be in close combat, or must be attacked in a firefight by two or more foes. Each success enables the Garou to avoid and redirect one attack. This Gift counts as an action. The Stargazer may not use this Gift multiple times in one turn or spend Rage the same turn (although he may take multiple actions in the standard manner).

For example, a Stargazer with a Wits 4 and Dodge 4 is fighting six foes, each with Wits 2. The player rolls eight dice against a difficulty of 5. He gains four successes, and the Stargazer redirects four attacks. Each of the attackers whose attack was redirected would roll to hit each other or another of the Stargazer’s foes, at the Stargazer’s choice. Two of the foes would strike normally, but the Garou could still dodge their attacks (had the player set apart any multiple actions…)

Source: Core book revised.


Harmonious Unity of the Emerald Mother

Rank 5 Stargazer Gift

The wisest of Stargazers understand that all divisions of the flesh are mere illusion. The only true separation is of spirit — Wyrm from Weaver, Weaver from Wyld, Triat from Gaia. But even then, the great forces of the universe are connected. Drawing upon this wisdom, the Garou banishes the boundaries dividing the mind and body of man from the power of the werewolf. An avatar of Gaia herself teaches this Gift.

System: The player spends one Gnosis point. For the next day, the Stargazer enjoys the physical Attribute bonuses and regenerative powers of the Crinos form while in Homid. This Gift doesn’t grant Crinos form’s claws, fangs, or expanded senses, nor does it inflict the Delirium.

Source: 20th Anniversary Edition


Ancestral Incarnation

Rank 5 Stargazers Gift

The connection of a Stargazer to his ancestors can be deemed more “intense” than that of other Garou. This Gift is proof of that. The few Stargazers with this Gift are not only able to plumb the depths of the ancestral memories for help, but are literally able to become one (or many) of their ancestors for a short time. The Stargazer glows with a pale nimbus of light and actually exhibits the physical traits (altering her appearance) of one or several of her ancestors. For a time, the Stargazer may also tap into the wealth of knowledge and ability of her forebears and use that to enhance her own actions for a time. This Gift is taught by an Epiphling of Truth.

System: The player spends three Gnosis points. The Stargazer exhibits a number of ancestral traits equal to the dots in her Ancestors Background. (For instance, Naipurya Sunblade has an Ancestors score of three. She exhibits three traits of her ancestors that alter her appearance. From her ancestor Silverstar she gains a mane of gray hair, from her ancestor Fu-Kui-Kang she shows bright yellow eyes, and from her ancestor Gi-on Shows-the-Way she gains a long scar along the length of her muzzle.) For the remainder of the scene, the Stargazer may also add her Ancestors score to any roll she makes.

Source: Stargazers Tribebook (revised)


Break the Loom

Rank 5 Stargazers Gift

The Stargazer uses controlled cognitive dissonance to temporarily confuse Paradox and banish it. With riddles and conundrums posed to the t h in air, the Stargazer thus confuses the Weaver, who halts her spinning as she tries to solve the riddle. This Gift is taught by Chimera herself.

System: The player rolls Wits + Enigmas and spends one Gnosis point. If successful, a particular manifestation of Paradox is canceled. In addition, the Gauntlet of the area drops for the rest of the scene by one point for each success gained. This is an immensely powerful Gift when put: to use for a mage; however, Stargazers usually let mages learn from their own mistakes, intervening only if the Paradox threatens someone other than the unwise willworker.

Source: Stargazers Tribebook


Atma

Rank 5 Stargazers Gift
Awakening the Serpent Fire Gift: The Serpent Fire gifts must be learned in order, from 1 – 5.

The crown chakra stirs and the third eye opens. The Stargazer gains immense wisdom and occult perception.

System: Roll Wits + Enigmas and spend one Gnosis point. Each success lowers the difficulty of any Enigmas roll by one and adds one to the character’s Enigmas skill. This effect lasts for one scene. In addition, for the following scene, the character sees spirits interacting with the world, and knows if Gifts or other supernatural powers (Disciplines, Spheres, Cantrips, etc.) are active within his sight.

Source: Stargazers Tribebook (revised, 2nd ed.)


Liberation of Flesh

Rank 5 Stargazers Gift
Mantra Gift

The spoken mantra for this Gift is Aum-waha-guru-dha-yan. Some Stargazers (particularly those among the Tranquil) posit that all flesh is weak, and like an anchor, it drags the spirit. Stargazers using this Gift find themselves “liberated” from their physical forms, becoming insubstantial and bodiless.

System: No roll is necessary to become incorporeal, but the player must spend a Gnosis point to reduce the Stargazer’s physical form to an insubstantial one. When this Gift is activated, the Stargazer becomes quite literally like a silvery ghost of her physical body, and can be seen with a successful Perception + Alertness roll (difficulty 7). The Stargazer may take no actions except for simple movement, and even that takes a strong concentration. To move from one place to another, the player must roll Wits + Meditation (difficulty 7). Only one success is necessary for movement, but the shimmering ghostly form may only travel no faster than the werewolf’s usual walking speed. Failure means the character may not move; a botch on the roll to move is disastrous. A botch disrupts the Stargazer’s concentration keeping her form non-corporeal, and it reduces her Gnosis pool to zero. The Stargazer may stay in this bodiless state for as long as she chooses, and may not be physically harmed by other physical creatures or spirits. To return to a corporeal, physical form, the Stargazer spends another Gnosis point and her ghostly form becomes immediately corporeal once again.

Source: Stargazers Tribebook (revised)


Spirit Vessel

Rank 5 Theurge Gift

One of the best kept secrets of the Theurge elders is the ability to channel a spirit. For a short time, Garou and spirit become one creature with the abilities of both. Usually, the Garou remains in control, adding the spirit’s Charms to her repertoire — but sometimes things go awry. Elementals, especially fire elementals, understand the workings of this Gift. Banes can also teach this Gift — but at a dangerous cost.

System: The player rolls her character’s Gnosis and spends a Gnosis point to activate the Gift. The Rite of Summoning chart determines the difficulty of this Gift. Every success allows the Garou to use one of the spirit’s Charms for up to one scene. A botch on the roll indicates the Garou accidentally channels a Bane that goes on to turn the Theurge against her friends.

Source: Player’s Guide Second Edition.


Malleable Spirit

Rank 5 Theurge Gift

The Garou can change a spirit’s form or purpose. A Chimerling teaches this Gift.

System: The Garou’s player must best the spirit in a resisted Gnosis roll. The difficulty is based on what the Garou tries to accomplish, while the spirit’s difficulty is the Garou’s Cnosis.

Change
Characteristics (Willpower, Rage, Gnosis; one point changed per success)
Disposition (Friendly, Neutral, Hostile)
Type (Naturae, Elemental, Bane, etc.)
Difficulty
6
8
10

Source: Core book revised.


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