Werewolf the Apocalypse information source

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Man’s Skin

Rank 1 Black Furies Gift

Distasteful though it may be, the Black Furies sometimes find it necessary to pass unnoticed through the world of men. This Gift allows a Fury to effectively change gender in the eyes of onlookers. Her features and build become decidedly more masculine, and her garb seems of a masculine cut. Her hair, eye and skin color remain the same; the result is a man who shows a slight family resemblance to the Fury. Despite this Gift’s name, it works equally well when male metis Furies employ it to disguise themselves as women. The Gift is taught by an ancestor-spirit or a seahorse-spirit.

System: The player rolls Charisma + Subterfuge (difficulty 7). The illusion lasts for one scene per success, or until the Fury shifts form. The disguise withstands casual tactile contact, although heavy or violent contact will reveal the truth.

Source: 20th Anniversary Edition


Swallow Rage

Rank 1 Children of Gaia Gift

This Gift allows the Child of Gaia to overcome her innate savagery, although at a dangerous cost. By use of this Gift, the Child may stop a frenzy and reduce her Rage by directing it inward. The inward battle is visible for several minutes and can take the form of a shuddering concentration or even a masochistic heating. An ancestor-spirit teaches this Gift.

System: 

When the Garou falls into frenzy, the player may make a reflexive Rage roll, difficulty 7; this Rage roll, unlike others, cannot in itself induce frenzy. Even one success on this roll immediately brings the werewolf out of frenzy. However, each success does one health level of lethal damage to the Garou, and reduces her temporary Rage by a similar amount. The player must decide at the moment of entering frenzy whether to use this Gift or not; once the Garou has fully succumbed to frenzy, she cannot focus enough to use this Gift.

Source: Tribebook: Children of Gaia (Revised)


Salmon Leap / Hare’s Leap / Leap of the Kangaroo

Rank 1 Fianna Gift / Rank 1 Lupus Gift / Rank 1 Bunyip Gift
Called Salmon Leap in the Fianna Tribebook & Hare’s Leap as Lupus Gift in 20th Anniversary Edition

The old legends relate of Fianna warriors leaping over enemies and crossing rivers without getting their feet wet; this Gift is one way they did it. Taught by a salmon-spirit or ancestor-spirit, this Gift is functionally identical to the Lupus Gift: Hare’s Leap.

Hare’s Leap: By invoking this Gift, the werewolf may leap incredible distances. Hare-, frog- and cat-spirits usually teach this Gift. The lost Bunyip knew this Gift as Leap of the Kangaroo, however marsupial-spirits seem loath to aid werewolves these days. Today, many werewolves call this Gift “Leap of the Kangaroo” in their fallen cousins’ honor.

System: The player rolls Stamina + Athletics (difficulty 7). If successful, she may double her normal jumping distance.

Source: Fianna Tribebook (revised) / 20th Anniversary Edition / Rage Across Australia


Two Tongues

Rank 1 Fianna Gift

The glib words and clever schemes of the Fianna are wasted on a single mark. This Gift teaches the werewolf to talk out of both sides of her face, literally carrying on two conversations simultaneously, and to decide who hears what. An ancestor-spirit teaches this Gift.

System: The player spends a Willpower point. For the rest of the scene, the Fianna may simultaneously carry on two conversations at the same time, which need have no relation to one another. She decides which listeners hear which version of the words she’s speaking. Anyone suspecting something odd about the Fianna’s behavior must roll Perception + Alertness (difficulty 9) to detect the Garou’s other conversation and to understand what she’s saying there.

Source: 20th Anniversary Edition


Master of Fire

Rank 1 Homid Gift / Rank 1 Croatan  Gift / Rank 1 Get of Fenris Gift

Once humans tamed fire to keep them warm and to drive off the wild beasts, they were humanity’s ancient pact with the spirits of fire. The spirits of flame agree to hold back their hunger when the werewolf touches them. An ancestor spirit or a fire-spirit grants this Gift.

System: This Gift allows a werewolf to heal fire damage as if it were bashing. This requires the expenditure of a Gnosis point; the effects last for a scene.

Source: Core book revised / 20th Anniversary Edition


Persuasion

Rank 1 Homid Gift / Rank 1 Fianna Gift / Rank 1 Glass Walkers Gift

This Gift allows a homid to become more persuasive when dealing with others, in such a way that his statements and arguments are imbued with added meaning or credibility. An ancestor-spirit teaches this Gift.

System: The player rolls Charisma + Subterfuge. If successful, the Storyteller reduces the difficulties of all Social rolls by one for the remainder of the scene. In addition, any successful Social rolls may have significantly more impact than they would without the Gift. A werewolf could win arguments with hard line opponents, or cause a cold-hearted psychopath to relent (at least for a little while).

Source: Core book revised / 20th Anniversary Edition


Smell of Man

Rank 1 Homid Gift

Creatures of the wild have leanred well that where man goes, death follows. With this Gift the werewolf enhances the human scent around him greatly, causing wild animals to feel uneasy and nervous. However, the scent also causes domestic animals to recognize the werewolf as their master. An ancestor-spirit teaches this Gift.

System: All wild animals (not including supernatural creatures in animal form) lose one die from their dice pools when within 20 feet of the Garou (save when defending themselves or running away), and they are likely to flee. All domesticated animals recognize the werewolf as a friend and refuse to harm him. For example, an attack-trained dog ordered to take down the werewolf would run up to the character and wag its tail. If the domesticated animal is harmed, then it will revert to acting naturally. The Garou may use this GIft at will. She wimply states when she is activating it or turning it off.

Source: Core book revised.


Apecraft’s Blessings

Rank 1 Homid Gift

Though many of Gaia’s children use tools, none have mastered them so thoroughly as humanity. The homid focuses this mastery into the tools she uses, causing their spirits to awaken and lend her aid. An ancestor-spirit or spirit of a man-made object teaches this Gift.

System: The werewolf spends a turn concentrating, and then the player rolls Wits + Crafts (difficulty 7). Each success reduces the difficulty by one on the next roll she makes for her character to employ a tool made by human hands. The purpose is irrelevant—this Gift is equally efficacious for attempts to repair an engine, drive a car or fire a gun.

Source: 20th Anniversary Edition


Fangs of Judgement

Rank 1 Philodox Gift

It falls upon the Philodox to levy not only judgment but also punishment against those who have fallen from their proper stations. This Gift, taught by an ancestor-spirit, causes the werewolf’s claws and fangs to burn with the righteous power of law.

System: The player spends one Willpower point. For the next full day, all of the Garou’s natural weaponry attacks do two extra dice of damage to all beings who have fallen from their original purpose to the service of the Wyrm (such as Black Spiral Dancers, fomori, and corrupted nature spirits; Banes which came into existence as agents of the Wyrm are, regrettably, exempt from this Gift’s sanction).

Source: 20th Anniversary Edition


Cub’s Lesson

Rank 1 Red Talon Gift

Camp: Whelp’s Compromise

Lupus Garou often have difficulty when walking among humans, even as part of a pack. Those few Red Talons that are intrigued rather than enraged by human behavior have even bigger problems, as they cannot expect instruction from the tribe in human ways. This Gift allows a lupus werewolf to learn from a mistake and gain a better understanding of human devices and customs, albeit temporarily. Weaver-spirits and (strangely enough) some ancestor-spirits teach this Gift.

System: This Gift, once learned, is always active. Any time the player attempts a roll using an Ability that the characters does not possess and fails the roll, she may spend a point of Gnosis and make the roll again, adding one die. This does not replace the original roll, so any consequences of failure must still be faced. Note that since a character that has no dots in a Knowledge cannot normally use that Knowledge at all, a character with this Gift must use it to make such an attempt at all.

For example, Eyes-like-Hornets, a Red Talon Ragabash, gets into a conversation with a human woman and attempts to tell her a joke. The werewolf doesn’t have any dots in Expression, however, and fails the Charisma + Expression roll to get the woman to laugh. The player spends a Gnosis point and makes another roll, adding a die. This time, it succeeds. Eyes-like-Hornets recognizes that his first attempt at humor didn’t go over as he’d hoped, and covers it up. If Eyes-like-Hornets didn’t have any dots in Linguistics and way trying to simply communicate with the woman, his player would have to spend a point of Gnosis for each attempt to do, as he cannot attempt to use a Knowledge he doesn’t have.

If the original roll is a botch, the player may still spend a Gnosis point to make another attempt, but the difficulty increases by one.

Source: Tribebook: Red Talons (revised)


Dreams of a Thousand Cranes

Rank 1 Shadow Lord (Hakken) Gift

By folding an origami crane, the Hakken enjoys good luck for a short period of time. An ancestor-spirit teaches this Gift.

System: The origami takes a full turn to complete; the player spends a Gnosis point and rolls Charisma + Occult (difficulty 6). For the rest of the scene, the Hakken gains one die per success to add to other dice pools; each die can be used only once.

Source: 20th Anniversary Edition


Aura of Confidence

Rank 1 Shadow Lord Gift

The Garou projects a demeanor of control and superiority, preventing attempt to find flaws or read auras. This Gift does not prevent supernatural attempt to read the Garou’s thoughts, although it may make doing so difficult (Storyteller’s discretion). An ancestor-spirit teaches this Gift.

System: The player rolls Charisma + Subterfuge (difficulty 7) to activate the Gift; the effects lasts for one scene.

Source: Core book revised.


Inner Strength

Rank 1 Stargazer Gift

After brief meditation, the Garou may convert her inner anger into iron resolve. Stargazer ancestor-spirits teach this Gift.

System: The Garou concentrates for five minutes; the player rolls Wits + Enigmas (difficulty 8). Each success converts one point of Rage into a point of Willpower.

Source: Core book revised.


Iron Resolve

Rank 1 Stargazer Gift

Through the blessings of the spirits, the Stargazer’s resolve is tempered like steel, allowing great feats through application of sheer will. An ancestor-spirit teaches this Gift.

System: Once per scene, the Stargazer may spend one Willpower to gain two automatic successes on an action, rather than one.

Source: 20th Anniversary Edition


Airt Perception

Rank 1 Theurge Gift

Using this Gift, a Theurge can roughly identify a spirit by its airt — the trail left in the wake of a spirit’s passing. This works essentially like tracking in the corporeal world, and is no more informative — a hunter can tell deer tracks from bison tracks, but can’t learn anything meaningful about an unknown creature. Also, powerful and subtle spirits are often able to disguise their airts. Any ancestor-spirit renowned as a great hunter can teach this Gift.

System: Treat this exactly as a Garou identifying and tracking animals (by scent or by looking for tracks, at the Theurge’s discretion), but apply it to spirits instead. Note that Garou may not be able to go everywhere spirits do to follow the trail — remember, spirits can fly.

Source: Book of Auspices


Nose-to-Tail

Rank 1 Wendigo Gift

As a wolf curls into a ball to keep warm, tucking her snout beneath her bushy tail, curving her spine inward to capture body heat, so the Garou may make herself resistant to cold. The Gift is more effective if the Garou is in Crinos, Hispo or Lupus form, but can be used in Homid or Glabro form in extremis. An ancestor-spirit teaches this Gift.

System: The player rolls Stamina + Survival. The difficulty of keeping warm depends upon the severity of the cold; sub-freezing night only presents a difficulty of 6 (and few proud Wendigo would bother using a Gift to resist such a trifle), while a full-blown ice storm is difficulty 9. The character should physically assume the nose-to-tail position, or curl up, to activate the Gift, but once it has taken effect, she may move about normally. The difficulty increases by 2 for Garou in Homid or Glabro form. The power lasts for a scene, and does not protect the Wendigo from cold-based attacks or spirit abilities, but rather only ambient cold temperatures.

Source: Wendigo Tribebook (revised)


Ice Echo

Rank 1 Wendigo Gift

The Wendigo conjures a perfect reflection of himself. The image is identical to the Garou, except that it is reversed, as though seen in a mirror (so any writing on the Garou’s clothing would be backwards, scars would be on the wrong side, etc.) The Wendigo can control the image easily, giving it voice and guiding its motion. An ancestor-spirit teaches this Gift.

System: The player spends a point of Gnosis to create the Ice Echo at any point within 100 feet (30 m). The Echo moves and sounds exactly like the Garou in addition to taking on her precise appearance, but gives off no scent or heat, and is intangible. Discerning which is the echo and which is the original requires a Perception + Enigmas roll (difficulty of the Garou’s Gnosis).

Source: Wendigo Tribebook (revised)


Hootenanny

Rank 2 Bone Gnawers Gift

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

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

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

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

Source: Tribebook: Bone Gnawers (Revised)


Reverie

Rank 2 Fianna Gift / Rank 2 Galliard Gift

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

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

Source: Fianna Tribebook (revised)


Spear of Dancing

Rank 2 Fianna Gift

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

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

Source: Fianna Tribebook (revised)


Speech of the World

Rank 2 Homid Gift / Rank 2 Silent Strider Gift

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

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

Source: 20th Anniversary Edition


Realm Wisdom

Rank 2 Philodox Gift

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

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

Source: Umbra


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)


The Teacher’s Ease

Rank 2 Stargazers Gift

Camp: Sacred Thread

The Stargazers of the Sacred Thread are teachers, first and forever. They hold a great love of sharing information and enlightening others to knowledge, and those with this Gift may find their students a little more “enlightened” than others. With it, a ksatriya may actually open a student’s mind a little further than it already was, allowing the learner to absorb more information, more quickly. This Gift is taught by a Stargazer ancestor-spirit.

System: The player rolls Manipulation + Expression (difficulty is 10 minus the student’s Intelligence score). Each success gives the learner a number of bonus dice on a roll featuring a specific Ability. The learner may not use these bonus dice on any Ability, however; he may only use it on a single Ability of the ksatriya’s choosing. If the Sacred Thread Stargazer demands that the dice must go towards a roll involving the Investigation Ability, then the learner has no choice but to assign those dice to a single roll involving Investigation.

Source: Stargazers Tribebook (revised)


Shadows at Dawn

Rank 2 Uktena Gift

Sometimes, one must give information to get information. However, Uktena are notoriously tightfisted with secrets. With this Gift, the werewolf can share a bit of knowledge that later vanishes from the subject’s memory. An ancestor-spirit teaches this Gift.

System: After relating a bit of lore, the player rolls Wits + Subterfuge (difficulty of the opponent’s Wits + Subterfuge). If the roll succeeds, whatever information the Uktena imparted completely vanishes from the target’s memory when the sun next rises.

Source: 20th Anniversary Edition


Indian Giver

Rank 2 Uktena Gift

Sometimes, one must give information to get information. Perhaps an explanation is necessary to get the curious to go away. However, Uktena are notoriously tightfisted with secrets. With this Gift, the Uktena can share a bit of knowledge that later vanishes from the subject’s memory. An ancestor-spirit teaches this Gift. Both Raiders and Pathdancers commonly learn this Gift, through it can be found throughout the tribe.

System: When telling the choice bit of lore, the player rolls Wits + Subterfuge (difficulty is the opponent’s Wits + Subterfuge). The number of successes, shown below, determines the effects of the Gift. The Uktena decides beforehand how long the knowledge remains clear, but never longer than 24 hours.

Success Effect
Botch Secret retained with unusual clarity
One Secret becomes elusive and garbled
Two Secret is maddeningly beyond reach
Three Subject forgets he was told the secret
Four Subject’s own part in discussion is vague
Five Subject forgets the conversation took place

Source: Tribebook: Uktena


Another’s Moccasins

Rank 2 Uktena Gift

The human cultures of Uktena Kinfolk are too-frequently ignored or derided by the mainstream; their wolf Kin are persecuted as a matter of course. This Gift opens the eyes of the ignorant to life on the other side, showing them a new and (for a while, at least) fascinating perspective. By speaking briefly with the subject about the culture of species in question, the Garou can instill curiosity or appreciation for the culture — or if particularly successful, an obsession with learning about and aiding the Kinfolk’s people. The Earth Guides in particular use this Gift to nudge adversaries (usually in government or the media) into the role of allies. An ancestor-spirit teaches this Gift.

System: The character must have the subject’s undivided attention and engage in a brief conversation about the culture in question (for instance, the Navajo or wolves). The player rolls Manipulation + Subterfuge (difficulty is 9 minus the subject’s Intelligence). For one success, the subject may pick up a Hillerman novel, or admit to himself that wolves were important to the balance of nature, at least before humans changed things. For five successes, he might well involve himself in humanitarian efforts on the reservation, or spend his vacation trekking to Alaska in the hopes of having a Farley Mowat experience with a wolf pack. The Gift’s effects last about a week per success, but with luck a natural interest develops as the subject delves into his study of the culture.

Source: Tribebook: Uktena (revised)


Scent of the Man-Eater

Rank 2 Wendigo Gift

The Litany states purely and clearly that Garou shall not eat the flesh of humans or wolves. Despite the reputation of their totem spirit, Wendigo truly revile cannibalism as one of the most horrible violations of the Litany and of the ways of Gaia. This Gift allows a werewolf to sense if another Garou is guilty of this depraved act, by scenting the stain of human or lupine blood on the target’s spirit. An ancestor-spirit teaches this Gift.

System: The player rolls Perception + Primal-Urge, at a difficulty of 6. If successful, the character can detect whether or not a Garou has eaten a human or a wolf since the last full moon. With two successes, she can detect how recently; with three or more successes, she can tell if it is a habit with the Garou in question, or only a shameful aberration.

Source: Wendigo Tribebook (revised)


Cairbre’s Tongue

Rank 3 Fianna Gift

Camp: Songkeeper

This Gift was used by the ancient songmaster Galliard Cairbre to show his people the corruption of Breas the Beautiful. By speaking out harshly against or satirize someone who is Wyrm-tainted, the possessor of this Gift will cause the Wyrm-taint to appear as splotches on his target’s face, lowering the target’s Appearance. This Gift is taught by faeries and Fianna ancestor spirits.

System: The Garou using this Gift must spend a Gnosis point, then roll Manipulation + Performance against a difficulty of the opponent’s Willpower. If the roll succeeds, and the target is Wyrm-tainted, then she loses a point of Appearance for every success as incriminating blotches spread across her face and body. These marks last for a scene. If the roll fails, or the target is not Wyrm corrupted, nothing happens.

Source: Fianna Tribebook


Pin the Eagle’s Wing

Rank 3 Fianna Gift

Known as Lleu’s Spear by the Welsh Fianna (who claim to have discovered it), a Fianna with this Gift can throw a spear as far as an arrow and sink it deep into its target. Spirited Fianna can even pierce heavy doors or strike a foe on a high rooftop — or pierce a Leech’s putrid heart. Ancestor-spirits teach this Gift.

System: The Fianna must concentrate on the weapon for one full turn and make a Willpower roll (difficulty 8). She then spends a variable number of Gnosis points. Each Gnosis grants two additional dice, which can be split between  the attack roll and damage roll. Dice may also be used to increase the spear’s flight distance (20 yards per die  allocated). The Gift doesn’t work with any other weapon, even a thrust spear — only a thrown spear.

Source: Fianna Tribebook (revised)


Song of Heroes

Rank 3 Galliard Gift

Reciting a tale of ancient Garou heroism, the Galliard conjures up the spirit of fallen heroes and infuses those listening with some portion of their power. An ancestor-spirit teaches this Gift.

System: This Gift requires the full recitation of a story of epic heroism, taking at least several minutes. At the end of the tale, the player spends two Gnosis points and rolls Charisma + Performance (difficulty 8). Every two successes on this roll add one point to a single Ability score for all listening Garou and Kinfolk, much like the Ancestors Background (see p. 136). This bonus lasts until the sun rises.

Source: 20th Anniversary Edition


Calm the Savage Beast

Rank 3 Homid Gift / Rank 3 Children of Gaia Gift

Even the most callous of homids can sympathize with the Rage that moves their fellow Garou in the final days. This Gift allows the werewolf to lend a frenzying Garou the will to escape her Rage’s hold over her. It is taught by an ancestor-spirit.

System: The player spends a Willpower point and rolls Manipulation + Primal-Urge (difficulty 8). If successful, the Willpower point soothes a frenzying Garou within 30 feet (9 m), canceling the frenzy. By spending an extra point of Willpower, this Gift may affect non-Garou in a state of frenzy, such as other shapeshifters or vampires.

Source: 20th Anniversary Edition


Disquiet

Rank 3 Homid Gift

This Gift makes its target feel inexplicably depressed and withdrawn. The subject finds it difficult to draw on his full emotion or to maintain any type of concentration. An ancestor-spirit teaches this Gift.

System: The player rolls Manipulation + Empathy against a difficulty equal to the target’s Willpower. If successful, that opponent will not be able to recover Rage for the duration of the scene. Furthermore, all difficulties for extended actions increase by one.

Source: Core book revised.


Wisdom of the Ancient Ways

Rank 3 Philodox Gift / Rank 3 Wendigo Gift / Rank 3 Uktena Gift

All werewolves have an innate connection to their ancestors, a form of racial unconscious accessible through intense meditation. The Philodox can tap into these deep memories to remember ancient facts and lore. An ancestor-spirit teaches this Gift.

System: The character must meditate for a short time, concentrating on the past. The player then rolls Gnosis (difficulty 9, -1 for each point of Ancestors the Garou possesses). The number of successes determines how detailed and exact the answer he receives will be.

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


Howl of Hunger

Rank 3 Red Talon Gift
Howl Gift

Wolves gorge themselves when they eat, especially during the cold winter months, because they cannot be sure wen they will find food. Most humans know nothing of this kind of hunger, as they have their food handed to them. The Garou with this Gift can weaken any that hear her howl with crippling hunger. The Gift is taught by a wolf-spirit or ancestor-spirit.

System: The player rolls Charisma + Intimidation (difficulty 7). If the Red Talon also knows the Galliard Gift: Call of the Wyld, reduce the difficulty of the roll by one. If the roll succeeds, anyone within earshot of the werewol’s howl loses two dice from any mental and physical dice pools as their bodies are wracked with hunger pangs (the player may choose to spend a Gnosis point to leave the Red Talon’s packmates unaffected). This Gift only functions on creatures that feel a physical hunger for food – vampires and other dead things are unaffected. However, any Garou affected by this Gift must immediately check for frenzy (although even a Garou in frenzy is subject to the dice penalty due to weakness). Frenzied werewolves are likely to feast on any meat they can find if subject to Howl of Hunger, much like homid Garou in the Thrall of the Wyrm. The effects of the Gift last for one scene.

Source: Red Talons (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)


Ancestral Recall

Rank 3 Uktena Gift

Camp: Earth Guides

By accustoming themselves to a particular area or tribal group, the Earth Guides can “recall” pertinent information about tribal practices or traditions that may have been lost over time. This might uncover hidden lore of the tribe or simply reveal everyday information not generally known by outsiders. The Gift is taught by an Uktena ancestor-spirit. Garou using this Gift need not have Background: Ancestors.

System: The Garou must have spent at least 24 hours in the presence of those whose tribal memories she is attempting to access. The player then rolls Perception + Enigmas (difficulty 7). The number of successes determines the strength and obscurity of the information available. If the Garou can access hidden or forgotten lore, the player must spend a point of Gnosis to learn it.

Successes Information
One Common Information
Two Uncommon (When dancing their harvest rites, the tribe wore corn silk tied to their costumes)
Three Obscure (known to some tribal elders, i.e., the tribe once served as guardians of a particular fetish)
Four Hidden (known only to the greatest Medicine Workers, passed on to a trusted successor; i.e., the tribe’s dancing place lies atop the resting place of a powerful evil spirit and their dances keep it pacified)
Five + Forgotten (known only to ancient ancestors; i.e. “Our people once knew this evil spirit’s true name. Perform this service for my descendants, and I will tell it to you.”

Source: Uktena Tribebook


Banish Totem

Rank 3 Uktena Gift

By speaking words of forbiddance, the Uktena can bar pack or personal totems from giving their children aid. Doing so also disrupts the spiritual rapport between packmates, making it difficult for them to execute pack tactics or act in concert. An ancestor-spirit teaches this Gift.

System: The Uktena must concentrate for a full turn, and he must know which totem his victims follow. The player spends one Gnosis point and one Willpower point, and he rolls Gnosis at a difficulty of the pack’s combined Totem scores (maximum of 10). If successful, the pack members lose all Traits associated with their totem, and they cannot use pack tactics or act in concert for the remainder of the scene. If the Uktena is rendered unconscious or killed, the Gift is cancelled.

Source: Core book revised.


Rending the Craft

Rank 3 Uktena Gift

The werewolf’s claws burn with mystic force, rending apart the delicate workings of magic. An ancestor-spirit teaches this Gift.

System: After the werewolf makes a successful claw attack, the player may spend a point of Willpower to end the effects of any ongoing magical power enhancing the target (such as the Gift: Razor Claws, or the Armor Charm). Permanent magical effects cannot be rent asunder by this Gift, nor powers that are innate to the nature of the target. For example, a werewolf’s Gifts could be cancelled, but not her ability to shapeshift; a vampire’s Disciplines could be disrupted, but not her immortality or her ability to spend blood to raise her Attributes. In the event that a magical effect mixes permanent and temporary elements, the permanent elements are retained while transitory elements are disabled. For example, a vampire’s Potence would continue to passively grant extra Strength dice, but blood could not be spent to transform those dice into automatic successes.

Source: 20th Anniversary Edition


Airitech’s Daughters

Rank 4 Fianna Gift

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

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

Source: Players’ Guide to Garou (revised)


Warp Spasm

Rank 4 Fianna Gift

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

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

Source: Fianna Tribebook


Shadows by the Firelight

Rank 4 Galliard Gift

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

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

Source: Core book revised.


Book of Years

Rank 4 Galliard Gift

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

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

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

Source: Book of Auspices


Body Shift

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

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

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

Source: 20th Anniversary


Spirit Ward

Rank 4 Homid Gift

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

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

Source: Core book revised.


Bury the Wolf

Rank 4 Homid Gift

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

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

Successes                          Duration

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

Source: 20th Anniversary Edition


Living Treasure

Rank 4 Shadow Lord (Hakken) Gift

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

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

Source: 20th Anniversary Edition


Spirit’s Horse

Rank 4 Uktena Gift

A potent Gift, Spirit’s Horse allows an Uktena to turn his body into a temporary home for an ancestor-spirit or other important creature from the time of legends. The Gift provides more than the memories and abilities associated with the Ancestors Background because for a brief time, the Uktena actually becomes the spirit who inhabits his body. The intent of the Gift is to honor an ancestor by allowing her to physically take part in a ceremony or moot, meet her descendents and share in the joys of the physical world. The Rite of Invitation to the Ancestors is often used in conjunction with this Gift, and these events almost never take place outside a tribal moot or council. An ancestor-spirit teaches the Gift.

System: This is a Gift with both incredible risks and marvelous benefits. To begin the process, the player rolls Charisma + Occult, difficulty 8; however, the Storyteller may choose to lower the difficulty by one if the summoner has some sort of special rapport with the spirit to be summoned. Perhaps the Uktena is a direct descendant or has somehow done honor to the spirit beforehand. In any case, the Ancestors Background isn’t required to use the Gift. One or two successes means the spirit comes into the werewolf’s body, but for a brief time (one scene). Three or four successes means the spirit remains for several scenes. Five successes means the bond is so complete, the spirit may stay until requested to depart. No successes indicates the spirit doesn’t’ come, but a botch means that either the spirit refuses to leave or that the spirit inhabiting the body is not the one summoned; she must be pacified before leaving.

The player must make a Willpower roll, difficulty 7, for the Uktena to remain aware of what’s going on around him, though he can’t interact with the spirit. Simple failure means that he is effectively “unconscious” while the ancestor-spirit is present. For all intents and purposes, the character is the ancestor, enabling the long-dead spirit to talk, dance and otherwise interact with werewolves in teh present. The player may make a final Willpower roll at difficulty 7 before teh spirit departs to remember what happened while serving as a host for the ancestor-spirit.

Source: Tribebook: Uktena (revised)


Guardian’s Fortitude

Rank 4 Uktena Gift

In desperate times the Uktena must call upon their endurance reserves to be vigilant, whether it is a Theurge locked in a multi-day rite, a Bane-Tender waiting vainly for reinforcements, or a lone warrior holding a mountain pass with no hope of retreat. This Gift gives them the strength to stave off the needs of the body in order to focus on the daunting task at hand. Those needs are not erased but merely deferred, however, so this ancestor-spirit-taught Gift is used only at great need. Many Bane-Tenders learn this Gift.

System: To use the Gift the player spends a Gnosis point and succeeds in a Willpower roll (difficulty 6); the Gift lasts one day per success. During this time, the Garou can stay sharp without needing food, water, or sleep. If necessary, the Gift can be extended by spending one Willpower for every additional twelve hours. Once the Gift ends, the accused effects of hunger, muscle fatigue and lack of sleep all rush back. The exact effects are up to the Storyteller, but after several days of intense activity and the resulting sleep-deprivation psychosis the least one could expect is an immediate roll to Frenzy followed by Willpower rolls to do anything except eat, drink and sleep.

Source: Tribebook: Uktena (revised)


Wsitiplaju’s Bow

Rank 4 Wendigo Gift

The Wendigo with this Gift can loose any arrow from her bow and unerringly hit her target, no matter where she stands, as long as there is a path through the air. The Gift sends the arrow traveling like a bird through any available space, diving over or under obstacles and around corners to reach its mark. However, Wsitiplaju’s Bow does not enchant the arrow used, and the arrow cannot pass through any barrier that a normal arrow could not pierce. The spirit of an ancestor with great skill at Archery teaches this Gift.

System: The player rolls Perception + Archery against a difficulty of 8. The wielder of the Gift must form in her mind a picture of the target and its general location before letting loose the arrow; the target must be within standard range of the bow, regardless of the use of the Gift. This Gift works normally with a talen or fetish arrow.

Source: Wendigo Tribebook (revised)


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


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)


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


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.


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


Fetish Doll

Rank 5 Uktena Gift / Rank 5 Silent Strider (Camp: Bitter Hex) Gift

Sympathetic magic is the oldest form of sorcery, and it is still effective. Although many cultures find this sort of magic repellent, the Uktena believe that the ends well justify the means. The Garou can harm his victim from afar using a specially created doll. He must have a piece of his victim or an object belonging to him, and he must then construct the doll. An ancestor-spirit teaches this Gift.

System: The doll takes one week to construct and enchant. The player rolls Perception + Crafts (difficulty 8) to construct the doll. When the doll is complete, the player may roll Intelligence + Medicine (difficulty of the victim’s Willpower). Each success inflicts one level of aggravated damage on the victim, which eh may soak if he is capable of doing so. The doll is only capable of transferring 10 levels of damage. After 10 successes, the doll is too mutilated to be of further use. A botched roll destroys the doll without inflicting any damage.

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


Sleep of the Hero

Rank 6 Fianna Gift

This powerful Gift has been invoked many times in Fianna history. When a great hero (Rank 5 or higher) ides in battle, the Fianna take the body and dedicate it to the land. This Gift forms a bond between the Fianna and the land and the spirit of the hero. The champion’s life returns, but he remains in a deep sleep, not to awaken until the Apocalypse. The target must be placed somewhere in the earth, such as a cave, or within a burial mound. During this sleep, the hero is unaffected by the elements and does not need to breathe. This Gift is taught by Fianna ancestor spirits.

System: The Garou spends two points of Gnosis and rolls Intelligence + Rituals against a difficulty of 9. If she succeeds, the life comes back into the hero and he falls into a deep sleep, usually after having a chance to say a few last words. If the wielder of this Gift receives five or more successes, then the hero may awaken and return to the caern at any time of great crisis, at the Storyteller’s option.

Source: Fianna Tribebook


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