Werewolf the Apocalypse information source

Silver Fang Gifts

A list of all Silver Fang tribe Gifts for Werewolf: the Apocalypse, compiled from all source books, using the revised edition of books when available. For Silver Fang Gifts of a specific rank, see the Werewolf Gifts section.

Inspiration / Grim Resolve

Rank 1 Ahroun Gift / Rank 1 Silent Strider (Camp: Harbingers) Gift  / Rank 1 Silver Fang Gift

Other werewolves look to the Ahroun for leadership in combat. The Gift of Inspiration is one reason. The Garou with this Gift lends new resolve and righteous anger to his brethren. Either a lion- or wolf-spirit teaches this Gift.

System: The player spends one Gnosis point. All comrades (but not the Gift’s user) receive one automatic success on any Willpower rolls made during the scene.

Source: Core book revised / Tribebook: Silent Striders (revised) / 20th Anniversary Edition


Sense Wyrm

Rank 1 Metis Gift / Rank 1 Theurge / Rank 1 Black Furies / Rank 1 Silent Strider / Rank 1 Silver Fang / Rank 1 Stargazer / Rank 1 Uktena / Rank 1 White Howler

The werewolf can sense manifestations of the Wyrm in the nearby area. This Gift involves a mystical sense, not a visual or olfactory image, although werewolves using the Gift sometimes say things like, “This place stinks of the Wyrm” (with a few more colorful adjectives). Garou should remember that the Wyrm’s taint can cling to relatively blameless souls. Werewolves may sense an innocent person who happens to work in a Wyrm-controlled factory or who has eated tainted food. This power requires active concentration. Any spirit of Gaia may teach this Gift.

System: The player rolls Perception + Occult. The difficulty depends on the concentration and strength of the Wyrm’s influence. Sensing a single fomor in the next room would be difficulty 6, while detecting the stench of a Bane that was in the room an hour ago would be difficulty 8. Vampires register as Wyrm-tainted, save those with Humanity Traits of 7 or higher.

Source: Core book revised / 20th Anniversary


Falcon’s Grasp / Implacable Grip

Rank 1 Silver Fang Gift / Rank 1 Uktena Gift

A leader must keep a tight grip on his power, and this Gift allows the Garou to do so literally. The Garou’s hands or jaws tighten in a mighty death-grip, making it nearly impossible to escape. A falcon-spirit teaches this Gift.

System: The player spends one point of Rage. For the remainder of the scene, the Garou’s grip with either hands or jaws (or both at the cost of two Rage) is much stronger. In game terms, the Garou’s Strength is considered three points higher for purposes of grappling or maneuvers such as the jaw lock. The Garou may not use this extra Strength to inflict damage.

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


Osprey’s Eye

Rank 1 Silver Fang Gift

Camp: Austere Howl

Osprey can spot his prey in the water from high in the air above, despite the distorting effect of the water itself. She gives her children the same ability, so they may hunt the enemies of Gaia as easily in the water as in the air. This Gift is taught by an osprey spirit, or by her ally, Salmon.

System: The player spends a point of Gnosis. For the rest of the scene, the character can see into water as if there was no distortion at work. In addition, if the character is submerged in the water, he as at -2 difficulty to any vision-based Perception roll.

Source: Tribebook: Silver Fangs (revised)


Full Moon Cleansing

Rank 1 Silver Fang Gift

Camp: Moon Lodge (Waning Cycle)

This Gift allows a Garou to turn her own Rage against her Harano, thereby defeating it like any other enemy. The werewolf learns this Gift in ritual combat with a blood-warrior spirit, who must be defeated and burnt in an Umbral fire. The Garou then marks himself with the glyph for her own auspice and the Ahroun glyph. Thus, she learns how the anger of the Full Moon may be made part of herself.

System: The player must spend one point of Rage and make a Rage roll (difficulty 7, difficulty 6 for Ahroun) to activate the Gift. The character may then ignore the effects of Harano for one scene per success rolled.

Source: Tribebook: Silver Fangs (revised)


New Moon’s Laughter

Rank 1 Silver Fang Gift

Camp: Moon Lodge (Waxing Cycle)

This Gift allows a werewolf to make others around her more receptive to criticism and less obsessed with their own pride, thus showing them the wisdom of the New Moon. To learn this Gift, the werewolf must trick a Lune into revealing the Gift.

System: The player must spend a point of Gnosis and roll Gnosis (difficulty 6). For one hour per success scored, the gathering that the character attended takes on a lighter mood. All Social rolls with a positive intent are at -1 difficulty, while all Social rolls intended to provoke argument, insult or misery are at +1 difficulty. If the character using the Gift is a Ragabash, the bonus and penalty are doubled.

Source: Tribebook: Silver Fangs (revised)


Harrier’s View

Rank 1 Silver Fang Gift

Camp: Unbreakable Hearth

The Gift allows a pack alpha to have a perfect sense of where his packmates are, relative to his own position. This allows him to howl or shout orders more effectively and plan the tactics of the group better. A barrier-spirit teaches this Gift.

System: The player spends one Gnosis to activate the Gift. For the remainder of the scene he has an uncanny sense of his packmates’ location. All Leadership rolls involving packmates are at -2 difficulty and all participants in any pack tactic gain an extra die on their roll(s) to complete the tactic.

Source: Tribebook: Silver Fangs (revised)


Eye of the Falcon

Rank 1 Silver Fang Gift

Falcon is a great predator, with keen eyes and a sharp beak. As he soars in the sky, he can spot the tiny movement in the grass that betrays the location of his prey at great distances. He shares this Gift freely with his children so they may spot their foes easily and lead the Garou into battle with confidence. Any Falcon’s brood may teach this Gift.

System: All visual-based Perception and Alertness rolls are at -1 difficulty. The same applies to all long-range weapon attacks, such as a bow or gun. This Gift costs one Gnosis point to activate, and lasts for a scene.

Source: Tribebook: Silver Fangs (revised)


Lambent Flame

Rank 1 Silver Fang Gift

The Garou causes her body to ignite with silver light. A Lune teaches this Gift.

System: The player spends one Willpower point to ignite the light. The glare illuminates a 100-foot area. Any hand-to-hand attacks made against the Garou take a +1 difficulty penalty, while missile attacks receive a -1 difficulty bonus.

Source: Core book revised.


Ice Dance

Rank 1 Silver Fang Gift

This Gift is a legacy of the tribe’s deep roots in Russia and the frozen north. The Wyrm often chooses its battlegrounds with cunning, using Gaia’s own snow and ice against Her defenders. This Gift allows the Fangs to face the Wyrm on equal terms, or even turn Gaia’s own beauty to their advantage by moving freely across snow and ice, as if it was a flat plain of green grass. An ice elemental teaches this Gift.

System: The player spends a single Gnosis point to activate this Gift. Its effects then last until the next sunrise. All Dexterity-based rolls while on ice or snow are at -1 difficulty and the werewolf may move normal speed across both deep snow and ice. As this is a Gift of balance, Philodox gain more from it than most: their Dexterity rolls on snow and ice are at -2 difficulty and they may double their normal running speed when they are on snow or ice.

Source: Tribebook: Silver Fangs (revised)


Call the Breeze / Wind of Buzzard’s Wings

Rank 1 Wendigo Gift / Rank 1 Silver Fang (Camp: Crescent Moon) Gift

The Garou calls up a strong (20 mpg), cold breeze and directs it at whim. This breeze chills anyone not prepared for it, and it disperses (or redirects) clouds of vapor (including tear gas or airborne toxins) or swarms of insects. A wind-spirit teaches this Gift.

System: The Garou simply whistles to call the breeze. Anyone caught in it loses one die from Perception rolls as long as the breeze lasts.

Source: Core book revised / Tribebook: Silver Fangs (revised)


Sense Silver

Rank 2 Ahroun Gift / Rank 2 Silver Fang Gift

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

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

Source: Core book revised / 20th Anniversary Edition


Luna’s Armor

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

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

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

Source: Core book revised.


Reason’s Grasp / Reason

Rank 2 Silver Fang Gift
Called Reason in the 2nd ed tribebook

The Silver Fangs took up many burdens when they accepted the leadership role for the Garou Nation. One of the hardest of these to bear is the propensity towards Harano and the mental disabilities that beset members of the Tribe. However, the spirits took pity upon the tribe members who were suffering and failing at a time of need, so they sent a Firebird spirit to teach them this Gift. Reason’s Grasp allows a Silver Fang to free herself temporarily from Harano or mental illness. It can also protect against any sanity-altering attack, be it from a spirit, Wyrm creature, vampire, mage or demon.

System: The player spends a point of Gnosis and rolls Willpower (difficulty 7). The character can ignore the effects of all mental disabilities for a number of scenes equal to the number of successes rolled. Alternatively, each success may reduce by one the number of successes scored on a roll to affect the character’s sanity made by an outside agency. Should the unfortunate player botch this roll at any point, the werewolf’s dementia runs out of control, completely dominating the character’s thought process for 24 hours.

Source: Tribebook: Silver Fangs (revised)


Empathy / Claw-to-Thumb

Rank 2 Silver Fang Gift / Rank 1 Wendigo (Camp: Sacred Hoop) Gift
The Wendigo version is called Claw-to-Thumb

To be a leader among wolves is largely a matter of physical dominance, but a human leader must understand his charges and follow their will to a degree. With this Gift, a Silver Fang can understand those around him and live up to their expectations. A falcon-spirit teaches this Gift.

System: The player spends one Gnosis point and rolls Intelligence + Empathy (difficulty 7). Success indicates that the Garou knows what the majority would like to see, be it attack, mediation, harsh punishment or clemency. The more successes the player rolls, the better the Garou understands the people’s desires, even if the people would rather keep their desires secret. Note that this Gift by no means reveals the wisest or most rational decision, just the most popular one.

System: this Gift works as the Silver fang Gift: Empathy, except that the Wendigo learns to better observe and understand the wishes and emotions of humans and Kinfolk, not of other Garou.

Source: Core book revised / Wendigo Tribebook (revised)


Austere Mind

Rank 2 Silver Fang Gift

Camp: Austere Howl

The Silver Fangs of House Austere Howl have always valued self-control. To this end, they successfully petitioned a stone elemental to teach them this Gift that grant s them the emotional stoicism of a rock.

System: The player spends one Gnosis; the difficulty to enter frenzy is raised by 3, and the character may add two dice to any roll to escape frenzy. This Gift’s effects last until the next sundown.

Source: Tribebook: Silver Fangs (revised)


Osprey’s Flight

Rank 2 Silver Fang Gift

Camp: Austere Howl

When Osprey hunts, she can hover over the water. She wishes her children to hunt over rivers just as easily, so she teaches this Gift to those who prove themselves worthy enough.

System: The player spends a point of Gnosis. For the rest of the scene, the character may move over the surface of a river or lake as if it were solid ground. However, for the character to do anything other than just run across the water, the player must make a reflexive Dexterity + Athletics roll (difficulty 8). Failure sends the unfortunate werewolf to a humiliating bath. This Gift only applies to rivers and other freshwater bodies. It cannot be used on the sea or on saltwater estuaries.

Source: Tribebook: Silver Fangs (revised)


Merlin’s Call

Rank 2 Silver Fang Gift

Camp: Blood Red Crest

This Gift allows the alpha of a pack to call out to her fellows, letting them know exactly where she is and allowing them to rally around her, even in complete darkness or other situations in which the werewolves are effectively blinded like heavy fog, or intervening walls. However, the sound that the alpha makes cannot be used by other creatures to locate the Garou. A merlin-spirit teaches this Gift.

System: The player spends one Gnosis and rolls Charisma + Expression (difficulty 7). Any other member of the character’s pack knows exactly where she is, relative to his own position, for a number of turns equal to the successes rolled; any creature within earshot who is not a member of the pack hears nothing.

Source: Tribebook: Silver Fangs (revised)


Gibbous Moon Song

Rank 2 Silver Fang Gift

Camp: Moon Lodge (Waning Cycle)

The Gift allows a Garou to learn the benefits of a smooth tongue and social awareness. It makes the werewolf talkative, interesting and likable, the very life and soul of any gathering. The moon’s own light seems to make her more interesting and attractive than she normally seems. A Great Green Cheese spirit, a lively and somewhat aromatic member of Luna’s brood, best known to the Bone Gnawers, teaches this Gift. Arrogant Silver Fangs who will not deign to deal with such a spirit will struggle to progress on this cycle. The werewolf and the spirit engage in a battle of wits, to see who can come up with the cleverest word play. If the Garou wins, the spirit happily teaches the Gift. Thus, she makes the persuasiveness of the Gibbous Moon part of herself.

System: The player rolls Wits + Enigmas (difficulty 8) to best the spirit. This roll may only be attempted once per month and only during a gibbous moon. Once the character knows the Gift, the player activates it by spending a point of Gnosis. All Social rolls gain an extra die for the remainder of the scene (three dice for Galliards).

Source: Tribebook: Silver Fangs (revised)


Crescent Moon’s Awareness

Rank 2 Silver Fang Gift

Camp: Moon Lodge (Waxing Cycle)

This Gift allows the character to make other around her more aware of the spirits of the place. Garou catch glimpses and hear incomprehensible whispers of the spirits in the Penumbra, while Kinfolk and other humans feel an unsettling awareness of an alien world that they are normally oblivious to and have no means of understanding. This teaches them the power of the Crescent Moon. To learn this Gift, the Fang must track down any one of Falcon’s brood and perform one, simple service for him.

System: The player spends a point of Gnosis and rolls Gnosis (difficulty 7). If the roll succeeds, all creatures in her immediate area (20 yards or so) become aware of the Penumbra at the edge of their senses. Garou may then step sideways or communicate with spirits at -1 difficulty. Humans, Kinfolk and animals find the effect profoundly disconcerting and lose one die from all their rolls while the Gift is in effect. Crescent Moon Awareness lasts for one turn per success rolled. The effects are doubled when a Theurge uses this Gift.

Source: Tribebook: Silver Fangs (revised)


Truce of Helios

Rank 2 Silver Fang Gift

Camp: Sun Lodge

Helios brings reason and tact to the werewolves who honor him. He teaches the Garou to temper their instinct and Rage with thought and logic. Thus, those who follow him often become skilled diplomats and negotiators. Often the biggest problem in achieving a truce, treaty or alliance is getting the other side to listen to the argument that the character is putting forward. This Gift forces them to listen to what the Silver Fang has to say. However, Helios values truth and justice. He does not force the listener to accept what is said. Neither does he allow his followers to use this Gift to gain a combat advantage over another by using it to delay the listener while an ambush or attack is organized. Any werewolf using the Gift in that way will find that it doesn’t’ work, and may find it never working for them again. Helios sends a Child of Kamak or a Firebird spirit to teach this Gift to those he finds worthy.

System: To enforce a truce, the player spends a point of Gnosis and rolls Charisma + Etiquette (difficulty 7). If the roll succeeds, the negotiation proceeds under the force of a spiritually imposed peace. All those involved in the debate must make a Willpower roll (difficulty 9, minimum of two successes needed) to attack the speaker, ignore him or otherwise disrupt the proceedings. The truce endures for one hour per success rolled. However, should the Silver Fang calling upon this Gift break the truce, its effects immediately end and will never be effective against the same target again. Doing this is a terrible insult to Helios and results in the loss of three points of temporary Honor and may lead to the character’s expulsion from the Sun Lodge.

Source: Tribebook: Silver Fangs (revised)


Hidden Meaning

Rank 2 Silver Fang Gift

Camp: Unbreakable Hearth

Sometimes what someone doesn’t say is just as revealing as what they do say. This Gift allows a listener a sense of exactly what a speaker is concealing or avoiding saying. A heron-spirit teaches this Gift.

System: The player rolls Perception + Empathy. If the roll succeeds, the character gains an idea of what worries the speaker most, even if they haven’t alluded to it in any way during the speech. The more successes achieved, the more information the Storyteller should provide.

Source: Tribebook: Silver Fangs (revised)


Locate Spirit Tutor

Rank 2 Silver Fang Gift

Camp: Wise Heart

The werewolves of House Wise Heart are renowned for their skill as tutors and mentors. However, they know that the spirits themselves are the best tutors for Gifts. This Gift allows a Silver Fang in the Umbra to locate the nearest spirit that can teach a particular Gift that he wishes his student to learn. From that point onwards, it is all up to the student and the spirit. A peregrine falcon-spirit teaches this Gift.

System: The player spends a Willpower point and rolls Charisma + Leadership (difficulty 7). The more successes scored the better sense the character has of where an appropriate spirit resides.

Source: Tribebook: Silver Fangs (revised)


Deep Roots

Rank 2 Silver Fang Gift

Camp: Wise Heart

This Gift allows the steadfast members of House Wise Heart to stand their ground against their foes. Nothing can move a werewolf rooted with this Gift, although he is as vulnerable to other forms of attack as ever. Any forest-dwelling spirit can teach this Gift.

System: The player rolls Gnosis (difficulty 7). The character becomes rooted to that spot for a number of turns equal to the number of successes on the roll. Any attempt to push, pull, drag or life the Garou automatically fails to move the character, although it can still do damage.

Source: Tribebook: Silver Fangs (revised)


Hand Blade

Rank 2 Silver Fang Gift

Camp: Wyrmfoe

Many Silver Fangs specialize in klaive dueling and swordplay. On occasions, they are disarmed or attacked when they are unarmed. This Gift allows them to rely on their skill in swordplay by turning their arm into a razor-sharp blade that slices and cuts like the best-forged sword. An ancestor spirit, usually a former klaive dueling master, teaches this Gift.

System: The player spends a point of Rage and rolls Gnosis to transform his hand. For the rest of the scene, he may use his arm like a sword, by rolling Dexterity + Melee (difficulty 6), doing Strength +2 aggravated damage, as his claws are part of the blade. However, each parry or other blade-to-blade maneuver the werewolf attempts costs him one level of lethal damage. More than three unregenerated levels of damage inflicted this way render the arm useless.

Source: Tribebook: Silver Fangs (revised)


Eagle’s Beak

Rank 2 Silver Fang Gift

Camp: Wyrmfoe

The eagle’s beak is a sharp, tearing weapon that can tear its prey apart in seconds. An eagle spirit can teach a Silver Fang the secret of eviscerating his enemy swiftly through this Gift.

System: The player spends a Rage point and spends a turn screeching his defiance at his enemy. For the remainder of the scene all bite attacks do two extra dice of damage.

Source: Tribebook: Silver Fangs (revised)


Unity of the Pack

Rank 2 Silver Fang Gift

It is only natural for those guided by canny leaders to excel. This Gift allows the Silver Fang’s pack to enjoy the benefits of her unifying aura, making them deadlier warriors against the Wyrm’s minions. A wolf-spirit teaches this Gift.

System: Whenever the Silver Fang is present, all members of her pack (including herself) gain one extra die on all rolls to execute Pack Tactics (see p. 300). This Gift’s benefits are permanent. The Silver Fang cannot benefit from this Gift when she is alone.

Source: 20th Anniversary Edition


Awe

Rank 2 Silver Fang Gift

The Garou, simply by her bearing and strength, proves to others her mastery and right to rule other tribes. This Gift is taught by a Falcon spirit.

System: The Garou rolls Appearance + Empathy (difficulty of the target’s Willpower). If successful, the difficulties for all Social rolls made by the Garou against that target are reduced by one, and the target’s difficulty to hit the Garou in combat is increased by one.

Source: Core book 2nd ed


Word of Honor

Rank 2 Silver Fang Gift

To a Silver Fang, honor is everything. This Gift imbues a Garou’s words with his honorable bearing. As long as the Silver Fang speaks the truth, others believe him. An eagle-spirit teaches the Silver Fangs how to speak clear and true.

System: By spending a Gnosis pint, the Silver Fang can make every word he says bear the ring of truth. Anyone who listens hears that the Gift user speaks the truth. Listeners are not necessarily inclined to obey the Fang or follow his suggestions, but the facts are clear. The Silver Fang must speak the truth, as he knows it, or the Gift automatically backfires.

Source: Player’s Guide Second Edition.


Silver Claws

Rank 3 Ahroun Gift / Rank 3 Silver Fang Gift

The Ahroun can establish her battlefield primacy against other werebeasts by transforming her own claws into silver. A Lune teaches this Gift.

System: The player rolls Gnosis (difficulty 7) to activate the Gift. The transformation lasts for the scene or until the Ahroun decides to end the Gift. Silver claws still do aggravated damage to all targets, and they are naturally unsoakable to the Garou and most other werebeasts. While the Ahroun manifests the calws, she suffers searing agonies. Each turn, she gains an automatic Rage point. Furthermore, all non-combat difficulties increase by one because of the distraction. When her Rage points exceed her Willpower, she must check for frenzy.

Source: Core book revised.


Burning Blade

Rank 3 Silver Fang Gift

Camp: Blood Red Crest

This Gift causes a Garou’s weapon, be it a sword, klaive or axe, to burn with a deadly fire that burns her enemy even as it bites into their flesh. A firebird spirit teaches this Gift.

System: The player rolls Gnosis (difficulty 7) to activate the Gift. The weapon now does two extra dice of fire damage (which is to say, aggravated). Flammable objects will catch fire if struck by the blade. The fire burns for a number of turns equal to the number of successes rolled.

Source: Tribebook: Silver Fangs (revised)


Half Moon Mnemonics

Rank 3 Silver Fang Gift

Camp: Moon Lodge (Waning Cycle)

This Gift allows a Garou to remember a moment with perfect clarity, fixing it forever within their mind. They may recall that moment at any time, and examine the memory from any angle they wish. The memory does not dim with age, and the recall is always perfect and total. A sea spirit teaches this Gift. The werewolf must seek an Umbral sea and meditate on the sound of its wave, until she can hear the sea spirit calling to her. She must then focus on those instructions while at the same time keeping total awareness of the moment to learn this Gift. Thus, she makes the wisdom and reflection of the Half Moon part of herself.

System: The player must spend one point of Gnosis to store a memory and then rolls Wits + Alertness (difficulty 6) to fix it in the characters mind. The roll is at difficulty 5 for a Philodox. The character can store one memory for every point of permanent Gnosis she has. To recall the memory, the player must make an Intelligence + Occult roll (difficulty 7, 6 if the character is a Philodox, 5 if the character is a Philodox and staring into water). A botch means the memory vanishes, leaving a permanent hole in the character’s memory. The character may dump memories at any time, leaving her only a normal fallible recollection of the event.

Source: Tribebook: Silver Fangs (revised)


Half Moon’s Diplomacy

Rank 3 Silver Fang Gift

Camp: Moon Lodge (Waxing Cycle)

Sometimes the first step to resolving a dispute is to prevent yourself saying anything to make the situation worse. This Gift allows a werewolf to try to calm an explosive moment by preventing everyone present from saying anything inflammatory, thus bringing them all the Half Moon’s wisdom. To learn this Gift, the werewolf must follow a harrier-spirit for an hour, matching her flight path from the ground, until she tries and consents to share this Gift.

System: The player spends a point of Gnosis and rolls Manipulation + Empathy (difficulty 7). If the roll succeeds, anyone involved in the debate must concentrate for a turn by staying silent and then roll Willpower (difficulty 8) to say anything that they know is likely to make things worse. The effect lasts for one minute per success rolled. If a Philodox uses this Gift, then the initial roll is at difficulty 6 and the participants in the debate must make a Willpower roll (difficulty 9) to inflame the argument.

Source: Tribebook: Silver Fangs (revised)


Honor Pact

Rank 3 Silver Fang Gift

Camp: Sun Lodge

This is another of Helios’ Gifts that allows diplomacy between even the most intransigent of opponents. For the Gift to work, though, all parties involved in the negotiation must agree to its use willingly, even if they consider their position fixed and room for debate to be minimal. Participants must show their willingness by spilling their own blood and mingling it with that of the other participants, usually by slicing open their palms and shaking hands. Helios does not consider those creatures without blood or with toxic or damaging blood worthy of his Gift and they cannot participate. Each participant then swears an oath to both Falcon and Helios to work with her fellow participants to find a solution. This forges spiritual bonds between all involved, preventing them from acting against one anther’s interests and hopefully allowing a conclusion to the negotiations that suits and benefits all.

On occasions, a pack with a Sun Lodge member will use this Gift to prevent minions of the Defiler Wyrm turning one packmate against another. Helios allows a Child of Kamak to teach this Gift.

System: Each participant must spend three Gnosis, while the player of the user of the Gift spends four Gnosis. All players (and the Storyteller, if a Storyteller character is participating) make a Charisma + Rituals roll (difficulty 7). If the rolls succeed, all Social rolls between the group are at -2 difficulty. The players should also roleplay the lack of antagonism and care for each others interests with the guidance of the Storyteller, who has the final say on what this entails.

The effects of the Gift are permanent, unless one of the participants breaks faith. Servants of Falcon and Helios immediately set upon the character that does so, burning and tearing at her for five health levels of aggravated damage. If the character survives, she is marked as an oath breaker, as per the Stone of Scorn rite (Werewolf, p. 162). Repeated arguments or petty fights between the participants will erode the Gift’s effects over time, at the Storyteller’s discretion. The only way to strengthen an eroded Pact is to perform the whole process again.

Any servant of the Defiler Wyrm who tries to corrupt or turn those under the Honor Pact is at +3 difficulty to any roll related to the action.

Source: Tribebook: Silver Fangs (revised)


Talons of Falcon

Rank 3 Silver Fang Gift

Falcon’s talons are sharp, allowing him to grasp and impale his prey, before it even realizes that he has swooped. He grants these same talons to the most worthy of his children, so that they may impale their foes upon their claws. This Gift turns a werewolf’s claws into wickedly sharp impaling weapons, able to slice through skin and muscle and deep into the entrails of the Fang’s foe. A falcon spirit of the Great Flock imparts the secret of this Gift.

System: The player spends a point of Gnosis and makes a Dexterity + Brawl roll to attack, as normal. The attack does Strength +3 aggravated damage and any attempts to use supernatural healing of any description on the wound are at +1 difficulty. Garou using this Gift often screech like a falcon that has just won its prey as they attack, and many opponents have fallen into fox frenzy when confronted with such a fearsome strike.

Source: Tribebook: Silver Fangs (revised)


Dominance Blow

Rank 3 Silver Fang Gift

Smart Garou know to pay the Silver Fangs their due. Stupid ones openly challenge them, and force the Silver Fangs to assert their dominance. This Gift allows a Silver Fang to easily knock down would-be rebels by connecting physical dominance with rightful leadership. When this Gift is working, might does make right. Lupus Silver Fangs are fond of this Gift, which resembles wolf understandings of alpha standing. A wolf-spirit teaches this Gift

System: The player spends one point of Rage, and rolls Charisma + Brawl, difficulty 7. If the rolls succeeds, then every blow the Silver Fang strikes against a specific target grants the Silver Fang an additional die in all Social rolls against that target, allowing him to browbeat or intimidate the target more easily. The blow need not be full force to grant the bonus, which lasts for one day.

Source: Players’ Guide to Garou (revised)


Wrath of Gaia

Rank 3 Silver Fang Gift

The Garou shows himself in full, terrible, glory as Gaia’s chosen warrior. His splendor overwhelms minions of the Wyrm, driving them before him in terror unless they can master their instinctive fear of this predator. An avatar of Gaia herself teaches this Gift.

System: The player spends a Gnosis point and rolls Charisma + Intimidation. Any minions of the Wyrm who look upon the Garou for the next scene must roll Willpower (difficulty 7) and equal or exceed the player’s successes. Otherwise, they flee in terror.

Source: Core book revised.


Claim of Authority

Rank 3 Silver Fang Gift

There are times when a Silver Fang cannot be present at important moots or meetings, and must send another Garou in her place. To make sure that any advantages to be gained aren’t neglected, a Silver Fang with this Gift can grant her messenger some of her own natural authority. It is taught by an ancestor-spirit.

System: The Silver Fang spends on one point of Gnosis and one point of Willpower before selecting a Garou as her representative. For a week thereafter, the representative is considered to possess the same level of Pure Breed as the Silver Fang, so long as she notes the name of the Silver Fang she speaks for. This Gift may not be used on an unwilling target.

Source: Players’ Guide to Garou (revised)


Ignore Death Blow / Sidestep Death

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

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

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

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

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

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


Mindblock

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

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

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

Source: Core book revised / 20th Anniversary Edition


Leshii’s Boon

Rank 4 Silver Fang Gift

Camp: Crescent Moon

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

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

Source: Tribebook: Silver Fangs (revised)


Crescent Moon Fata

Rank 4 Silver Fang Gift

Camp: Moon Lodge (Waning Cycle)

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

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

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

Source: Tribebook: Silver Fangs (revised)


Gibbous Moon’s Understanding

Rank 4 Silver Fang Gift

Camp: Moon Lodge (Waxing Cycle)

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

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

Source: Tribebook: Silver Fangs (revised)


Mastery

Rank 4 Silver Fang Gift

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

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

Source: Core book revised.


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.


Renew the Cycle

Rank 6 Silver Fang Gift

One of the most potent powers available to the Garou, this Gift allows the correction of a grievous wrong to the natural cycle of Gaia. The undead, whose very existence is an affront to the natural order of things, wither and crumble to dust when struck by the power of this Gift. Whether the undead is a shambling, month-old animated corpse or an ancient vampire, the Fang can destroy it with but a glance.

Only an avatar of Helios of Gaia Herself can teach this Gift.

System: The Garou and the victim enter into a resisted contest of Gnosis versus Willpower (both difficulty 8). The Garou must then spend three permanent Gnosis points to activate the wrath of Gaia. If the Garou wins the contest, the vampire (or other undead) is reduced to its natural state: Elder vampires turn to dust, whereas freshly exhumed corpses simply lose their animation. This Gift forces mummies into a dead season of sleep but does not destroy them.

Source: Player’s Guide Second Edition.


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