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Breed - Homid

Dead-Eye (Homid Rank 1)


Survival in the Savage West may depend on a single lucky bullet. With this Gift, a Garou makes
her own luck. Even the most difficult shots can be accomplished with the assistance of this
power. A Raven-spirit teaches this Gift.
System: By spending one Willpower, the player can reroll any one Firearms, Archery or other
missile weapon roll.
Taught by: Raven-spirit
Book: Wild West Companion

Master of Fire (Homid Rank 1)


Once humans tamed fire to keep them warm and to drive off the wild beasts, they were on their
way to civilization Werewolves with this Gift invoke 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 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 a scene
Taught by: fire spirit, ancestor spirit
Book: WW3e
Alternative Versions
From: Damien (Homid Rank 2)
System: This Gift allows a werewolf to heal fire damage as if it were non-aggravated. This
requires the expenditure of a Gnosis point; the effects last a scene.

Persuasion (Homid Rank 1)


This Gift allows a homid to become more persuasive when dealing with others; his statements
and arguments are imbued with meaning or credibility. This Gift is taught by an Ancestor-spirit.
System: The Garou rolls Charisma + Subterfuge (difficulty 6). If successful, the difficulties of all
Social rolls are reduced by one for the remainder of the scene.
Alternative Versions
From: Damien (Homid Rank 1)
System: The Garou rolls Charisma + Subterfuge (difficulty 8). If successful, the difficulties
of all Social rolls are reduced by one for each success for the remainder of the scene.

Smell of Man (Homid Rank 1)


Creatures of the wild have learned well that man if often a bringer of death. With this Gift, the
Garou greatly enhances the human scent around him, causing animals to feel uneasy and nervous.
This Gift is taught by an Ancestor-spirit.
System: All normal animals (not including supernatural creatures in animal form) lose one die
from their Dice Pools when within 20 feet of the Garou, and are likely to flee. The Garou may
use this Gift at will; she simply states when she is activating it or turning it off.

Divide (Homid Rank 2)


Perhaps more than any other species, humans are excellent at making tiny differences into
massive gulfs. This can be seen in racism, sexism, homophobia and even in the quickly
distancing term used to describe some criminals: monsters. Garou, who are part human, have
picked up neatly on these sorts of activities and even perhaps exceed humanity's capacity for
them. This Gift, which raises up hatred and suspicion, is an example of that. It is taught by a dog
spirit.
System: By spending one Gnosis point, and rolling Manipulation + Brawl, difficulty 7, the Garou
can exacerbate divisions between individuals or groups. Note that the Gift cannot actually create
anger and divisions; they must already exist to be exploited. If used on the theoretical "perfect
family", the Gift would fail. Among humans, the Gift simply prevents any resolution of issues
and difficulties, possibly breaking into violence. One success might cause targets to raise voices
at one another, three would spell lawsuits, and five might bring them to blows.
Amongst Garou and other shapeshifters with Rage, however, the Gift is even more powerful.
Every success on the initial roll adds one success on all Rage rolls the targets make through out
the scene. With such manipulation, it is doubtful that any peace can be made, and highly probable
new troubles will emerge.
Taught by: Dog spirits
Book: PG3e

Jam Technology (Homid Rank 2)


The Garou can cause technological devices to cease functioning, albeit temporarily. This Gift is
taught by a Gremlin, a type of Wyld spirit that enjoys breaking things.
System: The Garou spends one Gnosis point and rolls Manipulation + Repair. Technological
devices within 50 feet cease functioning for one turn per success, though the devices are
unharmed. The difficulty of the roll is based on the following chart:
Device Difficulty
Computer 4
Phone 6
Automobile 8
Knife 10
Speech of the World (Homid Rank 2)
Those who wander can encounter a new human dialect in every valley. This Gift allows the
Garou to speak any human language he encounters, although his speech is slightly accented in
any tongue but his own. Unlike the Rank Three Gift: Tongues (a Warder Gift; also Werewolf
Players Guide, pg. 35), this Gift does not convey literacy. The Gift is taught by an Owl-spirit.
System: The player rolls Intelligence + Linguistics, difficulty 7; the effects last for the entire
scene.
Taught by: Owl-spirit
Book: Werewolf: The Dark Ages

Staredown (Homid Rank 2)


By staring into the eyes of a human or animal, the Garou can cause the target to flee in terror.
This Gift can be used against Garou, but the Garou will freeze in place rather than flee. This Gift
is taught by a Ram-spirit or a Snake-spirit.
System: The Garou rolls Charisma + Intimidation (difficulty 6). The victim flees for one turn per
success. Should the Garou score five or more successes, the victim flees for the duration of the
scene. Garou targets will not flee, but they cannot attack while this Gift is in effect, although they
can defend themselves.

Unnatural Camoflage (Homid Rank 2)


This odd Gift allows the Garou who employs it to merge in with the homids around him, not
appearing out of place or unusual in the circumstances in which they find themselves. However,
the Garou is not able to interact with any of the people around them without the illusion
dropping.
The Gift will even seem to clothe the Garou appropriately for the current environment, and subtly
change that appearance if the Garou moves. So a Garou who was in a lift with a number of
corporate drones would appear to be wearing a similar sort of suit to their companions, but if they
then joined a group of skaters, their apparently clothing would change to jeans and baggy tops.
This Gift has been of great use in the past to Garou who find themselves with insufficient
amounts of dedicated clothing when forced to change form, or step sideways.
System: The player spends a Gnosis point to activate the Gift. For the rest of the scene, the
character is shrouded in an illusion of the appropriate appearance, even as far as hiding tattoos or
scars. If the ST feels that they are in a situation where a surrounding homid might interact with
them, the player can roll Wits + Subterfuge (difficulty as appropriate) to avoid the contact - else
the Gift drops immediately, revealing the Garou for what they are. This Gift only works on
characters in Homid form.
Taught by: Spirits of illusion or trickster spirits
Book: Damien

Disquiet (Homid Rank 3)


The Garou causes the subject of this Gift to feel inexplicably depressed and withdrawn. The
subject will find it hard to use his anger (Rage) or concentrate effectively on tasks. This Gift is
taught by an Ancestor-spirit.
System: The Garou rolls Manipulation + Empathy against a difficulty equal to the Willpower of
the opponent. If successful, that opponent will not be able to recover Rage for the duration of the
scene; furthermore, all difficulties for extended actions (not combat) are increased by one.

Reshape Object (Homid Rank 3)


The Garou can instantly shape once-living material (but not undead!) into a variety of objects -
thus trees may become shelter, buck antlers become spears, animal hides become armor, and
flowers become perfumes. The item will in some way resemble the object from which it was
created (the spear is made of antler, not wood). This Gift is taught by a Weaver-spirit.
System: The Garou rolls Manipulation + Repair against a variable difficulty (5 to turn a broken
tree limb into a spear, 8 to turn a plank into a floatable raft, etc). The created object is not
necessarily permanent; it will last a length of time according to the chart below. Expending a
Gnosis point allows a created weapon to inflict aggravated damage (this effect is not permanent
unless a permanent Gnosis point is spent).
Successes Duration
One 5 minutes
Two 10 minutes
Three One Scene
Four One Story
Five Permanent
Tongues (Homid Rank 3)
This Gift allows the user to read or write any human language encountered, no matter how
ancient or obscure. Galliards often use this Gift when translating ancient texts to revive old
legends or compose new songs for Moots. This Gift is taught by a Raven-spirit.
System: After spending one Willpower point, the player rolls her Intelligence+Linguistics. The
obscurity and relative age of the language determines the difficulty. A common modern language
such as Spanish is difficulty 4. An ancient and obscure tongue such as Etruscan, would be
difficulty 10. The number of successes determines the character's fluency with the language.

Body Shift (Homid Rank 4)


This Gift allows the Garou who possesses it to extended their shapeshifting abilities to a new
plane. They can alter their physical form to improve their strength, or to gain increased speed
above and beyond the ability to change to Crinos by borrowing from one aspect of themselves to
temporarily give to another.
System: The player who wishes to use this Gift must spend a point of Rage and roll Stamina +
Primal Urge (difficulty 7). Each success allows them to move a point from one physical attribute
to another - from Stamina to Strength, or from Dexterity to Stamina.

Cocoon (Homid Rank 4)


The Garou causes a thick, opaque epidermis to surround him. The Garou is immune to fire,
starvation, gas, et al. This Gift is taught by an Insect- or Weaver-spirit.
System: The Garou spends one Gnosis point. While in the cocoon, attacks must do an amount of
damage equal to the Garou's Stamina + Rituals to affect him at all. The cocoon lasts for one
scene. Extra time may be gained by spending more Gnosis points, allowing Garou to stay
protected for days. How long a Garou can ultimately spend in the cocoon is up to the Storyteller.

Gaia's Embrace (Homid Rank 4 - Pure Ones)


Known only to the Pure Ones, this Gift allows the Garou to become one with the land. If
seriously wounded, the Garou may "crawl into" the earth to seek Gaia's aid. Once protected
within Her womb, the wounded child is mended by the power of the Goddess. An Earth-spirit
teaches this Gift.
System: After suffering aggravated wounds, the Garou must be buried alive or dig his own way
under the soil. This Gift sustains an interred Garou and heals his aggravated wounds at a rate of
one per hour, instead of one per day.
Taught by: Earth-spirit
Book: Wild West Companion

Spirit Ward (Homid Rank 4)


This Gift allows a Garou to protect himself from spirits by performing a quick warding rite. The
Garou, by drawing an invisible pictogram into the air, scares and unnerves any nearby spirits
(except the pack totem). This sign travels with the Garou wherever he goes for the duration of the
Gift. This Gift is taught by an Ancestor-spirit.
System: The Garou spends one Gnosis point and rolls Manipulation + Rituals (difficulty 7);
spirits within 100 feet of the Garou (again, except for the pack totem) must subtract one from
their Dice Pools for each success. This Gift lasts for one scene.

Assimilation (Homid Rank 5)


The Garou is able to blend smoothly into any culture, not matter how strange or alien the culture
is. The Garou can slip in among Bedouin nomads as if he were one of them, or shop in a Chinese
market without anyone noticing he does not belong. This Gift will not hide racial differences, but
the behaviors and mannerisms of a native can be mimicked. This also allows the Garou to speak
and understand the culture's language, although it will be forgotten when the Gift wears off. This
Gift is taught by an Ancestor-spirit.
System: The Garou rolls Manipulation + Empathy. If successful, he is able to interact with
members of another culture as if he were from that culture. The 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. The Garou will not suffer Social roll penalties when
interacting with members of the culture, although she will not receive any special benefits. The
Gift lasts for one scene plus one day per Willpower point spent when activating it.

Part the Veil (Homid Rank 5)


The Garou may immunize any human from the Delirium for a scene. In this way, the human can
interact with the 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 (he sees a Crinos, etc). This Gift is
taught by an Ancestor-spirit.
System: The Garou spends a Gnosis point and rolls Charisma + Empathy (difficulty 6).

Ubermench (Homid Rank 5)


The Garou is human plus. Human plus strength, agility and health. Human plus devoted, assured
spirituality and meaning. Human instinct plus wolf 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.
System: Once learned, this Gift is always active. Human dealing with the character will
immediately pick her out as more desirable, attractive, smarter or more charismatic compare to
those 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.
Book: PG3e

Breed - Metis
Create Element (Metis Rank 1)
The Garou can create a small amount of one of the four basic elements - fire, air, earth or water.
In this way, a Garou can replenish the air supply in an airtight room, make a rock to throw at
someone, create a fire without matches or wood, or fill a bathtub without any faucet or pipes.
Precious metals (especially silver) cannot be created, nor can lethal gases or acid. This Gift is
taught by an elemental.
System: The Garou spends one Gnosis point and rolls Gnosis (difficulty 6). One cubic foot of the
desired element is created per success, to a maximum weight of 100lbs. The element is now
permanent until used up (breathed in the case of air or burned up in the case of fire without any
fuel to keep it going).

Primal Anger (Metis Rank 1)


The metis learns to focus the anger within her heart and use it to increase her Rage. The anger
takes a physical toll on the werewolf, and it is up to her to unleash it on her enemies. The spirits
of ancient metis teach this Gift. Few members of other breeds have suffered enough shame and
suffering to learn this Gift.

System: A character with this Gift may sacrifice a single health level, once per scene, and gain
two extra points of Rage in exchange (even if doing so takes her above her permanent Rage
rating). The health level is treated as aggravated.
Taught by: ancestor
Book: WW3e

Sense Wyrm (Metis Rank 1)


The Garou can sense manifestations of the Wyrm in the nearby area. This Gift involves a
mystical sense, not a visual or olfactory image, although Garou using this Gift are likely to say,
"This place stinks of the Wyrm." This power requires active concentration. This Gift is taught by
any spirit servant of Gaia.
System: The Garou rolls Perception + Occult. The difficulty for this Gift is based on the
concentration and strength of the Wyrm's influence (sensing a single fomor in a room would have
a difficulty of 6). Vampires can be sensed using this Gift, but only those with Humanity scores
lower than 7.

Shed (Metis Rank 1)


The Garou knows the trick of shedding and growing fur at an alarming rate. This gift makes the
Garou especially hard to grapples successfully; opponents find themselves holding tufts of fur
instead of their target. The Garou can also slide through tight spaces using his shedding fur as
natural lubrication. A Lizard-spirit or Snake-spirit teaches this Gift.
System: The Garou may use his slick outer coating to avoid being grappled. With a successful
Dexterity + Primal Urge roll (difficulty 7), he can free himself from any successful grappling
attack. The fur also reduces by two the werewolf's difficulty whenever he squeezes through tight
spaces or slips restraints, such as handcuffs.

Burrow (Metis Rank 2)


The Garou can burrow a tunnel into the earth. The tunnel is relatively permanent, and other can
follow the Garou through it, although it is tight and only one person at a time can go through.
However, no being larger than the Garou can travel the tunnel. The Garou must be in Crinos,
Hispo or Lupus form to use this Gift, but the tunnel will only be as large as the form he assumed
while burrowing it (only Lupus- or smaller-sized beings can travel a tunnel burrowed by a Garou
in Lupus form). The tunnel is not structurally sound and will collapse over time. This Gift is
taught by a Mole-spirit.
System: The Garou rolls Strength + Athletics against a difficulty depending on the substance to
be excavated (4 for loose mud, 9 for solid rock). One yard per turn can be burrowed for each
success.

Curse of Hatred (Metis Rank 2)


The Garou may verbalize the hatred in her heart, disheartening opponents with the intensity of
her emotion. This Gift is taught by a spirit of Hate.
System: The Garou spends one Gnosis point and rolls Manipulation + Expression (difficulty of
the opponent's Willpower). If the Garou succeeds, her opponent lose two Willpower points and
two Rage points. This may only be used on an opponent once per scene.

Grovel (Metis Rank 2)


By calling upon the behavior ingrained into Garou by the Litany, the possessor of this Gift can all
but force an attacker to accept their surrender. This does not mean the attacker will leave the Gift
user alone. They may continue to watch you and may verbally berate you, but they will not harm
your as long as you do not initiate any attack. This Gift lasts for a scene and is taught by any
Canine spirit.
System: By spending an Gnosis point and rolling Charisma + Performance (difficulty 6, resisted
by the other's Rage), the character may effectively surrender. In certain situations, the use of this
Gift may induce an Honor loss or an increase in Social difficulties for a time.

Haunting Stare (Metis Rank 2)


The Garou summons her hereditary instability and focuses it into her stare. Going into the eyes of
the metis leaves the victim choking with horror. An Ancestor-spirit teaches this Gift.
System: The user must spend a turn in concentration to focus her will, but the Gift takes effect
immediately. Upon making eye contact, the victim must successfully roll her Willpower
(difficulty 8) or be unable to act during her next turn. The difficulty to use Haunting Stare
increases by one against Garou who are insane (including Silver Fangs).
Taught by: Ancestor-spirit
Book: Wild West Companion

Wriggle (Metis Rank 2)


Metis sometimes have to hide in all the wrong places at the wrong times. With this Gift, they can
take best advantage of their surroundings to get away and take a breather. The spirit of a
Cockroach teaches this gift.
System: Spend a Gnosis point and the Gift takes effect immediately. For the rest of the scene, no
matter what her form, the metis can squeeze into a space no less than half the size of her body.
Storytellers should make judgments on space limitations.
Taught by: Cockroach
Book: GotC

Awaken Beast (Metis Rank 3)


This is the old ability out of legends and folklore; the power to change someone else into a
werewolf by biting him. If the Gift is successfully used on a victim, their Beast awakens and they
begin to Frenzy. The effect lasts for a single scene, although a human bit with this Gift may
develop permanent derangements.
System: After a successful bite attack, the metis' player may spend a Gnosis point and roll
Manipulation + Primal Urge (difficulty 6) against a resisted roll of the target's Willpower
(difficulty 7) - B'et'e may add their Primal Urge score to the Willpower pool. If the attack is
successful, the victim begins to Frenzy and will come to believe they are a werewolf.

Chameleon (Metis Rank 3)


Like the Gift's reptilian namesake, the Garou can blend with her natural surroundings. Unlike the
lizard, however, the Gift user shifts fluidly with changing backgrounds, thus allowing the Garou
to move about and even attack. A Chameleon-spirit teaches this Gift.
System: The player spends one Gnosis point to activate the Gift. Anyone trying to see the Garou,
even in open ground, must make Perception rolls (difficulty equals the Garou's Wits + Stealth).
Failure indicates that the Garou remains undetected. Once the Garou attacks, the difficulty drops
by three. Note that the Gift affects only visual senses, and it provides no camouflage for sound or
scent.
Taught by: Chameleon-Spirit
Book: Wild West Companion

Eyes of the Cat (Metis Rank 3)


The Garou may see clearly in pitch darkness. The Garou's eyes will glow a lambent green while
this power is in effect. This Gift is taught by a Cat-spirit.
System: The Garou must state when this Gift is in effect, but there is no roll or cost expenditure.
The Garou suffers no difficulty or Dice Pool penalties from darkness.

Frozen Form (Metis Rank 3)


Homids and lupus have no idea what its like to grow up as a metis, never changing from Crinos
form for years upon years. This Gift, taught by any aerial spirit, lets a metis give others a taste of
what spending extended time in Crinos is really like.
System: Spend a Willpower point and roll Stamina + Primal Urge, difficulty 6. For each success,
the target must spend one full day in Crinos, consecutively if more than one success is rolled.
This Gift works only on other Garou, including Black Spiral Dancers.
Taught by: Aerial spirits.
Book: GotC

Mental Speech (Metis Rank 3)


The Garou may mentally communicate with another being over great distances. This does not
allow mind-reading, but does allow the Garou to use Social Abilities, such as Intimidation, from a
distance. The Garou must know the person with whom he is attempting to communicate
(although he does not have to be friends with that person). If he does not know the person, he
must have something that belongs to that person, such as a lock of his hair. This Gift is taught by
a Bird-spirit or any spirit affiliated with intellect.
System: The Garou rolls Charisma + Empathy (difficulty 8). The Garou may transmit a
maximum distance of 10 miles per success.

Shell (Metis Rank 3)


Consider the state of the Metis cub. He is outcast from birth, knows this from the moment he can
talk, and is trapped within a body that reacts powerfully to his slightest emotional twinge. Once
you appreciate this state, it becomes easy to understand how this Gift was first learned. Shell
places an emotional and instinctual barrier around the metis. A turtle spirit teaches this Gift.

System: While active, the metis cannot use Rage nor achieve any successes on Rage rolls, nor
will mind-altering Gifts or magic affect him. However, he can also not attempt any rolls using
Empathy or Primal Urge, and suffers a -1 dice penalty on all initiative rolls.
Taught by: Turtle
Book: PG3e

Splintered Claw (Metis Rank 3)


This painful Gift causes the metis' claws to splinter as they piece flesh. Tiny bits of claw embed
themselves deep in the victim's body, thus causing tremendous irritation. Healing such a wound
without first removing the splinters is both painful and stupid. Unfortunately the Gift's user loses
her claws until she spends a round regenerating new ones. A Tree-spirit teaches this Gift
(especially one with thorns or spiky seedpods). Glass Walkers or Bone Gnawers can learn this
Gift from spirits living in houses or other wooden constructs.
System: After a successful attack that causes at least one Health Level of damage, the Garou may
spend a Rage point to activate the Gift. Any damage that the target does not soak cannot be
healed until he removes the bits of claw. As with all other werewolf claw attacks, the wounds are
aggravated. The attacking Garou receives one automatic, nonaggravated wound. The werewolf
cannot soak this wound, but can heal it as normal. Until the Garou heals the wound, he has no
claws.

Badger's Heart (Metis Rank 4)


Metis often possess angry hearts, and in their own way, they have a keen understanding of Rage,
no matter what their auspice. This Gift allows them to affect the Rage of other werewolves,
causing their enemies to expend more of it than necessary. A Badger spirit teaches this Gift.
System: Spend a Gnosis point and roll Willpower, difficulty 7. Three successes are necessary, but
if the roll is made, the target expends twice as many Rage points as he normally would. For
example, if Merryk Winterchase successfully uses this Gift on Mari Cabrah while they're in
combat, each time she spent one Rage point, she would actually use two, without gaining any
benefit of the second Rage point. This Gift lasts an entire day.
Taught by: Badger spirits
Book: GotC

Gift of the Porcupine (Metis Rank 4)


This Gift allows a Garou's fur to become bristly and sharp like the quills of a porcupine. The
Garou must be in Crinos, Hispo or Lupus form. This Gift is, of course, taught by a Porcupine-
spirit.
System: The Garou spends a Gnosis point to sharpen his fur. Anyone whom the Garou body
slams, grapples or immobilizes takes aggravated damage from the Garou's sharp fur (Strength +
1). Furthermore, anyone who hits the Garou with bare flesh and scores fewer than five successes
takes damage based on the attacker's Strength, although the Garou still takes normal damage.
This Gift lasts for one scene or until the Garou deactivates it.

Wither Limb (Metis Rank 4)


The Garou can cause a target's limb to wither, making it useless. Which limb is withered is the
Garou's choice, but is must be an arm or leg. If the victim is a creature with regenerative
properties, such as a Garou or vampire, the limb will regenerate whole after one scene. This Gift
is taught by a venomous animal spirit or a spirit of Disease.
System: The Garou spends a Gnosis point and rolls Willpower (difficulty of the victim's Stamina
+ 4).

Madness (Metis Rank 5)


The Garou can induce madness in others. The madness will take a form decided by the
Storyteller, but should be severe. This Gift is taught either by a Lune or by a spirit of Madness or
Trickery.
System: The Garou spends a Gnosis point and rolls Manipulation + Intimidation (difficulty of the
victim's Willpower). The number of successes determines the number of days that the insanity
lasts.

Totem Gift (Metis Rank 5)


The Garou is in touch with the totem of her tribe and can actually plead with the totem, gaining
some of its power. The effects of this power are up to the Storyteller, but should be in keeping
with the totem; thus Chimera (totem of the Stargazers) might grant the Garou increased insight or
the ability to shapeshift into anything desired, while Rat (totem of the Bone Gnawers) might send
swarms of rats to attack the Garou's enemies, and Grandfather Thunder (totem of the Shadow
Lords) might smite the Garou's enemies with a blast of thunder and lightning. This gift is taught
by the Garou's tribal totem.
System: The Garou spends one Gnosis point and rolls Charisma + Rituals (difficulty 9).

Twist of Fate (Metis Rank 5)


Some Stargazer metis have used this Gift to deliver a fatal blow to unsuspecting enemies, even
knowing that the cost will be their own lives. After a Garou has been dealt her own deathblow, if
she invokes this Gift, she may strike her enemy once more ere she dies. It's bittersweet but often
leads to an enemy falling dead alongside the metis warrior. This Gift is taught by a Cobra spirit.
System: The player need only spend one Rage point to get that final shot; no wound penalties
apply. The attack doesn't automatically land, although the metis may spend Willpower to add to
the attack roll's successes (even though she's already
spent Rage in the turn). The metis' damage pool is increased by ten dice - a metis' parting shot
channels a lifetime of Rage, and is almost always lethal.
Taught by: Cobra spirits
Book: GotC

Umbral Body (Metis Rank 5)


The metis body is strange. Born in a form not intended by Gaia or nature, deformed and
occasionally showing signs of animals entirely unrelated to man or wolf, it is little wonder the
breed has been outcast and hated. But some metis have used this body to their advantage, and it is
perhaps this strangeness that allow their body to withstand the pressures this Gift inflicts. With
this Gift, the metis can partially reach into the Umbra, sending certain body parts into the Umbra
while maintaining others in the physical world. Doing so makes the metis difficult to hit in
combat, to say the least. A Pattern spider teaches this Gift.
System: The metis rolls Gnosis (difficulty of the local Gauntlet) and if the roll succeeds spends 1
Gnosis. For the rest of the scene, the metis receives one extra automatic success on all Dodge
rolls.
Taught by: Pattern spider
Book: PG3e
Alternative Versions
From: Damien (Metis Rank 5)
System: The metis rolls Gnosis (difficulty of the local Gauntlet) and if the roll succeeds
spends 1 Gnosis. For the rest of the scene, the metis receives one automatic success to
avoid any blow directed at themselves, whether with weapons, claws or missiles In
addition, if they choose to spend an action avoiding a blow, they automatically succeed
without the need to roll.

Breed - Lupus

Find Water (Lupus Rank 1)


This gift allows a Garou to locate any body of water within 20 miles. This Gift is taught by a
Frog spirit
System: The Garou makes a Perception + Survival roll against a difficulty of 6 to use this Gift.
One or two successes will indicate the genera direction of the water. Three or four success will
indicate the distance, and five successes will allow the Garou to determine if the water is
contaminated in any way.

Heightened Senses (Lupus Rank 1)


The Garou may vastly increase her sensory input for a short time. When in Homid or Glabro
form, her senses become as sharp as those of a wolf, while in her wolf forms, her senses become
preternaturally potent. This gift is taught by Wolf-spirits.
System: The Garou spends a Gnosis point. The effects last for one scene. Homid and Glabro
forms: Perception difficulties are reduced by two; roll Perception + Primal-Urge (difficulty 6) to
perform sensory feats impossible to humans. Crinos, Hispo and Lupus forms: Perception
difficulties are reduced by three; +1 to Primal-Urge Dice Pools.

Leap of the Kangaroo (Lupus Rank 1)


This Gift was originally developed by the lost Bunyip tribe. By invoking the Gift, Garou may
leap incredible distance. Despite its name, this Gift is taught by Hare- or Cat-spirits (marsupial-
spirits seem loath to aid the Garou these days...).
System: The Garou rolls Stamina + Athletics (difficulty 7). If successful, she may double her
normal jumping distance. See the Jumping Chart, pg212.

Prey Mind (Lupus Rank 1)


The wolf is not always the predator, as lupus sorely realize Humans' capability for destruction
grows ever greater, and more wolves die at their hands every day. When the predator becomes
prey, it is this Gift that comes to the fore and assists the Garou in evasion, showing them places to
hide, ways to run, and even chances to attack back. A lamb or deer spirit teaches the Gift
System: The player rolls Wits + Primal Urge (difficulty 7 in the wild, 9 in urban lands). Success
guides the wolf in how to best evade her pursuers; she gains three dice to any pool made to
escape, outdistance or evade pursuit. The Gift's effects last for one turn per success, so if the
lupus hasn't thrown pursuit by then, she's on her own.
Taught by: Lamb and deer spirits
Book: PG3e

Sense Prey (Lupus Rank 1)


Werewolves used this ancient Gift during hard winters to feed their packs. The Gift lets Garou
locate enough prey to feed a pack. In the urban environment, This Gift guides the lupus to prey
within the city, usually in parks, sewers, animal shelters and even zoos. The Gift will tell the
werewolf the location of large numbers of prey within 50 miles in the wilds, and within the limits
of a city and its suburbs. Humans and wolves do no register as prey animals (as per the Litany),
but it is said that the Red Talons know a variant of this Gift that acts otherwise. A wolf spirit
teaches this Gift.
System: The Garou makes a roll using Perception + Primal-Urge against a difficulty of 7.
Success will lead the Garou to a suitable animal sufficient to feed a pack of up to 12 wolves. The
range extends up to 50 miles.
Taught by: Wolf spirit
Book: WW3e

Sense Wyld (Lupus Rank 1)


The Garou invoking this Gift may sense Wyld energies or spirits in the nearby area. This Gift is
taught by a Wyld-spirit
System: The player must roll Perception + Enigmas. The difficulty is based on the strength of the
local influence (a Garou in a forest would be difficulty 5).

Axis Mundi (Lupus Rank 2)


The Garou with this Gift can center herself in relation to Gaia, and always know which direction
she is traveling in or facing, no matter where she may be in the Gaia realms. In addition, the
werewolf carries her "territory" around with her, in a mystical sense. Wolves will detect this, and
concede her right to travel through their territories and hunt there. Other animals will also
recognize this, and not attack the intruder.
System: To activate this Gift, the player must expend a point of Gnosis. Animals will
automatically sense the presence of the Garou and leave her be, and even other lupus must make
a Willpower roll not to recognize this right.

Eye of the Eagle (Lupus Rank 2)


This gift allows the user to see long distance, over "two looks away". This gift will not work well
in the city, as buildings tend to get in the way. It is, eerily enough, taught by an Eagle spirit.
System: Roll Perception + Alertness against an 8 difficulty. The number of successes is the
number of miles away one can see as normal.

Scent of Sight (Lupus Rank 2)


The Garou can use his sense of smell to compensate completely for his eyes; thus, he could attack
invisible creatures normally, or roughly navigate in absolute darkness. This Gift is taught by a
Wolf-spirit.
System: The Garou rolls Perception + Primal-Urge against a Storyteller-determined difficulty
(depends on how powerful local smells are). The Storyteller should not require rolls every turn,
but only when something could cause the Garou to lose his opponent's scent (he ran through
water, they are fighting in a smelly alley, etc.)

Sense the Unnatural (Lupus Rank 2)


The Garou can sense any unnatural presence and determine its approximate strength and type.
supernatural presences can include: magic, spirits, the Wyrm, wraiths, etc. This will detect
vampires, but only those with Humanity scores below 7. This Gift is taught by any spirit servant
of Gaia.
System: The Garou rolls Perception + Enigmas (difficulty 6). The more successes rolled, the
more information is gained. However, understanding the information might require an
Intelligence + Occult roll (Storyteller's option).

Wyld Ferocity (Lupus Rank 2)


The harsh, untamed wilderness frequently brings death to humans who venture into it unprepared.
With this Gift, the Garou can heighten the fear humans have of the wild. A panic-stricken human
may be unable to act or have to flee the area. An Ancestor-spirit teaches this Gift.
System: The Garou must spend one Rage point to activate the Gift and must growl (even in
human form) for the effect to work. All normal humans lose one die from their Dice Pools within
20 feet of the Garou. Those humans not used to dealing with wild animals must make a
Willpower roll (difficulty equals the Garou's Rage) or flee the area.
Taught by: Ancestor-spirit
Book: Wild West Companion

Catfeet (Lupus Rank 3)


This Gift gives the Garou the agility of a cat, making him immune to falls under 100 feet (he
lands on his feet just right). He also has perfect balance even on the most slippery surfaces, and
the difficulties of all combat actions involving body slams and grappling are reduced by two. This
Gift is taught by a Cat-spirit.
System: The Garou does not need to expend points or roll for this ability; it becomes innate to
those who learn the Gift.

Death Whispers (Lupus Rank 3)


The ancient Greeks associated the wolf with death. Hecate wore three wolf heads, while Charon
wore wolf ears. Lupus with this Gift echo that connection. By standing entirely still near a
recently dead body, the lupus can hear the final worlds of the deceased. These words are often
rambling and incoherent, but can provide clues and understanding of what happened at the
moment of their death, or of their most prominent thoughts at the moment of their demise.
System: The lupus must stand next to the corpse and stay entirely still, trying to hear the very soft
whispers. The player then rolls Perception + Occult (diff 7). To successfully hear the death
whispers, the lupus must obtain more successes than the number of hours the body has been dead.
More successes than required increase the clarity of the whisper. This Gift may be attempt only
once per dead body.
Taught by: Wolf
Book: PG3e

Monkey Tail (Lupus Rank 3)


Although the lupus' tail retains the appearance of a regular wolf's tail, it gains far more agility and
flexibility. Although incapable of fine manipulation, the tail can grasp objects, wrap around
branches or allow the Garou to hang upside down. The tail can also attack from an unexpected
direction. A Monkey-spirit must be persuaded to teach a Garou this Gift
System: After learning this Gift, the Garou's tail automatically becomes prehensile whenever she
likes. In order to manipulate the tail successfully, the player must make a Dexterity + Athletics
roll (difficulty 6). The difficulty can increase for very delicate operations. If the Garou's strength
exceeds her Stamina, she can use the tail to hang or swing. When attempting to lift objects with
her tail, the Garou's strength rating is halved. If used as an attack, the damage from the tail is
Strength-1.

Name the Spirit (Lupus Rank 3)


The Garou is able to detect the type of approximate Trait levels (Rage, Power, etc) of a spirit.
This Gift is taught by a spirit servant of the Uktena totem.
System: The Garou spends one Willpower point and rolls Perception + Occult (difficulty 8).

Strength of Gaia (Lupus Rank 3)


The Goddess blesses her child with enhanced strength to defeat her enemies. The Garou must
maintain her Lupus form, but she retains the might of the Crinos.
System: The player must spend one Rage point to activate the Gift. Her base strength increases
by four, rather than the normal one, in her Lupus form. The Gift works only in Lupus form and its
effects cease if she shapeshifts. In any case, the Gift's effects last one scene.
Book: Wild West Companion

Beast Life (Lupus Rank 4)


The Garou may not only communicate with animals, but can attract and command them. If there
are no animals of the sort desired in the vicinity, none can be called. This Gift is taught by any
Animal-spirit.
System: The Garou spends one Gnosis point and rolls Charisma + Animal Ken (difficulty 7). One
success causes animals within a 10-mile radius to be affected. Each additional success add 10
miles (two successes indicate a 20-mile radius). The effect lasts for one scene, but the time may
be extended by spending one Gnosis point per extra scene.

Gnaw (Lupus Rank 4)


The Garou may strengthen her jaws to the point that, given time, she can chew through just about
anything. In addition, her jaws do more damage in combat. This Gift is taught by a Wolf-spirit.
System: The Garou spends one Willpower point and rolls Stamina + 4 against a variable
difficulty (3 for wood, 6 for steel cables, 9 for a titanium door). The length of time it takes to
gnaw through something is up to the Storyteller. When employing this power in combat, the
Garou's bite does an extra die of damage.

Venom (Lupus Rank 4)


A common trick of desert-dwelling Garou, this Gift allows the user to produce a noxious venom.
The werewolf's bile can incapacitate or even kill a victim. The Garou is immune to her own
poison, but she can be incapacitated by another Garou's venom attack. A venomous snake spirit
teaches this gift. Most Garou hesitate to make deals with snakes or serpents, but sometimes
necessity outweighs prejudice.
System: After making a successful bite attack, the Garou must roll Stamina+Primal Urge in a
resisted roll against the target's Stamina+4. For every additional success the attacker gets, the
victim receives an additional nonsoakable, aggravated wound along with whatever damage the
bite caused. Each success also reduces the target's Stamina by one level until the victim loses
consciousness. Additional poison bites can force the victim into a coma and eventually kill her.
Taught by: Snake spirits

Boon of the Animal Fathers (Lupus Rank 5)


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

Elemental Gift (Lupus Rank 5)


The Garou may call upon the primal force of Gaia Herself, thereby commanding the spirits of the
elements. The Garou can cause the elements to rise up, undulate forward, and even engulf foes.
This Gift summons an elemental spirit, not merely the raw matter of the elements. This Gift is
taught by an elemental.
System: The Garou spends one Gnosis point and rolls Charisma + Occult (difficulty 8). If
successful, he may control a large volume of air, earth, water, or fire - approximately 20' by 20'
per success. The effect lasts for one scene.

Song of the Great Beast (Lupus Rank 5)


The Garou must be in the deep wilderness to employ this Gift. If so, he can, by howling at the
sky, call one of the Great Beasts - the ancient creatures that used to walk the Earth in ages past -
to his aid. Examples of Beasts are the Sasquatch (Bigfoot), the Willawau (giant owl), the Yeti, the
great megalodon sharks that swam the seas eons ago, and other legendary creatures. Who knows -
there are rumors of surviving dinosaurs in the deep Congo... This Gift is taught by a Nature-spirit.
System: The Garou spends on Gnosis point and rolls Charisma + Primal-Urge (difficulty 9).
More successes improve the Beast's disposition.
Auspice - Ragabash
Blur of the Milky Eye (Ragabash Rank 1)
The Garou's form becomes a shimmering blur, allowing him to pass unnoticed among others.
Once the Garou has been seen, however, this Gift is negated until the viewer has again been
distracted. This Gift is taught by a Chameleon-spirit.
System: The Garou rolls Manipulation + Stealth (difficulty 8[6]). Each success increases by one
the difficulties of all Perception rolls made to detect him.

Open Seal (Ragabash Rank 1)


With this Gift the Garou can open nearly any sort of closed or locked device. This Gift is taught
by a Raccoon-spirit.
System: The Garou rolls Gnosis (difficulty of the local Gauntlet rating).

Scent of Running Water (Ragabash Rank 1)


The Garou can completely mask her scent, making herself virtually impossible to track. This Gift
is taught by a Fox-spirit.
System: The difficulties of all rolls to track the Garou are increased by two. This Gift becomes an
innate ability to the Garou who learns it. She need not expend any points or make any rolls.

Sense Limits (Ragabash Rank 1)


The Garou can determine approximately the amount of Rage, Gnosis or Willpower within an
individual. This ability enables the Garou to judge whether or not her target can resist an attempt
to influence her actions or whether she is likely to draw upon her supply of Gnosis or Rage. This
Gift also allows a Garou to gauge whether or not other supernaturals are currently weak-willed or
drained of some other source of power. For example, a Garou may be able to tell that a vampire
has little power but may not realize that the Leech's blood supply is low. This Gift also enables a
Garou to sense whether an Umbral spirit's Power is weak or near depletion.
System: The player rolls Perception + Occult (difficulty 8). Each success enables the character to
determine the general levels of Rage, Gnosis and Willpower for one targeted individual.
Additional successes allow the character access to more specific information about a single target
or else gives her general information about another target. The Storyteller should not give the
player precise numbers, but should relay information in relative terms ("The Black Spiral Dancer
has used most of his Rage but still has a lot of Willpower and Gnosis left", "The mage has plenty
of magical energy left inside her").
Taught by: Lu-Bat
Book: RatH
Alternative Versions
From: Damien (Child of Gaia Rank 1)
System: The player rolls Perception + Occult (difficulty 8). More successes allow for a
more accurate measure of the traits of the victim - one may only allow for a general
impression, whereas 3 successes could give the Garou a fairly accurate idea of the balance
within that victim, and 5 might give a more absolute impression. The Storyteller should not
give the player precise numbers, but should relay information in relative terms ("The Black
Spiral Dancer has used most of his Rage but still has a lot of Willpower and Gnosis left",
"The mage has plenty of magical energy left inside her").

Snow Running (Ragabash Rank 1)


The severe winters in much of Europe can immobilize a village or greatly impair a wolf pack.
This Gift allows a werewolf to circumvent the problems caused by heavy snowfall. The Garou
using this Gift can run across snow or ice as if it were solid ground, without sinking in or leaving
footprints. The Silver Fangs are said to have a version of this Gift that lends them more
supernatural grace while treading on ice or snow, but leaves their tracks behind. The Gift is taught
by an Ice elemental.
System: The Garou need only spend a Gnosis point. The effects last for a day.
Taught by: Ice elemental
Book: Werewolf: The Dark Ages

Speed of the Messenger (Ragabash Rank 1)


This Gift increases the movement rate of the Garou so that he can travel long distances in short
periods of time. The character's body seems to flow like quicksilver, enabling him to accomplish
astounding feats of agility while under the effects of this Gift. Thus, the Garou can travel rapidly
across a tree limb or along a narrow wooden beam without slowing down or faltering.
System: The player spends one Gnosis point and rolls Dexterity + Athletics (difficulty 8). One
success allows the character to move at twice her normal speed; two successes gives her three
times normal speed, while three successes allows the character to move four times as quickly.
More than three successes cause the character to assume a blurry form that confers two extra dice
to any rolls involving Dexterity while the character is in motion. The effect lasts for one turn or
one scene, depending on the circumstance. This Gift affects movement only and cannot allow a
character to stop to deliver blows in combat without ending the Gift's duration. Thus, a character
can use the Gift to get to a combat more quickly, but once she engages in battle, she loses the
benefits conferred by the Gift.
Taught by: Mitanu
Book: RatH

Trailblazer (Ragabash Rank 1)


With this Gift, the Garou can wend his way through thick underbrush as if walking on the open
plains. The Ragabash also finds the fastest trails and shortest routes from one location to another.
When used in a town or city, the Garou can still find the shortcuts through alleys and dart through
crowded streets with ease. A Crow-spirit teaches this Gift.
System: The player must roll her Perception + Survival, or Larceny in cities (difficulty 7). The
number of successes equals the quality of the new route and decreases travel time. Every success
reduces travel time approximately 10 percent, up to a maximum of half the original travel time.
The difficulty of any rolls to track the user increase by two when this Gift is active.
Taught by: Crow-spirit
Book: Wild West Companion

Alter Scent (Ragabash Rank 2)


The Garou can change his scent trail to evade a hunter or leave a false trail. The Garou can
reproduce any scent he has encountered, from deer to diesel trucks. A Skunk-spirit teaches this
Gift.
System: The player rolls Wits + Primal Urge to reproduce any scent the Garou has encountered
(difficulty 6). The number of successes determines the accuracy of the false scent. Garou with
this Gift can reproduce the aroma of other Garou or even inanimate objects.

Blissful Ignorance (Ragabash Rank 2)


The Garou can become completely invisible to all sense, spirits or monitoring devices by
remaining still. This Gift is taught by a Chameleon- spirit.
System: The Garou rolls Dexterity + Stealth (difficulty 7); each success subtracts one success
from the Perception + Alertness rolls of those actively looking for the character. If no one is so
doing, then one success indicates complete concealment.

Obscure the Truth (Ragabash Rank 2)


Not many Garou can look a Philodox in the eye and get away with bald-faced lies. The Ragabash
with this Gift has an edge over all his kin. She can calmly explain that the sky is green or
gleefully regale her comrades with the exploits of a lone, heroic Ragabash and have no fear of
being called on her prank.
System: By spending a Gnosis point, the Ragabash gains an air of sincerity that is nearly
impossible to penetrate. Once activated, consider the Ragabash's Subterfuge to be double its
normal rating.

Peace of the Counselor (Ragabash Rank 2)


This Gift enables a Garou to bring even the most heated discussion to a peaceful conclusion.
Though it does not preclude more hostilities from erupting at a later time, the Gift creates an
atmosphere of temporary true among enemies or prevents tribe leaders from coming to blows
over volatile issues. During the grace period, the Garou can attempt to resolve the circumstances
underlying the state of enmity - such as encouraging the participants in a dispute to begin
negotiations or achieving a compromise
System: The player spends a Willpower point and rolls Charisma + Empathy (difficulty of the
highest Willpower among the quarreling individuals). One success causes combatants to stop
fighting (or prevents them from initiating combat) for one turn. Each extra success increases the
length of time in which peace prevails by an additional turn; five successes extends the Gift to an
entire scene.
Taught by: Lu-Bat
Book: RatH

Sense of the Prey (Ragabash Rank 2)


The character, if he knows anything about his prey, can track it down as rapidly as he can travel.
This unerring sense of direction operates anywhere, and is used to track spirits through the
Umbra as well as to find beings on Earth. This Gift is taught by a Wolf- or Dog-spirit.
System: No roll is required unless the target is actively hiding, in which case a Perception +
Enigmas roll is made against a difficulty of the target's Wits + Stealth. If the target is a spirit, the
difficulty is the spirit's Gnosis.

Shadow Puppetry (Ragabash Rank 2)


This strange Gift is not commonly known amongst the Garou. The Gift allows the Garou who
possesses it to effectively steal the shadow of another being, and use it to determine what they
may be doing once they have left the Garou's presence.

System: Stealing another's shadow is not a subtle process. The Ragabash must pounce on the
shadow of the victim (roll Dexterity + Brawl, diff 8) and if successful, spend a Gnosis point to
'tear it off'. Once the shadow is detached, the Ragabash must continue to hold it firmly, else it will
fly away (lose 2 dice off all actions).
However, until sundown of that evening, the shadow of the victim (usually held up against a
wall) will continue to silhouette the victim's actions, perhaps giving clues to their current
activities. A victim may feel strange for the time during which their shadow is held by the Garou,
and others may notice its loss (Perception + Alertness, difficulty 7) simply by being in the
presence of the victim.
Taught by: Shadow and cat spirits
Book: Damien

Sticky Fingers (Ragabash Rank 2)


This trick coats the fingers of a Garou with a silvery substance that adheres to anything, making it
possible to climb slick vertical surfaces with ease. In addition, this Gift also assists a Garou in
pilfering small items such as credit cars, keys or loose change.
System: The player spends a point of Gnosis. The ability to cling to sheer surfaces is automatic.
In addition, the character gains two extra dice to any Streetwise or other roll the Storyteller deems
appropriate; he might get extra dice on a pickpocketing attempt, but not when trying to hot-wire a
car. The effect lasts for one scene
Taught by: Mitanu
Book: RatH

Taking the Forgotten (Ragabash Rank 2)


Not only is the Ragabash an accomplished thief, but those from whom she steals often never
realize they have been robbed. If the character succeeds in stealing something, her victim will
forget he ever possessed the stolen item. This Gift is taught by a Mouse-spirit.
System: The Garou must score three successes on a Wits + Stealth roll (difficulty of the victim's
Intelligence + Streetwise).

Deliberate Misinformation (Ragabash Rank 3)


The Garou can slip confusing and contrary information into his target's conversation, making
their plans fall apart or otherwise causing them to suffer from a gross breakdown in
communications. Opponents in the immediate vicinity of the Garou mishear each other or
misinterpret instructions. The information affected by this Gift must be communicated verbally -
either in person or through the use of a direct communication device such as a telephone or other
transmission device.
System: The player rolls Perception + Linguistics (difficulty of the target's Willpower, or the
highest Willpower in the target group). Each success allows the character to subject one opponent
to the effects of this Gift. All actions that result from information communicated verbally receive
a +2 difficulty; simple orders, such as proceeding to a certain address or moving to the left or
right flank in battle, automatically go awry. The Gift lasts for one scene.
Taught by: Mitanu
Book: RatH

Empty Hand (Ragabash Rank 3)


The Garou's hand may seem to grasp the air, while in reality it may hold a pistol or even a stick of
dynamite. This Gift obscures one possession for the Garou, making it completely undetectable to
others. A Raccoon-spirit teaches this Gift.
System: The player grasps the item and spends one Willpower point to make the object
undetectable. The object must be hand-held and should not be larger than the Garou's arm. For
one scene, the item remains undetectable to all senses (including peeking from the Umbra) except
touch, even if the Garou drops it. Unfortunately, even the Gift user can't see the item, so dropping
it is bad.
Taught by: Raccoon-spirit
Book: Wild West Companion
Fly Feet (Ragabash Rank 3)
Like an insect, the Garou can now cling to vertical surfaces. She can walk along walls or hang
from a ceiling. The adhesive grip of the Garou can even assist her when catching falling objects
or seizing handholds when she is falling. A fly-spirit, naturally, teaches this Gift.
System: The Garou can automatically activate this Gift with a Dexterity + Athletics rolls. The
difficulty depends on the surface. For instance, wood or stone is difficulty 5; glass or ice is
difficulty 9. Moving along the ceiling increases the difficulty by 1. The Storyteller should halve
all movement rates unless the player rolls five or more successes.

Gremlins (Ragabash Rank 3)


The Garou can cause a technological device to malfunction merely by touching it. Use of this
Gift actually intimidates the spirit that inhabits the device and causes it to function. If the Garou
can sufficiently frighten the spirit, it will flee the device, causing it to malfunction permanently.
This Gift is taught by a Gremlin, a type of Wyld spirit that enjoys breaking things.
System: The Garou rolls Manipulation + Intimidation; the difficulty is determined by the
complexity of the item (see below). The more successes the Garou obtains, the more the device is
damaged. Five successes permanently disable the device (the spirit has fled). Good roleplaying
might certainly warrant one to three additional dice at the discretion of the Storyteller.
Device Difficulty
Computer 4
Phone 6
Automobile 8
Knife 10
Laughter (Ragabash Rank 3)
Those who learn this Gift can cause others to realize the humor of any situation - in fact, the
uproarious hilarity of any situation. This Gift is taught by Tulu the Kookaburra
System: After spending a Gnosis point, the player rolls Charisma + Expression (difficulty of the
target's Willpower). If successful, the target is struck by how funny the situation is and breaks
into peals of laughter. Any attack made by the target against the Tulu Child suffers a penalty of
the number of successes rolled to the dice pool (just looking at the Child is enough to cause
spontaneous belly laughs).

Open Moon Bridge (Ragabash Rank 3)


The Garou has the ability to open a Moon Bridge, with or without the permission of the totem of
that caern. This Gift is taught by a Lune.
System: The Garou spends one Gnosis point. See the Rite of the Opened Bridge (pg. 141) for
more information on opening Moon Bridges. The maximum distance that can thereby be covered
is 1,000 miles.

Pall of Despar (Ragabash Rank 3)


This Gift inflicts a wave of despair upon a targeted individual, making the victim incapable of
action due to feelings of profound melancholy.
System: The player spends a point of Gnosis and rolls Manipulation + Empathy (difficulty of the
victim's Willpower). A successful roll causes the victim to experience a feeling similar to Harano
(or, in the case of humans, clinical depression). This state of mind forces the victim to roll her
Willpower in order to take any action, while combat becomes almost impossible. (Optionally, the
Storyteller can enforce the limitations of Harano found in the Werewolf Players guide, pg 207).
The effects of this Gift last for one scene.
Taught by: Lu-Bat
Book: RatH

Reynard's Lie (Ragabash Rank 3)


The Ragabash can tell the most blatant lies and have them accepted as truth, at least for a little
while. Even the most stern-faced priest or suspicious baron will believe the Garou's pleas of
innocence, no matter how guilty she may be. This Gift is taught by a Fox-spirit.
System: The player tells the lie and rolls Wits + Subterfuge (difficulty is the target's Wits +
Subterfuge, or the highest rating in a crowd). Two successes convince a single individual; three
are required to dupe multiple listeners at once. In any event, convinced listeners believe the lie
for the duration of the scene. However, the roll must always be made after the lie has been told;
it's easy to get into trouble by trusting this Gift to protect you. A failed roll raises suspicion; a
botch makes the listeners outright hostile.
Taught by: Fox-spirit
Book: Werewolf: The Dark Ages

Riddle (Ragabash Rank 3)


Taking their cue from numerous trickster legends, some Ragabash love to confuse their targets
with unusual quizzes and mysterious puzzles. Those with this Gift add a little spiritual punch into
the mix, slowly driving their targets mad with riddles. A spirit servant of Sphinx teaches this Gift.
System: The player must first create (or find) a riddle to be told. It must have a solid answer that
can be understood by most people. After telling it to the victim, the player spends one Gnosis.
From then on, the victim will be driven to distraction by the riddle and until he can solve it, he
suffers a +1 difficulty to all rolls. In addition, every morning the victim loses one Willpower.
Should this drain him entirely of Willpower, he will go a little crazy, most commonly by
barricading himself in his room for a day and refusing to come out. At the end of the day,
however, the riddle will no longer concern him.
Taught by: Spirit servant of Sphinx
Book: PG3e

Shadow Tracking (Ragabash Rank 3)


Shadow Tracking allows a Garou to grapple and pin the shadow of a victim, holding it in place. If
the victim flees, their shadow is stretched and lengthened, but remains pointing towards their
current direction until sundown, or until the Garou lets go of the pinned shadow.

System: Stealing another's shadow is not a subtle process. The Ragabash must pounce on the
shadow of the victim (roll Dexterity + Brawl, diff 8) and if successful, spend a Gnosis point to
pin it down. The Garou must remain holding the shadow to the ground with at least one hand, and
cannot move about while the Gift is enacted.
Taught by: Shadow and cat spirits
Book: Damien

Silence (Ragabash Rank 3)


By invoking this Gift, the Ragabash can cause all sounds made within their presence to vanish
into the Gauntlet, thus silencing the area around them. No normal sounds may be made by
anyone within the effect, including the user.
System: With the expenditure of two Gnosis points and a roll of Manipulation + Stealth
(difficulty 7) the Garou can completely silence an area. Each success adds another 5 yards to the
area of affect. Any Gifts which require the use of sound (eg: Clap of Thunder) require the two
Garou to make a resisted Gnosis roll against difficulty 6. The winner's Gift takes precedence over
the loser's.

Fool's Luck (Ragabash Rank 4)


This Gift allows the Garou to tamper with Fate - when things go catastrophically wrong for the
werewolf, they can insist that there must have been some mistake.
System: By spending one Gnosis point, the character can choose to disregard one botched roll
per scene and roll again. This can only be done when the roll concerned the Ragabash's Auspice
roll - a roll for stealth, trickery or such, and not combat, tracking, singing or spirit interaction.

Harmonius Slumber (Ragabash Rank 4)


This Gift enables the Garou to create a perfect environment for sleep even in the most difficulty
circumstances. Under the influence of this Gift, the Garou receives the equivalent of eight hours
of restful sleep and awakens refreshed and with his spirits revived.
System: The player spends a point of Gnosis and rolls Stamina + Enigmas (difficulty 7). One
success is necessary to affect the character. Each additional success allows him to include another
individual in the effects of the Gift. A failure means that the Gift does not work, while a botch
inflicts restless sleep on the character, with no benefits. When a character awakens from a
successful use of this Gift, he finds that his Gnosis is fully replenished. The nap can last for up to
eight hours, although only two hours are necessary to reap full benefits.
Taught by: Lu-Bat
Book: RatH
Alternative Versions
From: Damien (Ragabash Rank 4)
System: The player rolls Stamina + Enigmas (difficulty 7). Each success allows the
character to regain a point of Willpower and Gnosis while they sleep, or to include another
individual in the effects of the Gift (a connection of some sort, physical, or spiritual is
necessary to include others in the Gift's effects). A failure means that the Gift does not
work, while a botch inflicts restless sleep on the character, and they lose a Willpower point.
The nap can last for up to eight hours, although only two hours are necessary to reap full
benefits.

Luna's Blessing (Ragabash Rank 4)


When the moon is visible in the night sky, silver refuse to cause the Garou aggravated wounds.
Indeed, if the moon waxes full, silver weapons may well turn on those who would wield them
against the character. This Gift is taught by a Lune.
System: For each strike against the Garou, the wielder of the weapon must roll three extra dice
on the attack; these dice are read only to check for botches. The Garou can soak and regenerate
silver as if it were normal damage, but only when the moon is visible. Thus, the Garou is still
vulnerable during a new moon.

Mercurial Messenger (Ragabash Rank 4)


This Gift enables a Garou who overhears a conversation or who is entrusted with a message to
remember what she has heard. At a later time, the Garou may repeat back verbatim everything
heard over a single scene as if she had total recall. The Gift allows the Garou to reproduce voice
intonations, accents and speech patterns or mannerisms which match those of the original
speaker. In addition, the Garou can approximate the speaker's actual voice.
System: The player spends a point of Gnosis and rolls Wits + Linguistics (difficulty 7). Each
success increases the accuracy of the character's delivery of the remembered conversation or
message. If necessary, the Storyteller may repeat the conversation for the benefit of the
character's audience. A failure means that the character remembers only what the player
remembers. A botch introduces a series of discrepancies into the repetition.
Taught by: Mitanu
Book: RatH

The Crawling Hand (Ragabash Rank 4)


This eerie and somewhat macabre Gift allows the Ragabash to detach their hand, allowing it to
crawl off and perform tasks. Controlling this disembodied hand requires more concentration than
usual - it is an odd feeling to feel items 20 feet away at first.
System: The Garou must roll Dexterity + Primal Urge (difficulty 9) to detach the hand - only one
success is necessary. At least one die must be allocated from any Dice Pool to the hand per turn.
To perform find manual tasks, the player must make a Perception + Athletics roll (difficulty 5) to
adjust to the weird situation. The character must retrieve their hand to reattach it (within the
scene) or regenerate another (as if they had four aggravated Health Levels of damage, which heal
at the rate of one per week). The hand may travel up to Wits * 3 yards away from the werewolf.

Whelp Body (Ragabash Rank 4)


With this Gift a Garou may deliver a devastating curse upon a foe's body, causing it to weaken or
palsy. Many consider the use of this power on a foe to be a declaration of unending war. This Gift
is taught by a Pain- spirit or a spirit of Disease.
System: The Garou spends one Gnosis point and rolls Gnosis; this roll is resisted by the target's
Gnosis roll. The Garou's difficulty is the opponent's Willpower, while her victim's difficulty is the
Ragabash's Gnosis. Each success scored by the Ragabash allows him to remove one point from
any of the victim's Physical Attributes. The effect is permanent, although the victim may restore
these Attributes via experience. This Gift may be used only once per scene against a given
opponent.

Blank (Ragabash Rank 5)


"Consider it a bio-electrical blackout." That's how Pat O'Reidy described this Gift, and it remains
the best description there is for it. For a short period, everyone in the room simply goes blank.
They still stand upright (unless they were laying down to begin with, but eyes close, senses go
dead, and nobody moves. Meanwhile, the Ragabash can move about without being seen, or can
take actions they otherwise couldn't. Any actual attempt to harm someone will break the
communal trance, so slitting their throat while they remain unconscious won't work. But you
could certainly pick someone up, put him in the trunk of a car,and take him elsewhere. A spirit of
electricity or an electric eel spirit
teaches this Gift.
System: The player spends three Rage and rolls Gnosis (difficulty 8). Each success "blanks"
every person in a room for one turn. Supernatural creatures (including vampires, mages and
imbued hunters) can make a resisted Willpower roll (again, difficulty 8) against the Ragabash's
Gnosis roll. Every extra success the Ragabash gains over his target blanks the victim for one turn.
Taught by: Electricity or electric eel spirits
Book: PG3e

Burden of Knowledge (Ragabash Rank 5)


The Garou floods an individual with the knowledge of all her own limitations, making the victim
aware of every flaw or failing and reminding her of all the wrongs she has committed or caused.
The weight of this enlightenment can either change an individual for the better, or drive her into
suicidal despair or murderous frenzy. Few individuals survive the effect of this Gift unscathed.
This Gift can sometimes bring an errant Garou back from the edge of corruption or cause an
enemy of the Garou to be "born again".
System: The player spends a point of Gnosis and rolls Intelligence + Empathy (difficulty of the
victim's Willpower). Success causes the victim to experience every negative aspect of her
personality and past, including secret vices, shortcomings, failures and other similar faults. The
Storyteller should decide what ultimate effect the Gift produces in the victim - either a desire to
reform her ways and correct her failings, an impulse to kill herself out of shame and despair or
some course of action in between the two extremes. Once the victim has experienced the total
effect of the Gift, the intense awareness begins to fade - but residual memories may plague the
victim for a long time afterward.
Taught by: Lu-Bat
Book: RatH

Madthought (Ragabash Rank 5)


This trick literally makes the werewolf's foes too clever for their own good. The Garou can cause
her enemies' thought processes to speed up so radically that they literally think too rapidly to put
any one plan into motion. The victim of the Gift can only stand still as his thoughts run away
with him, rushing madly from one brilliant plan to another or considering all the multiple
alternatives for their "next" action.
System: The player spends a point of Willpower and rolls Wits + Subterfuge (difficulty of the
victim's Willpower). The number of successes determines how many turns the victim stands "lost
in though". When the victim recovers from the Gift, he is most likely highly disoriented, and may
need to regain focus and otherwise discover what's been happening while he "was out". A failure
simply means that the Gift does not work, while a botch gives the victim not only rapid thought
but the ability to translate those thoughts into immediate action - usually to the detriment of the
character.
Taught by: Mitanu
Book: RatH

Steal Spirit (Ragabash Rank 5)


The Ragabash can steal an opponent's strength of spirit or her Rage. With her ill-gotten gains, she
can pummel her drained opponent.
System: The player rolls her Wits + Larceny (difficulty equals the target's Willpower). The
number of successes indicates the number of temporary Rage or Willpower points (not both) that
the victim loses. The player receives that number of points to the appropriate statistic up to her
permanent maximum. If she receives Rage in excess of her permanent rating, she must make an
immediate frenzy roll.
Book: Wild West Companion

The Thousand Forms (Ragabash Rank 5)


Most trickster archetypes are shapeshifters and the Ragabash is no different. The Garou with this
Gift may change herself into any animal between the sizes of a small bird and a bison. The Garou
gains all the natural abilities of that animal (flight, poison bite, etc) She may not take the form of
Wyrm-beasts (not that they would want to!), but she may take the form of mythical beasts with
some extra effort.
System: The Garou spends a Gnosis point and rolls Intelligence + Animal Ken. The difficulty
varies, rising higher the farther removed from the Garou's natural form the desired animal is. For
example, an ape or panther (mammals of roughly similar mass) might be difficulty 5, while an
alligator (a reptile of larger mass) might be difficulty 7, and a frog might be difficulty 9.
Mimicking mythical animals is always difficulty 10.
Book: WW3e

Thieving Talons of the Magpie (Ragabash Rank 5)


The Garou can steal the powers of others and use them herself. These powers can be Garou Gifts,
spirit Charms, vampiric Disciplines, mage Spheres, etc. This Gift is taught by, of course, a
Magpie-spirit.
System: The Garou must gain three successes on a Wits + Stealth roll (difficulty of the target's
Willpower). If successful, the Garou can use the specified power for each successive turn she is
willing to spend a Gnosis point.

Violation (Ragabash Rank 5)


Those few Garou privy to the secret of Violation well know the hate and revulsion of others. This
power requires the Garou to make physical contact with the target, but once that has happened,
the victim is quickly overwhelmed by feelings of defilement. To learn this Gift, the Garou must
confront a malevolent spirit (not necessarily a Bane) in spirit combat; if he wins, he may wrest
the knowledge of the Gift from it.
System: The Garou rolls Manipulation + Primal-Urge (difficulty of the target's Willpower). For
the next turn, and for a number of turns equal to the number of successes, the victim cannot spend
Rage or Willpower. Additionally, the difficulties of all Willpower rolls are increased by two,
while the difficulties of Rage rolls are decreased by two (the victim may not be able to direct his
anger, but he definitely feels it).

Auspice - Theurge

Find the Portent (Theurge Rank 1)


With this Gift, a Garou can call for and receive some omen or portent which can help her
determine her next course of action. The Garou must meditate for a few minutes in order to place
herself in a receptive state so that she can recognize the sign that comes to her.
System: No roll is necessary, but the player must spend a point of Gnosis. The Storyteller then
produces some sort of omen or portent to serve as a hint for the character about what lies in the
future. ("A black bird carrying something in its beak flies north", "You feel a sense of dread about
entering this part of the forest").
Taught by: Ruatma
Book: RatH

Lambent Sight (Theurge Rank 1)


This Gift allows the Garou the ability to see under circumstances where sight would normally be
impossible, such as in conditions of total darkness (inside a deep cave, for example) or if the
Garou is blindfolded. This Gift provides illumination for the Garou equivalent to that of a full
Moon.
System: The player spends a point of Gnosis; no roll is necessary. The effects of this Gift last for
one scene. This Gift cannot grant sight to one who is naturally blind.
Taught by: Sokhta
Book: RatH

Mother's Touch (Theurge Rank 1)


The Garou is able to heal the wounds of others, aggravated or otherwise, simply by laying hands
over the afflicted area. The Garou may not heal herself with the Gift. This Gift is taught by a
Unicorn-spirit.
System: The Garou spends on Gnosis point and rolls Intelligence + Medicine (difficulty of the
wounded individual's Rage, or 6 for non-Garou). Each success heals one Health Level. Even
battle scars may be cured in this manner, but this must be done in the same scene the scar was
obtained and requires the expenditure of a Gnosis point. There is no limit to how many times this
may be used on a person, but each use requires a Gnosis point.

Sense Wyld (Theurge Rank 1)


The Garou invoking this Gift may sense Wyld energies or spirits in the nearby area. This Gift is
taught by a Wyld-spirit
System: The player must roll Perception + Enigmas. The difficulty is based on the strength of the
local influence (a Garou in a forest would be difficulty 5).

Sense Wyrm (Theurge Rank 1)


The Garou can sense manifestations of the Wyrm in the nearby area. This Gift involves a
mystical sense, not a visual or olfactory image, although Garou using this Gift are likely to say,
"This place stinks of the Wyrm." This power requires active concentration. This Gift is taught by
any spirit servant of Gaia.
System: The Garou rolls Perception + Occult. The difficulty for this Gift is based on the
concentration and strength of the Wyrm's influence (sensing a single fomor in a room would have
a difficulty of 6). Vampires can be sensed using this Gift, but only those with Humanity scores
lower than 7.

Spirit Speech (Theurge Rank 1)


This Gift allows the Garou to communicate with encountered spirits. The Garou is thus able to
address them whether they wish to be addressed or not. Of course, nothing (usually) prevents the
spirit from leaving. This Gift can be taught by any spirit.
System: Once learned, this Gift allows the Garou to understand the communication of spirits
intuitively. Some spirits, such as Banes, may not always be understood.

Uncloak the Hidden (Theurge Rank 1)


By concentrating on a person, object or area, the Garou can determine whether or not her target is
hiding anything. The Garou can spot disguises, concealed weapons and wires; determine if a
room contains trapdoors, hidden cameras, microphones and wire taps; or if someone lurks in a
hidden passage. The Gift does not, however, allow the Garou to seek beneath the disguise,
determine the nature of a concealed weapon or tell what lies within a hidden wall safe - this trick
reveals only that a deception is present. The Garou must concentrate on the target in order to
invoke this Gift.
System: The player rolls Perception + Investigation (difficulty 8). Extra successes might reveal
more facts about the subject, if multiple secrets exist to be sought out. The Storyteller should
inform the player of her characters' knowledge in general terms ("That man has some sort of
disguise"; "The floor contains a hollow beneath the floorboards").
Taught by: Hakahe
Book: RatH

Command Spirit (Theurge Rank 2)


The character can manipulate encountered spirits, giving simple commands and expecting their
compliance. While she cannot summon spirits by name with this Gift , she can interact with those
she meets. This Gift is taught by any Incarna avatar.
System: The Garou must spend a Willpower point and roll Charisma + Leadership (difficulty of
the spirit's Gnosis). Each successive command requires the expenditure of another Willpower
point. Note that the Garou cannot command spirits to leave areas to which they have been bound;
that requires the Exorcism Gift (see below).

Hidden Depths (Theurge Rank 2)


This Gift allows a Garou to uncover some hidden piece of information, or to decipher some
cryptic passage of text. The Gift can also enable a Garou to figure out who the real power behind
the scenes is in a given situation
System: The player spends a point of Gnosis and rolls Perception + Enigmas (difficulty 8). Each
success allows the character to learn one hidden or concealed fact about the person, place or thing
targeted by the Gift. For example, one line of prophecy may be explained for each success. The
Storyteller should decide the overall effects of this Gift so that players do not attempt to avoid
pursuing other avenues of investigation.
Taught by: Ruatma
Book: RatH

Moonpool of Sokhta (Theurge Rank 2)


This Gift enables a Garou to transform clear, standing water into a pool which offers visions of
possible futures. Wilderness ponds, small mountain tarns, pools of clear rainwater or even basins
filled with water can serve as a conduit for the images. The scenes that appear within the pool
depict what might happen unless something occurs to change the course of events. The Garou
must concentrate on the event (or series of events) to get a sense of the outcome. The pool may
reflect either literal or symbolic images.
System: The player spends a point of Gnosis and rolls Wits + Enigmas (difficulty 7 for near
future events, difficulty 8 for more distant occurrences). Each success causes one vision of the
future to appear in the pool. The Storyteller should determine the clarity and accuracy of the
visions. No successes indicate a failure of the Gift, while a botch produces false visions or an
extremely chaotic jumble of meaningless images.
Taught by: Sokhta
Book: RatH

Name the Spirit (Theurge Rank 2)


The Garou is able to detect the type of approximate Trait levels (Rage, Power, etc) of a spirit.
This Gift is taught by a spirit servant of the Uktena totem.
System: The Garou spends one Willpower point and rolls Perception + Occult (difficulty 8).

Shadow of the Ebon Whisperer (Theurge Rank 2)


This Gift makes the Garou as insubstantial as a shadow and as hard to see. The physical form of
the Garou fades to a murky, dark shape that can slither and flow almost anywhere. Although
others can use certain Gifts to spot the "shadow" werewolf, anyone wishing to do so must first
have a reason to suspect the presence of the Gift's user. This Gift does not function in bright
daylight or in places where no shadows exists - such as a brightly lit room (or a room in total
darkness, for that matter).
System: The player spends a point of Willpower and rolls Appearance + Occult (difficulty as
assigned by the Storyteller depending on the surroundings). Each success allows the character to
assume the shadow-form for one scene (or one combat round); even one success can give the
character the advantage of surprise in a battle.
Taught by: Hakahe
Book: RatH

Sight from Beyond (Theurge Rank 2)


When danger stalks the Garou, or momentous events are in the offing, visions being striking the
Garou without warning. Her dreams are haunted by images of the Cainite elder stalking her; she
begins seeing symbols of the Wyrm wherever she looks; the sky itself opens to show her images
of the glorious battle to come. This Gift is taught by a Crow-spirit.
System: Interpreting these signs is best handled through roleplaying, but the Storyteller can
require the Garou to roll Wits + Occult (difficulty 7) if appropriate.

Spirit Blow (Theurge Rank 2)


A Garou using this Gift is able to 'deflect' an incoming physical blow such that it affects them
spiritually rather than physically. The attack still hits, but instead of taking physical damage the
Garou loses some spiritual energy. This Gift is only usable against physical attacks (such as claws
or bullet wounds), but it also works against aggravated attacks.
System: This Gift is activated by spending a point of Willpower after an attack has been
successful, but before the damage has been resolved. Instead of taking wound levels, the Garou
loses as many temporary gnosis (after soak) as they would have lost wound levels. If they have
less temporary gnosis than damage, the remainder is taken as wound levels.
Taught by: Any animal spirit that leaves part of its body behind (like Drop-tail skinks).
Book: Damien

Spirit Skin (Theurge Rank 2)


Generally, spirits are fairly friendly to Garou, at least ones that aren't automatically hostile to
anything. That doesn't mean, however, that they treat a Garou exactly the same as they treat other
spirits, and that's where this Gift comes in handy. By activating it within the Umbra, the Theurge
disguises herself as a spirit (usually a wolf spirit) to all concerned. She still physically looks
exactly like her lupus form, she simply gives the impression of a spirit rather than Garou. Some
Theurge have also used the Gift to throw off pursuit by hiding in a pack of wolf spirits. A
chameleon spirit teaches this Gift.
System: The player spends one Gnosis and rolls Appearance + Subterfuge (difficulty 6 if
imitating a wolf spirit, difficulty 8 for anything else). Each success keeps the disguise in place for
one hour. While sometimes imitating a spirit other than a wolf is useful, it should be noted that
the character will still somehow be recognizable as themselves to those looking for them. Even
though they will clearly not look like their Lupus form, something about them will still give the
game away. This Gift is obviously of little use outside the Umbra.
Taught by: Chameleon spirit
Book: PG3e

Tinker's Touch (Theurge Rank 2)


The Theurge can mend a broken object with a touch, as long as the item contains metal. This Gift
is especially useful for emergency wagon repairs or for fixing guns during a siege.
System: The player spends one Gnosis point to activate the Gift. She must place together and
continuously touch any separated portions of the item to be mended for one turn. During which
time, slipped nails slither solidly back into place, bent rifle barrels straighten, shattered blades re-
form, and so forth. Items blasted to bits (such as an exploded artillery shell) are beyond the scope
of Tinker's Touch. A Metal-spirit teaches this Gift.
Taught by: Metal-spirit
Book: Wild West Companion

Umbral Tether (Theurge Rank 2)


Although most Theurges would never admit it, even they can become lost in the spirit world from
time to time. This Gift allows the werewolf to spin a spiritual line, resembling spider silk, behind
her as she explores the Umbra. Only the Garou using the Gift can see the trail, thus increasing the
Theurge's reputation as master of the spirit world. A spider spirit teaches this gift.
System: The player does not need to roll to create the trail, but must spend one Gnosis point for
every hour of Umbral travel to maintain it. At dawn, the player must spend an additional Gnosis
point to maintain the trail in the physical world. Although only the werewolf using this Gift can
see her trail, some Gaffling pests occasionally sever or alter the tail without knowing it.
Alternative Versions
From: WW3e (Theurge Rank 1)
As above, but rank 1.

Exorcism (Theurge Rank 3)


This is the Gift of ejecting spirits from places or objects, whether they are there voluntarily or are
bound there. This Gift is taught by any Incarna avatar.
System: If a spirit does not wish to leave, the character must make a Manipulation + Intimidation
roll (difficulty of the spirit's Willpower). If the spirit has been bound to its lodging place (or into a
fetish), then the Exorcist must make a Wits + Subterfuge roll (difficulty 8) and gain more
successes than the binder did when tying the spirit to its location.

Hidden Heart (Theurge Rank 3)


This Gift allows the Garou to take a dangerous piece of knowledge she possesses and lock it
away in her mind so that it becomes inaccessible without a key. The concealed information
cannot be taken from her through mental powers or coercion; she can neither access the
information nor remember that she has something hidden away in her mind. Until someone
speaks the trigger word, performs the appropriate gesture or enacts the conditions set forth in the
activation of the Gift, the Garou remains blissfully unaware of the information she has hidden
from everyone - including herself.
System: Before using this Gift, the Garou must set the conditions which will cause the
information to become available to her. This information should be given a trusted ally - after all,
the Garou herself won't even remember that she has a key word, much less a secret. After
describing the trigger, the player spends a point of Gnosis and rolls the character's Willpower
(difficulty 8). Only one success is necessary for the Gift to take effect. The effect of the Gift lasts
until the hidden information is triggered.
Taught by: Hakahe
Book: RatH

Moonriver (Theurge Rank 3)


By using this Gift, the Garou may swiftly travel across the surface of a body of water which
reflects the moonlight. She can follow a river or cross a lake so long as she follows the "trail" of
the moon's light. If the light becomes obscured at any point (such as when a cloud passes across
the moon), the effects of the Gift end and the Garou may have to swim or wade to shore.
System: The players rolls Dexterity + Occult. Only one success is needed for the character to
gain the ability to travel the "moonriver". The Garou travels across the water with supernatural
speed, typically three times her normal movement rate. No successes on the roll indicates that the
moon is either not visible or does not shine over a body of water in the character's vicinity. A
botch allows the character to get midway through her journey before the moon's light fails, thus
stranding the character in mid-stream.
Taught by: Sokhta
Book: RatH

Parting the Velvet Curtain (Theurge Rank 3)


This Gift allows a Garou to transport non-Garou into the Umbra. If the non-Garou wants to resist,
she must make a resisted Willpower roll against the bearer of the Gift. This Gift can be used for
physical transport through a reflective surface, or in combination with other Gifts, for spirit
travel. While in the Umbra, the non-Garou are connected to the Gift user by silver threads. The
others brought with the Theurge leave when she does, or at the whim of the Theurge.
System: The player must make their normal Gnosis roll and spend a Willpower point for each
non-Garou or non-Kinfolk that they wish to bring with them. The Theurge can send others home
before herself by spending a Willpower point.

Prophetic Vision (Theurge Rank 3)


This Gift enables the Garou to receive a vision of the future based on the study of the night sky.
The vision usually reveals itself in astrological terms ("Lu-Bat's influence suggests an attitude of
acceptance towards the events of the next several days" or "The intervention of Shantar indicates
that changes may occur rapidly in the near future"). This Gift is taught by a Star spirit.
System: The Garou spends one Gnosis point and rolls Wits + Enigmas (difficulty 7). The number
of successes indicates how precise a vision appears to the character. A single success provides
vague information, while three of more successes allows the revelation of specific details.
Storytellers should couch their visions in symbols appropriate to the Incarna and matter at hand;
the seer should have to interpret the vision rather than be spoon-fed.
Taught by: Star spirit
Book: RatH

Pulse of the Invisible (Theurge Rank 3)


Spirits fill the world around the Garou, and none knows this better than the Theurge. Those
Garou with Pulse of the Invisible remain constantly aware of all that spirits do around them and
can interact with them at will. While most of what occurs is barely worth watching, the Garou
will be aware of any dramatic changes. This Gift is taught by any spirit.
System: If the Garou's Gnosis Dice Pool equals or exceeds the Gauntlet, he can automatically see
into the Umbra. Otherwise, he must roll to pierce the Gauntlet, using Perception + Occult
(difficulty of the Gauntlet). Only one success is required. The effect lasts for an entire scene or
until the character enters an area with a hight Gauntlet.

Quiet Mind (Theurge Rank 3)


This gift allows the user to shield their mental presence. To entities which rely on a mental 'sight'
to perceive others around them, the Garou is fundamentally invisible. The gift user is not any
more resistant to mental attacks once an opponent is aware that the Garou is present (for example,
the Mindspeak gift relies on line of sight, and the Garou using Quiet Mind would not gain any
benefits from their gift when opposing Mindspeak), but it is impossible to locate a remote
werewolf by mental means alone. The gift can also shield a Garou from certain types of scrying,
at the ST's discretion. Attempts to magically or mystically find the Garou from a distance can be
resisted by the gift owner. Effects such as Questing Stone, which rely on a direct contact with
spirits and the focus of the Rite, are not affected, but gifts such as the Uktena gift Scrying may
be.
System: By spending a Gnosis point, the character becomes effectively mentally invisible for a
scene. However, to resist scrying effects, the player must roll Wits and Subterfuge against
difficulty 8. Each successes cancels a success from the roll of the scryee. A roll may also be
called for if the mental sight of someone searching for the user of the gift is particularly powerful
or perceptive.
Taught by: Raven
Book: Damien

Spirit Path (Theurge Rank 3)


The Umbra can often confuse the senses of even the most perceptive tracker. The Theurge who
possesses this Gift can track a particular spirit anywhere in the spirit world. As long as the Garou
knows the spirit's name, she can find that spirit no matter which Umbral realm it takes refuge in.
A cockroach-spirit can teach this Gift.
System: As long as the Garou knows the true name of the spirit, she can use this Gift. She must
spend a Gnosis point to be able to find the spirit. A successful Perception + Enigmas roll
(difficulty 8) reveals the location of the errant Umbral denizen. Some Realms and certain Charms
can make this Gift more difficulty to use. The Gift: Name the Spirit can be used in conjunction
with Spirit Path.

Umbral Camoflage (Theurge Rank 3)


Although perfectly visible in the physical world, this Gift renders the Garou undetectable by
spirits. In conjunction with other Gifts, Umbral Camouflage can make the user vanish from all
perception. Garou who use this Gift in the Umbra might as well be someplace else entirely. A
Wind-spirit teaches this Gift.
System: The player spends one Gnosis point, and for the remainder of the scene, she is
completely invisible to spiritual senses. She may move about as normal but cannot make any
attack actions without disrupting the Gift. In the Umbra, the Garou becomes completely
undetectable.
Taught by: Wind-spirit
Book: Wild West Companion

Umbral Tracking (Theurge Rank 3)


Usually only the Garou who creates an Umbral tether can see it. If a Theurge has this Gift, that is
no longer true. This Gift is taught by a fly spirit.
System: By spending one point of Gnosis, the Garou can see all active Umbral tethers around
her. She does not know to whom the tethers belong, but can tell in what direction it extends to the
Garou. If the Garou attempts to break the tether, the tether's creator knows immediately and may
make a resisted Strength + Occult roll at difficulty 6 against the Garou. If the attacker gains more
successes, the tether is destroyed.
Taught by: Fly spirits
Book: PG3e

Unravel (Theurge Rank 3)


This Gift allows the Garou to put together seemingly random bits of information to form a
tentative analysis of a situation and formulate a course of action. This is particularly useful in
situations where gathering concrete information is difficult or in extremely complex situations.
System: The player spends a point of Gnosis and rolls Intelligence + Enigmas (difficulty 7). Only
on success is necessary to make sense out of even the most confusing situation, but each
additional success further clarifies matters. (The player may ask the Storyteller to explain to her
what is actually going on in a given scene and use that information as character knowledge).
Taught by: Ruatma
Book: RatH

Blank Slate (Theurge Rank 4)


The Garou can completely remove a single piece of information from her own mind or from that
of another. This Gift becomes useful in situations where an individual has come across some
dangerous knowledge that might lead to her death for possessing it. The Garou may not only
remove the information - such as the identity of the Garou mole within a hostile group or the
location of a safe house for ecoterrorists - but she may also smooth over the edges of the victim's
memory so that he does not realize anything is missing. The Garou may also use this Gift to alter
her own memories in situations where she feels that this is necessary.
System: The player spends a point of Gnosis and rolls Manipulation + Empathy (difficulty of the
victim's Willpower). A single success allows the character to excise the desired piece of
information. Additional successes enable the character to make secondary adjustments to the
target's memory to hide the fact that something is missing.
Taught by: Ruatma
Book: RatH

Grasp the Beyond (Theurge Rank 4)


The Garou may take things to and from the Umbra without having to Dedicate them to herself
(see Rite of Talisman Dedication, pg. 144). This includes humans and animals, both willing and
unwilling. Garou often use this power to take loyal Kinfolk with them on Umbral quests or to
heal injured Kinfolk - both body and soul - in mystic Glens.
System: The Garou must grasp the object or person he wishes to take to the spirit world. He must
then spend a number of Willpower points: one for small items, two for larger items (swords, etc)
and three for huge items (including people). He makes the usual Gnosis roll to pierce the Gauntlet
and step sideways; if successful, both he and the desired object or person pass into the Umbra. An
unwilling target may resist with a Willpower roll; each success subtracts one from the Garou's
successes. A Garou attempting to abduct an unwilling victim must achieve at least three successes
on his Gnosis roll. Any person taken to the Umbra, unless she has the ability to step sideways,
must rely on the Garou to escape, or else find an area with a very thin Gauntlet, such as a caern.
The Gauntlet rating must be 3 or lower for a victim to exit of his own accord. If he does exit, he
may not reenter the Umbra, no matter what the Gauntlet rating.

Mooncat (Theurge Rank 4)


This Gift allows the Garou to assume form of a small white cat (one of Sokhta's favored animals).
This ability can prove useful for getting into small places (or escaping from such) and remaining
hidden. The Garou has the senses of a cat for the duration of the Gift, including good night sight,
the ability to absorb information through her whiskers and extreme flexibility of movement -
however, she also retains the power of a full-fledged Garou, and is much more dangerous than
she looks. Anyone studying the cat closely can tell that it is not a normal feline because the cat's
eyes always reflect the current phase of the moon regardless of the surrounding light sources.
System: The player spends a point of Gnosis and rolls Dexterity + Animal Ken (difficulty 7).
Each success allows the character to remain in cat form for one scene, although she can end the
gift at any time before the duration runs out. While in cat form, the Garou retains her Lupus-form
Attributes, may soak silver as if it were ordinary damage (although silver damage is still
aggravated), and can inflict aggravated damage with claw and bite attacks as usual. No successes
means that the Gift fails, while a botch results in a transformation into a misshapen creature
somewhere between a cat and a wolf. The character may choose to end the Gift immediately if
this happens.
Taught by: Sokhta
Book: RatH

Obscure the Spirit World (Theurge Rank 4)


This Gift allows the elder to confuse the minds of young Garou, making it impossible for them to
step sideways. The victims of this Gift are blind to the spirit world and all of its denizens. Quite
often used as a punishment, the Gift has obvious tactical advantages when fighting other Garou.
A Coyote-spirit teaches this Gift.
System: The player spends one Gnosis point for every Garou she wishes to affect. The Gauntlet
increases by five for those targets. The effect lasts for one story. The Gift can affect up to five
Garou at any one time.
Taught by: Coyote-spirit
Book: Wild West Companion

Spirit Drain (Theurge Rank 4)


The Garou may drain power from a spirit to feed his own resolve. This Gift is taught by a spirit
servant of the Uktena totem.
System: If the Garou succeeds in a resisted Gnosis vs. Gnosis roll while combating a spirit, the
spirit loses one Power point per success for the rest of the scene. For every two points drained,
the Garou gains a temporary Willpower point, but loses any exceeding her maximum at the end
of the scene.

Ultimate Argument of Logic (Theurge Rank 4)


Those who speak with the Garou leave convinced of some fact might otherwise have disbelieved.
If successful, the Garou can cause the target to believe implicitly in one aspect of existence (true
or false) - from the "fact" that the sun revolves around the Earth to the "truism" that the wolf's
inherent nature is that of the pawn. This Gift is taught by a Coyote-spirit.
System: The Garou needs three successes on a Manipulation + Performance roll (difficulty of the
target's Wits + Enigmas).

Whisper in the Dark (Theurge Rank 4)


This Gift allows the Garou to determine a fact detrimental to an individual. The Garou may then
use that piece of knowledge against the target of the Gift, either by holding it over the victim's
head or making the information public.
System: The player rolls Perception + Empathy (difficulty 8). Each success enables her to grasp
one piece of heretofore-unknown information about the target of the Gift. Thus, a character can
learn that an individual owes millions of dollars in gambling debts, hides a murder in his past or
funds a company that systematically pollutes the rivers in a particular state. Failure means that
the character learns nothing, while a botch provides the character with erroneous information
leading to the character's possible embarrassment or dishonor
Taught by: Hakahe
Book: RatH

Bring Forth the Future (Theurge Rank 5)


This Gift allows the Garou to call upon Tambiyah to change one facet of the individual's future.
The change must be specific, such as preventing the subject of the Gift from encountering a
known situation that will result in her certain death. While this Gift does not guarantee that a
foreseen future will be altered, it does allow the Garou to attempt to avert disaster or improve an
individual's lot.
System: The player sacrifices a permanent point of Gnosis and rolls Perception + Enigmas
(difficulty 8). Only one success is necessary to effect a change in a future event. The player
should explain to the Storyteller which element of the future even she wishes to alter. (For
example, "I want my packmates to survive the coming battle against the fomori horde."). If
possible, the Storyteller should arrange events so that the change takes place exactly as stated.
The Gift only affects events that will occur within the 24 hours immediately following the
activation of the Gift; furthermore, characters cannot ensure the death or destruction of their foes
with this power. Only pleas for preservation meet with the Veiled Mother's approval
Taught by: Tambiyah
Book: RatH

Diplomatic Immunity (Theurge Rank 5)


This Gift enables the Garou to walk about in the middle of a hostile group without provoking the
outbreak of hostilities. The Garou can enter a caern belonging to a rival or walk openly into the
middle of a group of Black Spiral Dancers in order to retrieve something or deliver a message.
The Garou surrounds herself with an aura of "neutrality" that negates her enemies' or rivals'
animosity long enough to accomplish her task and leave without incident. The Gift only lasts for
one scene, after which all bets are off.
System: The player spends a point of Willpower and rolls Manipulation + Subterfuge (difficulty
8). A successful roll allows the character to interact with a group of potential enemies for the
purpose of delivering a message, retrieving an item or delivering an ultimatum.
Taught by: Ruatma
Book: RatH

Ebon Binding (Theurge Rank 5)


This Gift allows the Garou to take her knowledge of someone's fault, practice or secret vice and
bind a fitting punishment to that person. Most often, a target suffers crippling pains when he
thinks of indulging in the forbidden action. The Garou may use this Gift to prevent rapists, child
molesters, murderers or traitors from repeat offenses (assuming the Garou allows these
individuals to live in the first place).
System: The player must sacrifice a point of permanent Gnosis and roll her Willpower (difficulty
of the target's Willpower). Only one success is necessary to make the binding permanent.
Taught by: Hakahe
Book: RatH

Feral Lobotomy (Theurge Rank 5)


With but a thought, the Garou can devolve an opponent's mind to that of an animal, effectively
destroying his intelligence. This Gift is taught by a spirit servant of the Griffin totem.
System: The Garou spends Gnosis (see below) and rolls Wits + Empathy (difficulty of the target's
Willpower + 3 (maximum 10)). If successful, the Garou can permanently destroy a target's
Intelligence Attribute. Two Gnosis points must be spent for each point of Intelligence destroyed,
and the Garou cannot destroy more points than he rolls successes. Additionally, the target begins
acting more animalistic with each point removed.

Moon Dream (Theurge Rank 5)


The Garou petitions Sokhta to grant her a prophetic dream before she falls asleep beneath the
light of the moon. She then enters a state of lucid dreaming in which she explores some potential
future. The Garou may interact with the creatures and situations she encounters in the dream and,
thus, learn the possible effects of certain actions upon the subject of the dream. The Garou may
replay the dream several times in order to test various actions and their consequences until she
awakens from the dream, eight hours late. Once the Garou has entered her Moon Dream, she may
not be awakened until the full eight hours has passed.
System: The player spends a point of Gnosis and rolls Wits + Enigmas. The number of successes
indicates the degree of control the character has over her part in the dream. The Storyteller may
either take the player aside to run the dream privately or else create a scene that involves the
entire troupe (particularly if the subject of the dream also involves the character's park mates).
The dream should give a reasonably accurate picture of the next two or three scenes so that the
character may experiment with ways of handling the future, or, perhaps, changing it. No
successes means that the character receives no dream while a botch gives the character an eight-
hour long nightmare which she cannot remember but which results in a -1 penalty to all rolls
involving Alertness.
Taught by: Sokhta
Book: RatH

Spirit Vessel (Theurge Rank 5)


One of the best kept secrets of the Theurge elders is the ability to channel a spirit. For a short
time, Garou and spirit become one creature with the abilities of both. Usually, the Garou remains
in control, adding the spirit's Charms to her repertoire - but sometimes things go awry.
Elementals, especially fire elementals, understand the workings of this Gift, but metal elementals
can also teach it. Banes can also teach this Gift - but at a dangerous cost.
System: The player rolls her character's Gnosis and spends a Gnosis point to activate the Gift.
The Rite of Summoning chart determines the difficulty of this Gift. Every success allows the
Garou to use one of the spirit's Charms for up to one scene. A botch on the roll indicates that the
Garou has lost control of the combined being, or perhaps that a Bane was channeled instead of
the expected spirit.

The Malleable Spirit (Theurge Rank 5)


The Garou can change a spirit's form or purpose. This Gift is taught by a Chimerling.
System: The Garou must best the spirit in a resisted Gnosis vs. Gnosis roll. The difficulty is
based on what the Garou tries to accomplish (see below), while the spirit's difficulty is the
Garou's Gnosis.
Change Difficulty
Characteristics (Willpower, Rage, Gnosis; one point changed per success) 6
Disposition (Friendly, Neutral, Hostile) 8
Type (Nature, Elemental, Bane, etc.) 10

Auspice - Philodox
Aura of Leadership (Philodox Rank 1)
Similar to the Level Two Silver Fang Gift: Awe, this Gift surrounds the Garou with an aura of
authority that enables her to assume the mantle of leadership for a brief period of time. Others
react to the Garou as if she was their pack leader - including the pack leader. Of course, there may
be repercussions after the effects of the Gift have passed.
System: Th player rolls Charisma + Empathy (difficulty of the highest Willpower in the target
ground). If successful, the difficulties of all Social rolls against the target group are reduced by
one. One success enables the character to affect a single target. Additional successes increase the
number of individuals who fall under the effects of the Gift. The effects last for one scene.
Taught by: Zarok
Book: RatH

Aura of the Just (Philodox Rank 1)


When the Gift user commits a just act, everyone around him knows it merely by gazing at him.
The Aura of the Just proclaims to one and all that this Garou is in the right. Where circumstances
or perceptions might cloud the judgment of witnesses, the Gift clears all doubts. Alternatively,
those who know the Philodox can see his guilt when the Gift does not activate. A Falcon-spirit
teaches this Gift.
System: The user spends one Willpower point to activate this Gift. When the Garou commits a
just and fair act, all who witness it know intuitively that it is so. While this Gift does not
guarantee respect, anyone who sees the aura cannot doubt the Philodox's merit.
Taught by: Falcon-spirit
Book: Wild West Companion

Ma'at's Feather (Philodox Rank 1)


According to Egyptian legend, if the heart of one of the dead was heavier than Ma'at's feather, she
would feed it to the beast Ammit, destroying their soul entirely. If it was lighter, then the dead
person was admitted to the afterlife. This Gift was first the province of Silent Strider Philodox
(and is still most common amongst that tribe), but has spread throughout all of Garou society. It
allows the Philodox to sense the weight of a fallen Garou's soul and determine if he died as one
of Gaia, or had fallen to the Wyrm. It is used to determine what rituals will be undertaken for the
deceased, and is taught by a bird or lion spirit.
System: If the Garou died in the service of Gaia, the Gift works automatically, revealing this to
be so. If however, the Garou had betrayed the Mother, then a roll of the Philodox's Perception +
Occult (difficulty of the deceased's former Gnosis) is needed to correctly determine their guilt. A
simple success is sufficient, and the Storyteller is encouraged to roll secretly for each use of this
Gift, to keep the players guessing.
Taught by: Bird or lion spirits
Book: PG3e

Resist Pain (Philodox Rank 1)


Through force of will, the Garou is able to ignore the pain of his wounds and continue acting
normally. This Gift is taught by a Bear-spirit.
System: The Garou, by spending one Willpower pint, may ignore all wound penalties for the
duration of the scene.

Scent of the True Form (Philodox Rank 1)


This Gift allows the Garou to determine what a subject really is. This information is conveyed as
an olfactory sensation - it is actually a scent of the target's true nature. This Gift is taught by any
spirit servant of Gaia.
System: The Garou can automatically tell when someone is a werewolf, can can detect vampires
and faeries on a Perception + Primal-Urge roll (difficulty 8). Even mages can be detected
(difficulty 9).

Threads of the Tapestry (Philodox Rank 1)


This Gift allows the Garou to determine the basic elements of a situation that seems confused or
deliberately obfuscated. The Garou can discern which individual in a group really holds power or
whether someone is acting under duress.
System: The player rolls Wits + Enigmas (difficulty 7). Each success allows the character to
uncover one basic behind-the-scenes fact, usually the leader of a group or the emotional context
of an otherwise poker-faced contact.
Taught by: Shantar
Book: RatH

Truth of Gaia (Philodox Rank 1)


Philodox, as judges of the Litany, have the ability to sense whether others have spoken truth or
falsehood. This Gift is taught by a Falcon- Gaffling.
System: The Garou rolls Intelligence + Empathy (difficulty of the subject's Manipulation +
Subterfuge). This Gift reveals only whether the target speaks the truth or lies.

Call to Duty (Philodox Rank 2)


The Garou can summon spirits if she knows their names, and may give them one command. Only
one command may be given; after it is carried out, the spirits will depart. Spirit names can be
discovered either through personal acquaintance or the Gift: Name the Spirit (Lupus and
Theurge). This Gift is taught by an Incarna avatar.
System: The Garou rolls Charisma + Leadership (difficulty of the spirit's Willpower). If the
Garou spends a Gnosis point, she can summon all spirits within one mile to protect or assist her,
even if she does not know their names.

Fixit (Philodox Rank 2)


The Garou can figure out what's wrong with a device and make on-the-spot repairs which allow
the item to run or function for a short time.
System: The player rolls Intelligence + Repair (difficulty 7). One success allows the character to
repair the targeted item so that it functions for one turn. Two successes enable it to work for one
scene, while three or more successes indicates that the item has been permanently repaired,
barring excessive use or subsequent damage.
Taught by: Shantar
Book: RatH

King of the Beasts (Philodox Rank 2)


Specific animals, generally ones with which the Garou regularly associates, follow his commands
willingly and unconditionally. They understand him and want to help. The Gift is taught by a
Lion- or Falcon-spirit.
System: The target must be within 100 feet, and the Garou rolls Charisma + Animal Ken against
a difficulty based on his relationship with the animal (see below). This power only works on one
animal at a time, and it does not attract animals to the Garou's vicinity (see the Level Four Lupus
Gift: Beast Life).
Relationship Difficulty
A sibling 3
Feed and care for 6
Stranger 8
Hostile 10
Proclamation of Action (Philodox Rank 2)
This Gift enables the Garou to force an end to discussion and take the course of action the
character thinks is best. The werewolf can literally command others to act as he bids, although
only if they had been previously dithering over a course of action
System: The player spends a Willpower point and rolls Charisma + Leadership to put a damper
on discussions that have gone on too long. ("Enough talk. Let's do it"). Each success allows the
character to affect a single target. A character desiring to resist the effects of the Gift must make a
Willpower roll (difficulty of the Gift user's Willpower + 1, up to a maximum of 10). This Gift
lasts for one scene.
Taught by: Zarok
Book: RatH

Strength of Purpose (Philodox Rank 2)


Some Garou feel so strongly about their place in the pack, the tribe and the world that they can
draw on this resolve in times of need. The Garou can pull new resolve from his deepest reserves.
This Gift is taught by a Wolf-spirit.
System: Once per scene, when the character feels she needs Willpower, she can roll Stamina +
Rituals (difficulty 7). For every two successes, she recovers one point of Willpower up to her
maximum.
Alternative Versions
From: Damien (Philodox Rank 2)
System: Once per day, when the character feels she needs Willpower, she can roll Stamina +
Rituals (difficulty 7). For every two successes, she recovers one point of Willpower up to
her maximum.

Bonds that Tie Us (Philodox Rank 3)


The Philodox is mediator and judge, but is also investigator. The Gift assists a Philodox with such
matters by revealing any emotions and opinions that exist between two people. Many Garou
detest this Gift, since it is indiscriminate, revealing any emotion that may exist. It is taught by an
Ant spirit.
System: The player spends one Rage as the Philodox taps deep into his own wellspring of
emotion, connecting those emotions to those of his target. After this, the Philodox whispers the
name of a person with whom the target has a relationship, and the Philodox will immediately feel
every emotion toward that person that the target has. These emotions aren't real (at least to the
Philodox), but they certainly feel it, and it is wise to avoid the person to whom those emotions are
directed for as long as the effect lasts (one scene). A Garou or other supernatural that does not
wish to cooperate with the Gift may roll their Willpower (difficulty of the Philodox's rage) with a
success preventing use of this Gift.
Taught by: Ant spirits
Book: PG3e

Curse the Betrayer (Philodox Rank 3)


Anyone who cheats the Philodox pays for his dishonesty. After entering a pact with the Garou,
bad luck follows anyone who violates the agreement (including the user).
System: The Garou must enter a pact with someone. To seal the bargain and make the Gift active,
the participants must shake hands, share a smoke or make a toast to seal the arrangement. Should
either individual break the bargain, double every 1 he rolls for the rest of the story when
calculating botches. An Honor-spirit teaches this Gift.
Taught by: Honor-spirit
Book: Wild West Companion
Sense Balance (Philodox Rank 3)
As the arbitrators of the Garou Nation, the Philodox have developed an attunement with the
precarious forces that balance the world and the individual alike. This Gift allows the user to
detect an overabundance of any of the prime forces of the universe, whether Wyrm, Wyld or
Weaver. It can point out a Bane manifestation at an industrial plant or mental instability in a
packmate. A Cat-spirit teaches a friendly Garou this Gift in exchange for a warm fire and a
promise not to chase her kin.
System: The Gift requires the expenditure of one Gnosis point. With a successful Perception +
Enigmas roll (difficulty 8) the Garou can feel the balance (or lack thereof) within an area, person
or inanimate object. Wyrm manifestation feels dense and oily, Weaver presence feels cold and
unyielding and Wyld energies feel warm and trembling. Such manifestations are more subtle than
the ones detectable through such Gifts as Sense Wyrm. The Philodox must focus and be at peace
for this Gift to work properly. Distractions, such as combat or exhaustion, disrupt any benefits of
the Gift - the Garou can only find her own imbalance in such situations.

Tangling the Skein (Philodox Rank 3)


This Gift enables the Garou to cause confusion among her enemies by mixing up their
perceptions so that they cannot decide who to follow or what to do next. The effect resembles that
of the Gift: Mitanu's Deliberate Misinformation, except it distorts what others discern through
sight or memory, rather than through what they hear. Victims may mistake one person for another
and follow the wrong leader or they may go to the wrong meeting place in the mistaken
impression they are proceeding to the correct spot.
System: The player spends a point of Gnosis and rolls Manipulation + Enigmas (difficulty of the
victim's Willpower). Each success allows the character to alter one visual or remembered
perception for her victim. She can cause a Black Spiral Dancer to confuse the weakest member of
his pack for the pack leader or make a rival show up at the wrong caern for an important meeting.
Taught by: Shantar
Book: RatH

Undisputed Ruler (Philodox Rank 3)


This Gift allows a Garou to take over the leadership of a small gathering of humans (whether a
paramilitary group of town council) or a group of spirits for a period of up to 6 months. During
this time, the targeted group accepts the Garou as their leader, rendering her the honor, respect
and obedience due her position. The group demonstrates a high degree of loyalty, obeying the
Garou's instructions in a manner appropriate to her position (as orders if they are paramilitary, or
as legally binding decisions if the position is akin to that of a town mayor, for instance). If the
Garou uses this Gift in the Umbra, the targeted group of spirits will follow the Garou's commands
as if she were a greater spirit such as an Incarna. This Gift lasts anywhere from a week to six
months.
System: The player spends a point of Gnosis and rolls Charisma + Leadership (difficulty of the
highest Willpower in the target group). The Gift lasts for a period of time as follows.
Success Duration
One One week
Two One month
Three Two months
Four Four months
Five Six months
This Gift is only successful against mortals and spirits of no greater than Jaggling status, although
"borderline" supernaturals such as ghouls and Kin are susceptible.
Taught by: Zarok
Book: RatH

Weak Arm (Philodox Rank 3)


Philodox are more attuned to others than are most Garou. Accordingly, they can use this
perceptiveness against their foes. Merely watching an opponent's fighting style lets the Garou
determine its strengths and weaknesses. This Gift is taught by a Snake- or Wind-spirit.
System: The Garou rolls Perception + Brawl (difficulty 8). A number of bonus dice equal to her
successes may be divided between (or among) her attack and damage rolls. This Gift can be only
be used against a given foe once per scene, and the benefits are lost at the end of the scene. The
Garou must concentrate for a full turn to use this Gift.

Wisdom of the Ancient Ways (Philodox Rank 3)


All Garou have an innate connection to their ancestors, a form of racial unconscious accessible
through intense meditation. The Garou, by tapping into these deep memories, can remember
ancient facts and lore. This Gift is taught by a Garou Ancestor-spirit.
System: The Garou must meditate for a short time, concentrating on the past. The Garou then
rolls Gnosis (difficulty 9, -1 for each point of Past Life the Garou possesses).

Enthronement (Philodox Rank 4)


The Garou can create small or simple objects out of thin air - including mist, clouds or wind. By
shaping the air around him with his hands, the Garou may form a solid block of matter to serve as
a chair, create a bowl or cup for holding liquid or construct some other useful item. Alternatively,
the Garou can form small, stone-sized balls of air to use as hurled weapons against his enemies.
The items last until the Garou disperses them.
System: The player simply rolls Dexterity + Repair (difficulty 7). The character may form one
small item of solidified air for each success, or use two or more successes to shape a larger item
(such as a throne-like seat). "Air-stones" used as weapons do the character's Strength + 1 normal
damage, and dissipate upon contact with their target (or any other solid substance). In addition,
the victim must make a Stamina roll (difficulty 8) to remain on her feet when the "air-stone"
discharges its mass. If she fails the Stamina roll, the victim is stunned for the remainder of the
round and can take no action.
Taught by: Zarok
Book: RatH

Power of the Ways (Philodox Rank 4)


This Gift enables a Philodox to draw energy to replenish themselves from the ephemera of the
Umbra. Only one attempt may be made per hour - the nearby ephemera takes some time to
regenerate.
System: By rolling the attribute which they wish to recharge (Rage, Gnosis or Willpower) against
a difficulty of 8, the Philodox may regain one point per success.

Roll Over (Philodox Rank 4)


The Garou has such a commanding presence that those encountered readily submit to her. Should
she succeed in a test of wills, she dominates her foe, causing humans to fall to their knees, wolves
to roll on their backs, etc. This Gift is taught by a Lion- or Wolf-spirit.
System: The Garou must score at least three successes more than the opponent on a resisted
Willpower contest.

Scent of Beyond (Philodox Rank 4)


The Garou can bring all his senses to bear on one spot (even an Umbral site) with which he is
familiar, no matter how far away that spot is. The Garou sense the site from a point of view as if
he were standing in the middle of the area being scanned. This Gift is taught by a Bird-spirit.
System: The Garou rolls Perception + Enigmas (difficulty 8). If the spot is in the Umbra, the
difficulty is 8 or the Gauntlet rating (whichever is higher).

Shantar's Loom (Philodox Rank 4)


The use of this Gift allows the Garou to craft some item from the energy provided by either
Gnosis, Rage or Willpower. The item may not involve multiple parts or have an overly complex
make-up. For example, a Garou cannot make a gun using this Gift, but she can craft a dagger or
hunting knife.
System: The Garou spends either a Gnosis, Rage or Willpower point and rolls Dexterity + Repair
(difficulty 8 for simple items, 9 for more sophisticated ones). One success produces the item
desired, while additional successes refine its quality and durability. The Storyteller may require
additional successes to make an item from an inappropriate trait - such as making a child's
blanket from a Rage point. The item lasts a day per success.
Taught by: Shantar
Book: RatH

Take the True Form (Philodox Rank 4)


The Philodox with this power can force a Garou into her breed form. This Gift is especially
useful to abate a frenzy, prevent damage from silver or take a combative advantage. A wolf-spirit
teaches a worthy Philodox the workings of this Gift.
System: The player rolls his Manipulation + Primal Urge (difficulty 7). If successful, the target
automatically shifts to her breed form. The number of successes equals the number of turns the
target must remain in her natural form.

Drown (Philodox Rank 5)


This Gift causes the lungs of an opponent to fill with liquid. The victim must receive immediate
medical or magical assistance or die within a few minutes. The target of the Gift can attempt to
help herself but can do nothing else except try to expel the fluid. This Gift can either function as a
way to capture an opponent, render an enemy helpless or inflict punishment on an individual.
System: The player spends a point of Rage and rolls her Willpower (difficulty of the victim's
Willpower). Only one success is necessary to activate this Gift. The victim must receive help
immediately or else die from drowning. The victim may attempt to help herself by trying to
cough up or otherwise expel the fluid, but she can take no other actions (including movement
away from her surroundings) while she is making the attempt.
Taught by: Shantar
Book: RatH

Geas (Philodox Rank 5)


A Geas causes others to do a Garou's bidding, though the Geas-layer cannot make the targets act
contrary to their basic instincts. Thus, she could send a group on a quest, but could not make its
members attack and try to kill each other - unless they were psychotics or werewolves. This Gift
is taught by an Incarna avatar.
System: The Garou spends one Gnosis point and rolls Manipulation + Leadership (difficulty of
the target's Willpower). In the case of a group, the difficulty is the highest Willpower among its
members.

Grand Jesture (Philodox Rank 5)


By bestowing appropriate gifts on an individual or a group, the Garou increases her esteem and
reputation in the eyes of the recipients of her largess The targets of this Gift tend to listen
favorably to suggestions made by the Gift's user and to support her arguments or come to her aid
in a battle of words or weapons. This Gift lasts for an entire scene. When the effects of the Gift
come to an end, the individuals affected may still continue to regard the Garou with some
residual respect depending on their experiences while the Gift was active.
System: The player rolls Manipulation + Empathy (difficulty of the highest Willpower in the
target group). Each success allows her to affect one individual. While the Gift is in effect, all
Gifts or Social rolls involving persuasion are automatically successful against the affected
individuals.
Taught by: Zarok
Book: RatH

Wall of Granite (Philodox Rank 5)


Philodox have a stronger relationship with the elementals of the earth than do other Garou, for
just as the earth upholds those upon it, the Philodox uphold their people's ways. While in contact
with earth or rock, the Philodox can invoke a wall to protect himself. This wall will move with
the Garou, defending him from all angles. This Gift is taught by earth elementals.
System: The Garou spends one Gnosis point. The wall's dimensions are three yards height, two
yards long and one yard thick; it can soak damage as thought it had 10 dice, and 10 Health Levels
must inflicted to penetrate it at any point. The wall lasts for one scene or until released into the
earth by the Garou.

Auspice - Galliard
Beast Speech (Galliard Rank 1)
The Garou may speak to animals, from pigeons in the park to beavers at their dam or fish in the
sea. This does not change their basic reactions - a hungry tiger is still hungry and may well
attack. This Gift is taught by a Nature-spirit.
System: The Garou rolls Charisma + Animal Ken (difficulty 6). This roll must be made for each
type of animal and for each encounter.

Call of the Wyld (Galliard Rank 1)


The Garou can summon others by howling; Garou far beyond the range of hearing will sense the
Call and may come to aid. This Gift can enhance the effect of any of the normal Garou howls (see
Howls, pg37). This howl can also be sounded to summon specific Garou for a moot. Finally, Call
of the Wyld is often used at the beginning of revels and other events, to invigorate the Garou.
This Gift is taught by a Wolf- spirit.
System: The Garou rolls Stamina + Empathy (difficulty 6). The number of successes determines
how far away the Call can be heard and how stirring it is to those who hear it. The actual effects
are determined by the Storyteller, but they should be linked to the type of howl made and the
intent of the Garou. Some examples are: every two successes gives those at a revel extra dice to
their Pools; Wyrm agents are distracted by the call and their difficulties are temporarily raised; all
Garou in the area do not hesitate to respond to the Garou's Call to Succor.
Alternative Versions
From: Damien (Galliard Rank 1)
System: The Garou must also spend a point of Gnosis.

Dreamchaser (Galliard Rank 1)


The Galliard can tap into the unconscious of a sleeping person and follow the course of his
dreams. Although she cannot participate, she recalls all of the dream and can view it objectively.
A Dream-spirit teaches this Gift.
System: The player spends one Gnosis point and must remain within "arm's reach" of the target
(i.e., walls, partitions, furniture or other physical obstacles may come between user and target,
but no more distance than the length of the user's arm) for one night's sleep. If the sleeper dreams,
the Garou can experience the chaotic events as they unfold. What information she gleans from
the vision is up to the Storyteller.
Taught by: Dream-spirit
Book: Wild West Companion

Earth Sense (Galliard Rank 1)


The Garou can feel the "aura" of an area and determine if it is healthy or blighted. For a brief
instant, the user of the Gift becomes so attuned to the land immediately around her that she can
sense the pain of Wyrm-taint, the sickness of pollution or the robust energy of an unspoiled piece
of wilderness. In some instances, the source of an area's pain - or the reason for its health - may
reveal itself to the Garou through the use of this Gift.
System: The players spends a point of Gnosis. While no roll is necessary, the character must
concentrate on the target area for several minutes of game time before receiving any information
about its condition. The amount of information that is revealed is left to the Storyteller and can
vary from vague feelings ("The land doesn't feel well, as if it has been poisoned.") to extremely
specific facts ("There is an underground spring which channels Gnosis into topsoil, making the
land productive and fertile.").
Taught by: Eshtarra
Book: RatH

Find the Child Within (Galliard Rank 1)


With this Gift, a Garou can play upon an individual's instinctive response to parental authority or
affection and convince that person to follow a command ("Don't leave without me") or respond
favorably to a suggestions ("Let me take you somewhere safe") that they might otherwise rebuff.
The target of the Gift cannot already be engaged in battle with the Gift's user or with another
opponent. The Garou can, however, use this Gift to forestall an impending battle or elude a
situation that might turn dangerous.
System: The player makes a resisted Charisma + Empathy roll vs the target's Willpower. One
success allows the character to make as simple suggestion to the victim; the suggestion must be
one that a young child would find reasonable. Additional successes either extend the duration of
the effect or else enables the character to convince her victim to do something he might not be
otherwise inclined to do - such as coercing a Get Ahroun to back down from a fight he would
certainly lose. Failure means that the suggestion has no effect, while a botch angers the victim
and makes him impervious to further attempts to use this Gift for 24 hours.
Taught by: Tambiyah
Book: RatH
Memory Circle (Galliard Rank 1)
The Galliards are the Garou's historians, charged with committing the legends and tales of their
people to memory, perfect memory. Not all of them are particularly good at it. Thankfully, this
Gift gives those Galliards a chance to make up for their weakness by planting Umbral
"reminders" on their person. This Gift is taught by an elephant spirit.
System: This Gift is performed in two parts. When hearing words the Galliard wants to
remember perfectly, he spends one point of Gnosis. As this happens, the Storyteller should write
down exactly what he's committing to Umbral memory. Later, when he wishes to retrieve the
memory, he may spend one point of Willpower and ask the Storyteller to read it back verbatim.
The use of this Gift leaves tiny clear spheres matted within the Garou's fur that can be seen within
the Umbra, the so-called "memory circles".
Should the Garou wish to remove a memory circle, they may do so simply by pulling it out of
their fur while in the Umbra. Also, it is possible that a combat within the Umbra might break
some of the circles (at the Storyteller's option).
Taught by: Elephant spirits
Book: PG3e

Mindspeak (Galliard Rank 1)


Through the creation of waking dreams, the Garou can place any chosen characters into silent
communion. This Gift is taught by a Chimerling.
System: The Garou spends one Willpower point per sentient being chosen, and, if the being is
unwilling, makes a Manipulation + Expression roll (difficulty of the victim's Willpower). All
those included in the dream may interact normally through the Mindspeak, though they can inflict
no damage through it. Their real bodies can still act, though all Dice Pools are reduced by two.
The Mindspeak ends when all the participants want it to, or on the turn the Galliard fails the roll
against an unwilling member. The beings affected must be within line of sight.

Primal Song (Galliard Rank 1)


The Galliard ingratiates himself with strangers by seeming to know all of their songs and dances.
Having heard only a few hummed bars or having glimpsed at just a movement or two, the Garou
can sing along or lead the dance. Skilled musicians can create new songs appropriate to the style
of the culture in question. A Songbird-spirit teaches this Gift.
System: After learning this Gift, it starts automatically whenever the Galliard hears a song or sees
a dance. He will know every word, note or step as if he'd created the piece himself. Whether or
not he can entertain people still depends on the regular rules for Performance.
Taught by: Songbird-spirit
Book: Wild West Companion

Call of the Wyrm (Galliard Rank 2)


This dangerous Gift actually attracts creatures of the Wyrm. This Gift is usually used to create an
ambush or to flush prey from hiding. This Gift is taught by any spirit servant of Gaia.
System: The Garou makes a resisted roll of Manipulation + Performance vs. the Wyrm creature's
Willpower (both rolls are difficulty 7). If the Wyrm creature loses the contest, it must come to the
caller.

Coyote Howl (Galliard Rank 2)


Throughout the long, lonely night, the Galliard howls without rest. This Gift alters the sound of
her howl to resemble that of a coyote. The Coyote Howl disturbs the sleep of all those who hear
it, making them edgy the next day. A Coyote-spirit teaches this Gift.
System: No roll is required, but the Galliard must stay awake all night howling. All who hear the
howl lose one die from all Mental rolls for the entire next day. The Gift refreshes the Galliard in
the morning but does nothing for her packmates.
Taught by: Coyote-spirit
Book: Wild West Companion

Distractions (Galliard Rank 2)


The Garou can make annoying yips, yelps and howls to divert the attentions of his target. This
Gift is taught by a Coyote-spirit.
System: The Garou rolls Wits + Performance (difficulty of the victim's Willpower). Each success
subtracts one from the target's Dice Pool next turn.

Dreamspeak (Galliard Rank 2)


The Garou enters another's dream and can thereby affect the course of that dream. The Garou
does not have to be anywhere near the target, but must know or have seen the dreamer. This Gift
is taught by a Chimerling.
System: The Garou rolls Wits + Empathy (difficulty 8). If the dreamer awakens while the Garou
is still within the dream, the Garou is thrown out of the dream world and loses a Gnosis point.

Herb Call (Galliard Rank 2)


Through singing or chanting, a Garou can find helpful or medicinal plants, roots or bark even in
poor areas such as deserts. Such plants might be healing herbs, substances used in rites or tubers
and other plants that provide needed sustenance. The song causes the plants to resonate from the
music so that the Garou can locate them by following the sounds.
System: The player spends a point of Gnosis and rolls Perception + Performance. A single
success enables the character to locate the desired herbs or plants within a mile of her location.
Additional successes increase the range by one mile per success. Failure means that the character
cannot hear any plants, while a botch leads the character to harmful herbs or plants.
Taught by: Eshtarra
Book: RatH

Mantle of the Land (Galliard Rank 2)


The Garou draws forth a mist or fog from water in the atmosphere. This misty mantle provides
cover in which a Garou may hide herself or someone under her protection. The Gift may be used
while the Garou is in motion in order to confuse pursuers by enveloping them in an obscuring
fog. The mantle can also surround a Garou and her pack in order to allow them to attack from
concealment or ambush.
System: The player spends a point of Gnosis. The fog is dense and heavy, obscuring the vision of
anyone within, even muffling sound. Anyone save the Garou and her pack are at +3 difficulty on
all Perception rolls while the mist ensures. This Gift lasts one scene.
Taught by: Tambiyah
Book: RatH

Mimic (Galliard Rank 2)


The Garou can alter her voice such that she can imitate any sound or voice she has heard,
including sirens, gunshots, musical instruments or even specific quotations. The Gift does not
allow the creation of new sounds, but new combinations can have interesting effects. Magpie and
parrot spirits know this Gift, but learning it from them can be an embarrassing and frustrating
process.
System: Once the Garou learns this Gift, she can reproduce anything she hears. When simulating
another person's voice (or animal speech) she can only iterate what she has heard and cannot
improvise new speech. Clever Garou create new combinations to form new sentences, but they
often sound choppy. The player must roll Charisma + Performance (difficulty 6) if the intended
audience suspects a ruse or knows the original voice very well (a relative, long-time friend or
packmate, for instance).
Alternative Versions
From: Damien (Galliard Rank 2)
The Garou can alter her voice such that she can imitate any sound or voice she has heard,
including sirens, gunshots, musical instruments or even specific quotations. Magpie and
parrot spirits know this Gift, but learning it from them can be an embarrassing and
frustrating process.
System: Once the Garou learns this Gift, she can use her voice to produce any type of sound
that she has heard before. To simulate another person's voice, or a type of animal, she must
of previously heard at least a few sentences or minutes of that sound. The player must roll
Charisma + Performance (difficulty 6, possibly higher if the speech is complicated, or they
have not heard the original speaker for long). If the intended audience suspects a ruse or
knows the original voice very well (a relative, long-time friend or packmate, for instance),
they may make a contested Perception + Alertness (difficulty 6) roll to try and spot the
slight difference in the replication.

Eye of the Cobra (Galliard Rank 3)


With but a look, the Garou can attract anyone to his side. This Gift is taught by a Snake-spirit.
System: The Garou rolls Appearance + Enigmas (difficulty of the target's Willpower). The Garou
needs three successes to bring the target to his side; fewer at least start the victim moving in the
right direction.

Oaksong (Galliard Rank 3)


By using this Gift, a Garou can communicate with inanimate objects made of wood or some other
organic substance (ie: something that was once alive). The objects do not actually speak, but the
Garou can sense their thoughts as images or sensations. For example, a wooden can might
communicate that someone had used it for wilderness travel by filling the Garou's mind with
sounds of a crashing waterfall, the musty odor of bear spoor and the image of crowded
undergrowth and towering pines. A straight-backed wooden chair might allow the Garou to "see"
the person who last occupied it and get a sense of the emotional state of that individual. With
practice, a Garou can hold an entire wordless conversation with anything from a sturdy help rope
or a mat made of woven reeds to a charred scrap of paper (made from wood pulp).
System: The user of the Gift must concentrate on what sort of information she wishes to obtain
from the object as if she were asking a question. The sensations and images constitute the
"answer". The player spends a point of Gnosis and rolls Perception + Enigmas (difficulty 7).
Each success allows the character to formulate one question and direct it to one item. Additional
successes allow the character to ask more questions (on a one-for-one basis) or else ask the same
question of different objects. No successes indicate a simple failure of the Gift, while a botch
provides the Garou with false or garbled information.
Taught by: Eshtarra
Book: RatH

Scent of Distinction (Galliard Rank 3)


By invoking this Gift, the Galliard can gain a sense of the nature of her surroundings (influenced
by the Wyrm, Weaver or Wyld), and some of the history of the area. It involves a general sniffing
of the area followed by a short meditative trance. For instance, using this Gift at a caern would let
the Garou know when the caern was founded, the name of the caern totem, changes in leadership
and other important pieces of history about the site.
System: The player must spend a Gnosis point and roll Intelligence + Survival (for wyldness) or
Intelligence + Streetwise (for weaver-areas). The difficulty is determined by the Storyteller. Scent
of Distinction can be used over large or small areas, but information is more generalized for
larger areas.

Sing the Spirits (Galliard Rank 3)


The earliest incantations to spirits were sung, and although the Theurges may be the chosen
auspice to deal with them, the Galliards still know some songs with power in them. Such songs
are many, but always have a similar construction. They begin by calling out the spirit's name, and
ordering it to stay away, and finish with a threat issued against it if it doesn't. When done right,
the spirit will be unable to approach the Galliard, or anyone she touches. The Gift is taught by a
bird or fish spirit.
System: The player spends one Gnosis and rolls Strength + Performance (difficulty 7). The spirit
named must remain one meter per success away from the Galliard and anyone she is touching.
The Galliard doesn't need to know the exact name of the spirit, but must be able to name it
appropriately (telling what sort of spirit, such as Cat or Nexus Crawler is sufficient). The spirit
may attempt to break through this ward by rolling their Rage, difficulty 8; they must obtain more
successes than the Galliard did on their Performance roll. This Gift lasts one scene.
Taught by: Bird or fish spirits
Book: PG3e

Song of Rage (Galliard Rank 3)


This Gift unleashes the Beast in others, forcing Garou to transform into Crinos form, sending
vampires into frenzy and turning humans into berserkers. This Gift is taught by a Wolverine- or
Wolf-spirit.
System: The Garou rolls Manipulation + Leadership (difficulty of the target's Willpower). Each
success drives the victim into a violent rage for one turn.

Veil of the Mother (Galliard Rank 3)


This Gift allows the Garou to assume a different appearance for a short period of time in order to
confuse pursuers or escape detection. Primarily useful in Homid form, the Veil of the Mother
alters the physical features of the face, causes the user to seem either shorter or taller by up to 6
inches and changes the body size to reflect a gain or loss of up to 30 pounds This Gift does not
alter the sex or age of the Garou, though it can change skin, hair or eye color and hair texture or
length. The Garou may use the Gift on herself or on another individual, usually someone she is
trying to hide or draw attention from.
System: The player spends a Willpower point and rolls Appearance + Subterfuge (Difficulty 7).
The number of successes indicate the degree to which the character can alter her appearance or
that of another individual. One success allows only minor details in height weight, facial features,
skin tone and other similar qualities. Three successes enables the character to effect a drastic
change in her physical form, even to the extent of appearing to be a specific person. (The Garou
must, of course, be familiar with the appearance of anyone whose form she assumes). The effect
of this Gift lasts for one scene.
Taught by: Tambiyah
Book: RatH
Bridge Walker (Galliard Rank 4)
The Galliard has the ability to create minor Moon Bridges through which she alone can travel.
The Garou travels between the ends of this Moon Bridge in one percent of the time it would take
to travel that distance normally, allowing her to disappear from in front of a foe and reappear
instantly behind it. Note that these Moon Bridges are not protected by Lunes and occasionally
attract the interest of spirit creatures; these beings have been known to follow the Garou into the
physical world. This Gift is taught by a Lune.
System: The Garou spends one Gnosis point to create the Bridge. The Moon Bridge lasts for only
one passage unless the Garou spends a permanent Gnosis point during its creation, in which case
it lasts until the next full moon. The maximum distance that can be traversed by the Bridge is the
Garou's Gnosis in miles.

Lore of the Land (Galliard Rank 4)


By eating, smoking or otherwise taking in a portion of the land, the Garou can sense things that
happened in the immediate vicinity in the past. For instance, a Garou can mix dandelions from a
meadow into a salad which she eats; as a result, she realizes that a group of hunters passed
through the meadow three months ago. By chewing on the bark from a tree, the Garou can learn
that a surveyor for a corporation measured the land around the tree as part of a planned site for a
new factory, or that someone buried a body beneath the tree.
System: The player spends a point of Gnosis and rolls Perception + Empathy (difficulty 7). One
success gives the character a piece of past information ("A group of men passed through here
several weeks ago"). Additional successes either embellish the first piece of information ("The
men wore security uniforms") or else provide new information about other events ("A battle took
place here last year"). The information provided will be as pertinent as possible; the character
actually learns the most important (to Garou standards) thing or things that happened within the
area, most often information that the Garou can act on.
Taught by: Eshtarra
Book: RatH

Motherly Guardian (Galliard Rank 4)


This Gift allows the Garou to "tag" an individual so that she can keep track of her target's health
and welfare. The Garou gains a general sense of the individual's location at all times and can
sense when the target is in trouble and needs assistance The Gift lets the Garou know what kind
of aid the target needs. The Garou must concentrate on her target in order to gain these insights.
The effects of the Gift remain in place for a full cycle of the moon.
System: The player spends a point of Gnosis and rolls Perception + Empathy (difficulty of the
target's Willpower) to set the "tag" on the designated individual. Whenever she concentrates on
that person, she receives information about the target's general state of health and present
circumstances. When the character attempts to concentrate on the targeted individual, she
performs all other actions at a +1 difficulty due to her preoccupation with her charge.
Taught by: Tambiyah
Book: RatH

Shadows by the Fire Light (Galliard Rank 4)


The Garou creates interactive stories in which others take part, willingly or not. Usually this
power is used at a moot when telling old stories, allowing those who take part in the story to
enact the tales. However, this Gift can also be used on the unwilling, forcing them to participate
in a story of the Garou's choosing. This Gift is taught by an Ancestor- spirit.
System: When using this Gift on the unwilling, the Garou must spend a Gnosis point 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.

Song of the Siren (Galliard Rank 4)


The sound of the Garou's voice can entrance anyone who hears it. Typically, the Garou sings or
howls while using this Gift, although some modern Glass Walkers have taken to poetry recital.
This Gift can make an opponent pause before a fight, but can rarely stop a heated combat already
in process. A songbird-spirit teaches this Gift.
System: The player rolls Charisma + Performance versus the target's Willpower and spends one
Gnosis point. Enchanted targets cannot perform any actions for a number of turns equal to the
number of successes rolled. The audience can spend Willower to overcome the enchanting
effects; to act freely, a listener must spend one point for each of the Galliard's successes.

Call for Vengeance (Galliard Rank 5)


When a person's crimes against Gaia have been too great, a Galliard may use this Gift to stir her
brethren against him. As the Galliard howls the name of her enemy to the heavens, her cry
resounds through the land. Any werewolves who hear the cry know that a great offender has just
been named, and must be punished. This Gift is taught by an Ancestor-spirit.
System: The player rolls Stamina + Performance, difficulty 7. The howl echoes for a twenty-mile
radius per success. Any Garou who hear the howl are not obligated to attack the victim named,
but if they decide to join the crusade, their Willpower is effectively increased by three for the
duration of their hunt (to a maximum of 10). In addition, if the target can hear the howl from his
current location, his Willpower is effectively reduced by two points for the next week - giving the
Garou ample encouragement to hunt him down quickly. The Galliard cannot invoke another Call
of Vengeance until the target of the first has been justly punished in the eyes of Gaia; the
Storyteller decides what constitutes just punishment, and will let the player know via messenger
spirits when the deed is done.
Taught by: An Ancestor-spirit
Book: Werewolf: The Dark Ages

Earth Heal (Galliard Rank 5)


This Gift allows the Garou to help a piece of land recover from blight, Wyrm-taint, poisoning or
some other type of environmental disturbance. The Garou gives part of her essence to the
damaged land and thus begins a process of renewal that spreads to encompass such details as
purifying tainted soil, causing the growth of new plant life or purging signs of the Wyrm's
corruption from the designated spot.
System: The player sacrifices a permanent point of Gnosis and rolls Wits + Occult (difficulty 7
for naturally caused damage; difficulty 8 for Wyrm-taint). Each success contributes to the overall
recovery of the designated piece of land; the area can be as large as a few miles, but must
constitute a single terrain feature (a lake, forest or mountain, for instance). One success makes
minimal but significant improvements in the target area, while five successes results in the area's
return (over time) to a state of unspoiled health and fertility. Although this is a potent Gift, it
doesn't prevent the healed land from being polluted once more. Even so, offering up one's Gnosis
to heal a portion of Gaia if often cause for significant rewards of Honor
Taught by: Eshtarra
Book: RatH

Fabric of the Mind (Galliard Rank 5)


Garou with this Gift can bring their imaginations to life, creating a Dream Being from the fabric
of their thoughts. This Gift is taught by a Chimerling.
System: The Garou makes and extended roll of Intelligence + Performance (difficulty 8). She can
create any form of life she can imagine, assigning it one point of Traits for each success gained
on the roll. The Garou can take as long as she wants to form the creature, accumulating successes
from turn to turn, but once she stops, the Dream Being takes form and requires the Garou to
spend Gnosis to keep it manifested. The cost is one point per scene if the Dream Being remains
relatively inactive (such as cleaning the Garou's home or sitting as a gargoyle on the roof), or one
point per turn if the Being engages in combat. Botched rolls manifest an uncontrolled (and often
hostile) Dream Being; these cost no Gnosis but will stay as long as they desire.

Head Games (Galliard Rank 5)


Other werewolves always accuse Galliards of being manipulative and playing with their
emotions, but those Garou with the Gift of Head Games do it like nobody else. The Galliard can
change and control the emotions of those to whom she speaks. She could cause someone to fall in
love with her (this won't last, and the victim's love may turn into justified resentment) or cause
another to befriend her (again, this won't last, but a genuine friendship could still develop). This
Gift is taught by a Coyote-spirit.
System: The Garou rolls Manipulation + Empathy (difficulty of the target's Willpower). Success
allows the Garou to steer the emotions of any one individual. The more successes, the more
quickly the emotions manifest and the more strongly they are felt. The Storyteller should give the
Galliard extra dice for roleplaying this Gift especially well.

Auspice - Ahroun
Battlesense (Ahroun Rank 1)
The Garou can sense the best direction from which to make an attack, taking into account the
terrain of the battlefield, the numbers and placement of the enemy and the available forces at the
Garou's command or allied with her.
System: The player spends a point of Gnosis and becomes aware of the tactical forces involved
in an impending battle. The Storyteller informs the player of the numbers and placement of
opposing forces. The player can then use this information to her character's advantage.
Taught by: Nerigal
Book: RatH

Inspiration (Ahroun Rank 1)


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 This Gift
is taught by a Lion or Wolf spirit.
System: The Garou spends one Rage point. Comrades automatically receive one success on any
Willpower rolls made during the scene. Not that this Gift does not affect its possessor.

Razor Claws (Ahroun Rank 1)


The Garou may hone his claws to razor sharpness. This Gift is taught by a Cat or Wolf spirit.
System: The Garou spends one Rage point and takes a turn to scratch his talons over a hard
surface, such as a stone. Claw attacks then do an additional die of damage for the remainder of
the scene.
Rouse to Anger (Ahroun Rank 1)
This Gift enables the Garou to say or do something that causes her target to refresh her inner
Rage. This might involve shaming an individual, slapping her in the face or telling her something
to arouse her anger. The Garou can also summon within herself a memory or an emotion that
assists her in replenishing her own capacity for righteous anger.
System: The player rolls Manipulation + Empathy (difficulty 8) and spends a Gnosis point. A
successful roll enables the character to speak or act in such a way that her target gains a point of
Rage. Each additional success allows the character to affect another individual, including herself.
Taught by: Rorg
Book: RatH

Spur Claws (Ahroun Rank 1)


Some Garou take the bee as a role model for their cause. The bee is so devoted to her queen that
she attacks her enemies with no care to the inevitable fact that she will die in the attack. For those
Garou who feel similarly, bee spirits may teach them how to turn their claws into stingers that
stick in their opponents. Such poison as they excrete won't kill their opponents, but neither will it
kill the werewolf in question.
System: The player spends one Rage. The next successful claw attack the character makes will
bury her claws into the victim, where they stay stuck after they rip from the Ahroun's fingertips.
Until the victim takes the time to pull them out (which takes a full turn) they will suffer a +2
difficulty on all actions. However, the Garou's claws take a full turn to regenerate and can't be
used in that time.
Taught by: Bee spirits
Book: PG3e

Steadfast (Ahroun Rank 1)


No matter the task, the Ahroun does not tire. This Gift allows the Garou to work, run, or fight far
beyond her normal limits. A Horse-spirit teaches this Gift.
System: The player spends one Rage point. For the remainder of the scene, her Stamina doubles
any time she has to roll it. This Gift does not affect soak rolls.
Taught by: Horse-spirit
Book: Wild West Companion

The Falling Touch (Ahroun Rank 1)


This Gift allows the Garou to send her foe sprawling with just a touch. The Gift is taught by any
aerial spirit.
System: The Garou rolls Dexterity + Medicine (difficulty of the opponent's Stamina + Athletics).
Even one success sends the opponent to the ground.

Foetracker (Ahroun Rank 2)


By using this Gift, the Garou can follow her quarry without risking losing the trail. The scent of
the target becomes so powerful to the Garou that she can follow it even under conditions that
might otherwise obscure the trail. Even if the victim crosses water, lays down a false trail or
attempts to mask his scent with some other odor, the Garou unerringly follows her prey.
However, the Gift's effects become fainter with time and distance.
System: The players spends a point of Gnosis and rolls Perception + Primal Urge. Each success
allows the character to track her target unerringly for one scene up to a maximum of five scenes,
after which the effects of the Gift end, and the trail becomes too faint to follow.
Taught by: Rorg
Book: RatH

Gift of the Salamander (Ahroun Rank 2)


The Ahroun with this Gift can become virtually impervious to flame. She can walk through a
blazing building, hold her hand in a torch flame or even plunge her arm into a cauldron of boiling
oil without ill effect. This Gift is taught by a fire elemental, most often a Salamander.
System: The player spends one Rage to activate the Gift; the effects last for one scene. While
under the Gift's protection, the Ahroun receives four extra dice for the purposes of soaking any
form of heat or fire damage, whether supernatural or not. She also becomes immune to the effects
of smoke inhalation, although she still needs oxygen to survive.
Taught by: Fire elemental, most often a Salamander
Book: Werewolf: The Dark Ages

Sense Silver (Ahroun Rank 2)


Ahroun are the Garou least concerned by humans, but even the greatest can be brought low by
silver weapons. Thus, the Ahroun have learned to sense when they need to be more cautious. This
Gift is taught by a Lune.
System: The Garou rolls Perception + Primal Urge (difficulty 7). If successful, she can detect the
presence of silver. Three successes allow her to pinpoint the silver's location.

Shards of Icy Rage (Ahroun Rank 2)


The Garou invoking this Gift calls on the cold power of her Rage, converting her anger into
physical ice. This ice cuts as deep as any knife, and can be hurled at her enemies in place of a
normal attack.
System: The players spends a point of Rage and rolls Wits + Primal Urge (difficulty 8). The
number of successes equals the number of shards that form from the crystallized Rage, up to a
limit of five shards. The player makes a separate attack roll for each shard, and may direct them
at more than one opponent. Each shard does three dice of aggravated damage; the range is five
yard for every dot of the Garou's strength.
The player may spend only one point of Rage each time the Gift is used; this prohibits spending
Rage to gain extra actions in the same turn as invoking the shards. Although a character may use
the Gift more than once in a scene, each successive use after the first adds +1 to the difficulty roll
to activate the gift.
Taught by: Nerigal
Book: RatH

Spirit of the Fray (Ahroun Rank 2)


The Garou may opt to attack first in any given turn, no matter what his initiative roll may be. This
Gift is taught by a Cat spirit.
System: The Garou using this Gift acts either on his initiative segment as he rolled it, or at one
success higher than any of his opponents, whichever is higher. There is no mandatory point cost
or roll for this Gift, but Gnosis may be spent to ensure extra speed. If more than one Garou
combatant has this Gift, the one who spends the most Gnosis goes first.

Strength of the Pack (Ahroun Rank 2)


The Ahroun, the heart of the pack's strength, can share any or all of her physical might with her
pack members. Just as if she handed her packmate a loaded gun, the Ahroun grants her more
power to do the work of the pack. A Bear-spirit teaches this Gift.
System: The player spends a Rage point to make the Gift active. She may then temporarily
reduce her strength by any amount, to a minimum of 1, and lend that strength to her packmates
with just a touch. The Garou decides how much strength goes to each pack member chosen. The
effects last for one scene.
Taught by: Bear-spirit
Book: Wild West Companion

True Fear (Ahroun Rank 2)


The Ahroun can display the true extent of her power, scaring one chosen foe into quiescence for a
number of turns. This Gift is taught by a spirit associated with fear.
System: The Garou rolls Strength + Intimidation (difficulty of the target's Willpower). Each
success she achieves cows the enemy for one turn; the victim cannot attack. He may defend
himself and otherwise act normally, although given the chance he will probably flee.

Combat Healing (Ahroun Rank 3)


The Ahroun are famous for their ability to fight - it's their purpose in life. This Gift allows a
Garou to heal wounds during combat without hesitation or even a moment's pause. Wolverine
spirits teach this Gift, although they usually have to be bested in combat first.
System: The player spends two Rage points to activate this Gift. The Garou may now heal two
wounds per round without having to pause or roll. In addition, aggravated wounds may be healed
at a cost of one Rage point per additional wound.
Book: Damien

Heart of Fury (Ahroun Rank 3)


The Garou can steel himself against anger, suppressing his rage and containing a mental dam
against the explosive frenzies of his race. This anger will eventually catch up with him, so he
must vent it before it breaks free in frenzy. This Gift is taught by a Lion or Wolf spirit.
System: The Garou rolls Willpower (difficulty of his own permanent Rage). Every two successes
add one to the Garou's frenzy difficulties for the scene, making it harder to frenzy. After that
scene, however, past slights and injuries are remembered, refilling the Garou's heart and soul; he
must spend one Willpower point or immediately make a frenzy check at regular difficulty.

Nerigal's call to arms (Ahroun Rank 3)


This Gift allows the Garou to summon to her side any creatures of spirits allied to Nerigal or
appropriate to the Ice Warrior. These beings, whether Nerigal's spirit warriors or predatory
animals, fight alongside the Garou for the duration of an entire battle.
System: The Garou spends a point of Gnosis and rolls Charisma + Leadership, difficulty 8. One
success summons one of two creatures; additional successes increase the number of creatures or
spirits that answer the summons. Thus, two successes bring up to five respondents, three
successes summon up to ten creatures, four successes results in up to 15 beings while five
successes brings everything within a five-mile radius of the character. Those creatures summoned
serve as an army under the character's command for an entire scene. Of course, if there are no
wild predators or War-spirits of Nerigal within range, the Gift fails.
Taught by: Nerigal
Book: RatH

Savagery of the Taloned Hunter (Ahroun Rank 3)


This Gift allows a Garou to gain twice the advantage of his Rage, thus increasing the ferocity and
frequency of attacks or else allowing him to accomplish more under stress than he normally
would.
System: The player spends a Rage point, which he may then convert into the equivalent of two
points of Rage for the character. This enables a character to take two extra actions in a combat at
the cost of a Rage point. Another use of the Gift allows the character to recover from a stunned
state and take an extra action in the same turn.
Taught by: Rorg
Book: RatH

Shake the Earth (Ahroun Rank 3)


The force of the Ahroun's Rage splits the ground before him and knocks his foes off their feet.
Even a minor tremor can cause great damage to houses, mineshafts and people. An Earth
elemental teaches this Gift.
System: The player spends one Rage point to cause a three-foot-wide stretch of ground,
extending 10 feet in front of the user, to split into a chasm that is 10 feet deep. Anyone over that
spot must make a Dexterity roll (difficulty 7) or fall into the hole. For every Rage point beyond
the first, the Garou can make similar holes or deepen the first one.
Taught by: Earth elemental
Book: Wild West Companion

Shatter Bone (Ahroun Rank 3)


Victims with twisted arms or crushed legs are much easier prey. The Ahroun with this Gift can
destroy bone with a single punch, regardless of the damage inflicted by the blow. A Hyena-spirit
teaches this Gift.
System: Before striking an opponent, the Ahroun must spend a Willpower point and a Rage
point. The Garou must target a specific limb, which increases the difficulty of the attack by 2.
Also, he must spend the Willpower and Rage even if the blow does not connect or he scores
fewer than three successes. The successful use of this Gift crushes whatever bone structure lies
beneath the targeted flesh and causes a number of Health Levels of damage equal to the number
of successes in the attack roll -3. Broken arms and legs subsequently handicap an opponent in any
combat. A fractured skull renders the victim unconscious. A broken spine causes paralysis. This
damage is unsoakable but does not cause aggravated wounds.
Target Difficulty Special Effect
Skull +3 Stamina roll (difficulty 8) to remain conscious.
Arm +2 Dexterity roll to hold items; target cannot use broken limb to attack.
Dexterity roll to remain standing; target cannot run or attack with broken
Leg +1
limb
Rib +2 Stamina roll (difficulty 6) to avoid puncturing a lung.
Spine +4 Must attack target from rear; target remains paralyzed until this wound heals.
Silver Claws (Ahroun Rank 3)
The Garou can turn her claws into silver, making her a terror against other Garou on the battle
field. This Gift is taught by a Lune.
System: The Garou rolls Gnosis (difficulty 7). All claw wounds inflict aggravated damage, which
cannot be soaked by Garou. While the Garou manifests the claws, she suffers searing agony. Each
turn she gains an automatic Rage point; furthermore, all non-combat difficulties are increased by
one because of the distraction. When her Rage points exceed her Willpower, she must check for
Frenzy.

Challenge of Single Combat (Ahroun Rank 4)


By invoking the name of the Ice Warrior and issuing a direct challenge to an enemy, the Garou
can force her opponent to fight one-on-one according to the tacit rules of fair play. The opponent
can launch no surprise attacks, employ dirty tricks or accept extra help from comrades or pack
mates. However, the Garou using this Gift accepts the same restrictions - neither combatant can
break off from the fight until one participant either concedes victory to the other or dies.
System: After the character has issued the challenge, the player spends a point of Rage and rolls
Manipulation + Leadership (difficulty of the target's Willpower). A single success forces the
target to forgo any unfair tactics and meet the Garou in single combat as described above. No
successes means the Gift fails while a botch inspires the target to launch an immediate attack -
usually with the help of the opponent's friends.
Taught by: Nerigal
Book: RatH

Clenched Grip (Ahroun Rank 4)


The Garou's jaw can become a grip of steel, clamping down on a foe and not releasing it until the
Garou chooses. This Gift is taught by a Wolf spirit.
System: After making a successful bite attack, the Garou, by spending a point of Rage, makes her
grip unbreakable. While foes can make a typical resisted Strength roll to break the grip, the
Garou gains an automatic success per point of Strength, and can roll half her Willpower pool
(rounding down) to add more successes.

Hunter's Horn (Ahroun Rank 4)


This Gift enables the Garou to create a sound so horrible and mind-chilling that it sends enemies
into utter panic and causes them to flee an area without regard for direction or destination.
Enemies so affected cannot attempt to evade pursuit or disguise their passage. This makes
hunting them down and dispatching them a fairly simple task.
System: The player spends a point of Rage and rolls Manipulation + Primal-Urge (difficulty of
the highest Willpower in the group). Each success affects one victim with uncontrollable panic,
causing them to run blindly from an area. Garou affected by this Gift enter a state of fox frenzy,
while others simply become mindless panicked creatures of prey. The effect lasts for an entire
scene, during which time the character (and any allies) may hunt down and slay the victims if
they so desire.
Taught by: Rorg
Book: RatH

Stoking Fury's Furnace (Ahroun Rank 4)


The Garou is especially connected to his inner anger. He does not have more control than others,
but is simply more familiar with using his Rage. This Gift is taught by a wolverine spirit.
System: The Garou regains one Rage point if he takes a Health Level of damage that turn and
does not have to check for frenzy. In addition, the Garou can spend one Rage point per turn
without losing that point. However, if more than one point is spent that turn, the point is lost
normally.

Heart of the Ice Warrior (Ahroun Rank 5)


Usually used only in the most dire circumstance, this Gift renders the Garou impervious to
damage long enough to deliver a final blow to her opponent. The exertion causes the Garou to
collapse, mortally wounded. Unless healed immediately, the Garou dies, having given her all in
battle.
System: No roll is necessary to invoke the Gift, but the player must spend a point of Rage. The
character may not dodge when invoking this Gift, but no damage levied against the Garou will
impair her in any way until her attack lands - lightning strikes won't blow her back, and blades
can't sever her limbs.
The character makes her next attack at +4 to her attack dice pool. The player may re-roll any 1s
rolled on this attack - they simply to not count. In addition, any damage rolls gain four extra dice.
After delivering her attack, the character falls to Incapacitated. Unless somehow mystically
healed by another using Mother's Touch or a similar Gift or fetish (regeneration isn't an option)
within the same turn, the character dies at the end of the turn.
Taught by: Nerigal
Book: RatH

Kiss of Helios (Ahroun Rank 5)


The Garou becomes immune to the damaging effects of fire, though artificial forms can still harm
him. Additionally, the Garou is able to ignite small parts of his body and keep them burning for
extended periods. Most commonly the Garou will light his mane during rituals, but he can also
light claws, fangs, arms or whatever. These flames are approximately as intense as those of a
torch. This Gift is taught by a fire elemental or a child of Helios.
System: The Garou spends one Gnosis point. Artificial fire (napalm, gas fires, etc) does half
damage. The effect lasts for an entire scene.

Pack Mind (Ahroun Rank 5)


This Gift forces a group of foes to behave like a single-minded pack. All individuals must
perform the same task at the same time regardless of its appropriateness to a given situation. For
example, if one individual fights, all the others fight; if one person attempts to sneak up behind an
opponent, all the others make this attempt as well. This Gift lasts for one combat scene.
System: The player spends a point of Gnosis and rolls Willpower (difficulty 8). A single success
allows the character to inflict Pack Mind on a group of up to four individuals. Additional
successes allow the character to increase the number of people affected in increments of two; five
successes, therefore, enables the character to affect twelve individuals. For the duration of this
Gift, all the affected victims mimic the actions of their leader - or, more typically, the first person
in a group to act each turn. If one decides to speak, all of them attempt to do so; if one throws a
left hook, all of them choose this form of combat, ignoring any weapons they may have.
Taught by: Rorg
Book: RatH

Shared Strength (Ahroun Rank 5)


No matter how strong you are, you can't be everywhere. Sooner or later, if you live long enough,
every Ahroun will experience the heartbreak of seeing a packmate die in combat, and knowing
that they simply couldn't be there to help. Elders have seen this more than any, so it is not unusual
that they would learn a Gift like this. This Gift allows an Ahroun to donate his capacities to one
of his packmates for a single turn, imbuing them with their strength, speed and skill. However,
they pay a high price for this help, losing their own strength for the same amount of time. This
Gift is taught by a wolf spirit.
System: The player spends two Gnosis and states a period of time for the Gift to remain active.
This could be "the next turn", "an hour", "the rest of the scene" or even "until the day I die". If the
Ahroun dies, the Gift ceases to work immediately, so "until the Final Battle" won't work unless
you survive to see it.
For that amount of time, one Garou of the Ahroun's choice and within their line of sight
immediately is treated as possessing the Ahroun's Physical Attributes, Brawl, Dodge and Melee
abilities (if the target has higher abilities, they retain their own high scores). However, the Ahroun
is treated as having a mere one dot in all Physical attributes, in all forms, as long as the Gift is
active and no dots in Brawl, Melee and Dodge. The target and Ahroun cannot spend experience
points to raise any of the shared Traits until the Gift ends.
Taught by: Wolf spirit
Book: PG3e

Strength of Will (Ahroun Rank 5)


Garou would follow an Ahroun with Strength of Will to the gates of Hell itself if that were what it
took. Werewolves with this Gift inspire their comrades with their own force of will. This Gift is
taught by an avatar of Wolf.
System: The Garou spends a point of Willpower and rolls Charisma + Leadership (difficulty 7).
Each success imbues a point of Willpower upon all the Garou's allies within 100 feet; this extra
Willpower lasts for the rest of the scene. These points are used like any other. They can raise the
ally's Willpower above its maximum or even above 10. This Gift may be used only once per
scene.

Tribe- Black Fury


Arion's Burden (Black Fury Rank 1)
The Black Furies had many tribeswomen among the ancient Scythians, who were renown for
their use of cavalry. During their battles with other Garou tribes, the Furies often surprised their
enemies by showing that they too could employ cavalry, thanks to this Gift. Most animals shy
away from creatures of high Rage, and even the Glabro form tended to make a werewolf heavier
than the horse could handle. But this Gift perfectly calms the mount's mind and makes the Black
Fury as light as a child to it. It is taught by an avatar of Pegasus.
System: The Black Fury rolls Charisma + Athletics (difficulty 6). A simple success is all that is
needed to keep this Gift active for the rest of the scene. While this Gift works to calm any animal
normally friendly to the Black Fury, it is most commonly employed on horses. Riding in Crinos
form, even with this Gift, is a tricky business, requiring a Dexterity + Athletics (difficulty 7) roll.
Taught by: Pegasus
Book: PG3e

Breath of the Wyld (Black Fury Rank 1)


As the Furies see it, the problem with most humans (and some Garou) is that they have forgotten
that the energy of Creation is nourishing, refreshing and ever present. With this Gift, the Black
Fury may instill a feeling of vitality and life in a living being. A spirit servant of Pegasus teaches
this Gift.

System: The Fury must touch her target's skin, and this Gift must be used outdoors in a natural
setting (a city park is sufficient for the Gift to function). The player rolls Gnosis (difficulty 6 for
humans, 5 for Garou). Success grants a rush of energy and clarity of thought. In game terms, this
Gift grants one extra die on all Mental rolls for the next scene. Its also adds one to the difficulty
of any Rage rolls the target makes in that time.
Taught by: Spirit servant of Pegasus
Book: WW3e

Find the Child Within (Black Fury Rank 1)


With this Gift, a Garou can play upon an individual's instinctive response to parental authority or
affection and convince that person to follow a command ("Don't leave without me") or respond
favorably to a suggestions ("Let me take you somewhere safe") that they might otherwise rebuff.
The target of the Gift cannot already be engaged in battle with the Gift's user or with another
opponent. The Garou can, however, use this Gift to forestall an impending battle or elude a
situation that might turn dangerous.
System: The player makes a resisted Charisma + Empathy roll vs the target's Willpower. One
success allows the character to make as simple suggestion to the victim; the suggestion must be
one that a young child would find reasonable. Additional successes either extend the duration of
the effect or else enables the character to convince her victim to do something he might not be
otherwise inclined to do - such as coercing a Get Ahroun to back down from a fight he would
certainly lose. Failure means that the suggestion has no effect, while a botch angers the victim
and makes him impervious to further attempts to use this Gift for 24 hours.
Taught by: Tambiyah
Book: RatH

Heightened Senses (Black Fury Rank 1)


The Garou may vastly increase her sensory input for a short time. When in Homid or Glabro
form, her senses become as sharp as those of a wolf, while in her wolf forms, her senses become
preternaturally potent. This gift is taught by Wolf-spirits.
System: The Garou spends a Gnosis point. The effects last for one scene. Homid and Glabro
forms: Perception difficulties are reduced by two; roll Perception + Primal-Urge (difficulty 6) to
perform sensory feats impossible to humans. Crinos, Hispo and Lupus forms: Perception
difficulties are reduced by three; +1 to Primal-Urge Dice Pools.

Man's Skin (Black Fury Rank 1)


There are simply some places where women are not allowed in the Dark Medieval world. This
Gift allows a Black Fury to circumvent those rules; a women might not be allowed to server as a
soldier, but a man may do so easily. The Fury using this Gift effectively changes gender in the
eyes of onlookers; her features and build become decidedly more masculine, and her garb adapts
to that of a man (although of the same social class - a peasant's frock won't become a baron's
doublet). Her hair, eye and skin color remain the same. The end result is a man who shows a
slight family resemblance to the Fury, but is a much more effective deceit than a haircut and
change of clothes.
This Gift is taught by an Ancestor spirit, often one who needed to dress like a man to accomplish
her own ends.
System: The player rolls Charisma + Subterfuge, difficulty 7. The illusion lasts for a scene, or
until the Fury shifts form. The change even withstands cursory tactile contact, although heavy or
violent contact will reveal the truth. Man's Skin is entirely illusory in nature - as a "male" the
Fury cannot impregnate another woman, nor should she lose her child if pregnant.
Taught by: Ancestor spirit
Book: WW:tDA

Moonshadow (Black Fury Rank 1 - Moon-Daughters)


By calling on their kinship with Luna, the Daughter may use a moonlight to smooth the way
between worlds. The Fury may substitute moonlight for a mirror, making themselves one with the
light itself. This Gift is taught by a Lune.
System: No roll is necessary to activate the Gift - the Fury may step sideways as if they stared
into their reflection. In addition, the difficulty due to the Gauntlet is lowered by one.
Mother's Touch (Black Fury Rank 1 - Order of the Merciful Mother)
The Garou is able to heal the wounds of others, aggravated or otherwise, simply by laying hands
over the afflicted area. The Garou may not heal herself with the Gift. This Gift is taught by a
Unicorn-spirit.
System: The Garou spends on Gnosis point and rolls Intelligence + Medicine (difficulty of the
wounded individual's Rage, or 6 for non-Garou). Each success heals one Health Level. Even
battle scars may be cured in this manner, but this must be done in the same scene the scar was
obtained and requires the expenditure of a Gnosis point. There is no limit to how many times this
may be used on a person, but each use requires a Gnosis point.

Owl Speech (Black Fury Rank 1)


Black Furies may invoke the kinship between their tribe and the owls of Athena. The Fury may
speak clearly with any owl that she meets. The owls will often be easily persuaded to do small
favors, such as acting as messengers or spying out enemies. This Gift is common among the
Temple-Keepers of Artemis and the Sisterhood. Many of their Kinfolk also share this Gift, and
new sisters often receive it as an initiation Gift. It is, unsurprisingly, taught by an owl spirit.
System: The Fury must make an Charisma + Animal Ken roll (difficulty 5). If the rolls is
successful, the owl recognizes the kinship and behaves accordingly. Each success is one 'favor'
that the owl will do before moving on with their own concerns.

Sense Wyld (Black Fury Rank 1)


The Garou invoking this Gift may sense Wyld energies or spirits in the nearby area. This Gift is
taught by a Wyld-spirit
System: The player must roll Perception + Enigmas. The difficulty is based on the strength of the
local influence (a Garou in a forest would be difficulty 5).

Sense Wyrm (Black Fury Rank 1)


The Garou can sense manifestations of the Wyrm in the nearby area. This Gift involves a
mystical sense, not a visual or olfactory image, although Garou using this Gift are likely to say,
"This place stinks of the Wyrm." This power requires active concentration. This Gift is taught by
any spirit servant of Gaia.
System: The Garou rolls Perception + Occult. The difficulty for this Gift is based on the
concentration and strength of the Wyrm's influence (sensing a single fomor in a room would have
a difficulty of 6). Vampires can be sensed using this Gift, but only those with Humanity scores
lower than 7.

Curse of Aeolus (Black Fury Rank 2)


The Garou summons an eerie, chilling fog to shroud the landscape, unnerving her enemies. The
Garou can see through the fog, but others will have trouble navigating the mists. This Gift is
taught by a spirit servant of Aeolus, a totem spirit.
System: The Garou rolls Gnosis against a variable difficulty (4 near the sea, 5 near open water, 6
normally, 9 in a desert). The Garou's vision is unhindered by the mist, but all others halve their
Perception rolls. Additionally, the mist is creepy and unnerving to enemies; -1 to all Willpower
rolls.

Mantle of the Land (Black Fury Rank 2)


The Garou draws forth a mist or fog from water in the atmosphere. This misty mantle provides
cover in which a Garou may hide herself or someone under her protection. The Gift may be used
while the Garou is in motion in order to confuse pursuers by enveloping them in an obscuring
fog. The mantle can also surround a Garou and her pack in order to allow them to attack from
concealment or ambush.
System: The player spends a point of Gnosis. The fog is dense and heavy, obscuring the vision of
anyone within, even muffling sound. Anyone save the Garou and her pack are at +3 difficulty on
all Perception rolls while the mist ensures. This Gift lasts one scene.
Taught by: Tambiyah
Book: RatH

Sense of the Prey (Black Fury Rank 2)


The character, if he knows anything about his prey, can track it down as rapidly as he can travel.
This unerring sense of direction operates anywhere, and is used to track spirits through the
Umbra as well as to find beings on Earth. This Gift is taught by a Wolf- or Dog-spirit.
System: No roll is required unless the target is actively hiding, in which case a Perception +
Enigmas roll is made against a difficulty of the target's Wits + Stealth. If the target is a spirit, the
difficulty is the spirit's Gnosis.

Touch of the Muse (Black Fury Rank 2)


With the Gift, the Black Fury invokes the spirits of art and artifice, calling the favor of the Muses
to herself for a time. She can call upon any of the nine muses to help her in any endeavor that
falls within their spheres - singing, dancing, history, seduction or oration. This Gift is taught by
any spirit servant of the Muses.
System: A Gnosis roll (difficulty 8) reduces the difficulty of all Social rolls by one per success
for any activity that would fall under the something of the muses.

Trail of Pain (Black Fury Rank 2)


First developed by the Amazons of Diana camp, this Gift allows the user to sense persons in
agony. The Amazons use this Gift to uncover individuals suffering abuse. Other Black Furies use
this Gift to track the abusers after wounding them. This Gift is taught by a spirit servant of
Pegasus.
System: The Garou must focus and spend a Gnosis pint. At least one turn is required for the Gift
user to attune herself to the mental anguish of the target. A Perception + Empathy roll discerns a
single sufferer among many. The Fury can sense any living being in tremendous pain, physical or
emotional, within 50 yards. The user senses only the general direction and urgency, but that's
typically enough for an angry Black Fury.

Whore's Vengeance (Black Fury Rank 2)


This Gift affects the most sensitive areas of the human or animal anatomy. By causing either
minor irritation or wracking pain, Whore's Vengeance can distract or even incapacitate a victim.
The target of this Gift need never have visited a house of ill-repute, nor does the Gift user need to
practice the profession. A spirit of Lust teaches this Gift.
System: The player rolls her Intelligence + Medicine (difficulty equals the target's Willpower). If
the roll succeeds, the target breaks out in a painful rash in his or her sensitive region. Each
success subtracts one die from the target's Dice Pool for the remainder of the scene. This Gift
affects only living animals (including humans) and has no effect on spirits or the undead.
Taught by: spirit of Lust
Book: Wild West Companion

Bacchantes' Rage (Black Fury Rank 3)


When deep in the wilds, the Black Furies can use this Gift to inflict extra damage. Even the
toughest Get have walked away with a battle scar due to the effects of this potent Gift - and some
haven't walked away at all. This Gift is taught by a Wyld spirit.
System: The Garou spends two Gnosis points to activate the Gift. During combat, she may spend
Rage points to deal extra damage after a wounding hit; every point spent causes one additional,
unsoakable Health Level of damage.

Coup De Grace (Black Fury Rank 3)


The Garou studies her foe, seeking the best place to land a blow, then sets herself up to deliver a
devastating attack the following turn. This Gift is taught by an Owl spirit.
System: The Garou spends one Willpower point and rolls Perception + Medicine (difficulty of
the target's Stamina + Dodge). If successful, the Garou doubles the damage dice on her next blow,
assuming it hits.

Flames of Hestia (Black Fury Rank 3)


By invoking this Gift, the Fury can produce white flames around her hands. These flames purify
whatever they touch; cleansing tainted food or water. They will also help cure any damage caused
by things of the Wyrm, and when used in hand to hand combat, the Gift inflicts great harm upon
the creatures of the Wyrm. This Gift is taught by any spirit servant of Gaia.
System: By spending a Gnosis point and then rolling Gnosis against a difficulty of 8, the Fury
can produce these flames. Each success reduces damage done by radiation, poison or disease by
one Health Level. The flames do one Health Level per success in aggravated damage to Banes,
fomori and Black Spiral Dancers if the Fury scores a successful hit while the Gift is invoked.
Taught by: Servant of Hestia

Messenger's Fortitude (Black Fury Rank 3 - Freebooters)


The Garou may run at full speed for three days without rest, food or water. After the duration
expires, the Garou must sleep for a Week. This Gift is taught by a Camel or Wolf spirit.
System: The Garou spends on Gnosis point and may do nothing save run; for an additional
Gnosis point, he may imbue the effects of this Gift upon another being.

Song of the Siren (Black Fury Rank 3)


The sound of the Garou's voice can entrance anyone who hears it. Typically, the Garou sings or
howls while using this Gift, although some modern Glass Walkers have taken to poetry recital.
This Gift can make an opponent pause before a fight, but can rarely stop a heated combat already
in process. A songbird-spirit teaches this Gift.
System: The player rolls Charisma + Performance versus the target's Willpower and spends one
Gnosis point. Enchanted targets cannot perform any actions for a number of turns equal to the
number of successes rolled. The audience can spend Willower to overcome the enchanting
effects; to act freely, a listener must spend one point for each of the Galliard's successes.

Veil of the Mother (Black Fury Rank 3)


This Gift allows the Garou to assume a different appearance for a short period of time in order to
confuse pursuers or escape detection. Primarily useful in Homid form, the Veil of the Mother
alters the physical features of the face, causes the user to seem either shorter or taller by up to 6
inches and changes the body size to reflect a gain or loss of up to 30 pounds This Gift does not
alter the sex or age of the Garou, though it can change skin, hair or eye color and hair texture or
length. The Garou may use the Gift on herself or on another individual, usually someone she is
trying to hide or draw attention from.
System: The player spends a Willpower point and rolls Appearance + Subterfuge (Difficulty 7).
The number of successes indicate the degree to which the character can alter her appearance or
that of another individual. One success allows only minor details in height weight, facial features,
skin tone and other similar qualities. Three successes enables the character to effect a drastic
change in her physical form, even to the extent of appearing to be a specific person. (The Garou
must, of course, be familiar with the appearance of anyone whose form she assumes). The effect
of this Gift lasts for one scene.
Taught by: Tambiyah
Book: RatH

Visceral Agony (Black Fury Rank 3)


The Garou turns her claws into barbed talons dripping with black venom. The pain caused by
these claws is excruciating. The Gift is taught by a pain spirit.
System: The Garou spends one Rage point with each attack. The claws inflict no extra damage,
but any penalty to actions caused by the claws' wounds is doubled for the duration of the scene
(ie: a foe at Wounded would have a -4 penalty to actions). Even if the foe is in frenzy or
otherwise resistant to pain, he suffers normal wound penalties.

Wings of Pegasus (Black Fury Rank 3)


By invoking their kinship with Pegasus, the Black Fury can sprout majestic wings, white and
feathery like that of the Tribe Totem. The Fury can use these wings in lupus or hispo forms, and
may fly along at a considerable speed, even carrying others if her strength permits.
System: The wings appear whenever the Garou invokes them. The player must roll Stamina +
Athletics (difficulty 7 to launch, 6 to fly along and variable depending on other maneuvers). The
Fury's speed is approximate 50 mph (85 kph)

Anger of the Goddess (Black Fury Rank 4)


With the force of Gaia Herself, the Black Fury elder strikes down even the most powerful
enemies. Few can withstand the righteous anger of Gaia unleashed. The power can take many
forms: a lightning bolt from the heavens, an avalanche, or even a tornado. The wrath of the
Goddess blindly ravages the innocent and guilty alike. An avatar of Gaia Herself is the only spirit
that teaches this Gift.
System: The player spends three Rage points to summon Gaia's wrath. The Storyteller determines
what freak natural events follow, but the full force of the Goddess strikes the target (multiple
lightning bolts, a tornado touching down at his feet, etc.). Unfortunately, the Gift affects everyone
around the target as well, as the power of nature is indifferent to innocence.
Taught by: An avatar of Gaia
Book: Wild West Companion

Body Wrack (Black Fury Rank 4)


The Garou can cause a target to suffer immense pain. This Gift is taught by a pain spirit.
System: The Garou spends a Gnosis point and rolls Dexterity + Medicine (difficulty of the
opponent's Stamina + 4). Each successes causes the victim to lose one die from all Dice pools as
agonizing pain sweeps over his body.

Calm Before the Storm (Black Fury Rank 4)


The Black Furies are at heart a tribe of contradiction, they both represent the harmony and beauty
of the Wyld, but also the spectacular savagery and brutality of the same. Sometimes, they even
bring the two forces together, such as with this Gift. It lays a sense of peace and quiet over an
area, not an uncomfortable silence but a serene sense of security. It is, naturally, used to prepare
an ambush. The moment this peace breaks, these spirits of calm depart quickly and are replace
with spirits of anger, storm and pain. Few subjected to this Gift survive the assault that follows.
This Gift is taught by a cat spirit.
System: The Black Fury spends one Gnosis and rolls Charisma + Primal Urge, difficulty 7. A
simple success projects a sense of utter safety on a group of no more than ten people. If they
expect an ambush, they may roll Perception + Empathy (difficulty 8) in order to sense the sudden
change of emotion within their own group. If they obtain more successes than the Black Fury on
her Primal Urge roll, they can sense the impending assault and run. Otherwise, the Gift works and
the resulting chaos causes the targets to lose one die on each of their rolls for every success the
Black Fury initially rolled.
Taught by: Cat spirits
Book: PG3e

Motherly Guardian (Black Fury Rank 4)


This Gift allows the Garou to "tag" an individual so that she can keep track of her target's health
and welfare. The Garou gains a general sense of the individual's location at all times and can
sense when the target is in trouble and needs assistance The Gift lets the Garou know what kind
of aid the target needs. The Garou must concentrate on her target in order to gain these insights.
The effects of the Gift remain in place for a full cycle of the moon.
System: The player spends a point of Gnosis and rolls Perception + Empathy (difficulty of the
target's Willpower) to set the "tag" on the designated individual. Whenever she concentrates on
that person, she receives information about the target's general state of health and present
circumstances. When the character attempts to concentrate on the targeted individual, she
performs all other actions at a +1 difficulty due to her preoccupation with her charge.
Taught by: Tambiyah
Book: RatH

Wasp Talons (Black Fury Rank 4)


The Garou may actually hurl her claws through the air at a foe. The Garou is incapable of using
this Gift or making a claw attack the next turn, for her claws must actually regenerate. This Gift
is taught by a Wasp spirit.
System: The Garou rolls Dexterity + Brawl. Damage is normal for the Garou's Strength, while
the difficulty is determined by range as though the Garou was using a firearm. The medium range
is 20 yards; the Garou receives no modifier at this range. Twice this range (40 yards) is the
farthest the claws can be hurled. The difficulty at long range is increased by one. On the other
hand, attacks made at targets within a yard of the Garou are considered "point-blank" (difficulty
4).

Arrow of Artemis (Black Fury Rank 5)


To honor Luna in her aspect as Artemis, the huntress of the moon, the Black Furies strive to
master the art of archery. This Gift is the ultimate expression of their skill. By invoking the
huntress' name and freeing her mind of distractions, a Fury can invest a single arrow with the
light of Luna - and celestial killing power. Virtually no force of Gaia can make her miss, and
when the arrow strikes, it does so with the force of a thunderbolt. This Gift is taught only by
powerful Lunes in direct service to Luna-the-Huntress.
System: The Black Fury spends a point of Gnosis as she draws back the arrow and sights on her
target; this takes a full action. While she is looking down the shaft of the drawn arrow (which
glows with a faint silver light once "charged"), she can see through any illusion or darkness that
might impair her sight; this includes vampiric Disciplines, Gifts and magick.
When she fires the arrow the next turn, the archer rolls Dexterity + Archery to hit as usual.
However, this Gift gives her 3 bonus successes on the roll, and reduces the difficulty of the shot
by 2 - only the most incredible botches or superhuman evasion can make the shot miss. The
arrow inflicts ten dice of aggravated damage; those slain by the missile are immolated in a quick-
burning silver fire that does not spread further than the corpse, and leaves only bones behind.
However, this Gift must only be used in time of war - else Artemis becomes very displeased. If
the Fury releases the arrow without a genuine living (or undead) target, or relaxes the bow and
doesn't fire at all, the spent Gnosis point is permanently lost. Furies only invoke this Gift when
they known they have a target that must be slain; using the illusion-dispelling abilities to "scan for
invisible enemies" is highly disrespectful, and counts as abuse of the Gift.
Taught by: Powerful Lunes in direct service to Luna-the-Huntress
Book: WW:tDA

Bring Forth the Future (Black Fury Rank 5)


This Gift allows the Garou to call upon Tambiyah to change one facet of the individual's future.
The change must be specific, such as preventing the subject of the Gift from encountering a
known situation that will result in her certain death. While this Gift does not guarantee that a
foreseen future will be altered, it does allow the Garou to attempt to avert disaster or improve an
individual's lot.
System: The player sacrifices a permanent point of Gnosis and rolls Perception + Enigmas
(difficulty 8). Only one success is necessary to effect a change in a future event. The player
should explain to the Storyteller which element of the future even she wishes to alter. (For
example, "I want my packmates to survive the coming battle against the fomori horde."). If
possible, the Storyteller should arrange events so that the change takes place exactly as stated.
The Gift only affects events that will occur within the 24 hours immediately following the
activation of the Gift; furthermore, characters cannot ensure the death or destruction of their foes
with this power. Only pleas for preservation meet with the Veiled Mother's approval
Taught by: Tambiyah
Book: RatH

Gorgon's Gaze (Black Fury Rank 5)


This hideous power of legend can turn living flesh into stone with but a gaze. Victims who make
eye contact with the user of this Gift find themselves changed into statues where they stand. This
Gift is a closely guarded secret, not to be shared with the other Tribes. Rumors persist that the
elder Black Furies can make the effect permanent. Difficulty to find and even more dangerous to
approach, the legendary Basilisk spirit can teach this Gift.
System: After making eye contact, the player rolls Perception + Occult (Difficulty of the target's
willpower) to determine the number of rounds the victim remains stone. The player can double
this time with a Willpower point.

The Thousand Forms (Black Fury Rank 5)


The Garou with this Gift may change herself into any animal between the sizes of a small bird
and a bison. The Garou gains all the natural abilities of that animal (flight, poison bite, etc) She
may not take the form of Wyrm-beasts (not that they would want to!), but she may take the form
of mythical beasts with some extra effort - most Black Furies take the form of Pegasus in that
case.
System: The Garou spends a Gnosis point and rolls Intelligence + Animal Ken. The difficulty
varies, rising higher the farther removed from the Garou's natural form the desired animal is. For
example, an ape or panther (mammals of roughly similar mass) might be difficulty 5, while an
alligator (a reptile of larger mass) might be difficulty 7, and a frog might be difficulty 9.
Mimicking mythical animals is always difficulty 10.
Book: WW3e

Wyld Warp (Black Fury Rank 5)


The Garou calls out to the Wyld, the primal force of chaos itself. Success summons one of the
great Wyld spirits, or a number of lesser ones, to the Realm. They (or it) will probably help the
Garou, but nothing is certain about these creatures of chaos; this is a desperate tactic at best. This
Gift is taught by a Wyldling.
System: The Garou spends one Gnosis point and then one Rage point. She then rolls Wits +
Enigmas against a difficulty of the area's Gauntlet. Success summons a variable number of Wyld
spirits.

Tribe- Bone Gnawer


Cardboard Mansion (Bone Gnawer Rank 1)
A Bone Gnawer with this Gift can create a perfectly functional shelter for herself. The Garou can
fashion any ordinary cardboard box into a waterproof, noise-resistant and insulated home.
Despite conditions outside the box, the mansion remains dry, warm and quiet. A Home or Hearth-
spirit can teach this Gift.
System: The Bone Gnawer needs only a box of suitable size. A large enough box can sleep more
than one - as long as everybody is friendly. The Gnawer spends a Gnosis point and crawls in for
an evening's nap.

Cooking (Bone Gnawer Rank 1)


The Bone Gnawer must have a small pot and ladle for this Gift. The Garou may take any small,
easily destroyed item he can find - bark, beer cans, plastic wrap, whatever - and stir it into the
pot, turning it into a foul-tasting but edible mush. This Gift is taught by a Raccoon or Rat spirit
System: The Garou rolls Wits + Survival. The difficulty depends on the objects used - 6 for
inedible but otherwise harmless material, up to 10 for cyanide and the like.

Find the Prize (Bone Gnawer Rank 1)


The Garou employing this Gift closes her eyes and things about finding a thing of great value,
either a specific item or a general class of things. If the Gift is invoked correctly, the Garou may
receive an impression of or a clue leading towards the item they are looking for. The clue is
decided by the Storyteller and must be worked into the story: "Turning the corner, you see an ad
for the Hound Dog cafe...perhaps the Elvis plate could be there?" Note that just because an item
has been located does not mean it can be easily gotten. This Gift is taught by an Enigma spirit, or
by any City spirit associated with finding items.
System: The player spends a Gnosis point and rolls Perception + Enigmas (difficulty set by the
Storyteller). Each success on the roll gives one clue concerning the whereabouts of this item.

Nose of the Hungry Hound (Bone Gnawer Rank 1)


By invoking this Gift the Garou can hunt down the closest source of discarded, relatively disease-
free food. This Gift will not detect the hot dogs within a vendor's cart (unless that vendor would
gladly give a wiener to a hungry mutt), but it would detect the bag of cheez-fries that accidentally
dropped out of a passing car window. This is a Bone Gnawer version of the Lupus Gift: Sense
Prey and is taught by Dog, Raven and Possum spirits.
System: The Gnawer who wishes to use this Gift must spend a Willpower point and make a
Perception + Primal-Urge roll (difficulty 7). The number of successes determines how much food
is found.

Play Possum (Bone Gnawer Rank 1)


With animal cunning, the Gnawer can force her body into a state near death. Far from a serene,
peaceful trance wherein the Garou imitates death, the Gift creates a facade closer to a drowned,
bloated rat. The Garou's body stinks of rot, maggots crawl on her and flies gather as if to feast.
Only a scrupulous investigation reveals the truth - but most folks won't want to get that close.
Most Silver Fangs argue to ban this Gift at moots and social gatherings. A Decay-spirit teaches
this Gift.
System: The player must spend a Gnosis point and remain perfectly still to activate the Gift. On
activation, the Garou resembles a rotting corpse to all senses. When the Gift activates, anyone
attempting to detect life in the Garou must roll Perception + Medicine (difficulty equals the user's
Manipulation + Subterfuge) and physically examine the "carcass".
Taught by: Decay-spirit
Book: Wild West Companion

Resist Toxin (Bone Gnawer Rank 1)


Many Bone Gnawers learn a preternatural resistance to poisons and toxins of all kinds, doubtless
due to their diet of refuse and American beer. A trash spirit teaches this Gift.
System: The Garou rolls Stamina + Survival (difficulty 6). Success nullifies the effects of most
conventional poisons, and adds three dice to the Garou's Stamina for purposes of resisting Wyrm-
enchanced poisons. The effect lasts for the scene.
Taught by: Trash spirit
Book: WW3e

Scent of Sweet Honey (Bone Gnawer Rank 1)


The Garou attracts minor Air-spirits to the chosen target, causing them to exude a wonderfully
sweet aroma and become slightly sticky to touch. Naturally, all manner of vermin will shortly
make their appearance, and the target will swiftly become coated with and surrounded by swarms
of gnats, flies, bees, etc. The swarm will cause impaired vision for the target, annoying stings and
bites, maddening buzzing noises, total inability to function socially, and other inconveniences.
The exact game affect of the swarm is up to the Storyteller. This Gift is taught by certain Plant
spirits, but Insect spirits can also teach it.
System: The Garou can spend one Gnosis point and rolls Wits + Subterfuge (difficulty 6). The
smell lasts for one hour per success and will not wash off in this time.

Speed of the Messenger (Bone Gnawer Rank 1)


This Gift increases the movement rate of the Garou so that he can travel long distances in short
periods of time. The character's body seems to flow like quicksilver, enabling him to accomplish
astounding feats of agility while under the effects of this Gift. Thus, the Garou can travel rapidly
across a tree limb or along a narrow wooden beam without slowing down or faltering.
System: The player spends one Gnosis point and rolls Dexterity + Athletics (difficulty 8). One
success allows the character to move at twice her normal speed; two successes gives her three
times normal speed, while three successes allows the character to move four times as quickly.
More than three successes cause the character to assume a blurry form that confers two extra dice
to any rolls involving Dexterity while the character is in motion. The effect lasts for one turn or
one scene, depending on the circumstance. This Gift affects movement only and cannot allow a
character to stop to deliver blows in combat without ending the Gift's duration. Thus, a character
can use the Gift to get to a combat more quickly, but once she engages in battle, she loses the
benefits conferred by the Gift.
Taught by: Mitanu
Book: RatH

Tagalong (Bone Gnawer Rank 1)


Commonly used by Bone Gnawers residing in a sept controlled by other tribes, this Gift
ingratiates the Bone Gnawer to a pack's or caern's totem for a short time. While the Gift is in
effect, the Gnawer is treated as a member of a pack with regards to using the totem's blessings
and any pack tactics the pack knows. If used on a caern totem, the totem looks favorably upon the
Bone Gnawer. The Gnawer may then perform the Rite of the Opened Caern, if he knows it,
without fear of retribution. A lost-dog spirit, a servant of Rat, teaches this Gift.
System: The Gnawer must know the name of the Totem in question. He must also prostrate
himself before the caern's center of the pack's leader and wiggle forward on his stomach like a
begging dog. The player rolls Charisma + Subterfuge. The difficulty varies based on the totem's
opinion of the Bone Gnawer, which is left to the Storyteller's discretion. Success indicates that
the character gains the previously mentioned benefits for one day, and that the totem will not look
favorably on a Garou who mistreats the Bone Gnawer without cause. This Gift usually won't
cause any bad feelings from the sept or pack in question as long as the Bone Gnawer minds his
manners. However,using it too often certainly will.
Taught by: A lost-dog spirit, a servant of Rat
Book: WW3e

Trail of the Larder (Bone Gnawer Rank 1)


It's said that the Children of Famine were the first to learn this Gift and teach it to their fellows.
This Gift allows the Bone Gnawer to scent out the best source of surplus food - that is, food
currently in the possession of someone who has more than he requires. Said food is almost
always guarded or locked away - not that this bothers the Children of Famine. The Gnawers also
use this Gift for more creative effects from time to time; the renowned elder Simon Clubfoot
found his way out of the twisted dungeons of Count Kimos by following his nose to the kitchen.
A squirrel spirit teaches this Gift.
System: The player rolls Perception + Primal Urge (difficulty 7) and spends a Willpower point.
The number of successes determines how far away the Gnawer can sense the food, and how
accurately he can gauge the amount of surplus.
Taught by: Squirrel spirit
Book: WW:tDA

Beneath Notice (Bone Gnawer Rank 2)


While others seek fame, the Bone Gnawers' best bet is anonymity. This Gift allows the Gnawer to
blend in with the features of a town or village by becoming too familiar to be noticed. Although
no physical changes take place, normal people cannot remember details concerning the Garou.
The Gift works in either Homid or Lupus form and causes people who encounter the user to
remember a nondescript drifter or a mangy dog. A Dog-spirit teaches this Gift.
System: The player spends one Willpower point to remain "anonymous" for the rest of the scene.
No one who sees the Gnawer during that time can remember details concerning his appearance.
Taught by: Dog-spirit
Book: Wild West Companion
Blissful Ignorance (Bone Gnawer Rank 2)
The Garou can become completely invisible to all sense, spirits or monitoring devices by
remaining still. This Gift is taught by a Chameleon- spirit.
System: The Garou rolls Dexterity + Stealth (difficulty 7); each success subtracts one success
from the Perception + Alertness rolls of those actively looking for the character. If no one is so
doing, then one success indicates complete concealment.

Drunkard's Luck (Bone Gnawer Rank 2)


In a drunken stupor, the Gnawer walks away from fatal accidents and hazardous situations with
the assistance of this Gift. Where a sober Garou would hesitate and take a mortal wound, the
Gnawer stumbles into the clear despite impaired reflexes. A Spirits-spirit teaches this Gift.
System: The Gift activates automatically when the Bone Gnawer consumes enough alcohol to
render him drunk. In this state, he loses three dice to all of his actions (more if he continues
drinking), but he benefits from an amazing lucky streak The player can re-roll any failed rolls
involving defensive actions including Dodge and Stamina soak rolls. The Storyteller may also
allow the character to avoid hazards that he could not normally detect, such as falling debris or
surprise attacks. When the effects of the alcohol wear off, the Gift deactivates. The Gift does
nothing for hangovers.
Taught by: Spirits-spirit
Book: Wild West Companion

Odious Aroma (Bone Gnawer Rank 2)


The use of musk has long been a defense in the wild. With this Gift, the Garou can greatly
amplify her own natural body odor, creating a debilitating stench. This Gift is taught by a
Stinkbug spirit.
System: The Garou spends one Gnosis point. For the duration of the scene, all beings within 20
feet of the Garou (provided they have olfactory organs) subtract two from all Dice Pools as they
choke and retch. However, the Garou subtracts two from all his Social Dice pools and may be
ostracized for the duration (not a big worry for most Bone Gnawers).

Plague Visage (Bone Gnawer Rank 2)


Anyone in his right mind fears a leper. This Gift allows the Bone Gnawer to draw an illusion of
terrible disease on his features, repelling even the most stout-hearted onlookers. It's a useful trick
in many situations. It can earn charity from well-meaning monks, terrify locals and even serve as
a way of blending in - after all, people are afraid of you whether they think you're a leper or
bewitched, but as least disease is more acceptable than witchcraft.
This Gift is taught by a Rat or Disease spirit.
System: The Bone Gnawer rolls Manipulation + Medicine; the effects last for a scene. The
imaginary disease may appear to be anything the Gnawer is familiar with, such as leprosy or pox,
or even something entirely invented. Mortals viewing the illusion must make Willpower checks
at difficulty 8 or shrink away in revulsion; a botch might even send them screaming out into the
streets, screaming about pestilence. Supernaturals who are immune to disease have less to fear -
they must still make Willpower tests, but the difficulty falls to 6
Taught by: Rat or disease spirits
Book: WW:tDA

Sticky Fingers (Bone Gnawer Rank 2)


This trick coats the fingers of a Garou with a silvery substance that adheres to anything, making it
possible to climb slick vertical surfaces with ease. In addition, this Gift also assists a Garou in
pilfering small items such as credit cars, keys or loose change.
System: The player spends a point of Gnosis. The ability to cling to sheer surfaces is automatic.
In addition, the character gains two extra dice to any Streetwise or other roll the Storyteller deems
appropriate; he might get extra dice on a pickpocketing attempt, but not when trying to hot-wire a
car. The effect lasts for one scene
Taught by: Mitanu
Book: RatH

Trash Magnet (Bone Gnawer Rank 2)


Ordinary street garbage becomes the Bone Gnawer's ally as it swirls about his opponent or
engulfs his rival. All the trash nearby assails the target of this Gift, making life difficulty. Older
Bone Gnawers can completely immobilize a smart-mouth, upstart Garou in heaps of trash and
piles of garbage. Trash spirits teach this Gift, although Rat-spirits teach a version that animates
sewer flotsam.
System: The player rolls Charisma + Streetwise (difficulty 7) to determine the amount of trash
involved. With one success, a minor distraction of newspapers and plastic bags causes a small
increase in difficulties. With 5 successes, the target is buried in garbage and must dig his way to
freedom. This Gift affects toxic waste as well. Note that this Gift does not create trash but instead
draws upon the garbage in an area. An attempt to use this Gift in a sterile environment would fail.

Ward of the Road (Bone Gnawer Rank 2)


This allows a Garou to leap from a quickly moving vehicle and remain undamaged. The Gift is
taught by a spirit of the road.
System: By spending one Willpower point and scoring at least one success on a Stamina +
Survival roll (difficulty 6), the Garou takes no damage from the fall. If he fails, however, he takes
full damage; if he botches, he takes double damage (he fell on his ankle, etc.). The Garou can
also leap from tall buildings in this manner, but it requires one success per story to negate
damage.

Beg (Bone Gnawer Rank 3)


By playing upon the compassion of others, Bone Gnawers can generate an amazing amount of
pity. By exaggerating her miserable state, a clever Bone Gnawer can gain favor with people who
have too much anyway. By groveling or telling her particular sob story, she might get a handout,
a favor or at least a good meal. A pigeon spirit teaches this Gift, which is one reason only Bone
Gnawers ever learn it.
System: The players must spend one Gnosis point and roll Manipulation and Performance. If the
roleplaying is particularly moving, the player can forgo the roll at the Storyteller's discretion. The
difficulty depends on the target; a charitable Child of Gaia might be a 4, whereas an overbearing
Get of Fenris might be a 9. The number of successes determines the amount of pity generated and
the generosity of the favor

Call the Rust (Bone Gnawer Rank 3)


By whistling softly through his teeth, the Bone Gnawer can summon a sudden and destructive
rust onto metal in his vicinity. Spearheads crumble, swords corrode and mail falls apart at the
werewolf's command. Some Gnawers use this trick to protect their kin from armed men in a
humane fashion, but others prefer to inflict little poetic justices - such as attending the latest bear-
baiting and corroding the chain holding the bear in question.
This Gift is taught by a Water spirit.
System: The player spends a point of Gnosis and rolls Wits + Crafts. Each success allows the
Gnawer to corrode one ferrous metal object into fragile uselessness, although detailed works such
as a chain hauberk count as two objects. The Garou need not be touching the object at the time,
but he must be able to see it and be within conversational earshot.
Taught by: Water spirit
Book: WW:tDA

Deliberate Misinformation (Bone Gnawer Rank 3)


The Garou can slip confusing and contrary information into his target's conversation, making
their plans fall apart or otherwise causing them to suffer from a gross breakdown in
communications. Opponents in the immediate vicinity of the Garou mishear each other or
misinterpret instructions. The information affected by this Gift must be communicated verbally -
either in person or through the use of a direct communication device such as a telephone or other
transmission device.
System: The player rolls Perception + Linguistics (difficulty of the target's Willpower, or the
highest Willpower in the target group). Each success allows the character to subject one opponent
to the effects of this Gift. All actions that result from information communicated verbally receive
a +2 difficulty; simple orders, such as proceeding to a certain address or moving to the left or
right flank in battle, automatically go awry. The Gift lasts for one scene.
Taught by: Mitanu
Book: RatH

Friend in Need (Bone Gnawer Rank 3)


It takes a lot for a pack to accept a Bone Gnawer as an equal, but once they do, the Gnawer's
loyalty is unshakable This Gift allows a Bone Gnawer to risk all, even his own life, to aid a
packmate or tribemate. A dog spirit teaches this Gift.
System: When a packmate or fellow Bone Gnawer is on danger, the character may "lend" him
what he needs, be it a Gift the Bone Gnawer knows, his Rage, his Willpower, or even his own life
(in the form of health levels). The Bone Gnawer cannot lend a Gift of higher rank than the
recipient could know, neither can he lend Abilities or Attributes. The player must spend one
Willpower point and roll Willpower (difficulty 7) and must succeed for the transfer to take place.
If the roll botches, the Bone Gnawer loses the traits in question, but the recipient does not gain
them. This Gift lasts until the end of the scene unless the recipient
decides to terminate it early. If the recipient dies before the Traits are returned, the Bone Gnawer
loses them permanently.
Taught by: Dog
Book: WW3e

Gift of the Skunk (Bone Gnawer Rank 3)


With this Gift, the Garou can swell his musk glands, allowing him to spray musk like a skunk.
This Gift is, of course, taught by a Skunk-spirit.
System: On any turn, the Garou may spray his musk at any target. Dexterity + Primal Urge
(difficulty 7; modified by range) is required to hit. A target hit by the musk doubles over retching
and must spend a Willpower point to do anything all for the remainder of the scene. Even then,
however, he subtracts one from his Dice Pool for each success the Garou scored of his roll. The
effect lasts for the duration of the scene or until the target rigorously bathes.

Gift of the Termite (Bone Gnawer Rank 3)


The Gnawer can cause wood and paper to rot with astonishing speed. Furniture falls apart,
documents disintegrate and even buildings collapse. Obviously, one of the best instructors is a
termite spirit.
System: After spending a Gnosis point, the character rolls Intelligence + Repair (difficulty 7).
The number of successes determines the amount of wood or paper destroyed: One success can rot
a ream of paper, three can deteriorate a wall and five successes can collapse the roof of a small
building. Strategic use of this power can dramatic results even for those of lesser skill.

Reshape Object (Bone Gnawer Rank 3)


The Garou can instantly shape once-living material (but not undead!) into a variety of objects -
thus trees may become shelter, buck antlers become spears, animal hides become armor, and
flowers become perfumes. The item will in some way resemble the object from which it was
created (the spear is made of antler, not wood). This Gift is taught by a Weaver-spirit.
System: The Garou rolls Manipulation + Repair against a variable difficulty (5 to turn a broken
tree limb into a spear, 8 to turn a plank into a float-able raft, etc). The created object is not
necessarily permanent; it will last a length of time according to the chart below. Expending a
Gnosis point allows a created weapon to inflict aggravated damage (this effect is not permanent
unless a permanent Gnosis point is spent).
Successes Duration
One 5 minutes
Two 10 minutes
Three One Scene
Four One Story
Five Permanent
Attunement (Bone Gnawer Rank 4)
By standing in a particular area, the character can commune with the spirits of the area, thus
getting an overview or what exists or has happened in the area - rough population, secret tunnels,
places of note and so on. This Gift is taught by a Rat spirit to Bone Gnawers and a Cockroach
spirit to the Glass Walkers.
System: The Garou spends one Gnosis point and rolls Perception + Streetwise (difficulty 6). The
amount of information gathered depend on the number of successes; on a botch, the spirits lie.
This Gift may only be used in urban areas, as the Gnawers have become desensitized to the
wilderness.

Cliche Curse (Bone Gnawer Rank 4)


From Roger Ebert's Little Bigger Movie Glossary, "Clichephobia. Condition affecting people
raised on movies. Symptoms occur when real life situations echo movie cliches, and the sufferers
must take action to avoid what would be the inevitable denouement in a movie."
What is a humorous anecdote in the hands of humans becomes a deadly weapon in the claws of a
Bone Gnawer. Most often employed with an appropriately dramatic curse (although this isn't
necessary), the target of this Gift becomes certain to suffer an unfavorable fate in a cliche-related
way. Anyone reaching for something high in a cupboard will inevitably have the entire contents
fall on top of him. Riding a bicycle on a sunny day invites being hit by a truck. While it is
possible to avoid the effects of this curse, doing so requires virtually
shutting yourself from the world, and not in a dark room, either. It is taught by a dog spirit or by a
spirit from a television realm.
System: The player spends one point of Gnosis and names the victim, who must be within
hearing distance and line of sight. For twenty-four hours, the victim risks disaster. Once that
disaster occurs, however, the curse is ended.
Taught by: Dog and TV spirits
Book: PG3e

Infest (Bone Gnawer Rank 4)


The Gnawer may call up a horde of vermin (rats, insects, slugs, birds, snakes, etc) to invade an
area (no greater than a large building) of his choice. The creatures will act according to their
nature and will not mindlessly attack humans; indeed, many of them may try to flee. This Gift is
taught by a Rat spirit.
System: The Garou spends one Gnosis point and rolls Manipulation + Animal Ken (difficulty 7).
The size of the horde is determined by the number of successes; one success will cause a notable
problem and several calls to the exterminator, while five will create a scene from a horror film as
the building is swarmed in creatures.

Mercurial Messenger (Bone Gnawer Rank 4)


This Gift enables a Garou who overhears a conversation or who is entrusted with a message to
remember what she has heard. At a later time, the Garou may repeat back verbatim everything
heard over a single scene as if she had total recall. The Gift allows the Garou to reproduce voice
intonations, accents and speech patterns or mannerisms which match those of the original
speaker. In addition, the Garou can approximate the speaker's actual voice.
System: The player spends a point of Gnosis and rolls Wits + Linguistics (difficulty 7). Each
success increases the accuracy of the character's delivery of the remembered conversation or
message. If necessary, the Storyteller may repeat the conversation for the benefit of the
character's audience. A failure means that the character remembers only what the player
remembers. A botch introduces a series of discrepancies into the repetition.
Taught by: Mitanu
Book: RatH

Madthought (Bone Gnawer Rank 5)


This trick literally makes the werewolf's foes too clever for their own good. The Garou can cause
her enemies' thought processes to speed up so radically that they literally think too rapidly to put
any one plan into motion. The victim of the Gift can only stand still as his thoughts run away
with him, rushing madly from one brilliant plan to another or considering all the multiple
alternatives for their "next" action.
System: The player spends a point of Willpower and rolls Wits + Subterfuge (difficulty of the
victim's Willpower). The number of successes determines how many turns the victim stands "lost
in though". When the victim recovers from the Gift, he is most likely highly disoriented, and may
need to regain focus and otherwise discover what's been happening while he "was out". A failure
simply means that the Gift does not work, while a botch gives the victim not only rapid thought
but the ability to translate those thoughts into immediate action - usually to the detriment of the
character.
Taught by: Mitanu
Book: RatH

Riot (Bone Gnawer Rank 5)


The Garou summons a horde of malevolent spirits to provoke the hatreds and fears of the down
and out - the homeless, the gangs, the urban animals such as alley cats and stray dogs, etc. This
Gift is taught by a Rat spirit.
System: The Garou spends one Gnosis point to summon the spirits and then a point of Rage to
incite the passions of all concerned. He then rolls Wits + Subterfuge (difficulty 8). If successful,
these spirits direct their material hosts against a target of the Garou's choosing, though the
disparate elements of the riot will by no means work together (they may not even be aware that
others are trying to accomplish the same thing). The number of successes determines the extent
of the riot - one success incites a building, three a neighborhood or suburb and five the entire city.

Survivor (Bone Gnawer Rank 5)


This Gift allows the Garou temporary immunity to many environmental effects, such as pressure
or temperature variations. She is also immune to disease, poison and even radiation, as well as
any corrupting effects from the touch of Wyrm entities. She does not need to eat, drink or rest and
she gains three extra points of Stamina, even if this takes the attribute over 10. She also ignores
wound penalties. In addition, whenever she is about to die or defeated, she automatically regains
one Willpower point. The Gift is taught by a Bear-spirit.
System: The Garou spends one Gnosis point and rolls Stamina + Survival (difficulty 7); the
effects last for one day per success.

Tribe- Child of Gaia


Eve's Blessing (Child of Gaia Rank 1)
Childbirth is a risky thing in these dangerous times, and the Children cannot stand to see
unnecessary suffering. This Gift allows the Garou to improve a mother's chances of surviving a
birth, as well as keeping the newborn free of disease for a short time.
This Gift is taught by a Cow spirit
System: The Child of Gaia need only lay her hands on the mother-to-be's abdomen and spend a
Gnosis point; this can be done even during labor For the next week, the mother and child are
treated as having an extra dot of Stamina each, for the purposes of surviving childbirth and
resisting illness or the like. If the mother is pregnant with multiple children, the Garou must
spend one Gnosis point per child to protect them all; however, in the process of invoking this
Gift, the Child will automatically learn how many children are to be born and can adjust his
Gnosis expenditure accordingly. The Gift can be used on wolves (although its less necessary); the
Gnosis point spent will protect the entire litter for three days.
Taught by: Cow spirits
Book: WW:tDA

Find the Heart's Flame (Child of Gaia Rank 1)


With this Gift the Garou can identify sources of energy or power, even when they are hidden or
unfamiliar. The Garou must concentrate to detect the pulsations of power that emanate from even
a dormant energy source. This becomes useful when traveling in some of the more alien reaches
of the Umbra where familiar objects take on strange appearances. This Gift also enables the
Garou to identify machinery such as generators or solar batteries regardless of their appearance or
attempts to conceal them. Spirits that serve as energy or power foci also register to the Garou's
senses when this Gift is in effect.
System: The player spends one point of Gnosis and rolls Perception + Alertness (difficulty 7). A
single success identifies power sources that lie within 50 feet of the Garou. Additional successes
allow the character to extend her range to locate distant sources. This Gift lasts for once scene.
Taught by: Katanka-Sonnak
Book: RatH

Mercy (Child of Gaia Rank 1)


Children of Gaia see know use for lethal force when they are not fighting minions of the Wyrm,
but even they succumb to frenzy. This Gift, used chiefly by Children of Gaia with high Rage or in
duels, allows the Garou to use her natural weaponry and Rage without fear of killing her
opponent. A dove-spirit teaches this Gift.
System: The player spends one Gnosis point. For the rest of the scene, all damage that the Garou
inflicts with her own body (claws and teeth, but not weapons of any kind) is considered bashing.
A creature "killed" by such damage merely falls unconscious, and he may heal the wounds at the
normal rate for bashing damage.
Taught by: A dove spirit
Book: WW3e
Alternative Versions
From: Damien (Child of Gaia Rank 1)
Children of Gaia see know use for lethal force when they are not fighting minions of the
Wyrm, but even they succumb to frenzy. This Gift, used chiefly by Children of Gaia with
high Rage or in duels, allows the Garou to use her natural weaponry and Rage without fear
of killing her opponent. A dove-spirit teaches this Gift.
System: The player spends one Gnosis point. For the rest of the scene, all damage that the
Garou inflicts with her own body (claws and teeth, but not weapons of any kind) is 'virtual'
- the creature does not actually suffer any wounds, but suffers the same effects as if they
had. A creature "killed" by such damage merely falls unconscious.

Mother's Touch (Child of Gaia Rank 1)


The Garou is able to heal the wounds of others, aggravated or otherwise, simply by laying hands
over the afflicted area. The Garou may not heal herself with the Gift. This Gift is taught by a
Unicorn-spirit.
System: The Garou spends on Gnosis point and rolls Intelligence + Medicine (difficulty of the
wounded individual's Rage, or 6 for non-Garou). Each success heals one Health Level. Even
battle scars may be cured in this manner, but this must be done in the same scene the scar was
obtained and requires the expenditure of a Gnosis point. There is no limit to how many times this
may be used on a person, but each use requires a Gnosis point.

Resist Pain (Child of Gaia Rank 1)


Through force of will, the Garou is able to ignore the pain of his wounds and continue acting
normally. This Gift is taught by a Bear-spirit.
System: The Garou, by spending one Willpower pint, may ignore all wound penalties for the
duration of the scene.

Sense Limits (Child of Gaia Rank 1)


The Garou can determine approximately the amount of Rage, Gnosis or Willpower within an
individual. This ability enables the Garou to judge whether or not her target can resist an attempt
to influence her actions or whether she is likely to draw upon her supply of Gnosis or Rage. This
Gift also allows a Garou to gauge whether or not other supernaturals are currently weak-willed or
drained of some other source of power. For example, a Garou may be able to tell that a vampire
has little power but may not realize that the Leech's blood supply is low. This Gift also enables a
Garou to sense whether an Umbral spirit's Power is weak or near depletion.
System: The player rolls Perception + Occult (difficulty 8). Each success enables the character to
determine the general levels of Rage, Gnosis and Willpower for one targeted individual.
Additional successes allow the character access to more specific information about a single target
or else gives her general information about another target. The Storyteller should not give the
player precise numbers, but should relay information in relative terms ("The Black Spiral Dancer
has used most of his Rage but still has a lot of Willpower and Gnosis left", "The mage has plenty
of magical energy left inside her").
Taught by: Lu-Bat
Book: RatH
Alternative Versions
From: Damien (Child of Gaia Rank 1)
System: The player rolls Perception + Occult (difficulty 8). More successes allow for a
more accurate measure of the traits of the victim - one may only allow for a general
impression, whereas 3 successes could give the Garou a fairly accurate idea of the balance
within that victim, and 5 might give a more absolute impression. The Storyteller should not
give the player precise numbers, but should relay information in relative terms ("The Black
Spiral Dancer has used most of his Rage but still has a lot of Willpower and Gnosis left",
"The mage has plenty of magical energy left inside her").

Calm (Child of Gaia Rank 2)


The Garou can quell the anger in others. This Gift is taught by a Unicorn spirit.
System: The Garou spends one Gnosis point and rolls Charisma + Empathy (difficulty of the
target's Willpower). Each success removes one of the target's Rage points, although lost Rage can
be regained normally.

Flame of the Wind Rider (Child of Gaia Rank 2)


This Gift makes the Garou harder to damage by engulfing her in a ghostly blue-white flame. In
addition to serving as a form of Armour, the flame also offers protection from cold, including the
intense cold of the far reaches of the Aetherial Realm and the freezing damage inflicted by certain
creatures of the Wyrm.
System: The player spends a point of Gnosis and rolls Stamina + Occult (difficulty 7). Each
success lowers the difficulty for soaking damage from cold by one. In addition, the Garou gains
two dice to add to all soak rolls; these dice can even be used to soak silver. The effects last for
one scene.
Taught by: Katanka-Sonnak
Book: RatH

Grandmother's Touch (Child of Gaia Rank 2)


This Gift is similar to Mother's Touch, but the Garou can use it to heal herself as well as others.
This Gift is taught by a Unicorn spirit.
System: The Garou spends on Gnosis point and rolls Intelligence + Medicine (difficulty of the
wounded individual's Rage, or 6 for non-Garou). Each success heals one Health Level. Even
battle scars may be cured in this manner, but this must be done in the same scene the scar was
obtained and requires the expenditure of a Gnosis point. There is no limit to how many times this
may be used on a person, but each use requires a Gnosis point.

Luna's Armour (Child of Gaia Rank 2)


The Garou calls upon the blessing of Luna to deter any damaging attacks aimed at her. This Gift
is taught by a Lune.
System: The Garou concentrates for one turn, spends one Gnosis point, and rolls Stamina +
Survival (difficulty 6). Each success allows the Garou to add one to her Stamina for the purpose
of soaking damage (including silver). The effect lasts for one scene.
Peace of the Counselor (Child of Gaia Rank 2)
This Gift enables a Garou to bring even the most heated discussion to a peaceful conclusion.
Though it does not preclude more hostilities from erupting at a later time, the Gift creates an
atmosphere of temporary true among enemies or prevents tribe leaders from coming to blows
over volatile issues. During the grace period, the Garou can attempt to resolve the circumstances
underlying the state of enmity - such as encouraging the participants in a dispute to begin
negotiations or achieving a compromise
System: The player spends a Willpower point and rolls Charisma + Empathy (difficulty of the
highest Willpower among the quarreling individuals). One success causes combatants to stop
fighting (or prevents them from initiating combat) for one turn. Each extra success increases the
length of time in which peace prevails by an additional turn; five successes extends the Gift to an
entire scene.
Taught by: Lu-Bat
Book: RatH

Spellbinding Oration (Child of Gaia Rank 2)


Similar to Persuasion, this Gift allows a Child of Gaia to be persuasive when dealing with others.
The Garou's statements will take on an air of extra meaning and credibility. Those hearing him
are likely to agree with him. This Gift is taught by a Unicorn spirit.
System: The Garou rolls Charisma + Leadership against a difficulty of 6. If successful, the
difficulties of all Social rolls are reduced by one per success for anyone who hears him speak for
the remainder of the scene. If the Garou is actively trying to exhort his audience to anything other
than combat (in any form), the difficulties of Social rolls are reduced by two and then by one per
success. The Garou must orate for at least five successes.

Stinging Blows (Child of Gaia Rank 2)


The Children hate to admit it, but sometimes you can't negotiate your way to a position of peace.
Occasionally, you have to have faith in your own righteousness, and enforce you will upon those
who are genuinely acting like children. But it you're going to do it, at least you can make your
claim as strongly as possible and prevent unnecessary damage. This Gift is taught by a wasp
spirit.
System: The Child of Gaia spends one Rage. For the rest of the scene, her attacks are so painful
that anyone struck by her immediately ignores any other foes he may be facing and attack the
Child (Willpower roll, difficulty 9 to resist). Usually this Gift is employed to break apart two foes
who otherwise couldn't be. Its a risky gambit, but sometimes effective.
Taught by: Wasp
Book: PG3e

Voice of Reason (Child of Gaia Rank 2)


All too often, emotions obscure rational thought and turn normal people, both human and Garou,
into a bloodthirsty mob. The Children of Gaia use this Gift to break through the emotional cloud
and bring reason back to such a crowd. Once her words reach her listeners' ears, the Gift forces
them to pay attention. It quells emotional distractions and imparts a moment of clarity on the
audience. While the Gift does not disperse the members of a mob, it does give them a chance to
rethink their actions. A Reason-spirit teaches this Gift.
System: The audience must hear the Child of Gaia for this Gift to work. If she is unable to speak,
or cannot be heard over the roar of the crowd, the Gift has no effect. The player must also spend
one Willpower point. For every success on a Charisma + Empathy roll, two people come to their
senses and shake off the mob mentality. If the Gift can affect the majority of the group, the mob
disperses.
Taught by: Reason-spirit
Book: Wild West Companion

Chant of Morpheus (Child of Gaia Rank 3)


The user of this Gift can induce a long, restful slumber in the target. Although the Gift will not
stop a frenzied werewolf, it can ward off a frenzy before one take place. The Gift disinclines any
hostile activity after the peaceful rest. Also, the waking victim is able to think much more clearly.
An Opossum spirit teaches this Gift to individuals with patience and a lot of time.
System: The number of successes on a Charisma + Enigmas roll (difficulty equal to the
opponent's Willpower) determines the number of hours that the target sleeps. One Gnosis point
activates this power. For one hour after waking, the target must spend a Willpower point to take
any hostile action against the user of this Gift. Any attacks directed at the sleeper awaken her
immediately and end the effects of the Gift.

Dazzle (Child of Gaia Rank 3)


The Garou can overwhelm a target with the beauty and glory of Gaia. This Gift is taught by a
Unicorn spirit.
System: The Garou rolls Charisma + Empathy (difficulty of the target's Willpower). So long as
the target is not attacked, it will stand mutely in awe for the remainder of the scene. This Gift
may only be attempted once per target per scene.

Good Faith (Child of Gaia Rank 3)


With this Gift, the Garou can cause all those in his presence to become filled with a sense of
higher purpose. They all feel the work they must do is more important than their differences. All
other distractions are gone, and they feel inspired to take reasonable positions, rather than
inflexible positions or exaggerated stands intended to be bargained away. Those who resist, and
continue to bargain in bad faith, become loudly and uncontrollably flatulent each time they state
their position. This Gift is taught by avatars of the New World Trinity totem.
System: The Garou rolls Wits + Expression against a difficulty of 6. Anyone who actively wants
to resist finding common ground or negotiating in good faith must make a resisted Willpower roll
(difficulty 6) against the Garou's number of successes. If he fails to resist, his opposition will be
betrayed by his sudden flatulence, and he will likely be shunned and viewed as absurdly
inflexible by those who bargain in good faith.

Guilt Trip (Child of Gaia Rank 3)


By unearthing buried guilt and remorse, the Child of Gaia can force another to perform an action
against her own will. Even if little relation exists between the guilty conscience and the task at
hand, the Gift can be effective. Better results occur when there is a direct link, however. The Gift
works best when the target wants to perform the action, but pride or fear prevents her from doing
so. Many urban spirits that have witnesses the cruelty of humanity toward itself know this Gift
and teach it to the Garou.
System: The player must roleplay the plea; otherwise the Gift automatically fails. Excellent
roleplaying can even negate the need for a roll (or even the need for the Gift). Otherwise, the
player must roll Manipulation + Empathy versus the target's Willpower. One success barely gets a
Bone Gnawer to lift his pinkie, whereas five successes can force a proud Silver Fang to beg for
forgiveness. The target can spend Willpower points to resist this Gift.

Pall of Despar (Child of Gaia Rank 3)


This Gift inflicts a wave of despair upon a targeted individual, making the victim incapable of
action due to feelings of profound melancholy.
System: The player spends a point of Gnosis and rolls Manipulation + Empathy (difficulty of the
victim's Willpower). A successful roll causes the victim to experience a feeling similar to Harano
(or, in the case of humans, clinical depression). This state of mind forces the victim to roll her
Willpower in order to take any action, while combat becomes almost impossible. (Optionally, the
Storyteller can enforce the limitations of Harano found in the Werewolf Players guide, pg 207).
The effects of this Gift last for one scene.
Taught by: Lu-Bat
Book: RatH

Parting the Velvet Curtain (Child of Gaia Rank 3)


This Gift allows a Garou to transport non-Garou into the Umbra. If the non-Garou wants to resist,
she must make a resisted Willpower roll against the bearer of the Gift. This Gift can be used for
physical transport through a reflective surface, or in combination with other Gifts, for spirit
travel. While in the Umbra, the non-Garou are connected to the Gift user by silver threads. The
others brought with the Theurge leave when she does, or at the whim of the Theurge.
System: The player must make their normal Gnosis roll and spend a Willpower point for each
non-Garou or non-Kinfolk that they wish to bring with them. The Theurge can send others home
before herself by spending a Willpower point.

Ride the Solar Winds (Child of Gaia Rank 3)


This Gift allows the Garou to ride the solar winds that sweep through the Aetherial Realm
without worrying about being thrown off course by storms. Use of this Gift also increases the
Garou's movement rate, lessening travel time between locations within the Aetherial Realm.
System: The player spends a point of Gnosis and rolls Wits + Alertness (difficulty 7); the need to
remain "in touch" with the ever-changing currents of these spirit winds requires concentration
and attunement rather than physical agility. A single success allows the character to ride the
winds successfully to her destination (or until she decides to end her journey). Additional
successes either allow the Garou to carry others with her (on a one-for-one basis) or reduce the
travel time by half per success. Thus, with one additional success, a journey of one month would
only take two weeks, while two additional successes reduces the journey to a week. A character
may use some of her extra successes to allow others to travel with her and the remaining ones to
speed up travel time.
Taught by: Katanka-Sonnak
Book: RatH

Spirit Friend (Child of Gaia Rank 3)


The Children walk among spirits and interact with them more easily than most, for their aura
exudes friendship. This Gift is taught by Unicorn spirits.
System: The Garou rolls Charisma + Expression (difficulty 7). Each success adds one die to all
the Garou's Dice Pools for interacting with any spirits in the vicinity (except those of the Wyrm).

Angel's Semblence (Child of Gaia Rank 4)


The Children of Gaia don't believe in terrifying humans unnecessarily. This Gift allows a Child to
act in Crinos form without invoking the terror of the Delirium; but instead of seeing a werewolf,
onlookers see an angelic figure of exceeding grace and holiness. Witnesses may remember a
Child's battle with a Wyrm beast as an angel's struggle with a demon, or a warning to leave the
woods as the gracious guidance of a guardian angel. Onlookers need not be Christian to be
affected; Islamic witnesses might remember on of Mohammed's fiery messengers, while Norse
pagans might think the Garou was one of the Valkyries.
This Gift is taught by a spirit of Hope.
System: The player spends a Gnosis point to invoke Angel's Semblance for a scene. The effects
are automatic against humans; use the Delirium chart (ignoring the Child of Gaia tribal flaw) to
determine how strongly a witness is affected. Responses of fear should be replace with rapture;
even "catatonic fear" should be seen as "complete bliss".
Taught by: Hope
Book: WW:tDA

Beast Life (Child of Gaia Rank 4)


The Garou may not only communicate with animals, but can attract and command them. If there
are no animals of the sort desired in the vicinity, none can be called. This Gift is taught by any
Animal-spirit.
System: The Garou spends one Gnosis point and rolls Charisma + Animal Ken (difficulty 7). One
success causes animals within a 10-mile radius to be affected. Each additional success add 10
miles (two successes indicate a 20-mile radius). The effect lasts for one scene, but the time may
be extended by spending one Gnosis point per extra scene.

Hand of the Sun (Child of Gaia Rank 4)


The Garou's hand blazes with a terrible heat and gives off a white-hot light, similar to a branding
iron. The Garou may touch an individual and mark them indelibly (and painfully) with a brand of
shame. Any Garou who encounters the victim in the future immediately recognize the mark as a
sign of that person's treachery, dishonor or other grave crime. Vampires ignite when touched by
the Hand of the Sun.
System: The Garou spends a point of Rage and then a point of Gnosis. No roll is necessary for
the Gift to take effect, but the character must make a standard attack roll in order to mark her
victim. A victim touched by the Hand of the Sun takes two health levels of unsoakable aggravated
damage and receives a permanent circular scar. The scar cannot be removed by any means short
of amputating the part of the body which contains the scar. The fire lasts for one scene, although
the Garou may extinguish it beforehand if she so chooses.
Taught by: Katanka-Sonnak
Book: RatH

Harmonius Slumber (Child of Gaia Rank 4)


This Gift enables the Garou to create a perfect environment for sleep even in the most difficulty
circumstances. Under the influence of this Gift, the Garou receives the equivalent of eight hours
of restful sleep and awakens refreshed and with his spirits revived.
System: The player spends a point of Gnosis and rolls Stamina + Enigmas (difficulty 7). One
success is necessary to affect the character. Each additional success allows him to include another
individual in the effects of the Gift. A failure means that the Gift does not work, while a botch
inflicts restless sleep on the character, with no benefits. When a character awakens from a
successful use of this Gift, he finds that his Gnosis is fully replenished. The nap can last for up to
eight hours, although only two hours are necessary to reap full benefits.
Taught by: Lu-Bat
Book: RatH
Alternative Versions
From: Damien (Child of Gaia Rank 4)
System: The player rolls Stamina + Enigmas (difficulty 7). Each success allows the
character to regain a point of Willpower and Gnosis while they sleep, or to include another
individual in the effects of the Gift (a connection of some sort, physical, or spiritual is
necessary to include others in the Gift's effects). A failure means that the Gift does not
work, while a botch inflicts restless sleep on the character, and they lose a Willpower point.
The nap can last for up to eight hours, although only two hours are necessary to reap full
benefits.

Serenity (Child of Gaia Rank 4)


The Garou can quell other's Rage, even bringing Garou out of frenzies. This Gift is taught by
Unicorn spirits.
System: The Garou spends a Gnosis point and rolls Charisma + Expression (difficulty of the
target's Willpower). The target is incapable of using Rage at all for one turn turn per success. He
may not spend Rage points, but neither may he frenzy.

Strike the Air (Child of Gaia Rank 4)


The Garou becomes the ultimate example of passive resistance. She becomes unable to attack an
opponent, but she is also unable to be hit, allowing her opponent to exhaust himself in the
attempt. A mongoose spirit teaches this Gift.
System: The player spends one Willpower point and rolls Wits + Dodge (difficulty of the
opponent's Willpower). For the duration of the scene, the opponent cannot strike the Garou, no
matter how many successes he achieves on the roll. This Gift is canceled immediately if the
werewolf attacks his opponent or if anyone else attacks on the Garou's behalf. This Gift will work
on multiple opponents, but the player must activate the Gift for each opponent.
Taught by: Mongoose
Book: WW3e

Unicorn's Grace (Child of Gaia Rank 4)


A Garou with this Gift never loses her poise and rarely loses her temper. Even in the nastiest
arguments or the bloodiest combats, Children of Gaia can maintain their cool with this blessing.
An avatar of Unicorn teaches her followers this Gift.
System: By spending one Gnosis point, the Garou represses her Rage for an entire scene. No
matter how many Rage points the Garou has, humans and animals are unable to detect her
supernatural essence. The Garou also cannot frenzy and can spend Rage points only up to a
maximum of her Empathy.
Taught by: Unicorn

Burden of Knowledge (Child of Gaia Rank 5)


The Garou floods an individual with the knowledge of all her own limitations, making the victim
aware of every flaw or failing and reminding her of all the wrongs she has committed or caused.
The weight of this enlightenment can either change an individual for the better, or drive her into
suicidal despair or murderous frenzy. Few individuals survive the effect of this Gift unscathed.
This Gift can sometimes bring an errant Garou back from the edge of corruption or cause an
enemy of the Garou to be "born again".
System: The player spends a point of Gnosis and rolls Intelligence + Empathy (difficulty of the
victim's Willpower). Success causes the victim to experience every negative aspect of her
personality and past, including secret vices, shortcomings, failures and other similar faults. The
Storyteller should decide what ultimate effect the Gift produces in the victim - either a desire to
reform her ways and correct her failings, an impulse to kill herself out of shame and despair or
some course of action in between the two extremes. Once the victim has experienced the total
effect of the Gift, the intense awareness begins to fade - but residual memories may plague the
victim for a long time afterward.
Taught by: Lu-Bat
Book: RatH

Cleansing Flame (Child of Gaia Rank 5)


The Garou can pinpoint an area (or an individual) and set the target ablaze with an intense and
purifying flame that rages for 60 seconds and then dies out completely. The fire can burn out all
Wyrm-taint or human-made pollution from an area or cleanse an individual (provided the victim
survives) of wyrm taint. The first does not spread beyond the target area of person and can not be
quenched by normal means. For instance, if the Garou targets a house occupied by a Pentex
official, the fire blazes through the house destroying any vestige of the Wyrm's corruption and
leaving untouched anything not tainted by the Wyrm.
System: The player sacrifices a permanent point of Rage and rolls her Willpower. The difficulty
is 8 to affect and area; the area cannot be larger than a large house. To target an individual, the
difficulty of the Willpower roll equals the victim's Willpower. Living or undead creatures set on
fire must roll their Stamina (difficulty 9) or die from the shock. The flame destroys fomori
utterly; Black Spiral Dancers who survive the Stamina roll must make Gnosis rolls, difficulty 9,
or lose their Wyrm-taint and its accompanying Derangement. Such purified Garou are stripped of
all Rank and Gifts; they may well fall again to corruption, but they are given a second chance.
Taught by: Katanka-Sonnak
Book: RatH

Fool's Medicine (Child of Gaia Rank 5)


Bigotry may be commonplace in the West, but that doesn't mean Gaia's Children have to like it.
Tribe members use this Gift to teach a harsh lesson to people blinded by hatred. It lets the user
make general alterations to a person's skin tone and facial features. The person remains
recognizable in many respects but suddenly has a cocoa complexion, say, instead of a ruddy one,
or "Oriental eyes" instead of "round eyes". Loved ones can usually discern the target's identity,
however, which is an aspect of the Gift that troubles many bigots more than the alteration itself.
Basically, the target changes to resemble a member of the ethnic group he despises most.
System: The user spends a Gnosis point to activate the Gift and rolls Perception + Empathy
(difficulty 7). The number of successes equals the duration, in days, of the Gift. The user must
touch the target for Fool's Medicine to take effect, which it does the next time the target sleeps.
Book: Wild West Companion

Halo of the Sun (Child of Gaia Rank 5)


The Garou becomes surrounded by a sphere of blazing sunlight. Certain Wyrm creatures -
denizens of the dark - may flee before the brightly shining Garou. This Gift is taught by a spirit
allied to Helios, the Sun Celestine.
System: The Garou spends one Gnosis point; the effect lasts for one scene. The damage of any
hand-to-hand attack made by the Garou is increased by two; alternative, the Garou can cause
aggravated damage when in Homid or Glabro form. Anyone directly facing the Garou adds three
to all attack difficulties because of the glare, and any vampires within 20 yards suffer damage as
if exposed to true sunlight.

The Living Wood (Child of Gaia Rank 5)


The Garou may call the powers of the forest to arise and aid her; nearby trees will begin to move
and attempt to protect the Garou. The trees will restrain, block and even fight foes. This Gift is
taught by a Glade Child.
System: The Garou spends one Gnosis point and rolls Charisma + Survival (difficulty 8). The
Garou animates on tree for each success rolled.

Trust of Gaia (Child of Gaia Rank 5)


With this Gift, the Garou instantly earns the trust of all who meet him or hear him, even over a
telephone or television. They feel instinctively that he is a good and worthy person. This feeling
wells up from such a deep level that it cannot be changed by even the most invasive mind control.
People affected by this Gift can still be mind-controlled to attack the Garou, but hate doing so.
Those who are Wyrm-corrupted feel intense dislike instead of trust. This trust is strong, but it
does not supersede the person's common sense. If the Child of Gaia is firing a machine gun into
the crowd, the people will still scatter, rather than trust that he'll miss them. However, they will
all be convinced that he had a very good reason for firing. The Children of Gaia warn that this
Gift has a great potential for abuse, and punish those who use it for petty gain. This Gift is taught
by an avatar of Unicorn.
System: The Garou rolls Manipulation + Empathy against a difficulty of 6. The difficulty against
Garou, or humans corrupted by the Wyrm, is 8. Wyrm beasts are immune. If successful, everyone
who sees, hears or experiences the Garou in any way must make a resistance roll (Willpower
against 6) or feel a high degree of trust for the Garou. They will confide in him as they would a
trusted friend. The effect will last for one scene, or as long as the person remains in contact with
the Garou. However, even once the Gift's effect has worn off, the person will feel good will
toward the Garou.

Tribe- Fianna
Earth Sense (Fianna Rank 1)
The Garou can feel the "aura" of an area and determine if it is healthy or blighted. For a brief
instant, the user of the Gift becomes so attuned to the land immediately around her that she can
sense the pain of Wyrm-taint, the sickness of pollution or the robust energy of an unspoiled piece
of wilderness. In some instances, the source of an area's pain - or the reason for its health - may
reveal itself to the Garou through the use of this Gift.
System: The players spends a point of Gnosis. While no roll is necessary, the character must
concentrate on the target area for several minutes of game time before receiving any information
about its condition. The amount of information that is revealed is left to the Storyteller and can
vary from vague feelings ("The land doesn't feel well, as if it has been poisoned.") to extremely
specific facts ("There is an underground spring which channels Gnosis into topsoil, making the
land productive and fertile.").
Taught by: Eshtarra
Book: RatH

Faerie Light (Fianna Rank 1)


With this Gift, a Fianna can create a wisp of ghostly light, usually white, green, or faint blue in
color. She can direct the glow to move, but the light isn't strong enough to illuminate more than
three feet around the Garou. Some Fianna like to use this Gift to make their eyes flash green or
blue. Ragabash love to create tricks with Faerie Light. This Gift is taught by marsh spirits and
faeries.
System: The Garou rolls Wits + Enigmas against a difficulty of 6. The light appears anywhere the
Fianna chooses, as long as it is within line of sight. It may float slowly at about 10 yards per turn.
The Gift lasts for one turn per success, unless a Gnosis point is spent, in which case the Faerie
Light remains in effect for an entire scene.

Persuasion (Fianna Rank 1)


This Gift allows a homid to become more persuasive when dealing with others; his statements
and arguments are imbued with meaning or credibility. This Gift is taught by an Ancestor-spirit.
System: The Garou rolls Charisma + Subterfuge (difficulty 6). If successful, the difficulties of all
Social rolls are reduced by one for the remainder of the scene.
Alternative Versions
From: Damien (Fianna Rank 1)
System: The Garou rolls Charisma + Subterfuge (difficulty 8). If successful, the difficulties
of all Social rolls are reduced by one for each success for the remainder of the scene.

Primal Song (Fianna Rank 1)


The Fianna ingratiates himself with strangers by seeming to know all of their songs and dances.
Having heard only a few hummed bars or having glimpsed at just a movement or two, the Garou
can sing along or lead the dance. Skilled musicians can create new songs appropriate to the style
of the culture in question. A Songbird-spirit teaches this Gift.
System: After learning this Gift, it starts automatically whenever the Fianna hears a song or sees
a dance. He will know every word, note or step as if he'd created the piece himself. Whether or
not he can entertain people still depends on the regular rules for Performance.
Taught by: Songbird-spirit
Book: Wild West Companion

Resist Toxin (Fianna Rank 1)


The Fianna have long engaged themselves in the concoction of a variety of recreational liquids,
many of them distilled from deadly substances. They very quickly learned how to adapt - in the
interests of continued partying, of course. With this Gift, the Garou takes no damage from
poisons or diseases of any sort, and can heal many Wyrm toxins. This Gift is taught by a Toad
spirit or Plant spirit.
System: The Garou rolls Stamina + Survival (difficulty 6); only one success is required.

Sense Fae (Fianna Rank 1)


As the Fianna have acclimated themselves to their new surroundings, they have also created
relations with the fae of the New World. This Gift allows the Fianna to detect fae beings. A
Dream-spirit teaches this Gift.
System: No roll is required, but the Fianna must concentrate for one round, during which he may
take no other action. The player must roll Perception + Enigmas (difficulty 7). The Garou can
detect fae nature at a distance of five meters per success. This Gift does not guarantee a friendly
reaction from any fae creatures that it reveals.
Taught by: Dream-spirit
Book: Wild West Companion

Brew (Fianna Rank 2)


The Fianna are renowned for their ability to drink liquor. Part of this legend stems from their
ability to make it. With Brew, the Garou can mystically transform a pitcher of any liquid into an
alcoholic substance. This Gift can surreptitiously inebriate unsuspecting targets. A Grain-spirit
teaches this Gift.
System: After spending a Gnosis point, the player rolls Wits + Medicine (difficulty 7). The
number of successes determines the quality and potency of the concoction. One success can
create cheap, domestic beer, low-budget wine or mediocre tequila, while five successes can create
a high quality imported beer, fine vintage champagne or a top-shelf liquor. A botch creates a brew
that induces massive hangovers (-1 penalty for the entire next day).

Ceridwen's Blood (Fianna Rank 2)


Blood has a power within it. With this Gift, a Fianna can tap the life-force within her own blood
to restore a fallen ally. However, by doing so, she must suffer the wounds she heals. This Gift is
taught by spirits allied to Stag.
System: The Garou can heal an injured target by spilling her own blood (a small cut will do) and
rolling Stamina + Medicine against a difficulty of 8. One wound level is healed per success.
However, the Gift-user suffers a number of wounds equal to the amount healed - she cannot soak
this damage. The Fianna can heal aggravated wounds by spending a Gnosis point, although she
will only take non-aggravated wounds in exchange.

Drunkard's Luck (Fianna Rank 2)


In a drunken stupor, the Fianna walks away from fatal accidents and hazardous situations with the
assistance of this Gift. Where a sober Garou would hesitate and take a mortal wound, the Fianna
stumbles into the clear despite impaired reflexes. A Spirits-spirit teaches this Gift.
System: The Gift activates automatically when the Fianna consumes enough alcohol to render
him drunk. In this state, he loses three dice to all of his actions (more if he continues drinking),
but he benefits from an amazing lucky streak The player can re-roll any failed rolls involving
defensive actions including Dodge and Stamina soak rolls. The Storyteller may also allow the
character to avoid hazards that he could not normally detect, such as falling debris or surprise
attacks. When the effects of the alcohol wear off, the Gift deactivates. The Gift does nothing for
hangovers.
Taught by: Spirits-spirit
Book: Wild West Companion

Glib Tongue (Fianna Rank 2)


The Garou is mystically able to make whatever she says be what the target wants to hear.
Whatever the Garou says, even gibberish, will be heartily agreed with, although the Garou won't
have a clue what the target thinks she is saying. This Gift is taught by a Trickster spirit.
System: The Garou spends one Gnosis point and rolls Wits + Expression (difficulty of the
victim's Wits + Alertness). The effects last for one turn per success.

Herb Call (Fianna Rank 2)


Through singing or chanting, a Garou can find helpful or medicinal plants, roots or bark even in
poor areas such as deserts. Such plants might be healing herbs, substances used in rites or tubers
and other plants that provide needed sustenance. The song causes the plants to resonate from the
music so that the Garou can locate them by following the sounds.
System: The player spends a point of Gnosis and rolls Perception + Performance. A single
success enables the character to locate the desired herbs or plants within a mile of her location.
Additional successes increase the range by one mile per success. Failure means that the character
cannot hear any plants, while a botch leads the character to harmful herbs or plants.
Taught by: Eshtarra
Book: RatH

Howl of the Banshee (Fianna Rank 2)


The Garou may emit a fearful howl that unnerves all in the vicinity. This Gift is taught by a
Banshee, a woeful spirit of the dead.
System: The Garou spends one Gnosis point. All who hear the howl, friends or foes, must make
Willpower roll (difficulty 8 for foes, 6 for friends) or run in terror for one turn per success.
Alternative Versions
From: WW:tDA (Fianna Rank 2)
The werewolf may throw back his head and unleash a long, ululating howl like the wail of
hundred ghostly mourners. The howl can strike fear even into the heart of the undead, and
peasants who hear it even from afar cross themselves - for surely such a noise is Death
himself walking the valleys. This Gift is taught by a Banshee (or Bean Sidhe), a Death
spirit whose task is to mourn and foretell.
System: The player spends a Gnosis point and rolls Charisma + Intimidation (difficulty 6).
Anyone who hears the howl, friend or foe, must make a Willpower roll (difficulty 8 if the
Garou's foe, 6 if a friend) or flee in terror for one turn for every success on the werewolf's
Charisma + Intimidation roll.

Howl of the Unseen (Fianna Rank 2)


The Fianna have strong ties to the Umbra. A member of the tribe with this Gift may howl in the
Umbra or in the Realm and have her kenning echo on the other side of the Gauntlet. This Gift is
taught by the spirits of animals that make loud noises but remain unseen, such as crickets and
frogs.
System: The Garou must spend a Gnosis point to activate this Gift. He may speak or howl for a
full turn, and his voice will be heard on both sides of the Gauntlet. The Storyteller is free to
determine how much the Garou can say in one turn. Consider timing the player as he speaks for
five seconds (if he speaks too fast and you can't understand what he says, then neither can anyone
listening).

Luck of the Irish (Fianna Rank 2)


This Gift gives the Fianna a supernatural streak of luck. Mundane effects include finding four
leaf clovers, bills lying on the sidewalk, plump sleeping rabbits waiting to be caught for supper
and minor fortunate coincidences. This Gift is taught by a faerie spirit.
System: The Garou spends one Gnosis point. She may then re-roll any failed or botched roll. This
Gift is usable only once per scene. Other minimal, although beneficial, effects may occur at the
Storyteller's whim.

Sense Secrets (Fianna Rank 2)


Centuries of association with the fae people have taught the Fianna the nature of secrets. Things
deliberately hidden, whether obscured by brush or dropped down a mineshaft, make their
presence known to the Fiann. The Gift gives no indication as to the nature of a secret, only to its
existence. A Squirrel-spirit teaches this Gift.
System: The player rolls Perception + Enigmas (difficulty 8). Every success improves the
Fianna's sensitivity. One success detects cursory or slipshod concealment, such as tumbleweeds
pulled across a cave's mouth; five successes detect the presence of the most painstaking
obscurement, including hidden passageways and the like.
Taught by: Squirrel-spirit
Book: Wild West Companion

St Herve's Folly (Fianna Rank 2)


According to an old folktale, St Herve once preached to a wolf that had eaten the ox he used to
plow with, and the wolf was so ashamed that he agreed to plow in the ox's place. If the Fianna
didn't murder St. Herve for this, they wanted to. But they also learned a lesson from it, and
mischief-minded Fianna now use this carnivalesque Gift to create similar, though more pleasing,
results. It convinces a leader of any sort that his status is incorrect and rather that he should serve
those whom he rules. It can convince a town mayor to clean the shoes of a homeless person, or an
alpha to bow to the will of his omega. The Gift is taught, unfortunately, by an ox spirit.
System: The Fianna must have a chance to lecture the ruler on why he is incorrect in his position.
The player spends one point of Willpower and rolls Manipulation + Expression, difficulty 8. A
simple success convinces him to engage in ridiculous acts of subservience to gross lessers. Each
success after the first continues this effect for one day. Garou and other supernaturals may resist
this Gift by spending one point of Willpower, although if the Fianna continues her lecture and
spends another point of Willpower, the victim must continue to resist. Effectively it becomes a
bidding war between the victim and the Fianna; whoever has the most Willpower wins.
Taught by: Ox spirits
Book: PG3e

Warrior's Draught (Fianna Rank 2)


By stirring a bit of his own blood into a jack of wine, beer, ale or mead, the Fianna transforms the
drink into a potent elixir. Once quaffed, this potion drives the drinker into a berserk rage, lending
him even more strength than usual during his fury. The Fianna often use this Gift when alone and
making a desperate stand, but many Ragabash also use the drought to wreak havoc in the
household of an enemy by serving it to their foe's loyal retainer.
This Gift is taught by a Boar-spirit
System: The Fianna spends a point of Gnosis as he mixes the draft. The elixir remains potent for
a day (the Fianna may increase the duration by one day for every extra Gnosis point he expends
during mixing). Once drunk, the drought drives the drinker into a berserk frenzy - but for the
duration of the frenzy, she gains an additional dot in Strength and Stamina.
Taught by: Boar spirits
Book: WW:tDA

Cairbre's Tongue (Fianna Rank 3 - Songkeeper)


This Gift was used by the ancient songmaster Galliard Cairbre to show his people the corruption
of Breas the Beautiful. By speaking our 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.

Faerie Gate (Fianna Rank 3)


The Fianna are known for their interactions with the Fae, and this Gift is one of the more
beneficial outcomes of that interaction. The Garou who possesses this Gift may enter the Umbra
from the Realm by passing three times around a feature of the landscape (a tree, a large rock, a
pond, etc). The Fianna slowly fades from view and appears in the Penumbra.
System: No roll is required for this Gift - the Garou simply has to spend the time to travel around
the feature three times (usually about 15 - 20 seconds). The Garou cannot spend Rage for extra
action while using this Gift. Whether a feature is significant enough for the Garou to use it to
make the Gate is up to the ST. The Fianna may bring others with them into the spirit realms by
this Gift.
Taught by: Faerie
Book: Damien

Faerie Kin (Fianna Rank 3)


The Garou can call one of more faeries to aid her. The faeries are not under the Garou's control,
though they are favorably disposed to the Garou (except on a botch - Gaia help the Garou who
botches this one); what they do is entirely up to the Storyteller
System: The Garou spends one Gnosis point and rolls Manipulation + Occult (difficulty 8). Each
extra Gnosis point spent over the base amount increases the faerie's raw power, while extra
successes increase the faerie's numbers.

Ley Lines (Fianna Rank 3)


By manipulating ley lines - part of an energy web that crisscrosses the planet - the Fianna can
disorient world-be trackers or hunters. The victims of this Gift find themselves following false
trails, making wrong turns or walking in circles. The user's trail simply disappears. The secrets of
this Gift can be learned from an earth-spirit.
System: After spending a Gnosis point, the player rolls Wits + Occult (difficulty 7). Any attempt
to track the Garou must follow a successful Perception + Occult roll (difficulty 8). This roll must
exceed the Gift user's successes to be successful.

Lleu's Spear (Fianna Rank 3)


The name of this Gift derives from a tale of the Welsh, wherein Lleu Skillful Hand was nearly
murdered by his rival Goronwy and sought retribution. Goronwy asks if gold or land will satisfy
the debt, but Lleu claims that Goronwy must stand where he stood, and Lleu will throw a spear at
him just as he had thrown his spear at Lleu - nothing else. Goronwy finally agrees to his fate, but
asks if he can hold a stone between himself and the spear (for it was a woman who compelled
him to attack Lleu). Lleu agrees - but it does Goronwy no good, for Lleu hurls the spear straight
through the stone and right through his foe.
So it is with this Gift. The Fianna may invest a spear with supernatural piercing power, striking
with more strength and accuracy than one might expect from a mighty Crinos. Some say that a
Fianna full of spirit could even stand at a castle's gates and put a spear clean through the wall
crenelation and the man standing behind it.
This Gift is taught by an ancestor spirit.
System: The Fianna concentrates with spear in hand for a full turn, makes a Willpower roll
(difficulty 8), and spends a variable number of Gnosis points. Each Gnosis spent grants the
Fianna two additional dice for the spear's throw; these dice may be split between the Dexterity +
Athletics roll to his his target, to the damage roll (normally Strength + 2), or even spent to
increase the spear's effective range (by twenty yards per dice assigned).
The Gift functions only on a spear's throw; it cannot be used to augment a blow made in melee,
or any other missile attack. However, the spear need not be metal-tipped; this Gift proves very
effective at placing a six-foot wooden stake through a vampire's black heart.
Taught by: Ancestor spirits
Book: WW:tDA

Oaksong (Fianna Rank 3)


By using this Gift, a Garou can communicate with inanimate objects made of wood or some other
organic substance (ie: something that was once alive). The objects do not actually speak, but the
Garou can sense their thoughts as images or sensations. For example, a wooden can might
communicate that someone had used it for wilderness travel by filling the Garou's mind with
sounds of a crashing waterfall, the musty odor of bear spoor and the image of crowded
undergrowth and towering pines. A straight-backed wooden chair might allow the Garou to "see"
the person who last occupied it and get a sense of the emotional state of that individual. With
practice, a Garou can hold an entire wordless conversation with anything from a sturdy help rope
or a mat made of woven reeds to a charred scrap of paper (made from wood pulp).
System: The user of the Gift must concentrate on what sort of information she wishes to obtain
from the object as if she were asking a question. The sensations and images constitute the
"answer". The player spends a point of Gnosis and rolls Perception + Enigmas (difficulty 7).
Each success allows the character to formulate one question and direct it to one item. Additional
successes allow the character to ask more questions (on a one-for-one basis) or else ask the same
question of different objects. No successes indicate a simple failure of the Gift, while a botch
provides the Garou with false or garbled information.
Taught by: Eshtarra
Book: RatH

Reshape Object (Fianna Rank 3)


The Garou can instantly shape once-living material (but not undead!) into a variety of objects -
thus trees may become shelter, buck antlers become spears, animal hides become armor, and
flowers become perfumes. The item will in some way resemble the object from which it was
created (the spear is made of antler, not wood). This Gift is taught by a Weaver-spirit.
System: The Garou rolls Manipulation + Repair against a variable difficulty (5 to turn a broken
tree limb into a spear, 8 to turn a plank into a floatable raft, etc). The created object is not
necessarily permanent; it will last a length of time according to the chart below. Expending a
Gnosis point allows a created weapon to inflict aggravated damage (this effect is not permanent
unless a permanent Gnosis point is spent).
Successes Duration
One 5 minutes
Two 10 minutes
Three One Scene
Four One Story
Five Permanent
Sense the Unnatural (Fianna Rank 3 - Tuatha de Fionn)
The Tuatha de Fionn have long delved into magic and have gained the ability to sense its
presence. The Garou can sense any unnatural presence and determine its approximate strength
and type. supernatural presences can include: magic, spirits, the Wyrm, wraiths, etc. This will
detect vampires, but only those with Humanity scores below 7. This Gift is taught by any spirit
servant of Gaia.
System: The Garou rolls Perception + Enigmas (difficulty 6). The more successes rolled, the
more information is gained. However, understanding the information might require an
Intelligence + Occult roll (Storyteller's option).

Woadling (Fianna Rank 3)


The ancient Celts would paint their skin with woad - the components of which caused a frenzy-
like state - before marching off to battle. The Fianna carry on this tradition and take it even
further. After painting the woad on their bodies, they can bring the paintings to life to harry an
opponent. A stag-spirit can teach this Gift.
System: Each painting can create one woadling that costs one Gnosis point to animate. The
Fianna can release only one woadling per turn. Each time the player creates a woadling, she
should roll Dexterity + Occult (difficulty 6). Each success subtracts one die from her opponent's
pool as the woadling dances and prances around the target. The woadlings vanish (and must be
repainted) after the Gift ends.

Airitech's Daughers (Fianna Rank 4)


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 by moral humans, including Kinfolk, ghouls and sorcerers.
Taught by: Ancestor spirits
Book: PG3e

Balor's Gaze (Fianna Rank 4)


One of the Garou's eyes begins to glow a baleful red. Its stare is horrifying, causing wracking
pain in any being who meets its glare and whose resolve falters. This Gift is taught by a Pain
spirit.
System: The Garou spends one Gnosis and one Rage point. He then rolls Perception + Occult
(difficulty 8). Thereafter, for the remainder of the scene, any foe at whom he so much as glances
must equal or exceed the Garou's successes on a Willpower roll (difficulty 8) or double over in
agony. Such a foe is treated as Crippled (-5 to actions) for the scene, even though the foe takes no
actual wounds; foes who are already Crippled are effectively Incapacitated. If a foe successfully
resists, she is immune for the duration.

Faerie Blood (Fianna Rank 4)


The Garou can temporarily transform his blood to that of the Fae. While this Gift has been
invoked, the Fianna is effectively one of the Fae - they are immune to silver (although cold iron is
as dangerous), any magic becomes much easier and trods open up to the Fianna as if they were
Kin. Nearby Changelings may notice this alteration and the Garou may also notice them. On the
downside, those creatures who prey on blood, such as vampires, may also notice (and be
interested in) this change. This Gift is taught by Fae closely associated with the Fianna.
System: By spending a Gnosis point the Fianna undergoes this change. An Gnosis roll while the
Gift is in effect is at a -1 difficulty and any Gift requiring Gnosis to activate it needs one less
point. Silver is not inherently dangerous to the Fianna, but cold iron has many of the same
effects. The Gift lasts for one scene.

Lore of the Land (Fianna Rank 4)


By eating, smoking or otherwise taking in a portion of the land, the Garou can sense things that
happened in the immediate vicinity in the past. For instance, a Garou can mix dandelions from a
meadow into a salad which she eats; as a result, she realizes that a group of hunters passed
through the meadow three months ago. By chewing on the bark from a tree, the Garou can learn
that a surveyor for a corporation measured the land around the tree as part of a planned site for a
new factory, or that someone buried a body beneath the tree.
System: The player spends a point of Gnosis and rolls Perception + Empathy (difficulty 7). One
success gives the character a piece of past information ("A group of men passed through here
several weeks ago"). Additional successes either embellish the first piece of information ("The
men wore security uniforms") or else provide new information about other events ("A battle took
place here last year"). The information provided will be as pertinent as possible; the character
actually learns the most important (to Garou standards) thing or things that happened within the
area, most often information that the Garou can act on.
Taught by: Eshtarra
Book: RatH

Phantasm (Fianna Rank 4)


This Gift creates a static illusion with full visual, auditory and even tactile and olfactory
components. This Gift is taught by Trickster or Illusion spirits or even by faeries.
System: The Garou spends one Gnosis point for each 10-foot area to be covered by the illusion
and rolls Intelligence + Expression (difficulty 6). All in the vicinity must match or exceed the
number of successes with a Perception + Alertness roll (difficulty 6) or believe that the illusion is
real.

Song of the Dire (Fianna Rank 4)


The Fianna sings a battle song to empower her comrades as she enters a fray. Driven by their
packmate, the embattled Garou double their efforts to defeat the foe. The Black Spiral Dancers
have learned to turn tail and flee upon hearing the lyrics of this dread Gift.
System: The player spends two Gnosis points and rolls Manipulation + Performance (difficulty
8). Each success adds one die to each of her packmates' Dice Pools; the number of successes
cannot exceed the Fianna's Performance rating. The Garou must keep singing throughout the
contest; to do so she must remain in Hispo form, spend two Gnosis points and allocate at least
two dice for singing each round.

Troll's Bridge (Fianna Rank 4)


The Garou can set up a temporary fortress, built from the will of the Garou invoking the Gift.
Despite the name, it does not have to be near a bridge, although a relatively enclosed area, such
as in a gully or a thick grove of trees does help. The fortress must be created around the Garou
and they cannot leave its confines. Enemies must direct all of their strength in order to break the
barriers created and must each work individually.
System: The Garou spends a point of Willpower and rolls Wits + Repair (difficulty 6). The
number of successes + the Willpower of the Garou is the Defensive Factor of the lair; the amount
of Strength an intruder must possess in order to break through the magical barrier as per the Feat
of Strength maneuver. Strengths may not be added up to defeat the barrier - each enemy must be
alone. Each intruder that does break the wall lowers the Defensive Factor by one. The effect lasts
as many hours as successes.

Warp Spasm (Fianna Rank 4)


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 point 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.

Call of Hunt (Fianna Rank 5)


This Gift may only be used once per month, and there must be an overwhelming evil in the area.
The Garou may call the Wild Hunt of Celtic mythology down from the sky to harry and slay the
evil. This Gift is taught by the Huntsman himself.
System: The Garou must chant and concentrate for a full hour. Afterward, he spends on Gnosis
point and rolls Charisma + Occult (difficulty 8). The Huntsman and a single hound are always
summoned; another hound will come for each extra Gnosis or Rage point expended. If the roll to
summon is botched, if the threat is not deemed appropriate for the summons, or if the Garou fails
to join in the Hunt, the Wild Hunt turns on the summoner.

Earth Heal (Fianna Rank 5)


This Gift allows the Garou to help a piece of land recover from blight, Wyrm-taint, poisoning or
some other type of environmental disturbance. The Garou gives part of her essence to the
damaged land and thus begins a process of renewal that spreads to encompass such details as
purifying tainted soil, causing the growth of new plant life or purging signs of the Wyrm's
corruption from the designated spot.
System: The player sacrifices a permanent point of Gnosis and rolls Wits + Occult (difficulty 7
for naturally caused damage; difficulty 8 for Wyrm-taint). Each success contributes to the overall
recovery of the designated piece of land; the rea can be as large as a few miles, but must
constitute a single terrain feature (a lake, forest or mountain, for instance). One success makes
minimal but significant improvements in the target area, while five successes results in the area's
return (over time) to a state of unspoiled health and fertility. Although this is a potent Gift, it
doesn't prevent the healed land from being polluted once more. Even so, offering up one's Gnosis
to heal a portion of Gaia if often cause for significant rewards of Honor
Taught by: Eshtarra
Book: RatH

Gift of the Spriggan (Fianna Rank 5)


The Garou may grow up to thee times her normal size or shrink to the size of a small puppy. This
Gift is taught by faerie or a Chimerling.
System: The Garou spends one Gnosis point and rolls Stamina + Primal-Urge (difficulty 8). The
effects last one hour per success. When larger, the Garou gains +3 Strength and one extra Health
Level for each 100% increase in size; when smaller, the Garou retains her normal Strength and
abilities, but may sneak around unnoticed or pass as a "cute little doggie" among humans.

Sleep of the Hero (Fianna Rank 6)


This powerful Gift has been invoked many times in Fianna history. When a great hero (Rank 5 or
higher) dies 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 place 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 Intelligences + Rituals against a
difficulty of 9. If she succeeds, the life comes back into the hero and he falls into 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.

Tribe- Glass Walker


Agro Culture (Glass Walker Rank 1 - City Farmer)
The Garou can cause plants to take root and grow in places where it is usually impossible for
plants to grow. This Gift does not make plants grow supernaturally fast; it simply gives them a
chance for life where none existed before. The plants must still be tended to and watered.
However, the plants can use artificial substances such as concrete and plastic for soil. They dig
their roots in and grow. Plants can even be coaxed to grow out of walls, as long as they are
nurtured during the process. This Gift is taught by plant spirits.
System: The Garou must plant seeds in the area to be fertilized. If this is a concrete wall, he must
place the seeds in cracks within the surface. He then rolls Charisma + Science (or Herbology)
against a difficulty dependent on the toxicity of the area. An abandoned lot might by 5, a typical
city building bathed in the smog of passing cars might be 6 or 7, while an oil spill site might be 9.

Control Simple Machine (Glass Walker Rank 1)


The Garou may speak to the primal urban spirits in the simplest mechanical devices (no
electronics, et al), causing them to operate or shut down as he sees fit. Levers flip, pulleys roll,
screws unscrew, doors unbolt, etc This Gift is taught by any technological spirit.
System: The Garou spends a Willpower point and rolls Manipulation + Repair (difficulty 7). The
Glass Walker's control lasts for the duration of the scene.

Diagnostics (Glass Walker Rank 1)


At a glance, the Glass Walker can tell what is wrong with a machine. He can then enlist the aid of
the machine's spirit in repairing the faulty device. Any technological spirit can teach this Gift.
System: The player rolls Perception + Crafts to determine the problem. She then spends one
Gnosis point as the Garou mentally convinces the spirit of the device to aid her in fixing it. (Most
spirits are happy to do so - they don't want to be junk!) The time to fix the device is halved, and
the player may subtract any successes on the Perception + Crafts roll from the successes
necessary to fix the device.
Taught by: A technological spirit
Book: WW3e

Persuasion (Glass Walker Rank 1)


This Gift allows a homid to become more persuasive when dealing with others; his statements
and arguments are imbued with meaning or credibility. This Gift is taught by an Ancestor-spirit.
System: The Garou rolls Charisma + Subterfuge (difficulty 6). If successful, the difficulties of all
Social rolls are reduced by one for the remainder of the scene.
Alternative Versions
From: Damien (Glass Walker Rank 1)
This Gift allows a homid to become more persuasive when dealing with others; his
statements and arguments are imbued with meaning or credibility. This Gift is taught by an
Ancestor-spirit.
System: The Garou rolls Charisma + Subterfuge (difficulty 8). If successful, the difficulties
of all Social rolls are reduced by one for each success for the remainder of the scene.

Rope Tricks (Glass Walker Rank 1 - Iron Riders)


The Garou can perform simple tricks with any length of rope she is touching. From a simple
string to a noose, any rope obeys her every wish like a well-trained snake. A Spider-spirit teaches
this Gift.
System: The player spends one Willpower point and must come in contact with the rope she
wishes to control. For the remainder of the scene or until she loses contact, the rope writhes and
dances at her command. The Gift affects only one rope at a time and every new contact requires
another Willpower point.
Taught by: Spider-spirit
Book: Wild West Companion

Sense Weaver (Glass Walker Rank 1)


The Garou may sense Weaver spirits or energies in the nearby area. This Gift is taught by
Informational Geomids.
System: This Gift is invoked on a successful roll of Perception + Science. The difficulty is
determines by the Storyteller.

Smith's Blessing (Glass Walker Rank 1 - Warders)


The tools of man have great value in a world that resists shaping, and few people can afford to
lose even one. This Gift allows the Warder to make a broken, worn, rotted or dulled tool like new
once more - wood becomes hale, notches vanish, cracks mend. Although the item doesn't
precisely become new - anyone can tell at a glance that it's obviously been used before - it is once
again in good shape, as though lovingly maintained since its creation.
This Gift is taught by a Hearth or Forge spirit.
System: The player spends a Gnosis point and rolls Intelligence + Crafts, difficulty 6. The more
successes, the better the condition of the item; a good roll can even make a flawed creation
superior to when it left the forge.
Taught by: Hearth or Forge spirits
Book: WW:tDA

Threads of the Tapestry (Glass Walker Rank 1)


This Gift allows the Garou to determine the basic elements of a situation that seems confused or
deliberately obfuscated. The Garou can discern which individual in a group really holds power or
whether someone is acting under duress.
System: The player rolls Wits + Enigmas (difficulty 7). Each success allows the character to
uncover one basic behind-the-scenes fact, usually the leader of a group or the emotional context
of an otherwise poker-faced contact.
Taught by: Shantar
Book: RatH

Trick Shot (Glass Walker Rank 1)


This Gift, once an acquired taste, has undergone a recent surge in popularity. It allows the Garou
to execute brilliant feats of sharpshooting, such as shooting a weapon from an opponent's hand or
firing down the barrel of an enemy's gun. The Garou cannot use this Gift to harm an opponent
directly, however, and he can use Trick Shot only with rifles, pistols or revolvers. Air-spirits teach
this Gift.
System: The player adds the character's permanent Glory rating to his dice pool when performing
a really outlandish shooting trick. Again, this Gift does not allow direct damage to targets ("I'll
shoot him between the eyes!"), but it can be used to injure opponents indirectly ("I'll shoot the
rope that's holding the chandelier over his head!"). The effects are permanent.
Taught by: Air spirits
Book: WW3e

Cybersenses (Glass Walker Rank 2)


The Garou, through studying his own senses and the tools of science, may alter his sensory
perceptions to those of a machine. Thus, he can change his hearing to detect radar, change his
eyes to detect UV emissions or radiation, etc. This Gift is taught by any technological spirit.
System: The Garou spends one Gnosis point per sense affected. Thereafter, he substitutes a
Perception + Science roll for any Perception rolls involving the new sense(s). The effect lasts for
a scene.

Fixit (Glass Walker Rank 2)


The Garou can figure out what's wrong with a device and make on-the-spot repairs which allow
the item to run or function for a short time.
System: The player rolls Intelligence + Repair (difficulty 7). One success allows the character to
repair the targeted item so that it functions for one turn. Two successes enable it to work for one
scene, while three or more successes indicates that the item has been permanently repaired,
barring excessive use or subsequent damage.
Taught by: Shantar
Book: RatH

Garafena's Crown (Glass Walker Rank 2)


Garafena was a mythical serpent in Russian folklore that sat upon a golden crown and was called
upon to give blessing to his followers. A recent Gift that has only been known since 1998,
Garafena now offers his blessings to any Garou who wears his mark. This Gift is taught by a
snake spirit.
System: The Glass Walker must don a crown of some description, a hate, or even a scrap of
fabric wrapped around their head will do. The player then spends one Gnosis. For the rest of the
scene, any guns fired by the Glass Walker will never run out of ammunition.
Taught by: Snake spirit
Book: PG3e

Gift of Salt (Glass Walker Rank 2 - Warders)


This unassuming and yet highly useful Gift allows a Warder to preserve food at the peak of its
freshness, that he might enjoy its bounty year-round. The Warders use this Gift often, not only to
assure that they have a supply of food that won't offend their acute senses, but also to help
maintain the health of their Kin. The only drawback is that all food preserved in this manner
takes on a slightly salty taste (as if dusted with tears) - but most folk consider this aftertaste, even
on fruit, much preferable to the usual flavors of mold and rot.
This Gift is taught by a Salt-spirit
System: The player spends a Gnosis point for each 20 pounds of food to be preserved, and rolls
Intelligence + Herbalism (difficulty 6). The food remains fresh and insect-free for one month per
success.
Taught by: Salt spirits
Book: WW:tDA
Heat Metal (Glass Walker Rank 2)
Glass Walkers - who understand the workings of science and spirits alike - can mystically excite
the molecules within metal. Metal heated in such a way can be forged, molded or used to sear
flesh. A red-hot crowbar can be a very effective weapon, and heating the exterior of a gasoline
tanker can have explosive results. Glass Walkers learn this gift from fire, metal or earth
elementals.
System: The Glass Walker must spend one Gnosis point and successfully roll Intelligence +
Repair. The difficulty varies from base metals (such as copper or lead) at difficulty 6 to complex
alloys (such as steel or titanium alloy) at difficulty 7. The number of successes equals the number
of rounds the metal stays heated. Touching heated metal causes one aggravated, unsoakable
Health Level of damage per round.

Mask the Predator (Glass Walker Rank 2 - Warders)


Even the gentlest Warder unsettles horses, dogs and other domestic animals with his presence.
This Gift allows a Warder to temporarily hide his presence. This Gift allows a Warder to
temporarily hide his inner Rage, allowing him to ride horses or work with dogs as if he were an
ordinary man.
This Gift is taught by the spirit of any domesticated animal - a face that has earned the Warders
much derision among other tribes.
System: The player rolls Charisma + Animal Ken. Success means that animals treat the Warder
as if he was an ordinary human for the duration of the scene. However, this power is ineffective
against wolves; the Warders have had little luck in winning the confidence of their wild relatives.
Taught by: Domesticated animal spirits
Book: WW:tDA

Pennies From Heaven (Glass Walker Rank 2)


The Garou can convince money spirits to improve the value of his money by changing the
denominations of the coinage or currency. This Gift is taught by money spirits.
System: The Garou spends one Gnosis point and rolls Charisma + Politics. The difficulty
depends on the final desired denomination. It doesn't matter what the money already is, although
few Garou will change dollars into pennies at a loss. The amount of money changed depends on
the number of successes. (Storytellers of non-U.S. chronicles should adjust the following chart to
the closest equivalent foreign currency.)
Denomination changed to: Difficulty
Penny 3
Nickel 4
Dime 5
Quarter 6
Dollar bill 7
Five dollar bill 8
Twenty dollar bill 9
Any other currency 10
Successes Amount (in coins or bills)
1 5
2 10
3 20
4 50
5 100
Glass Walker financial managers frown on the blatant use of this Gift, since it tends to attract the
attention of other supernaturals who are concerned with money (such as the mage Syndicate). If
too much of this mutant money hits the market too quickly, there will surely be supernatural
retribution from other parties.

Phone Diving (Glass Walker Rank 2)


By invoking this Gift and calling upon his ability to step between worlds, a Glass Walker with
this Gift can travel along the phone lines that span the globe. The number must first be dialed and
physically answered - answering machines, voicemail and modems prevent this Gift from
working.
System: By spending a Willpower point and then making a Gnosis roll (difficulty of the local
Gauntlet), the Garou can travel from their current location to wherever their call is answered. The
time taken is the same as the time to travel through the Gauntlet, but even if the receiver is
replaced in that time, the Gift is still successful. A botch on the Gnosis roll sends the Garou
catapulting into the unknown.

Power Surge (Glass Walker Rank 2)


By speaking with the spirits of electricity, the Garou may cause a blackout over a wide-spread
area. This Gift is taught by an electricity elemental.
System: The Garou spends one Gnosis point and rolls Wits + Science (difficulty 7). The area
blacked or browned out depends on the number of successes rolled. One success is a single
circuit, two for an entire house or story and so on.

Reload (Glass Walker Rank 2 - Iron Riders)


With this Gift, the Garou does not need to take time to reload her firearm; the Gift reloads the
weapon automatically with shells or shot she carries on her person. A Metal-spirit teaches this
Gift.
System: The Garou need spend only one Willpower point and have the appropriate type of
ammunition on hand. For the rest of the scene, her gun remains loaded until she runs out of
reserves. Shots fired beyond her normal maximum vanish from her gunbelt or satchel.
Taught by: Metal-spirit
Book: Wild West Companion

Steel Fur (Glass Walker Rank 2)


Garou with this Gift can temporarily convert their fur into steel. This Gift is taught by metal or
earth elementals.
System: the Garou must spend one Willpower point and roll Stamina + Science (difficulty 7).
Each success adds one to the Garou's soak dice pool. The effect lasts for one scene or until the
Garou decides to convert the metal back into fur. While this Gift is active, the Garou suffers a +1
difficulty to all Social rolls (except among Glass Walkers) and Dexterity rolls.

Consumption of Machine Essence (Glass Walker Rank 3)


This Gift allows the Garou who possesses it to consume the essence of some form of Weaver
technology, and thus gain a measure of its power and abilities. The Garou must literally consume
the item - thus only objects which can fit within even the generous mouth of a crinos form are
able to be affected by this Gift. This Gift only affects crafted and created items - a sharpened stick
or a fire would not be proper components.
Once absorbed, the Garou is able to continue to use the item in a spiritual form - an absorbed key
can be used to unlock its matching door, a pen can still be used to write - but the Garou need only
touch the item to be affected. To the outside observer, the Garou using absorbed objects does not
have the object in hand - they are somehow writing with a finger, or pointing at someone and
yelling Bang. The objects behave as they would in life - swallowed binoculars would only have
the same magnification as they did before being used in the Gift, bullets fired from an absorbed
gun would have the same forensic fingerprint as if the Garou had used it in hand, etc. Once
objects have been affected by the Gift, they also work within the Umbra as they would in the
Realm.
System: Any object to be consumed must first be invested with some spiritual essence via the
Talisman Dedication ritual. The Garou must take the object into the Umbra, where they eat the
object while activating the Gift. To activate, the Garou spends a point of Gnosis and rolls Wits +
Primal Urge at a difficulty depending on the complexity of the item - an item with a simple
function like a knife or key would be difficulty 5, whereas a PDA might be difficulty 9. As stated,
the Garou must be able to consume the item - they do not literally need to chew and swallow it,
but they must be able to close their mouth around it - successfully activating the Gift means that
the object is absorbed, while an unsuccessful attempt will leave the Garou coughing and gagging
at the object now lodged in the mouth or windpipe.
Once the object is successfully absorbed, the Garou must spend a willpower point to use it. If a
roll would normally be required to successfully use the item, that roll still applies (Dexterity +
Firearms, for instance) at its normal difficulty.
Although the object is absorbed, it still counts towards the maximum number of objects that a
Garou can dedicate with the Talisman Dedication ritual. The Garou can expunge an absorbed
object only within the Umbra, and it is expelled in a spirit form only - the material form is
destroyed as part of the Gift.
Taught by: Bower birds and Weaver spiders
Book: Damien

Control Complex Machines (Glass Walker Rank 3)


The Garou may bargain with the strange spirit life of the electronic world, thereby controlling
cars, calculators, computers, video games, et al. The Gift is taught by a Net-Spider (the
knowledge is sometimes stolen from the spirit, much as a cracker copies protected files).
System: The Garou spends one Willpower point and rolls Manipulation + an appropriate skill
(Computer, Science, Electronics) against a difficulty ascertained by the Storyteller (usually 8).
This control lasts for the duration of the scene.

Data Flow (Glass Walker Rank 3)


The Glass Walkers originally developed this Gift as a "remote control" for new electronic
devices. As the computer gained importance, this Gift gained a whole new utility. Glass Walkers
now use this ability to take control of the data resources that are so important to the world's
economy and to the world in general. By focusing her attention on a single computer, a Glass
Walker can take control of that machine from across the room. She can order it to erase its
memory, alter security clearances, transmit false data or simply print a document. An electrical
spirit or the even more complex computer spirits can teach this Gift.
System: A successful Wits + Computer roll (difficulty 7) plus the expenditure of one Gnosis point
establishes contact with the computer. as long as the Garou keeps her target in line of sight, she
can maintain contact with the machine. While this Gift allows remote access, the Garou must still
make all the appropriate rolls to manipulate the computer.
Elemental Favour (Glass Walker Rank 3)
By cajoling a nearby urban elemental, the Garou can get the elemental to perform one "favor" for
her. This can include the manipulation or even destruction of the elemental's housing - thus a
metal vault door might unlock itself, a glass sheet might explode at the Garou's enemies, cables
might coil around the Garou's opponents, etc. This Gift is taught by any urban elemental.
System: The Garou rolls Charisma + Subterfuge against a difficulty of the elemental's Gnosis.

Invent (Glass Walker Rank 3)


By invoking this Gift, the Glass Walker can use pseudo-science to create minor gadgets and
devices to get him out of a fix. The closer the theory is to the laws of Science, the more likely the
Gift can fool reality for the few necessary moments.
System: The player must roll Intelligence + Repair (difficulty 8, modified by Storyteller whim).
A Gnosis point must be spent to alter the material so that it will work as the Garou intends.

Lightning Rage (Glass Walker Rank 3 - Iron Riders)


The Iron Rider can channel her Rage into an electrical charge. With this Gift, she can shock
opponents whom she is able to touch or who are in contact with a conductive material (e.g., metal
or water). A Lightning-spirit teaches this Gift.
System: For every Rage point the player spends, she can inflict three soakable, aggravated
wounds on as many Garou (or fewer).
Taught by: Lightning-spirit
Book: Wild West Companion

Tangling the Skein (Glass Walker Rank 3)


This Gift enables the Garou to cause confusion among her enemies by mixing up their
perceptions so that they cannot decide who to follow or what to do next. The effect resembles that
of the Gift: Mitanu's Deliberate Misinformation, except it distorts what others discern through
sight or memory, rather than through what they hear. Victims may mistake one person for another
and follow the wrong leader or they may go to the wrong meeting place in the mistaken
impression they are proceeding to the correct spot.
System: The player spends a point of Gnosis and rolls Manipulation + Enigmas (difficulty of the
victim's Willpower). Each success allows the character to alter one visual or remembered
perception for her victim. She can cause a Black Spiral Dancer to confuse the weakest member of
his pack for the pack leader or make a rival show up at the wrong caern for an important meeting.
Taught by: Shantar
Book: RatH

Tongues (Glass Walker Rank 3 - Warders)


This Gift allows the user to read or write any human language encountered, no matter how
ancient or obscure. Galliards often use this Gift when translating ancient texts to revive old
legends or compose new songs for Moots. This Gift is taught by a Raven-spirit.
System: After spending one Willpower point, the player rolls her Intelligence+Linguistics. The
obscurity and relative age of the language determines the difficulty. A common modern language
such as Spanish is difficulty 4. An ancient and obscure tongue such as Etruscan, would be
difficulty 8 (the difficulty increases in later years as more time has passed since the death of the
most ancient tongues). The number of successes determines the character's fluency with the
language.
Taught by: Raven
Book: WW:tDA
Wage Slave (Glass Walker Rank 3)
This Gift allows a Glasswalker using it to bind another being to a preagreed contract. The Garou
'pays' something of value to the other participant in the contract and the contractee is bound to
fulfill the agreed deal, or suffer the consequences. However, if the contract also contains
requirements for the Glasswalker in the deal, they too are bound by this Gift. It is not necessary
for the target to agree to the deal - they merely need to know of the requirements and accept the
payment.
System: When the contract is sealed by payment (either money or other valuables), the Garou
spends a Gnosis point. From then on, both participants are bound to the terms of their agreement.
If either break the deal, then they will suffer an ongoing curse - other deals may sour, weaver
technology can fails for them and so on. The exact details are up the GM, or may be delineated in
the contract itself. Multiple people may be bound to the Glasswalker by the same contract, but
each new participant must be paid, and gnosis must be spent to activate the Gift.
Taught by: Weaver spirits
Book: Damien

Weaponmaster (Glass Walker Rank 3 - Warders)


Over the past few centuries, humans have developed a bewildering array of weapons. The
Warders have great respect for this talent for war, and have learned this Gift to take advantage of
that talent. A Warder with this Gift can utilize any man-made weapon as if he were fully trained
in it from childhood; this Gift is particular popular among lupus.
This Gift is taught by a War spirit
System: No roll is necessary; the granted expertise is automatic. When using any weapon, no
matter how unfamiliar, the Warder's attach dice pool is equal to the total of his Dexterity + Melee
(or Archery, as appropriate) or his Gnosis pool, whichever is higher. In addition, no matter how
many modifiers may apply, the difficulty of his attack roll cannot exceed 8.
This Gift is not effective when dealing with firearms, a fact that contributes to its eventual
obsolescence
Taught by: War spirit
Book: WW:tDA

Web Walker (Glass Walker Rank 3)


This Gift allows a Glass Walker to move along the Pattern Web through the Umbra. Possessing
this Gift prevents a Garou from being trapped in the Gauntlet - while they cannot leave the
Gauntlet for an hour, they can move within its structure.
System: To move onto the pattern web requires the expenditure of a point of Gnosis. Once there,
Weaver spirits will ignore the Glass Walker on a roll of Charisma + Science against a difficulty of
7. To avoid the chance of being trapped within the Gauntlet, the Garou must spend a point of
Gnosis before rolling to step sideways.

Attunement (Glass Walker Rank 4)


By standing in a particular area, the character can commune with the spirits of the area, thus
getting an overview or what exists or has happened in the area - rough population, secret tunnels,
places of note and so on. This Gift is taught by a Rat spirit to Bone Gnawers and a Cockroach
spirit to the Glass Walkers.
System: The Garou spends one Gnosis point and rolls Perception + Streetwise (difficulty 6). The
amount of information gathered depend on the number of successes; on a botch, the spirits lie.
This Gift may only be used in urban areas, as the Gnawers have become desensitized to the
wilderness.
Camera Eye (Glass Walker Rank 4)
The Garou can "film" events simply by looking at them. They will be recorded onto the retina of
the werewolf who uses this Gift and can be later transferred onto video tape or still film. While
the images thus captured can be as artful as any photographic shot, they cannot be altered until
they are later transferred to a physical medium.
System: Any sight that the Garou witnesses can be captured with the expenditure of a Gnosis
point and a roll of Perception + Alertness (or Performance for artistic shots) at a difficulty 5. To
transfer the images to a viewable medium, the Garou must stare at the object and spend a
Willpower point. This Gift lasts for a scene.

Corner Shot (Glass Walker Rank 4 - Wise Guys)


This Gift makes any Glass Walker goodfella a feared opponent. Any single bullet fired will
"home in" on its target, regardless of any cover or changes in direction is needs to take. Only
single shots will work - autofire in not possible.
System: The Garou player must spend a point of Gnosis, and then roll Dexterity + Firearms at the
normal difficulty. As long as the named target is within the range of the gun and within 90
degrees either side of the way the Garou is pointing, they will be hit with the bullet as if it was
fired in a straight line.

Doppleganger (Glass Walker Rank 4)


The Garou may take the exact likeness of a particular human or wolf, or even another Garou.
This is taught by a Chameleon spirit, or a spirit of Illusion.
System: The Garou spends on Gnosis point and rolls Charisma + Performance (difficulty 8). The
effect lasts for one day per success.

Phone Travel (Glass Walker Rank 4)


Much like the level 2 Gift of Phone Diving, Phone Travel lets the Garou step through the phone
lines, surfing the phone networks until he arrives at his destination. Unlike the original Gift,
however, the phone need not be answered for the Garou to appear.
System: The Garou simply steps sideways as per normal, but chooses to travel down the
phoneline. No Willpower point is spent, and if the Gnosis roll is botched, the Gift simply fails.
However, because the phone receiver at the far end does not need to be lifted (although the Garou
needs to know the number) there is a chance that the Garou can be trapped at the far end of the
line. If the other end of the phone line is a modem, answering machine or voice mail, the Garou
must make a Wits + Athletics roll (difficulty 7) to dodge ending up in the wrong place. If they fail
- well, listening to the voicemail or answering machine message will surprise its owner. If the
other end of the line is a modem, then the Garou is catapulted into the Computer Realm.

Shantar's Loom (Glass Walker Rank 4)


The use of this Gift allows the Garou to craft some item from the energy provided by either
Gnosis, Rage or Willpower. The item may not involve multiple parts or have an overly complex
make-up. For example, a Garou cannot make a gun using this Gift, but she can craft a dagger or
hunting knife.
System: The Garou spends either a Gnosis, Rage or Willpower point and rolls Dexterity + Repair
(difficulty 8 for simple items, 9 for more sophisticated ones). One success produces the item
desired, while additional successes refine its quality and durability. The Storyteller may require
additional successes to make an item from an inappropriate trait - such as making a child's
blanket from a Rage point. The item lasts a day per success.
Taught by: Shantar
Book: RatH

Tech Speak (Glass Walker Rank 4)


By mentally interfacing with the Machine, the Garou can send communications through any
technological device. By concentrating her will upon the individual(s) whom she wishes to
communicate with, communication devices will project the information at the intended
individuals: telephones shout, stereos blare and printers print out the message. If no
communication device is present, other devices can be activated: alarms will go off, lights flash
or plumbing turns on. This Gift is taught by Pattern Spiders.
System: The Garou spends a Gnosis point and rolls Manipulation + Science. The difficulty
depends on the distance to the target: the next room is 4, the same building is 5, one block away
is 6, one mile away is 7, one time-zone away (from Eastern to Central Standard Time) is 8,
anywhere in the world (as long as there is a technological device present at the location) is 9. The
clarity of the message depends on the number of successes. One success may only communicate
one word, such as "run", while five successes may allow a reading of the Gettysburg Address.

Tractor Beam (Glass Walker Rank 4)


The Garou can transport non-dedicated objects with her to the Umbra when she steps sideways.
She may not take living creatures, only objects. This Gift is taught by Weaver spirits.
System: The Garou spends on Willpower point for each object brought over to the Umbra. It
must be something she can carry and it must weigh no more than her own body weight. However,
two or more Garou with this Gift can team up and carry larger items into the Spirit World.
Despite its name, the user of this Gift does not emit a beam.

Virtual Umbra (Glass Walker Rank 4)


This Gift allows a Glass Walker to be instantly transported into the Computer Web from any
section of the Pattern Web, or when stepping sideways near a known computer terminal in the
real world.
System: By spending a Gnosis point and rolling Intelligence + Computers (difficulty 8), the
Garou may travel instantly to the Computer Web. The Glass Walker can transport other beings
with him at a cost of one Willpower point per individual.

Calm the Flock (Glass Walker Rank 5)


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.

Chaos Mechanics (Glass Walker Rank 5)


Werewolves pulse with the Wyld's energies, of course, but all creatures with form and nature have
something of the Weaver in them, or so the Glass Walkers argue. Upon learning this Gift, the
Glass Walker reconciles the two halves of his being, and he can summon primal energy and
mystic form at the same time.
System: A Garou with this Gift may use Rage and Gnosis in the same turn without penalty.
Doing so allows the Garou to use Rage actions to activate fetishes and use Gifts requiring Gnosis
(providing that the Gift does not require a full turn to activate). What's more important is that it
allows the Garou to take Rage actions
in the same turn that he steps sideways, provided that the player rolls enough successes to get to
or from the Umbra instantly. This Gift's effects are permanent.
Book: WW3e

Command the Blaze (Glass Walker Rank 5 - Warders)


Just as a wood actually needs the occasional forest fire to cleanse away the dead underbrush,
cities too are said to require the occasional blaze to sweep away the filth, and allow new life to
grow. However, the cities of the Dark Medieval world are often tarred, thatched firetraps. This
Gift allows a Warder to direct the inevitable fire, urging it towards areas that can suffer the
burning and guiding it away from valuable territory (such as libraries or the homes of Kin).
Needless to say, it can prove quite useful when hunting vampires as well.
This Gift is taught by a fire elemental of great strength.
System: The player must spend a Gnosis point and roll Willpower, difficulty 7. The Warders area
of control originates around her person; the more successes, the farther her area of control
stretches.
Successes Radius of Control
One Arm's reach
Two The entire room
Three A medium-sized building, such as an inn
Four A city block or small keep
Five Three city blocks, a castle
Six+ An entire city
The Warder's consciousness extends wherever the fire is within her area of control; however, it
must be a single great blaze in origin (no bidding torches and lamps across the city to leap from
their sources and run wild). She must remain still with eyes closed and concentrate to maintain
control; if attacked or otherwise distracted, the control is lost (but can be regained by invoking
the Gift again). The fire cannot travel underwater or across bare stone, but can otherwise leap and
twist in unnatural fashion - the flames can extend up to fifteen feet away from their fuel. Needless
to say, a vampire confronted with writhing tendrils of flame that seem to intelligently seek him
out will probably fly into immediate Rotschreck - it would certainly seem as though God Himself
were reaching out to strike the damned creature down.
Taught by: Fire elementals
Book: WW:tDA

Drown (Glass Walker Rank 5)


This Gift causes the lungs of an opponent to fill with liquid. The victim must receive immediate
medical or magical assistance or die within a few minutes. The target of the Gift can attempt to
help herself but can do nothing else except try to expel the fluid. This Gift can either function as a
way to capture an opponent, render an enemy helpless or inflict punishment on an individual.
System: The player spends a point of Rage and rolls her Willpower (difficulty of the victim's
Willpower). Only one success is necessary to activate this Gift. The victim must receive help
immediately or else die from drowning. The victim may attempt to help herself by trying to
cough up or otherwise expel the fluid, but she can take no other actions (including movement
away from her surroundings) while she is making the attempt.
Taught by: Shantar
Book: RatH

Family Debt (Glass Walker Rank 5 - Central House)


Only dons of the Central House may learn this Gift, for they are the caretakers of the tribal debt
and favors pool The Garou can call upon the past lives of other Garou to return a favor owed to
the Glass Walker tribe, even if the debt was made centuries ago. Using this Gift will cause
another Garou with the Past Life Background to become possessed by the ancestor whom the
Glass Walker summons. The living Garou must be of the same tribe as the ancestor who is called
(a Glass Walker cannot make a Bone Gnawer summon a Silver Fang ancestor). This Gift is taught
by any long-lived spirit, such as a turtle or an elephant, and the Glass Walkers often have such
spirits witness any business transactions they make with other Garou.
System: The Garou spends one Willpower point and rolls Gnosis against a difficulty of 10 minus
the target's Past Life Background rating. If there is no Garou with Past Life present, this Gift will
not work; it requires a Garou with deep connections to her ancestors to act as a conduit. If
successful, the desired ancestor is summoned and possesses the target. This ancestor will then
perform a duty to make up for a favor the Glass Walkers did for him in his lifetime. The Central
House keeps vast records of every debt owed the tribe. It usually requires a committee vote to
summon one of their debtors and thus use up the favor owed. However, Dons who learn this Gift
are considered to have the power to use it whenever desired, although Dons who abuse it may
wind up being voted off the board, so to speak. The player should be allowed to create the
original debt condition and the debtor. "Grom Wyrmfoe of the Silver Fangs owes the Glass
Walkers big, because they helped him root out vampires in Moscow in the late 1600s. Well, my
character feels it's about time he repaid the favor by helping They will usually try to get revenge
at some later date - to do so immediately is to insult the ancestor.

Summon Net-Spider (Glass Walker Rank 5)


The Garou can summon a Net-Spider - one of the Weaver spirits that dwell within the Realm of
electronic reality. Within reasons, the Net-Spider gives its summoner absolute control over
computers. The Garou can also send the Spider into someone else's system to disrupt it - the
effects of this are left up to the Storyteller, but should be destructive. This Gift is taught by an
avatar of Cockroach.
System: The Garou spends one Gnosis point and rolls Charisma + Computers (difficulty 8). If
successful, the Net-Spider appears and will heed the Garou. The Spider allows the Garou to halve
all difficulty rolls involving computers.

Technotheocratic Apocalyptica (Glass Walker Rank 5)


They say the Glass Walkers worship their technology. That's foolishness. Worshiping mere tools
confuses the master with the servant. Worshiping monsters, now, that has some more flair. This
Gift allows the Glass Walker to turn all machines in the room into possessed monsters; mobile
phones suddenly beginning ringing at their loudest volume and hurl themselves at the person
nearest to them, televisions deliberately explode, and electrical wires whip around, tripping and
strangling whomever they can see. This Gift is taught by a Pattern Spider.
System: The player spends three Rage and rolls Charisma + Science, difficulty 8. Assuming at
least one success, every electric device in the room the Glass Walker is in will begin to shake.
Two turns after that, the entire room is filled with monstrous electrical appliances, and everyone
in the room suffers a number of unsoakable aggravated wounds equal to the number of successes
rolled. Since this includes the Glass Walker, it behooves him to leave the room in the time he has.
Taught by: Pattern spider
Book: PG3e
Tribe- Get of Fenris
Battlesense (Get of Fenris Rank 1)
The Garou can sense the best direction from which to make an attack, taking into account the
terrain of the battlefield, the numbers and placement of the enemy and the available forces at the
Garou's command or allied with her.
System: The player spends a point of Gnosis and becomes aware of the tactical forces involved
in an impending battle. The Storyteller informs the player of the numbers and placement of
opposing forces. The player can then use this information to her character's advantage.
Taught by: Nerigal
Book: RatH

Razor Claws (Get of Fenris Rank 1)


The Garou may hone his claws to razor sharpness. This Gift is taught by a Cat or Wolf spirit.
System: The Garou spends one Rage point and takes a turn to scratch his talons over a hard
surface, such as a stone. Claw attacks then do an additional die of damage for the remainder of
the scene.

Resist Pain (Get of Fenris Rank 1)


Through force of will, the Garou is able to ignore the pain of his wounds and continue acting
normally. This Gift is taught by a Bear-spirit.
System: The Garou, by spending one Willpower pint, may ignore all wound penalties for the
duration of the scene.

Sigurd's Stride (Get of Fenris Rank 1)


When Odin imprisoned Brunhilde in a ring of fire, it was Sigurd who dared the fires and rescued
her. Like Sigurd, Get of Fenris with this Gift need not fear flame. The Gift is taught by a fire
spirit.
System: The Fenrir spends one Gnosis and rolls Stamina + Primal Urge (difficulty 4). Each
success provides an automatic level of soak against fire damage for the rest of the scene.
Taught by: Fire spirits
Book: PG3e

Visage of Fenris (Get of Fenris Rank 1)


The Get appears larger and more fearsome, commanding respect from peers and cowing his foes.
A wolf-spirit teaches this Gift.

System: The player rolls Charisma + Intimidation. Only one success is necessary to affect non-
Garou and Garou of equal or lower rank. To affect Garou of higher rank, the player must score a
number of successes equal to twice the difference in Rank between the Garou and the target.
Allies and peers affected by this Gift see the Get as impressive and noble (-1 to all Social rolls).
Foes pause for a moment to summon the resolve necessary to fight such a monster (losing one
from their initiative ratings). This Gift lasts for one scene.
Taught by: A wolf spirit
Book: WW3e

Halt the Coward's Flight (Get of Fenris Rank 2)


The Garou may slow his fleeing foes, preventing them from escaping his wrath. This Gift is
taught by a Wolf spirit.
System: The Garou spends one turn concentrating and rolls Charisma + Intimidation (difficulty
of the foe's Willpower); if successful, the Garou may halve the speed of the individual for a
scene.

Power Surge (Get of Fenris Rank 2 - The Glorious Fist of Wotan)


By speaking with the spirits of electricity, the Garou may cause a blackout over a wide-spread
area. This Gift is taught by an electricity elemental.
System: The Garou spends one Gnosis point and rolls Wits + Science (difficulty 7). The area
blacked or browned out depends on the number of successes rolled. One success is a single
circuit, two for an entire house or story and so on.

Sense Guilt (Hand of Tyr) (Get of Fenris Rank 2 - Hand of Tyr)


The Hand of Tyr camp specializes in the use and misuse of this Gift. By staring into the eyes of
another, the Garou can sense whether the target harbors guilt for some past offense. The most
experienced Get can even get a feeling for what sort of crime transpired. Unfortunately, some Get
have been known to take advantage of this Gift by "sensing" guilt where none exists or by
blackmailing Garou after a successful reading. A crow-spirit teaches this Gift.
System: A successful Perception and Empathy roll (difficulty 8) reveals hidden guilty feelings.
One success detects any sense of regret, whereas five successes reveals specific facts concerning
the dirty issue.

Shards of Icy Rage (Get of Fenris Rank 2)


The Garou invoking this Gift calls on the cold power of her Rage, converting her anger into
physical ice. This ice cuts as deep as any knife, and can be hurled at her enemies in place of a
normal attack.
System: The players spends a point of Rage and rolls Wits + Primal Urge (difficulty 8). The
number of successes equals the number of shards that form from the crystallized Rage, up to a
limit of five shards. The player makes a separate attack roll for each shard, and may direct them
at more than one opponent. Each shard does three dice of aggravated damage; the range is five
yard for every dot of the Garou's strength.
The player may spend only one point of Rage each time the Gift is used; this prohibits spending
Rage to gain extra actions in the same turn as invoking the shards. Although a character may use
the Gift more than once in a scene, each successive use after the first adds +1 to the difficulty roll
to activate the gift.
Taught by: Nerigal
Book: RatH

Snarl of the Predator (Get of Fenris Rank 2)


The Garou lets out a primal snarl, sending shivers up opponents' spines and cowing them into
submission. This Gift is taught by a Wolf spirit
System: The Garou rolls Charisma + Intimidation (Difficulty of the opponents Wits +3). Each
success subtracts one from the number of dice the opponent can use next turn (the victim is
cowed and overwhelmed). This Gift takes a full turn to invoke.

Troll Skin (Get of Fenris Rank 2)


With this Gift, a Garou can make her skin grow tough and thick, covered with warty knots of
hard, armored flesh. This Gift is taught by an Earth Elemental.
System: The Garou spends one Gnosis point and rolls Stamina + Primal-Urge (difficulty 7). For
each success, the Garou receives one extra die on her soak roll. This Gift does not protect against
fire or silver, and lasts for one scene. However, when imbued with Troll Skin, the Garou is +1
difficulty on Social rolls due to the ugly skin and its accompanying smell.

Wearing the Bear Shirt (Get of Fenris Rank 2)


When a Garou with this gift frenzies, he will always enter a berserk frenzy, never a fox frenzy.
This Gift is taught by a Bear-spirit.
System: No roll is required; once this Gift is learned, the effects are automatic. In addition, the
Garou can make a Willpower roll to resist any Gifts, Disciplines, Arcanos or other powers that
incite fear, even if a resistance roll is normally not allowed.

Alberich's Claws (Get of Fenris Rank 3)


Alberich was a dwarven king who had his castle below the ground, carved out of the rock itself.
Get of Fenris with this Gift could well have been amongst the builders of that palace, for their
claws can slice directly through stone, steel or any other inanimate material as if it were butter. It
is taught by a mole spirit or earth elemental.
System: The player spends one point of Rage. If the Fenrir's next attack is performed with natural
weaponry and strikes an inanimate object, it automatically does an extra ten levels of damage.
Taught by: Mole or earth elementals
Book: PG3e

Chill of Early Frost (Get of Fenris Rank 3 - Ymir's Sweat)


The Garou invokes the spirits of winter in a great ritual, summoning biting winds that whistle and
shriek through the area. The chill is as much mystical as it is physical, sent from the domain of
great Wendigo himself.
System: The Garou chants for an hour and spends one Gnosis point. She then rolls Intelligence +
Occult against a difficulty depending on the temperature (4 if it is already winter, 6 on a 20C
spring day, 9 in the midst of a summer heat wave). Success drops the temperature in a five-mile
radius to below freezing (or even further if it was already winter). Anyone without a natural fur
coating subtract two from all Dice Pools and may suffer damage from the bitter cold. The effect
lasts for one hour per success.

Coup De Grace (Get of Fenris Rank 3 - Fangs of Garm)


The Garou studies her foe, seeking the best place to land a blow, then sets herself up to deliver a
devastating attack the following turn. This Gift is taught by an Owl spirit.
System: The Garou spends one Willpower point and rolls Perception + Medicine (difficulty of
the target's Stamina + Dodge). If successful, the Garou doubles the damage dice on her next blow,
assuming it hits.

Heimdall's Blade (Get of Fenris Rank 3)


This Gift turns ordinary items into spiritual manifestations of the Garou's Rage. With this Gift,
even a barstool becomes a deadly weapon. An Ancestor-spirit teaches this Gift.
System: The player spends one Rage point and grasps her improvised weapon. Until the scene
ends or until the Get drops it, the item has the same statistics as a cavalry saber (difficulty 6,
damage Strength +4).
Taught by: Ancestor-spirit
Book: Wild West Companion

Loki's Touch (Get of Fenris Rank 3 - Get of Fenris Ragabash (Rotagar))


This Gift is rare among the Get of Fenris, but the Rotagar often find it necessary to cool the rages
of their comrades. With just a touch, the Garou may cause a target to go into uncontrollable fits of
laughter or simply to have a better sense of humor. This Gift is taught by any Trickster spirit
(most often Ratatosk, the Squirrel).
System: The Garou must touch an opponent and roll Manipulation + Empathy (difficulty equal to
the Rage plus the Rank of the target; maximum difficulty of 10). The fits of laughter will last for
one round per success, during which time target may not take any offensive action, although he
may defend himself if attacked.

Mark the Enemy (Get of Fenris Rank 3 - Swords of Heimdall)


A specialized power developed by the Swords of Heimdall, this Gift marks the target with a
mystical brand that only this Gift's users can see. The Swords use this brand to label their
enemies so that all other Swords can see the threat. An avatar of Fenris himself teaches his
children to identify their enemies thus.
System: By laying her hand on the target and successfully rolling Manipulation + Occult
(difficulty 8), the Get can mark her enemy. Other Swords who know the Gift can see the mark
with a successful Perception + Occult roll (difficulty 8). Any Garou who knows the Gift can
remove the effect.

Might of Thor (Get of Fenris Rank 3)


The Garou can immensely increase his strength, wreaking terrible havoc on opponents. This Gift
is taught by a Wolf spirit.
System: The Garou spends one Rage point. He then rolls Willpower (difficulty 8). The Garou
may double his Strength for one turn per success, after which he will be as weak as a kitten
(Physical Attributes 1, half Willpower) until he rests for an hour.

Nerigal's call to arms (Get of Fenris Rank 3)


This Gift allows the Garou to summon to her side any creatures of spirits allied to Nerigal or
appropriate to the Ice Warrior. These beings, whether Nerigal's spirit warriors or predatory
animals, fight alongside the Garou for the duration of an entire battle.
System: The Garou spends a point of Gnosis and rolls Charisma + Leadership, difficulty 8. One
success summons one of two creatures; additional successes increase the number of creatures or
spirits that answer the summons. Thus, two successes bring up to five respondents, three
successes summon up to ten creatures, four successes results in up to 15 beings while five
successes brings everything within a five-mile radius of the character. Those creatures summoned
serve as an army under the character's command for an entire scene. Of course, if there are no
wild predators or War-spirits of Nerigal within range, the Gift fails.
Taught by: Nerigal
Book: RatH

Venom Blood (Get of Fenris Rank 3)


The Garou may change her blood to a black, viscous bile capable of harming anyone who comes
into contact with it. This Gift is taught by any poisonous spirit (Snake, Spider, etc).
System: The Garou spends on Rage point and rolls Stamina + Medicine (difficulty 7). Anything
that contacts the Garou's blood takes one die of aggravated damage per success. This effect lasts
for the duration of the scene.

Berserker's Song (Get of Fenris Rank 4)


The Get can sing himself into a controlled Frenzy. He can ignore wounds, shift to Crinos
immediately, and he is immune to many mental Gifts of Charms. In this state, unlike normal
frenzy, the Get can pull out of the frenzy at any time. An angry Wolverine-spirit or bear-spirit
teaches this Gift to the Get.
System: The Garou spends two Rage points and begins singing his particular song of Rage (many
young Get prefer "death metal"). The number of successes on a Stamina + Expression (or
Performance) roll (difficulty 6) equals the number of rounds the frenzy lasts. She can drop the
frenzy earlier by spending a Willpower point.
Alternative Versions
From: PG3e (Get of Fenris Rank 2)
This fearsome battle song is in a language that has yet to be recognized - it's certainly not
Nordic, any Germanic language, nor Garou. Yet it is potent, for it both channels and
increases Rage in the warrior who sings it. Some younger Fenrir have begun experimenting
with the tune and discovered that the lyrics can be sung in any method - so long as they
maintain the lyrics, they can sing it in more modern styles (which outrages some Elder
Get). An ancestor spirit teaches this Gift, but cannot explain its origins.
System: After spending two Rage points, the player rolls Stamina + Expression or
Performance, whichever is higher, against difficulty 6. For a number of rounds equal to the
successes gained, the Get automatically frenzies, shifting immediately to Crinos, and
gaining immunity to mind influencing powers. However, he can pull out of Frenzy
immediately and may use simple weapons like swords or bludgeons. If the Garou is
stopped from singing, somehow, the effect automatically ends.

Challenge of Single Combat (Get of Fenris Rank 4)


By invoking the name of the Ice Warrior and issuing a direct challenge to an enemy, the Garou
can force her opponent to fight one-on-one according to the tacit rules of fair play. The opponent
can launch no surprise attacks, employ dirty tricks or accept extra help from comrades or pack
mates. However, the Garou using this Gift accepts the same restrictions - neither combatant can
break off from the fight until one participant either concedes victory to the other or dies.
System: After the character has issued the challenge, the player spends a point of Rage and rolls
Manipulation + Leadership (difficulty of the target's Willpower). A single success forces the
target to forgo any unfair tactics and meet the Garou in single combat as described above. No
successes means the Gift fails while a botch inspires the target to launch an immediate attack -
usually with the help of the opponent's friends.
Taught by: Nerigal
Book: RatH

Curse of the Berserker (Get of Fenris Rank 4)


Although the tribe is known for its ferocity, this Gift allows a Get to throw off her frenzy and
retain control. This Gift comes with a price, however, as the Garou must choose another to suffer.
That victim then endures the Get's frenzy instead. A Wolverine-spirit or an Ancestor-spirit teaches
this Gift.
System: The player rolls her Willpower in a resisted action versus her target's Willpower when a
frenzy is imminent (difficulty for each equals the opponent's Willpower). The loser of the resisted
action enters a frenzy and the victor remains in control of his wits.
Taught by: Wolverine-spirit or Ancestor-spirit
Book: Wild West Companion

Hero's Stand (Get of Fenris Rank 4)


The Garou plants herself on a patch of ground and channels the very force of Gaia through her
body, essentially becoming one with the earth. She may not retreat or even move from her chosen
"turf" (and no force on Earth can make her), but she gains many powers thereby. Only when all
foes are defeated may she retreat or leave. This Gift is taught by an earth elemental.
System: The Garou rolls Willpower (difficulty 8). Each success grants her one extra die to all her
Dice Pools. Additionally, she may not be surprised, and all attacks against her are considered
frontal. Any supernatural attempts to make her leave must obtain twice as many successes as the
Garou did on the Willpower roll.

Iron-Can't-Bite (Get of Fenris Rank 4)


By carving the "iron-can't-bite" rune into her flesh, the Fenrir can make herself invincible against
the iron and steel weapons of her foes. Spears bounce off her hide and swords snap rather than
cut into her.
This Gift is taught by a War spirit.
System: The player spends a Gnosis point and a Rage point; the rune-carving inflicts no actual
damage. For the duration of the scene, the Fenrir takes no damage from attacks inflicted by
ferrous metals, although wood, stone, silver, claws or teeth and other non-ferrous attack forms
can wound her as normal.
Taught by: War spirits
Book: WW:tDA

Journey Home (Get of Fenris Rank 4)


No matter what the distance or what the circumstances, the Get can travel home as easily as he
can reach into the Umbra.
System: The player spends all of his Gnosis (minimum of three points) and steps into the Umbra.
When he steps out of the Umbra, he emerges at the place he considers home.
Book: Wild West Companion

Scream of Gaia (Get of Fenris Rank 4)


The Garou may leap into the midst of his foes and issue a terrible howl from the depths of his
being, a scream of pain from Gaia Herself for all the ravages she has suffered. Foes are knocked
off their feet and injured. This Gift is taught by a Wolf spirit.
System: The Garou spends one Gnosis point and rolls Rage (difficulty 6). Everyone in a radius of
10 feet per success is blasted back, knocked to the ground and suffers one die of damage per
success as an earsplitting shockwave engulfs the area.

Endurance of Heimdall (Get of Fenris Rank 5)


This powerful Gift grants the Garou great endurance and hardiness for a time. This Gift is taught
by a Boar-spirit.
System: The Garou spends one Gnosis point and rolls Willpower (difficulty 6). If successful, the
Garou's Stamina rating is doubled for the duration of the scene. This will aid Stamina and Soak
rolls.

Fenris' Bite (Get of Fenris Rank 5)


The Garou's teeth become terribly sharp, and jaw success increases to an incredible degree,
allowing the Garou to mangle limbs with a single bite or even chomp them clean off. This Gift is
taught by an avatar of Fenris.
System: The Garou spends one Rage point and rolls Strength + Medicine (difficulty of his
opponent's Stamina + 3). The Garou's next bite, if it hits, will crush and mangle one of the
opponent's limbs, inflicting one automatic Health Level of damage in addition to the normal bite
damage. The target's limb is rendered useless for the scene (or much longer in the case of humans
and other creatures without regenerative powers). If five or more successes are scored on the
Strength + Medicine roll, the limb complete severed.

Heart of the Ice Warrior (Get of Fenris Rank 5)


Usually used only in the most dire circumstance, this Gift renders the Garou impervious to
damage long enough to deliver a final blow to her opponent. The exertion causes the Garou to
collapse, mortally wounded. Unless healed immediately, the Garou dies, having given her all in
battle.
System: No roll is necessary to invoke the Gift, but the player must spend a point of Rage. The
character may not dodge when invoking this Gift, but no damage levied against the Garou will
impair her in any way until her attack lands - lightning strikes won't blow her back, and blades
can't sever her limbs.
The character makes her next attack at +4 to her attack dice pool. The player may reroll any 1s
rolled on this attack - they simply to not count. In addition, any damage rolls gain four extra dice.
After delivering her attack, the character falls to Incapacitated. Unless somehow mystically
healed by another using Mother's Touch or a similar Gift or fetish (regeneration isn't an option)
within the same turn, the character dies at the end of the turn.
Taught by: Nerigal
Book: RatH

Horde of Valhalla (Get of Fenris Rank 5)


The Garou must be in good standing with his totem (have displayed exemplary courage) and may
only use this Gift in the most dire circumstances, as he is asking aid from Fenris himself. This
Gift is taught by an avatar of Fenris.
System: The Garou rolls Charisma + Animal Ken (difficulty 6). If successful, a number of spirit
wolves from Valhalla emerge from the Umbra to do battle with the Garou's foes - one wolf for
every point of Gnosis or Rage spent by the Garou. These wolves are identical to those of the Wild
Hunt. The wolves will return to Valhalla at the end of the scene.

Strength of the Einherjar (Get of Fenris Rank 5)


This Gift allows a Get to call upon his greatest ancestors, the heroes of Valhalla, the Einherjar, for
assistance. It is only used in dire situations, when the lives of more than one Garou are
endangered. Calling on the strength of the Einherjar allows a Get to increase his Attributes
substantially for a limited time. The Einherjar come to the aid of a Get only in times of great
peril, and punish any Get 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 Past Life Background may learn this Gift. The Get
spends on Rage point and rolls Charisma + Rituals (difficulty 10); she may subtract one from the
difficulty for every dot she has in Past Life. During the casting of this Gift, she must carve the
specific runes of her ancestors into her flesh. For each success, she may add one dot to any
Attribute, or distribute the dots to different Attributes. If the Storyteller believes this Gift has been
used inappropriately, the Einherjar will still give assistance, but then turn on their descendant,
permanently removing a number of Attribute dots equal to those they granted. They will show no
mercy.

Call Great Fenris (Get of Fenris Rank 6)


The Get may summon a spirit avatar of Fenris Wolf. The avatar will assist in combat, slaying all
who are not Get of Fenris or under their protection. There is always a sacrifice demanded in
return, traditionally the right hand of the summoner. Once Fenris has claimed the hand, it does
not regenerate. If there is not a good reason for calling the avatar, or the summoner will be
devoured whole. This Gift is taught by a wolf spirit.
System: The Garou spends one Gnosis point and rolls Stamina + Occult (difficulty 6). The
summoner permanently loses one Health Level as his right hand is bitten off by Fenris in return
for daring to summon him. See the sidebar for the Fenris avatar's Traits. The Spirit Avatar of
Fenris Wolf The avatar of Great Fenris appears as an enormous wolf, 10 feet tall at the shoulder.
His eyes burn with rage and his jaws drip with the blood of countless enemies. His fur is brown
with red and and black markings. The avatar of Fenris can run at up to 100 miles per hour, and
never seems to tire. Willpower 10, Rage 10, Gnosis 8, Power 75 Charms: Airt Sense, Materialize
(Power cost 40; Strength 10, Dexterity 7, Stamina 10, Brawl 5, Dodge 3, Claws: Str + 3, Fangs:
Str + 4, Health 15), Reform, Tracking.

Tribe- Red Talon

Babble (Red Talon Rank 1)


The Garou invoking this Gift can cause another to lose the ability to read, write or speak any
language. That person will only be able to grunt like an animal. The effect lasts for one scene and
is taught by a parrot spirit.
System: The Garou must spend a Gnosis point and roll Manipulation + Primal Urge, difficulty 7,
resisted by an Intelligence + Linguistics roll, difficulty 7.

Beast Speech (Red Talon Rank 1)


The Garou may speak to animals, from pigeons in the park to beavers at their dam or fish in the
sea. This does not change their basic reactions - a hungry tiger is still hungry and may well
attack. This Gift is taught by a Nature-spirit.
System: The Garou rolls Charisma + Animal Ken (difficulty 6). This roll must be made for each
type of animal and for each encounter.

Prey's Cry (Red Talon Rank 1)


Medieval legends aplenty tell of terrible beasts that mimic human voices or the cries of game
animals to lure travelers into their gaping maws. The Red Talons have learned this trick for
themselves. Many a traveler has died at Talon jaws after following what they believed to be a fair
young girl's cry of distress...
This Gift is learned from a Raven, Mockingbird or Manticore-spirit (the last is a member of
Griffin's spirit brood).
System: The player rolls Wits + Expression. The difficulty depends on the animal noise imitated;
a rabbit's death-scream or wild bison's call is difficulty 5, whereas a human plea for help might be
difficulty 7, or even 9 if the Talon wants "a voice that sounds like one of their priests" or a
similarly complicated mimicry. If successful, any mortal or animal believes that the cry is that of
the Red Talon's intended creature, even to the point of recognizing "a noble's inflection" or
believing a female voice that of "a maiden pure of virtue". The Red Talon need not know that
much about the creature mimicked - even if the Talon has never heard a soldier cry for help, he
can emit a cry that humans would instantly take for the call of a man-at-arms.
Taught by: Raven, Mockingbird or Manticore-spirit
Book: WW:tDA

Rouse to Anger (Red Talon Rank 1)


This Gift enables the Garou to say or do something that causes her target to refresh her inner
Rage. This might involve shaming an individual, slapping her in the face or telling her something
to arouse her anger. The Garou can also summon within herself a memory or an emotion that
assists her in replenishing her own capacity for righteous anger.
System: The player rolls Manipulation + Empathy (difficulty 8) and spends a Gnosis point. A
successful roll enables the character to speak or act in such a way that her target gains a point of
Rage. Each additional success allows the character to affect another individual, including herself.
Taught by: Rorg
Book: RatH

Scent of Running Water (Red Talon Rank 1)


The Garou can completely mask her scent, making herself virtually impossible to track. This Gift
is taught by a Fox-spirit.
System: The difficulties of all rolls to track the Garou are increased by two. This Gift becomes an
innate ability to the Garou who learns it. She need not expend any points or make any rolls.

Water Sense (Red Talon Rank 1)


The most precious resource in the unsettled wilderness may be drinking water, but it can be hard
to find. With this Gift, the Red Talon never goes thirsty. Red Talons also use this Gift to lose
pursuers by crossing rivers or to locate prey near watering holes. A Water-spirit teaches this Gift.
System: The player rolls Perception + Survival (difficulty 6). The character can detect water from
a distance of 100 meters for every success.
Taught by: Water-spirit
Book: Wild West Companion

Wolf at the Door (Red Talon Rank 1)


Some humans can't just be splattered all over the nearest tree. Some of them have to be taught a
lesson and left alive, for whatever reason. However, the Red Talons know how to make the
message stick. This Gift induces a terrible dread of and respect for the forest, and it makes a
human target afraid to tamper with it in any way. Any predator spirit can teach this Gift.
System: The Garou must make eye contact with the target, but he can be in any form when he
does so. The player then rolls Charisma + Primal Urge (difficulty of the target's Willpower). The
effects last for one day per success. During this time, the human must roll Willpower to leave his
home, and he may not go near anything resembling a forest without spending a Willpower point.
If the human does leave his home he is shaky and fearful until he returns, and his player loses two
dice from all Mental and Social dice pools. This Gift functions on Kinfolk, mages, ghouls and
other supernatural homids, but the difficulty increases by two, to a maximum of 10.
Taught by: Predator spirits
Book: WW3e

Aura of Ferocity (Red Talon Rank 2)


The harsh, untamed wilderness frequently brings death to humans who venture into it unprepared.
With this Gift, the Garou can heighten the fear humans have of the wild. A panic-stricken human
may be unable to act or have to flee the area. An Ancestor-spirit teaches this Gift.
System: The Garou must spend one Rage point to activate the Gift and must growl (even in
human form) for the effect to work. All normal humans lose one die from their Dice Pools within
20 feet of the Garou. Those humans not used to dealing with wild animals must make a
Willpower roll (difficulty equals the Garou's Rage) or flee the area.
Taught by: Ancestor-spirit
Book: Wild West Companion
Beastmind (Red Talon Rank 2)
The Garou can reduce the mental faculties of a target to those of an animal for a short time. This
Gift is taught by an avatar of Griffin
System: The Garou rolls Manipulation + Empathy (difficulty of the target's Willpower). The
effect lasts for one turn per success.

Cull the Herd (Red Talon Rank 2)


A Red Talon using this Gift measures the vitality of her prey to plan her attack strategy
effectively. During the Impergium, Red Talons used this Gift to pick the weakest of the humans
and destroy them. Occasionally, the Red Talons killed the strongest of the humans to remove
them from the breeding pool. Today, the Gift continues to help Red Talons hunt and kill their
prey. An Avatar of wolf teaches his children how to detect the easiest prey.
System: The Red Talon need only succeed on a Perception + Primal Urge roll (difficulty 7) to
determine the general health and fitness of an individual. This Gift also works on animals and
Garou as well as humans. One success detects any injuries, whereas five successes would reveal
the creature's entire physiology.

Foetracker (Red Talon Rank 2)


By using this Gift, the Garou can follow her quarry without risking losing the trail. The scent of
the target becomes so powerful to the Garou that she can follow it even under conditions that
might otherwise obscure the trail. Even if the victim crosses water, lays down a false trail or
attempts to mask his scent with some other odor, the Garou unerringly follows her prey.
However, the Gift's effects become fainter with time and distance.
System: The players spends a point of Gnosis and rolls Perception + Primal Urge. Each success
allows the character to track her target unerringly for one scene up to a maximum of five scenes,
after which the effects of the Gift end, and the trail becomes too faint to follow.
Taught by: Rorg
Book: RatH

Primal Instinct (Red Talon Rank 2)


The Red Talon can strip away the layers of humanity that cover up man's basic instinct. A human
assaulted with this Gift finds himself behaving like a beast. Momentarily losing all civility, the
human strips naked, runs through the streets, growls at threats and makes numerous, uninvited
overtures toward members of the opposite sex. All thoughts of business meetings, color television
and BMW's vanish in favor of the basic drives of survival. Red Talons use whatever means
necessary to force Ape-spirits to teach them this Gift.
System: The Red Talon must spend a Gnosis point and roll Manipulation + Animal Ken
(difficulty equal to the target's Willpower). The number of successes indicates the extent to which
the human target loses his humanity. One success causes a certain absent-mindedness and
preoccupation with food and sex. Five successes, on the other hand, probably cause the raving
target to be locked up and tranquilized
Taught by: Ape spirits
Book: PG3e

Sense of the Prey (Red Talon Rank 2)


The character, if he knows anything about his prey, can track it down as rapidly as he can travel.
This unerring sense of direction operates anywhere, and is used to track spirits through the
Umbra as well as to find beings on Earth. This Gift is taught by a Wolf- or Dog-spirit.
System: No roll is required unless the target is actively hiding, in which case a Perception +
Enigmas roll is made against a difficulty of the target's Wits + Stealth. If the target is a spirit, the
difficulty is the spirit's Gnosis.

Snuff Flames (Red Talon Rank 2)


The Red Talons are mistrustful of humanity's control of fire. This Gift allows them to take one of
the hated humans' most prized tools away from them, dousing almost any fire within their line of
sight.
This Gift is taught by a Water spirit.
System: The player rolls Willpower, difficulty 6 (or 8 when trying to affect oil fires). The Talon
may extinguish all fire within a radius of two yards per success. The fuel may be relit, but it's
difficulty to do so - a torch becomes as tricky to light as if it were damp, extinguished oil fires
gutter fitfully and refuse to catch fully light, and so on.
Taught by: Water spirits
Book: WW:tDA

Elemental Favour (Red Talon Rank 3)


By cajoling a nearby elemental, the Garou can get the elemental to perform one "favor" for her.
This can include the manipulation or even destruction of the elemental's material reflection - thus
a rock might roll onto enemies, fire may explode, water may flow at the Garou's whim, or winds
may knock foes to their feet. This Gift is taught by any elemental.
System: The Garou rolls Charisma + Subterfuge against a difficulty of the elemental's Gnosis.

Herding the Infant Ape (Red Talon Rank 3)


Perhaps the most unpopular Gift in the entire tribe, this Gift is hidden by Whelp's Compromise,
although a few Warders of the Land use it in more... experimental ways. It turns a human child of
no older than ten years old into a creature of the wild, unable to set foot in a city. Some suggest
this Gift is responsible for myths such as Romulus and Remus, or the tale of Mowgli. Whelp's
Compromise camp members use this to show that humans themselves can exist in harmony with
Gaia, it is the City that is evil and needs to be destroyed.

System: This Gift can only be used on a human child of no more than ten years. The player pends
three Gnosis and rolls Charisma + Primal Urge. The difficulty is the child's age; any child less
than a year old automatically is barred from setting foot in a city for the rest of their life. For
children aged one and up, the number of successes rolled becomes the number of decades that
pass before they can re-enter a city. If they do so before then, they suffer incapacitating cramps,
refuse to eat, and stay immobile until removed from the city.
Since this Gift only works on those too small to fend for themselves, few who use it simply
abandon their charges. After all, a dead human child in the wild isn't the example the Whelp's
Compromise wants to make.
Taught by: Wolf or Ape spirit
Book: PG3e

Savagery of the Taloned Hunter (Red Talon Rank 3)


This Gift allows a Garou to gain twice the advantage of his Rage, thus increasing the ferocity and
frequency of attacks or else allowing him to accomplish more under stress than he normally
would.
System: The player spends a Rage point, which he may then convert into the equivalent of two
points of Rage for the character. This enables a character to take two extra actions in a combat at
the cost of a Rage point. Another use of the Gift allows the character to recover from a stunned
state and take an extra action in the same turn.
Taught by: Rorg
Book: RatH

Snap Man's Chains (Red Talon Rank 3)


The Red Talons look on humanity's domestication and subsequent abuse of animals as nothing
less than a sin against Gaia. With this Gift, the Red Talon can undo that offense, if only for as
long as a night. The Talon releases a howl that drives domesticated animals completely feral -
horses throw their rides and bolt as far as they can, oxen throw themselves against fences in a
frenzy, dogs turn on their masters at the first sign of weakness. Needless to say, this Gift's use
often drives surviving humans on a quest for the witch among their numbers that surely must be
responsible.
This Gift is taught by any Animal-spirit, although the spirits of wolves and wild oxen are
particular generous with its secret.
System: The player spends a Gnosis point and rolls Manipulation + Primal-Urge. Success makes
any animals within earshot uneasy and difficult to manage, but the actual amount of animals
driven feral depends on the number of successes rolled.
Successes Area of Effect
One A single barn, kennel, stable or mews
Two A farmstead
Three A small keep
Four A village or large keep
Five A town
Six+ A city or valley
The Talon cannot influence the actions taken by the newly feral animals; most will try to flee
human territory, although some might attack their masters in a fit of panic or hunger. The effect
lasts until the sun rises or sets, whichever comes first.
Taught by: Animal spirits
Book: WW:tDA

Trackless Waste (Red Talon Rank 3)


The Garou employing this Gift must have at least a rough familiarity with the terrain in a given
area (have spent at least a week in the vicinity). The Garou may completely disrupt others'
perceptions of that terrain's landmarks, etc. Humans and the like will automatically become lost
(compasses won't work and maps will become misleading). Even Garou may become lost. This
Gift is taught by any wilderness-oriented spirit.
System: The Garou spends one Gnosis point and rolls Intelligence + Primal Urge (difficulty 6).
Each success enables a two-mile radius to be affected. Other Garou must roll Perception + Primal
Urge (difficulty 6) and equal or exceed the Gift user's roll. The effect lasts four hours.

Avalanche (Red Talon Rank 4)


The Garou must be in a mountainous or otherwise tectonically unstable area. The Gift causes an
avalanche, mudslide, etc to engulf his foes. This Gift is taught by an earth elemental.
System: The Garou spends one Gnosis point and rolls Manipulation + Survival (difficulty
determined by the Storyteller depending on the instability of the terrain). The more successes, the
more powerful the effect. On a botch, the Garou is caught in the avalanche.
Form of Akhlut (Red Talon Rank 4)
Inuit myth tells of Akhlut, a killer whale that turned into a wolf to walk on land. The legends are
almost right, of course. This Gift allows a Red Talon to take on an aquatic form such as a fish,
dolphin or whale. It is believed by some that this Gift is how the Red Talons spread from their
original lands to other continents. The Gift is taught by the spirit of an appropriate pelagic
animal, although the Red Talons respect the orca most of all.
System: Two Gnosis points are required to activate this Gift, and then the player rolls Stamina +
Primal Urge, difficulty 8. Each success allows the Red Talon to become a more powerful aquatic
denizen. One success might allow the Red Talon to become a goldfish, three a dolphin and five
the genuine killer whale of legend.
Taught by: Whale or dolphin spirits
Book: PG3e

Gorge (Red Talon Rank 4)


Natural wolves will eat as much as possible when food is available, for they never know when
their next meal will arrive. With this Gift, a Red Talon can do much the same thing with Rage,
Gnosis or Willpower, storing such energy against the day she will need it. A wolf-spirit teaches
this Gift.
System: Upon learning this Gift, the player chooses which Trait (Rage, Gnosis or Willpower) her
character can store. Thereafter, the character can hold three more points in the appropriate Trait
than her permanent rating. These extra points must be regained as usual, and they do not add
extra dice to rolls involving these Traits.
Taught by: Wolf
Book: WW3e

Hunter's Horn (Red Talon Rank 4)


This Gift enables the Garou to create a sound so horrible and mind-chilling that it sends enemies
into utter panic and causes them to flee an area without regard for direction or destination.
Enemies so affected cannot attempt to evade pursuit or disguise their passage. This makes
hunting them down and dispatching them a fairly simple task.
System: The player spends a point of Rage and rolls Manipulation + Primal-Urge (difficulty of
the highest Willpower in the group). Each success affects one victim with uncontrollable panic,
causing them to run blindly from an area. Garou affected by this Gift enter a state of fox frenzy,
while others simply become mindless panicked creatures of prey. The effect lasts for an entire
scene, during which time the character (and any allies) may hunt down and slay the victims if
they so desire.
Taught by: Rorg
Book: RatH

Quicksand (Red Talon Rank 4)


The Garou can turn the local ground into a sticky mass that can catch foes and prevent them from
moving easily. This Gift is taught by Earth elementals.
System: The Garou spends a Gnosis point and rolls Manipulation + Primal Urge (difficulty 7).
Each success turns a 10-foot area of ground into a viscous, sticky substance. Anyone in the area
save the Garou can only move at half walking speed, and no combat maneuvers requiring
movement may be executed. Additionally, the difficulties for all attacks involving actions more
complex than basic grappling are increased by one.

Recycle (Red Talon Rank 4)


Red Talons who possess this powerful Gift can destroy any man-made substance. Plastics, alloys
and other material not found in nature, disintegrate with just a touch. Lawn chairs dissolve into
oily puddles and steel melts into iron and carbon. A cockroach spirit, which has witnesses the
humans' secret creation rites, knows the Gifts that can dissolve nearly anything.
System: The Garou must touch the material for the Gift to work. Only materials which science
has manufactured are viable targets. For instance, a wooden chair would be unaffected (although
the glue holding it together would not be), whereas a plastic chair would melt to the ground. The
Garou must roll her Rage against a difficulty determined by the item's complexity. The difficulty
ranges from iron (difficulty 6) and ordinary plastics (difficulty 7) to rare and complex metal
allows (difficulty 9). Every success reduces five pounds of the target material to its base
components.

Curse of Dionysis (Red Talon Rank 5)


The Garou may transform any human or Garou into a normal wolf. Garou will stay in this form
for the duration of the scene; against humans, this effect is permanent. This Gift is taught by a
Wolf spirit.
System: The Garou spends one Gnosis point and then rolls Gnosis against a difficulty of the
opponent's Willpower.

Gaia's Vengeance (Red Talon Rank 5)


The Garou can cause the very features of the land to animate and attack intruders: branches will
lash out, rocks will roll and smash, vines will trip, water will such victims under. This Gift is
taught by an avatar of Gaia herself.
System: The Garou spends one Gnosis point and then one Rage point. He then rolls Charisma +
Enigmas (difficulty of the local Gauntlet). The game effects are up to the Storyteller.

Natural Renewal (Red Talon Rank 5)


Even as the United States carries out Manifest Destiny, the Red Talons seek to preserve the
unconquered wilderness. Under the effects of this Gift, nature recovers from ravages created by
humanity. Landslides refill the deep mining shafts that pierce the earth, wildlife infests building
and technology fails. A Seedling-spirit teaches this Gift.
System: The player must spend three Gnosis points and howl (or sing) to the wilderness spirits.
These spirits encourage rampant plant growth that can even overcome man-made roads,
mineshafts and buildings. Also no technology can function within 30 feet of the Garou. The exact
effects of the Gift are up to the Storyteller, but nature does its best to renew itself despite
humanity's efforts.
Taught by: Seedling-spirit
Book: Wild West Companion

Pack Mind (Red Talon Rank 5)


This Gift forces a group of foes to behave like a single-minded pack. All individuals must
perform the same task at the same time regardless of its appropriateness to a given situation. For
example, if one individual fights, all the others fight; if one person attempts to sneak up behind an
opponent, all the others make this attempt as well. This Gift lasts for one combat scene.
System: The player spends a point of Gnosis and rolls Willpower (difficulty 8). A single success
allows the character to inflict Pack Mind on a group of up to four individuals. Additional
successes allow the character to increase the number of people affected in increments of two; five
successes, therefore, enables the character to affect twelve individuals. For the duration of this
Gift, all the affected victims mimic the actions of their leader - or, more typically, the first person
in a group to act each turn. If one decides to speak, all of them attempt to do so; if one throws a
left hook, all of them choose this form of combat, ignoring any weapons they may have.
Taught by: Rorg
Book: RatH

Tribe- Shadow Lord

Aura of Confidence (Shadow Lord Rank 1)


The Garou radiates an aura of strength and command, preventing any attempts to read the Garou's
aura or detect his weaknesses; he reveals no flaws whatsoever. This Gift is taught by an Ancestor
spirit.
System: The Garou rolls Charisma + Subterfuge (difficulty 7). This must be rolled for each new
encountered of situation the Garou finds himself in.

Aura of Nobility (Shadow Lord Rank 1)


Even at her worst, this Garou looks her best. Despite her character, or lack thereof, the Shadow
Lord seems to be above contempt or slander. A Cobra-spirit teaches this Gift.
System: The Gift downplays the offensiveness of the Shadow Lord's deeds or her connection to
them in witnesses' minds. The player needs only to spend one Gnosis point to avoid any loss of
Honor.
Taught by: Cobra-spirit
Book: Wild West Companion

Fatal Flaw (Shadow Lord Rank 1)


The Garou can discern a target's weaknesses, allowing him an advantage in combat. This Gift is
taught by a Stormcrow.
System: The Garou concentrates for one turn and rolls Perception + Empathy (difficulty of the
target's Wits + Subterfuge). Success allows the Garou to do an extra die of damage against the
target. Extra successes allow him to discern additional vulnerabilities; five successes grant the
Garou knowledge of all the target's flaws.

Find the Portent (Shadow Lord Rank 1)


With this Gift, a Garou can call for and receive some omen or portent which can help her
determine her next course of action. The Garou must meditate for a few minutes in order to place
herself in a receptive state so that she can recognize the sign that comes to her.
System: No roll is necessary, but the player must spend a point of Gnosis. The Storyteller then
produces some sort of omen or portent to serve as a hint for the character about what lies in the
future. ("A black bird carrying something in its beak flies north", "You feel a sense of dread about
entering this part of the forest").
Taught by: Ruatma
Book: RatH

Perceptive Servant (Shadow Lord Rank 1 - Children of Crow)


Children of Crow are consummate eavesdroppers, and combined with the perceptiveness one
gains by serving Crow, this Gift can be extremely useful. It is taught by a Crow-spirit.
System: By spending one point of Gnosis, a Child of Crow can reduce the difficulty of
overhearing a conversation or witnessing a secretive activity by 2.
Purify Scent (Shadow Lord Rank 1 - Bringers of Light)
If another supernatural creature attempts to determine the breed, tribe or auspice of a Bringer of
Light, the target may use this Gift to retain her secrets. A Night-spirit teaches this Gift.
System: The Shadow Lord spends one point of Gnosis and rolls Perception + Primal-Urge. The
difficulty of discovering the information is increased by 1 for each success (up to a maximum
modifier of +3).

Rains of Mercy (Shadow Lord Rank 1)


Though this Gift surprises many non-Shadow Lord Garou, it is only because they forget the
Shadow Lords follow a god affiliated with rain, and they come from a harsh land. Even the
Darwinist Shadow Lords known that their Kin need to be fed, and the rain summoned with this
Gift made sure those favored by the Lords never went hungry. A Stormcrow teaches this Gift
System: The Shadow Lord spends one point of Gnosis. By the end of the day, rain pours down in
an area around the Shadow Lord. The size of this area depends on the Shadow Lord's rank; it
affects a radius of 15 minutes walk for each Rank the Lord has achieved, so an Athro can affect a
region one hour's walk in radius from his location. This Gift cannot summon harsh storms, but
does produce a heavy downpour.
Taught by: Stormcrows
Book: PG3e

Seizing the Edge (Shadow Lord Rank 1)


To the Shadow Lords, there is no possible way for a contest to be even. If neither competitor
wins, they both lose. This Gift allows the Garou to swing the balance, ever so slightly, in her
favor A spirit servant of Grandfather Thunder teaches this Gift.
System: The player spends one Gnosis point. For the remainder of the scene, whenever the
Shadow Lord is involved in a direct confrontation with another being (specifically if the player
must make an opposed roll), any ties go to the Shadow Lord. For example, a Shadow Lord and
her Get of Fenris rival are wrestling. Both players must roll to see if the Get of Fenris can break
the hold that the Shadow Lord has caught him in. If the players roll the same number of
successes, the Shadow Lord wins, and the Get remains pinned. This Gift last for one scene.
Taught by: A servant of Grandfather Thunder
Book: WW3e

Clap of Thunder (Shadow Lord Rank 2)


The Garou may clap her hands together, sending forth a shockwave that can stun all before her.
This Gift is taught by a Stormcrow.
System: The Garou spends one Gnosis point. All those within 10 feet, friend and foe alike, must
score at least one success on a Willpower roll (difficulty 8) or be stunned an unable to act for one
turn; on a botch they are stunned for the duration of the scene. The Garou must be in Homid,
Glabro or Crinos form to employ this power.

Cold Voice of Reason (Shadow Lord Rank 2)


A cunning Shadow Lord can talk his way out of just about anything. If a Lord is attacked by
another Garou, the Shadow Lord may invent a clever remark that will detain his attacker for at
least one round. This gift is taught by a Crow-spirit.
System: The Garou spends a Gnosis point and rolls Manipulation + Subterfuge (difficulty 8). The
attacker is detained one round for each success as long as he, in turn, is not attacked. If the target
is assaulted, the effect of the oratory wears off, and the victim may resume his attack. A botch
with this Gift will cause the attacker to go into Frenzy.
Disfigurement (Shadow Lord Rank 2)
The Shadow Lord can place a nasty boil or dishonorable scar on the target. She can disfigure her
rival in embarrassing ways that rob him of prestige in the presence of other Garou. Although the
lesion isn't physically handicapping, it certainly limits the victim's social grace. A Baboon or
Toad spirit teaches this Gift.
System: The player rolls Manipulation + Primal Urge (difficulty 7) and spends a Willpower
point. The disfigurement subtracts two dice from all the target's Social rolls. The scar or blemish
heals at the end of one scene.

Hidden Depths (Shadow Lord Rank 2)


This Gift allows a Garou to uncover some hidden piece of information, or to decipher some
cryptic passage of text. The Gift can also enable a Garou to figure out who the real power behind
the scenes is in a given situation
System: The player spends a point of Gnosis and rolls Perception + Enigmas (difficulty 8). Each
success allows the character to learn one hidden or concealed fact about the person, place or thing
targeted by the Gift. For example, one line of prophecy may be explained for each success. The
Storyteller should decide the overall effects of this Gift so that players do not attempt to avoid
pursuing other avenues of investigation.
Taught by: Ruatma
Book: RatH

Luna's Armour (Shadow Lord Rank 2)


The Garou calls upon the blessing of Luna to deter any damaging attacks aimed at her. This Gift
is taught by a Lune.
System: The Garou concentrates for one turn, spends one Gnosis point, and rolls Stamina +
Survival (difficulty 6). Each success allows the Garou to add one to her Stamina for the purpose
of soaking damage (including silver). The effect lasts for one scene.

Pure Identity (Shadow Lord Rank 2 - Bringers of Light)


A Bringer of Light can alter his appearance to suggest he belongs to another race. If he remains in
homid form, he can appear as pallid as a vampire or as glamorous as an Unseelie changeling. If
he desires to keep his "scent" as a Garou, he can affect cosmetic changes and appear as a Black
Spiral. This Gift is taught by a Chameleon-spirit.
System: The Lord spends three Gnosis, but need make no roll. The duration is one day. Close
examination requires a Subterfuge roll to maintain the deception.

Curse of Corruption (Shadow Lord Rank 3)


The Shadow Lords, never a tribe to play fair, designed this Gift to discredit their rivals. Victims
of this curse find themselves doubted by even their staunchest allies. Despite a target's most noble
exertions, no one believes anything he has to say until the curse fades. A jackal spirit teaches this
Gift.
System: The Shadow Lord rolls her Gnosis against a difficulty of the target's Gnosis. The number
of successes indicates the number of turns the victim suffers from the curse. Until it fades,
everything the victim says sounds dishonest. The Shadow Lord must spend a Willpower point to
activate this Gift.

Dark Aerie (Shadow Lord Rank 3 - Children of Crow)


The Garou may hover and float in the air. This Gift is taught by Crow. The servant of Crow is
enveloped by shadow as he escapes.
System: The Garou spends one Gnosis point. He may move at 20 mph, and the duration is one
hour. Maneuvering requires a roll of Dexterity + Stealth (difficulty 7), and the difficulties of all
complex actions, such as combat, are increased by two.

Direct the Storm (Shadow Lord Rank 3)


Having a packmate who is prone to frenzy isn't safe for anyone. With this Gift, the Shadow Lord
can direct the primal instincts of a frenzied Garou - friend or foe - causing him to attack targets of
the Lord's choice. A stormcrow teaches this Gift.
System: The player spends a point of Gnosis and rolls Willpower (difficulty of the target's Rage).
Success indicates that the Shadow Lord controls the target's frenzy and can set him on anyone she
chooses. Using this Gift on a Garou in the Thrall of the Wyrm is possible, but doing so requires
the player to roll Rage (difficulty 7) to check for frenzy for her own character.
Taught by: Stormcrow
Book: WW3e

Icy Chill of Despair (Shadow Lord Rank 3)


The Garou can assume a frightening aspect, seeming to grow larger, more looming, shadowy and
terrible. Viewers will hesitate and stall in fear. This Gift is taught by a Stormcrow
System: The Garou concentrates for a turn, spends a Gnosis point and rolls Manipulation +
Intimidation (difficulty 7). If successful, enemies viewing this sight must make a Willpower roll
(difficulty 8), scoring a number of successes equal to the Garou; failure means that the victims
must spend Willpower to attack, take action against or even verbally oppose the Garou. The
victims are not controlled by her, merely to cowed to struggle or oppose her. This effect lasts for
the rest of the scene.

Interrogator (Shadow Lord Rank 3 - Lords of the Summit)


This Gift was originally discovered by a cult of Shadow Lords known as the Judges of Doom. A
Garou may use this Gift to terrify his victim into a confession. This Gift is taught by a Fear-spirit.
System: The interrogator rolls Manipulation + Subterfuge or Interrogation; the defendant resists
with a opposed Willpower roll. If the Garou succeeds, the defendant will be paralyzed with fear
for one round and confess the greatest crime that he has committed during the last cycle of the
moon. This is long enough for a one sentence confession, but may only by used once per moon
cycle. Judges of Doom may learn this as a Level One Gift.

Paralysing Stare (Shadow Lord Rank 3)


The Garou can direct a terrifying gaze at a target, causing her to freeze in paralytic fear. This Gift
is taught by a Stormcrow.
System: The Garou concentrates for a turn, spends one Gnosis point and rolls Charisma +
Intimidation (difficulty of the target's Willpower). Each success gained on this roll freezes the
opponent in place for one turn.

Raven's Curse (Shadow Lord Rank 3)


As the name implies, this Gift lays Raven's Curse - the curse of death by arrows - on the Shadow
Lord's enemy. While the curse is in effect, arrows, bolts, hurled spears and other projectile
weapons are invisibly attracted to the target. Although this Gift can be used in battle situations,
most Lords prefer to secretly use it on their foes just before a major battle, ensuring an
"unfortunate accident".
This Gift is taught by a Raven spirit
System: The Shadow Lord must caress the intended target with his fingertips. At that time, the
player spends one Gnosis and rolls Manipulation + Archery. The number of successes determines
the duration of the curse's effect.
Successes Duration
One One Hour
Two One day
Three One month
Four One year
Five+ Until somehow broken
The difficulty to strike the target with any sort of missile weapon (except bullets, which explains
the eventual wane of this Gift's popularity) drops by two; archers and other missileers in battle
situations are also (as determined by the Storyteller) more likely to fire at the marked target than
at other targets around him. The curse can be broken by certain methods at the Storyteller's
discretion; a Rite of Cleansing, for instance, is usually effective.
Taught by: Raven spirits
Book: WW:tDA

Raven's Wings (Shadow Lord Rank 3)


The Garou with this Gift may send a portion of her spirit out of her body in the form of a raven.
The raven can see and hear, but it cannot affect the physical world. It is invulnerable to attacks,
however. This Gift is taught by a Raven-spirit.
System: The Garou spends one Gnosis and rolls Wits + Occult (difficulty 6). The raven may be
sent five miles away for every success on the roll. If it goes past this range, the Gift is canceled.
While this Gift is in use, the Garou must concentrate to use the raven's sense and may take no
other actions in the same turn in which he is communing with the raven.

Summon Stormcrow (Shadow Lord Rank 3 - Judges of Doom)


The Judges learned this blessing from Grandfather Thunder himself. The Stormcrows, some of
Grandfather Thunder's servants, come to the aid of those Garou who activate this Gift. Acting as
spies, the Stormcrows follow anybody the Judge chooses and report back all they learn. Rumors
speak of networks of Stormcrows that pass information back and forth like a regular telephone
line.
System: To call a 'crow, the Judge must roll Charisma + Intimidation (difficulty 8) and spend a
Gnosis point. He may give the crow a single command, such as "Follow the Red Talon and report
his activities" or "Keep an eye on the Theurge elder". The Stormcrow is invisible to everyone
except individuals in the Umbra. The target must roll her Perception (difficulty 8) or employ a
Gift to see a Stormcrow in the Umbra.

Unravel (Shadow Lord Rank 3)


This Gift allows the Garou to put together seemingly random bits of information to form a
tentative analysis of a situation and formulate a course of action. This is particularly useful in
situations where gathering concrete information is difficult or in extremely complex situations.
System: The player spends a point of Gnosis and rolls Intelligence + Enigmas (difficulty 7). Only
on success is necessary to make sense out of even the most confusing situation, but each
additional success further clarifies matters. (The player may ask the Storyteller to explain to her
what is actually going on in a given scene and use that information as character knowledge).
Taught by: Ruatma
Book: RatH
Unwitting Pawn (Shadow Lord Rank 3)
Over time, the Shadow Lord can convince a target that the Gift user holds the other's best
interests at heart. At first, the new-found friend performs small favors; much later, the pawn
might even die for the Shadow Lord. A Rat-spirit teaches this Gift.
System: The Gift affects just one pawn at a time. Over the period of a week, the Shadow Lord
must pretend to be the person's friend (the friendship can be real as well). During that time, he
must spend one Gnosis per day to seal the arrangement. After the first week, the pawn sides with
the Shadow Lord in arguments, helps with the Garou's chores and rolls his cigarettes. The effect
fades in one week unless the Shadow Lord spends additional Gnosis. If the Gift affects the same
person for over a year, the small favors and general friendliness turn obsessive and dangerous.
Taught by: Rat-spirit
Book: Wild West Companion

Blank Slate (Shadow Lord Rank 4)


The Garou can completely remove a single piece of information from her own mind or from that
of another. This Gift becomes useful in situations where an individual has come across some
dangerous knowledge that might lead to her death for possessing it. The Garou may not only
remove the information - such as the identity of the Garou mole within a hostile group or the
location of a safe house for ecoterrorists - but she may also smooth over the edges of the victim's
memory so that he does not realize anything is missing. The Garou may also use this Gift to alter
her own memories in situations where she feels that this is necessary.
System: The player spends a point of Gnosis and rolls Manipulation + Empathy (difficulty of the
victim's Willpower). A single success allows the character to excise the desired piece of
information. Additional successes enable the character to make secondary adjustments to the
target's memory to hide the fact that something is missing.
Taught by: Ruatma
Book: RatH

Dolorous Stroke (Shadow Lord Rank 4)


The Shadow Lord may deliver a blow so merciless and terrible that it strikes fear into the hearts
of those around her. Anyone witnessing the Dolorous Stroke becomes faint of heart, and finds it
difficulty to oppose the Shadow Lord capable of such a strike.
This Gift is taught by a Death spirit.
System: The player spends a Gnosis point and then rolls to hit; she may take no other action this
turn. If she misses, the Gift is ineffectual. But if she hits, she gains two bonus dice to her damage
pool. If she does at least three levels of damage (after soak) to her target, any onlookers are
dismayed by the brutal expertise of the Shadow Lord's attack, and suffer a one-die penalty to any
rolls made against the Shadow Lord for the remainder of the scene.
Taught by: Death spirit
Book: WW:tDA

Open Wounds (Shadow Lord Rank 4)


The Garou may cause the next wound he inflicts on a target to bleed profusely. This Gift is taught
by a Pain spirit.
System: The Garou spends one Gnosis point and rolls Strength + Medicine (difficulty of the
target's Stamina + 3). If the roll succeeds, the target will bleed, losing one Health Level per turn
for a duration of one turn per success. This is not aggravated damage.

Seeds of Doubt (Shadow Lord Rank 4)


By careful deliberation, the Shadow Lord may convince a listener of one false idea.
System: The Shadow Lord spends one point of Gnosis and makes an opposed Charisma +
Subterfuge (difficulty 8) roll against the listener's Wits + Subterfuge (difficulty 8). If the Shadow
Lord succeeds, the listener will believe the lie, as long as it is not actively harmful to him (i.e.,
"You can walk on air" or "Fire is easily digestible.") If the listener succeeds, he will realize that
he is being tricked. If the caster botches, the listener will frenzy.

Stench of the Peasant (Shadow Lord Rank 4)


A Garou can make others appear to be inept, contemptible and base. Others will be more inclined
to believe the Shadow Lord's proclamations concerning the enemies they thus curse. This effect
lasts one scene. While those affected suffer no Renown loss, they will find it hard to speak at
moots and will be considered last for honorable missions (which the Shadow Lord can maneuver
to be assigned to his pack instead). The effect lasts one scene.
System: By spending one Gnosis point and rolling Manipulation + Subterfuge, against a
difficulty of 7, the Garou can affect one person per success. Those affected subtract four from
their Social dice pools. In addition, the Shadow Lord gains 2 dice to any Expression rolls when
making disparaging remarks about these "lowly fools".

Strength of the Dominator (Shadow Lord Rank 4)


The Garou, by force of command, draws from another's anger to feed his own. This Gift is taught
by a Stormcrow.
System: The Garou rolls Wits + Intimidation (difficulty of the target's Willpower). For a number
of turns equal to the successes scored by the Garou, the victim will lose one Rage point per turn,
while the Garou will gain that Rage point. This may be attempted only once per target per scene.

Ubiquitous Presence (Shadow Lord Rank 4)


Paranoia is a wonderful weapon. It keeps enemies from resting, from thinking properly, and, done
right, from ever attacking you. And if you can't be everywhere at once, at least you can appear to
be. The Shadow Lord can curse an enemy with paranoia, giving the victim an unflinching
suspicion that the Garou is watching her, even when that belief would otherwise be entirely
illogical. Shadow or night-spirits teach this Gift.
System: The player spends one Gnosis and rolls Charisma + Intimidation, difficulty of the
victim's Intelligence * 2. Success indicates that the curse takes effect, reducing all dice pools of
the victim by one for each two successes rolled. The effects last for one day and night.
Taught by: Shadow or night-spirits
Book: PG3e

Diplomatic Immunity (Shadow Lord Rank 5)


This Gift enables the Garou to walk about in the middle of a hostile group without provoking the
outbreak of hostilities. The Garou can enter a caern belonging to a rival or walk openly into the
middle of a group of Black Spiral Dancers in order to retrieve something or deliver a message.
The Garou surrounds herself with an aura of "neutrality" that negates her enemies' or rivals'
animosity long enough to accomplish her task and leave without incident. The Gift only lasts for
one scene, after which all bets are off.
System: The player spends a point of Willpower and rolls Manipulation + Subterfuge (difficulty
8). A successful roll allows the character to interact with a group of potential enemies for the
purpose of delivering a message, retrieving an item or delivering an ultimatum.
Taught by: Ruatma
Book: RatH
Mask Taint (Shadow Lord Rank 5 - Lords of the Summit)
A Garou with this Gift may completely hide his Wyrm-taint from all senses, including Gifts that
detect such taint. This Gift is taught by a Puppeteer Bane.
System: The Garou spends one Gnosis point and rolls Appearance + Subterfuge (difficulty 8).
The effect lasts for one scene. Every time this Gift is used, the Garou must roll one die. If the
number is equal to or less than her Corruption Trait, she adds one to her Corruption, gaining more
Wyrm taint. This Gift cannot be used by Garou with Corruption 10.

Obediance (Shadow Lord Rank 5)


The garou becomes the ultimate alpha leader, commanding others to do as she wishes. This Gift
is taught by a Stormcrow.
System: The Garou spends one Gnosis point and rolls Charisma + Leadership (difficulty 8). All
in the vicinity must make Willpower rolls (difficulty 8). Failure to match or exceed the Garou's
successes means that the listeners must obey the commands of the Garou. The degree of
obedience varies according to the number of successes; one success means that the listeners can
be persuaded to do something they don't mind doing; three successes means they'll pretty much
do whatever the Garou tells them as long as they aren't directly opposed to it; five successes
means the listeners will undertake virtually suicidal actions.

Purity of Blood (Shadow Lord Rank 5 - Bringers of Light)


The disciple has become so resistant to the Wyrm that she may overcome the Blood Bond of
vampires. This Gift is taught by an avatar of Grandfather Thunder himself.
System: The Shadow Lord must expend two points of Gnosis, spend 10 minutes in meditation
and make a successful Intelligence + Meditation roll. Until the Garou uses Purity of Blood, he
will be aware that he is Bound, but may nonetheless spend a Willpower point to break his
conditioning and use the Gift. Also note that this allows an infiltrator of the Sabbat to shatter the
effect of the Vaudelaire.

Shadow Pack (Shadow Lord Rank 5)


The Garou may summon a shadowy duplicate of himself, or even multiple shadow, to spend
beside him in battle. These shadows eerily resemble the Garou and have the same powers. This
Gift is taught by a spirit of Night or a Chimerling

System: The Garou must spend a variable number of Gnosis points and succeed in a Gnosis roll
(difficulty 8). For each Gnosis point spent, the Garou summons an exact duplicate of himself to
fight by his side. These Garou have identical identical Attributes and Abilities, but not fetishes;
they may not use Gnosis or Willpower, and each has only as many Health Levels as the number
of successes rolled. The shadow-Garou last for one scene.
Taught by: Night or Chimerling

Tribe- Silent Strider

Heaven's Guidance (Silent Strider Rank 1)


A Silent Strider must be able to make his way through unfamiliar territory without benefit of
chart of compass. While under a night sky, even clouded, the Strider with this Gift can never be
truly lost. Although this Gift cannot tell a Strider exactly where he is at all times (the constantly
shifting borders of province and country alike are hard to foresee), the Strider will always have a
perfect sense of direction, as well as how many leagues he has traveled that day.
Various Star-spirits and other spirits of the Aetherial Realm teach this Gift.
System: No roll is necessary; the Strider's sense of direction and distance is absolute while he is
under a night sky.
Taught by: Star-spirits and other spirits of the Aetherial Realm
Book: WW:tDA

Ma'at's Feather (Silent Strider Rank 1)


According to Egyptian legend, if the heart of one of the dead was heavier than Ma'at's feather, she
would feed it to the beast Ammit, destroying their soul entirely. If it was lighter, then the dead
person was admitted to the afterlife. This Gift was first the province of Silent Strider Philodox
(and is still most common amongst that tribe), but has spread throughout all of Garou society. It
allows the Philodox to sense the weight of a fallen Garou's soul and determine if he died as one
of Gaia, or had fallen to the Wyrm. It is used to determine what rituals will be undertaken for the
deceased, and is taught by a bird or lion spirit.
System: If the Garou died in the service of Gaia, the Gift works automatically, revealing this to
be so. If however, the Garou had betrayed the Mother, then a roll of the Philodox's Perception +
Occult (difficulty of the deceased's former Gnosis) is needed to correctly determine their guilt. A
simple success is sufficient, and the Storyteller is encouraged to roll secretly for each use of this
Gift, to keep the players guessing.
Taught by: Bird or lion spirits
Book: PG3e

Sense of the Transformation (Silent Strider Rank 1)


With this Gift, the Garou can identify states of transformation or significant changes within
creatures or objects. This Gift allows the Garou to ascertain whether or not someone is dying of a
disease or if a female is pregnant (even in extremely early stages). In the same fashion, the Garou
can choose to determine if an object is about to break or cease functioning. The Garou need only
concentrate on her target to activate this Gift.
System: No roll is necessary, but the player must spend a point of Gnosis to activate the Gift for
one scene. During that time the character can determine the general state of health (or illness) of
the individuals or creatures in her vicinity. She can also tell if inanimate objects are on the verge
of breaking down or otherwise ceasing to function.
Taught by: Meros
Book: RatH

Sense Wyrm (Silent Strider Rank 1)


The Garou can sense manifestations of the Wyrm in the nearby area. This Gift involves a
mystical sense, not a visual or olfactory image, although Garou using this Gift are likely to say,
"This place stinks of the Wyrm." This power requires active concentration. This Gift is taught by
any spirit servant of Gaia.
System: The Garou rolls Perception + Occult. The difficulty for this Gift is based on the
concentration and strength of the Wyrm's influence (sensing a single fomor in a room would have
a difficulty of 6). Vampires can be sensed using this Gift, but only those with Humanity scores
lower than 7.

Silence (Silent Strider Rank 1)


The Garou can muffle any sound she makes, the better to creep up on an enemy or escape
unnoticed. An owl-spirit teaches this Gift.
System: The player rolls Dexterity + Stealth. Each success adds one to others' difficulty to hear
the Garou for one scene.
Taught by: Owl
Book: WW3e

Speed of Thought (Silent Strider Rank 1)


The Garou can double her land speed. This Gift is taught by a Roadrunner or Cheetah spirit.
System: The Garou spends one Gnosis point. The effect lasts for one scene.

Trailblazer (Silent Strider Rank 1)


With this Gift, the Garou can wend his way through thick underbrush as if walking on the open
plains. The Strider also finds the fastest trails and shortest routes from one location to another.
When used in a town or city, the Garou can still find the shortcuts through alleys and dart through
crowded streets with ease. A Crow-spirit teaches this Gift.
System: The player must roll her Perception + Survival, or Larceny in cities (difficulty 7). The
number of successes equals the quality of the new route and decreases travel time. Every success
reduces travel time approximately 10 percent, up to a maximum of half the original travel time.
The difficulty of any rolls to track the user increase by two when this Gift is active.
Taught by: Crow-spirit
Book: Wild West Companion

Axis Mundi (Silent Strider Rank 2)


The Garou with this Gift can center herself in relation to Gaia, and always know which direction
she is traveling in or facing, no matter where she may be in the Gaia realms. In addition, the
werewolf carries her "territory" around with her, in a mystical sense. Wolves will detect this, and
concede her right to travel through their territories and hunt there. Other animals will also
recognize this, and not attack the intruder.
System: To activate this Gift, the player must expend a point of Gnosis. Animals will
automatically sense the presence of the Garou and leave her be, and even other lupus must make
a Willpower roll not to recognize this right.

Blissful Ignorance (Silent Strider Rank 2)


The Garou can become completely invisible to all sense, spirits or monitoring devices by
remaining still. This Gift is taught by a Chameleon- spirit.
System: The Garou rolls Dexterity + Stealth (difficulty 7); each success subtracts one success
from the Perception + Alertness rolls of those actively looking for the character. If no one is so
doing, then one success indicates complete concealment.

Messenger's Fortitude (Silent Strider Rank 2)


The Garou may run at full speed for three days without rest, food or water. After the duration
expires, the Garou must sleep for a Week. This Gift is taught by a Camel or Wolf spirit.
System: The Garou spends on Gnosis point and may do nothing save run; for an additional
Gnosis point, he may imbue the effects of this Gift upon another being.

Shorten the Road (Silent Strider Rank 2)


This Gift enables the Garou to cut normal travel time by a third, even in the Umbra. This feat
may take shape in a number of ways - either through a series of fortunate coincidences or else
through clearly supernatural means.
System: The player spends a point of Gnosis and rolls Manipulation + Survival (difficulty 7). A
successful roll shortens a journey by a third so that a three-day trip takes only two days, while a
two week long trek through unspoiled wilderness only takes 10 days.
Taught by: Meros
Book: RatH

Smoke Signals (Silent Strider Rank 2)


The Strider can communicate over a great distance with visual signals. Whether with puffs of
smoke by day or flickering lights at night, the Garou sends his message into the sky for other
Garou to read. A Fire-spirit teaches this Gift.
System: The Silent Strider can create her message without a fire or other tool. He simply wills
the message to exist and plumes of smoke (or flickering lights at night) rise into the sky. Any
Garou who see these signals instinctively know what he means, just as if they had heard a howl.
The player spends one Willpower point to activate this Gift.
Taught by: Fire-spirit
Book: Wild West Companion

Summon Talisman (Silent Strider Rank 2)


The Strider can summon to herself any dedicated handheld object (see the Rite of Talisman
Dedication). The item disappears from wherever it currently rests, even from somebody else's
grasp, and appears in the Garou's grip. Striders use this Gift to bring special items to them once
they have finished a journey, or to recover items lost along the way. A packrat-spirit teaches this
Gift.
System: The Garou need only spend one Gnosis point and concentrate on the item. The Garou
can only call half of his dedicated items - he must choose which ones upon learning this Gift.

Tread Sebek's Back (Silent Strider Rank 2)


A Silent Strider may call on the rover to support her steps. By activating this Gift, a Strider may
walk or run across water or other liquids. However, her feet are not protected - running across a
pit of Wyrm-toxin is still a hazardous enterprise. Some Striders are rumored to have crossed seas
by use of this Gift. It is taught by a Crocodile or Basilisk spirit.
System: The Strider spends a Gnosis point and rolls Dexterity + Survival (difficulty 7). Each
success allows her to travel across water as if it were open ground for an hour.

Adaption (Silent Strider Rank 3)


The Garou may exist in any environment, regardless of pressure, temperature or atmospheric
composition. The Garou also takes no damage from poison or disease, though concentrated flame
or radiation still affects the Garou normally. This Gift is taught by a Bear-spirit
System: The Garou spends one Gnosis point and rolls Stamina + Survival (difficulty 7). The
effects last for one hour per success and may be extended by spending Gnosis. This Gift may be
applied to others as well as the Garou who possesses it.

Death Track (Silent Strider Rank 3)


Sometimes someone's journey ends too soon, such as a man dying before he can tell the Silent
Strider important information. Silent Striders with this Gift do not let the end of someone else's
journey be the end of theirs. As long as the Silent Strider can find the body, they can then follow
the trails of the spirit until they find the ghost. A servant of Owl teaches this Gift.
System: The Silent Strider stands over the body of the dead. Then, the player spends one point of
Gnosis and rolls Perception + Occult, difficulty 7. One success is needed to smell the direction of
the ghost from the body. Every day the search continues, another Perception + Occult roll must
be made, with one additional success required for each day spent searching. The Storyteller
determines how far away the ghost is.
Taught by: Servants of Owl
Book: PG3e
Alternative Versions
From: Damien (Silent Strider Rank 3)
System: Additional: only the ghosts of those who had a task left undone on their mind at the
time of death may be found with this Gift. Unless the task in question concerned the Silent
Strider using the Gift, the difficulty is 8.

Eyes of Ma'at (Silent Strider Rank 3)


When a Strider invokes the power of Ma'at itself, she may discern levels of truth invisible to even
the canniest investigators With this Gift, she may perceive innocence and truth, should they
reside in the breast of those she encounters. This Gift is taught by an Ibis or Baboon spirit.
System: This Gift acts much as the Philodox Git: Truth of Gaia. However, the Garou may make
Perception + Empathy rolls to determine the nature of any truths or lies the target may speak.
("Please, no, I never set foot inside her house!" "That is true, but you forced the door open so that
your companions could enter. The guilt is plain and written on your heart."

Gibberish (Silent Strider Rank 3)


This Gift destroys the ability to communicate. The Silent Strider causes one target to lose her
knowledge of speech, writing and any other form of communication. Should the victim try to
speak, no one can understand her. Should she try to read a telegram, the message appears to be
garbled nonsense.
System: The player spends one Willpower point and rolls Manipulation + Enigmas (difficulty
equals the target's Willpower). Each success removes the victim's ability to communicate for five
minutes. The victim can resist with Willpower, but each point allows her to read or speak only
one sentence.
Book: Wild West Companion

Long Running (Silent Strider Rank 3)


Whether the Garou is on foot or in a vehicle, this Gift allows him to reduce the travel time on a
lengthy journey. Striders use this Gift only when the need is dire; usually, they prefer to see the
sights and take their time. A Horse-spirit can teach this Gift.
System: The player rolls Dexterity + Athletics (or Drive) at a difficulty equal to the local
Gauntlet and spends a Gnosis point. For every success, the travel time diminishes by 5 percent. A
botch increases travel time by 25% or indicates that travel has stopped altogether (due to a flat
tire, twisted ankle, etc).

Message Glance (Silent Strider Rank 3)


The Strider can formulate a message of words or symbols that can be delivered with a single
glance to the recipient's mind, and easily remembered by the recipient.
System: The player rolls Intelligence + Linguistics, difficulty 7, to formulate the message. The
number of successes determines the length of the message - 5 symbols or words per success. One
Gnosis must be expended to deliver the message and the target must be in sight. The target
receives a -1 to all difficulties interpreting and remembering the message.

The Great Leap (Silent Strider Rank 3)


The Garou can jump incredible distances in one bound. This Gift is taught by a Jackrabbit spirit.
System: The Garou spends one Willpower point and rolls Strength + Athletics (difficulty 6). Each
success enables the Garou to leap 100 feet.

Tongues (Silent Strider Rank 3)


This Gift allows the user to read or write any human language encountered, no matter how
ancient or obscure. Galliards often use this Gift when translating ancient texts to revive old
legends or compose new songs for Moots. This Gift is taught by a Raven-spirit.
System: After spending one Willpower point, the player rolls her Intelligence+Linguistics. The
obscurity and relative age of the language determines the difficulty. A common modern language
such as Spanish is difficulty 4. An ancient and obscure tongue such as Etruscan, would be
difficulty 10. The number of successes determines the character's fluency with the language.

Wyld Spirits (Silent Strider Rank 3)


The Garou can call upon Meros' erratic nature and inflict one or more of her opponents with a
bout of erratic behavior, thus making it more difficult for the victims to coordinate attacks or act
sensibly in any given situation.
System: The player spends a point of Willpower and rolls Manipulation + Empathy (difficulty of
the victim's Willpower). Each success allows the character to affect one individual. Affected
targets fail to carry out any sustained course of action, attacking one minute and retreating the
next or else stopping to make a speech. If the Gift is used in a non-combat situation, the victims
change their actions radically from one moment the the next. This Gift lasts for one scene.
Taught by: Meros
Book: RatH

Attunement (Silent Strider Rank 4)


This Gift is similar to the Bone Gnawer Gift, but may be used only in the wilderness. By standing
in a particular area, the character can commune with the spirits of the area, thus getting an
overview of what exists or what has happening in the area - rough population, secret trails, places
of note and so on. This Gift is taught by an Owl spirit.
System: The Garou spends one Gnosis point and rolls Perception + Survival (difficulty 6). The
amount of information gained depends on the number of successes. On a botch, the spirits lie.

Dam the Heartflood (Silent Strider Rank 4)


No tribe loathes the blight of vampires more than the Silent Striders. By using this Gift, a Strider
may block the flow of blood in a vampire's heart, preventing him from using any supernatural
powers tied to the blood. This Gift is taught by Cobra spirits, who resent being viewed as a
symbol of Set.
System: This Gift can only be used on a supernatural creature with a Blood Pool who gains
power from that blood (vampires, ghouls, even Ananasi). The Garou spends a Gnosis point and
rolls Manipulation + Medicine (difficulty of the target's Willpower). Each success prevents the
target from spending any Blood Points, for whatever purpose, for a full turn. A Garou may only
use this Gift once per scene against a given target, but multiple Garou may use this Gift on a
target once each. Strider packs armed with this Gift are amongst the fiercest Leech-slayers known
to the Garou

Guiding Hand of Djeheuty (Silent Strider Rank 4)


None could stay the words of Djeheuty, the messenger of the Gods. Those who have this Gift do
not even have to accompany the message, but can send it on its way and be assured that it will
reach its destination. The spirit of any migrating animal teaches this Gift.
System: The player spends two points of Gnosis and rolls Charisma + Occult, difficulty 8, while
the Strider loudly states the message's destination. The message must be written on something
physical (paper, tablet, bone shard). A simple success imbues the message with a Gaffling that
will ensure it arrives at the stated destination. The method of delivery is a matter of coincidence;
the message is picked up by someone curious, ends up on a truck heading that direction, floats on
the wind, etc. The number of additional successes determines how long this takes, regardless of
distance.
Number of Successes Length of Transit
1 A year
2 Six months
3 One season
4 One week
5 One day
While the message is in transit, the Silent Strider cannot regain the two points of Gnosis invested
in it. Nor can they revoke the message. As a result, this Gift tends to be used only when all other
avenues have been tried and failed, or if the Strider's death is certain. The Strider's death will not
disrupt this Gift.
Taught by: Migrating animal spirits
Book: PG34

Sleep's Travels (Silent Strider Rank 4)


Through this Gift, a Garou's spirit may journey to another location while his body sleeps. Once
he has arrived at his destination, the Garou may either examine his surroundings, impart a
message to someone he sees, or retrieve a small (hand-held) item such as a ring, a set of keys or a
piece of paper. Whether the Garou actually causes an object to assume spirit-form long enough
for her to transport it from the place she has visited to the location of his sleeping body, or if the
Gift causes the retrieved item to relocate from one place to another is unclear. The Garou must
have at least four hours of uninterrupted sleep before he is able to begin the sleep journey. Once
the journey has ended and the Garou's spirit has reunited itself with her body, she must awaken
naturally. Any disturbance in the sleep pattern negates the effectiveness of the Gift, though it does
not otherwise physically threaten the Garou's life.
System: The player spends a point of Gnosis and rolls Wits + Occult (Difficulty 8). One success
enables the character to travel to the desired spot in his dreams and look around. He may
overhear conversations but may not participate in them. Additional successes increase his ability
to interact with what lies at his journey's end. Three successes allows him to converse with
individuals he meets (who, if he so chooses, see him as if he is really present) while five
successes are necessary for the character to transport a physical object to his sleeping form.
Taught by: Meros
Book: RatH

Speed Beyond Thought (Silent Strider Rank 4)


The Garou may run at 10 times normal speed. The Garou may do nothing save concentrate on
running. The effects last for eight hours, after which the Garou will be famished and must eat
immediately or risk frenzy or worse... This Gift is taught by a Cheetah or Air spirit
System: The Garou spends on Gnosis point and rolls Stamina + Athletics (difficulty 7) - one
success is sufficient.
Touch of Death (Silent Strider Rank 4)
The Silent Striders learned this Gift from the wraiths who prowl the Underworld. With it, a Garou
can cause the victim to see the moment of her death. Although the victim does not remember
what she sees, the experience disables her with fear.
System: The Garou must touch his target for this Gift to work. She must spend two Gnosis points
and roll Manipulation + Occult (difficulty 8). The number of successes determines the number of
dice removed from the victim's Physical Traits (Storyteller discretion as to which ones). These
"wounds" can be healed like aggravated damage. Typically, the victim's fur is streaked white by
the incident. Vampires and other undead are unharmed by this Gift - they simply remember what
has already happened to them.

Essential Transformation (Silent Strider Rank 5)


This Gift allows the Garou to convert part of her essence into Gnosis for use in situations which
require the expenditure of large amounts of spiritual power. The Garou can either use the Gnosis
gained by this Gift to create or replenish fetishes, enact Gifts that require Gnosis or for any other
purpose that requires her to spend Gnosis. However, its residual effects are cumulative. Each use
of this Gift imbues the Garou's physical and mental abilities with more and more "spirit
substance" until eventually she becomes a spirit creature lacking in material substance. When this
happens, the Garou can no longer maintain her earthly existence and must either relocate to the
Umbra as a permanent resident (not unlike the members of the Sept of the Stars) or else "die" and
allow her spirit to return to Gaia.
System: The player rolls Willpower (difficulty 9). Only one success is necessary for the character
to convert one dot in a chosen Attribute into 10 points of temporary Gnosis. Until the character
uses all 10 of these points, she has one less dot in the chosen Attribute. When the converted
Gnosis is depleted, the Attribute returns to its normal level. However, the Storyteller (and the
character) should keep track of the number of times this Gift is used. When the character has used
this Gift a number of times equal to her total number of dots in Physical. Mental and Social
Attributes, her body loses its material substance and the character becomes a spirit. The
character's fate once this occurs is left to the Storyteller's discretion, although i most cases this
means that the player must retire the character from active play.
Taught by: Meros
Book: RatH

Gate of the Moon (Silent Strider Rank 5)


This power only works at night, and there must be at least a sliver of a moon in the sky. The
Garou can open a special type of Moon Bridge, allowing instantaneous travel to her destination.
This Gift is taught by Lunes.
System: The Garou spends one Gnosis point for every 100 miles she wishes to travel, and she
rolls Intelligence + Alertness (difficulty depends on the distance of the journey and the accuracy
with which she knows her destination - up to 10 for a far journey to an unknown place). Success
allows the Garou to travel to that place instantly. She will be disoriented for a turn unless she
scored at least three successes. A botch means that the character is hurled through space in a
random direction, arriving far from her destination (or even high in the air). The Garou may take
others with her by spending one Gnosis point per person.

Invocation of the Pharoah (Silent Strider Rank 5)


This awe-inspiring Gift is only available to the greatest Strider heroes The Strider must be in
Homid form, spend a Gnosis and a Willpower point, and must enact a 10-minute chant to the
greatest of ancient Egyptian spirits. Once this is done, the Garou expands and grows, becoming a
giant similar to the depictions of pharaohs on mastabas and sarcophagi. This Gift is taught by
Sphinx
System: The Garou grows to a height of nearly 8 feet, but otherwise remains in Homid form. The
Garou gains the Physical Attributes of a Crinos, but loses no Social Attributes; indeed, the
Garou's Charisma and Manipulation are treated as 6 when making Leadership or Intimidation
rolls. A Garou is Pharaoh form does not inflict aggravated damage, but adds one to all Brawl and
Melee damage inflicted against Wyrm-foes (or adds two when facing followers of Set). The
Garou regenerates as a Crinos, but gains no vulnerability to silver and cannot frenzy. Essentially,
the Pharaonic form combines the best of Homid and Crinos. The effect lasts for one scene.

Portents (Silent Strider Rank 5 - Harbingers)


This Gift, which the Harbingers are said to share with the Corax, allows them to see one future
event with clarity. Though the future is mutable, the Garou will see the most likely event.
System: The Garou must spend two Gnosis points and roll Intelligence + Enigmas (difficulty 8)
while spending some time in a meditative trance.

Reach the Umbra (Silent Strider Rank 5)


The Garou may pierce the Gauntlet and instantly travel to the Umbra at will, without the need for
a reflective surface. This Gift is taught by an Owl spirit.
System: The Garou simply wills herself to step sideways. She does not have to make the usual
Gnosis roll and can never get "caught".

Tribe- Silver Fang

Aura of Leadership (Silver Fang Rank 1)


Similar to the Level Two Silver Fang Gift: Awe, this Gift surrounds the Garou with an aura of
authority that enables her to assume the mantle of leadership for a brief period of time. Others
react to the Garou as if she was their pack leader - including the pack leader. Of course, there may
be repercussions after the effects of the Gift have passed.
System: Th player rolls Charisma + Empathy (difficulty of the highest Willpower in the target
ground). If successful, the difficulties of all Social rolls against the target group are reduced by
one. One success enables the character to affect a single target. Additional successes increase the
number of individuals who fall under the effects of the Gift. The effects last for one scene.
Taught by: Zarok
Book: RatH

Eye of the Falcon (Silver Fang Rank 1)


This Gift allows the Garou to see long distances with the acuity of a falcon. It is taught by any of
Falcon's brood.
System: All visual Perception, Alertness and long-range weapon rolls are at -1 difficulty. This
Gift costs one Gnosis point per scene to use.

Falcon's Grasp (Silver Fang Rank 1)


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 a 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.
Taught by: Falcon
Book: WW3e

Full Moon Cleansing (Silver Fang Rank 1 - Moon Lodge, Ahroun)


This Gift allows the Garou to shake off Harano by overpowering it with Rage. (The Gift does not
dispel Derangements.) Many Silver Fang Ahroun learn this Gift, regardless of lodge. Blood-
warrior spirits teach this Gift. To learn it, the Garou must kill the spirit in ritual combat and then
burn it in an Umbral fire, and smearing herself with the ashes.
System: The player must spends one point of Rage and make a Rage roll (difficulty 7) for the
character to activate this Gift. The Gift's effects last for one scene.

Ice Dance (Silver Fang Rank 1)


The werewolf can move on ice and snow with supernatural grace and speed.
System: The player spends a Gnosis point to activate this Gift for one day. This is a Gift of
balance; Philodox are especially adept at this art. All Dexterity rolls are -1 difficulty while on ice
or snow (-2 for Philodox), and a Garou can run at normal speeds through even the deepest snow
and on the slickest ice. A Philodox running on ice can double his normal speed. An Ice Elemental
teaches this Gift.

Lambent Flame (Silver Fang Rank 1)


The Garou can cause a silvery light to ignite around her body. This Gift is taught by a Lune.
System: The Garou must spend one Willpower point. The effect lasts for the duration of the
scene. The light illuminates in a 100-foot radius, and the ensuing glare adds one to the difficulties
of all hand-to-hand attacks on the Garou; the difficulties of all missile attacks, however, are
reduced by one.

Sense Wyrm (Silver Fang Rank 1)


The Garou can sense manifestations of the Wyrm in the nearby area. This Gift involves a
mystical sense, not a visual or olfactory image, although Garou using this Gift are likely to say,
"This place stinks of the Wyrm." This power requires active concentration. This Gift is taught by
any spirit servant of Gaia.
System: The Garou rolls Perception + Occult. The difficulty for this Gift is based on the
concentration and strength of the Wyrm's influence (sensing a single fomor in a room would have
a difficulty of 6). Vampires can be sensed using this Gift, but only those with Humanity scores
lower than 7.

Awe (Silver Fang Rank 2)


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.

Empathy (Silver Fang Rank 2)


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 that 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 those desires secret.
Note that this Gift by no means reveals the wisest or most rational decisions, just the most
popular one.
Taught by: Falcon
Book: WW3e

Fool's Silver (Silver Fang Rank 2)


The Silver Fang can trick a victim into thinking an ordinary item is made of silver. Whereas
greedy humans flock to the illusion, Garou are usually wary and back away from it. A Lune
teaches this Gift.
System: The Silver Fang concentrates for one turn to make the Gift active. The selected item
gleams with a silvery sheen. Garou who hold the item feel the sting of normal silver for about 10
seconds, after which the illusory "pain" vanishes.
Taught by: Lune
Book: Wild West Companion

Gibbous Moon Song (Silver Fang Rank 2 - Moon Lodge, Galliard)


When used by Fangs of other auspices, this Gift makes the Garou more adept at social situations.
It makes Galliards loquacious and silver-tongued in the extreme. Galliard moon-dancers who use
this Gift draw upon the moon's mysteries to cast complementary light on their every action. The
Galliard naturally draws people's attention. A "social Gaffling" of the Great Green Cheese Spirit
(a traditional Bone Gnawer ally) teaches this Gift. This fact is scandalous to most Silver Fangs.
System: To learn this Gift, the Garou must best the spirit in a word contest (Wits + Enigmas,
difficulty 8). The player spends a point of Gnosis for the Garou to use this Gift. All Social Skills
are -1 difficulty for the duration of the scene. Galliards who use this Gift are -3 difficulty on all
Social rolls.

Luna's Armour (Silver Fang Rank 2)


The Garou calls upon the blessing of Luna to deter any damaging attacks aimed at her. This Gift
is taught by a Lune.
System: The Garou concentrates for one turn, spends one Gnosis point, and rolls Stamina +
Survival (difficulty 6). Each success allows the Garou to add one to her Stamina for the purpose
of soaking damage (including silver). The effect lasts for one scene.

Proclamation of Action (Silver Fang Rank 2)


This Gift enables the Garou to force an end to discussion and take the course of action the
character thinks is best. The werewolf can literally command others to act as he bids, although
only if they had been previously dithering over a course of action
System: The player spends a Willpower point and rolls Charisma + Leadership to put a damper
on discussions that have gone on too long. ("Enough talk. Let's do it"). Each success allows the
character to affect a single target. A character desiring to resist the effects of the Gift must make a
Willpower roll (difficulty of the Gift user's Willpower + 1, up to a maximum of 10). This Gift
lasts for one scene.
Taught by: Zarok
Book: RatH
Reason (Silver Fang Rank 2)
The Silver Fang who uses this Gift may temporarily free himself from Harano and
Derangements. This Gift may also be used to partially defend against all sanity-endangering
attacks. Examples of such attacks include the Galliard Gift: Headgames, and Malkavian
Dementation Discipline and invasive uses of Mind magick. A Firebird-spirit teaches this Gift.
System: The player must spend a Gnosis point and roll Willpower (difficulty 7). The Garou
overcomes all mental dysfunctions for a number of scenes equal to the number of successes
rolled. All psychic attacks against the Garou's sanity are reduced by one die. If the player botches
the roll, the character's dementia becomes painfully intense for a day.

Truce of Helios (Silver Fang Rank 2 - Sun Lodge)


Helios is, among other things, a spirit of reason and diplomacy. Garou who follow him are often
skilled diplomats. This Gift helps ensure that the other side at least listens to the Garou's words.
Helios is also an honorable Celestine; the Silver Fang may not use this Gift as a ruse to gain
momentary advantages (gain time to set an ambush, for example). A Garou may learn this Gift
from one of the Children of Karnak or from a Firebird-spirit.
System: The player must roll Charisma + Etiquette (difficulty 7). If successful, the Silver Fang
negotiates under a spiritually enforced flag of truce. All those whom he negotiates with must
make Willpower rolls (difficulty 9, two successes needed) to attack the Garou. The truce lasts one
hour for each success rolled. If the Silver Fang breaks the words of the truce, the effects of the
Gift end and will never work on the same target again. Additionally, the Silver Fang loses three
points of temporary Honor. This Gift costs a Gnosis point to use.

Word of Honor (Silver Fang Rank 2)


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 point, the Silver Fang can make every word he says bear the ring
of truth. Anyone who listens hears that the Gift user speaks true. 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, or the Gift automatically backfires.

Claim of Authority (Silver Fang Rank 3)


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.
Taught by: Ancestor spirit
Book: PG3e

Dominance Blow (Silver Fang Rank 3)


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.
Taught by: Wolf spirits
Book: PG3e

Half-Moon Mnemonics (Silver Fang Rank 3 - Moon Lodge, Philodox)


Luna's Philodox aspect is the teacher of ways and the keeper of memories. The Garou who learns
this Gift may recall any moment with crystal clarity, freezing it forever in her mind. The Garou
may then study the moment at her leisure, coming at it from almost any angle. Silver Fang
Philodox are forever replaying captured memories, and thus seem especially distant to others. A
Sea-spirit teaches this Gift; the Garou hears indistinct water-spirit voices throughout her training.
Ideally, the Silver Fang stares into water when using this Gift to recall a memory.
System: The player must spend one point of Gnosis for the character to "photograph" a moment,
and must make a Wits + Alertness roll, difficulty 6. If the Garou attempts to access the memory
later, the player must make an Intelligence + Occult roll (difficulty 7; 5 when the Fang is looking
into water). A botch means the image disappears forever, leaving an actual hole in the Garou's
memory. A Fang may have on more memories "on file" than her permanent Gnosis score, but
may "dump" unwanted images at will.

Honor Pact (Silver Fang Rank 3 - Sun Lodge)


The Honor Pact is another Gift of diplomacy. All participants must enter into the pact willingly.
Those who participate exchange blood (most often by cutting their palms open) and swear oaths
to Falcon. Spiritual bonds connect participants, and they may not work against each other's
interests in any way. (The Storyteller has final say in what constitutes the edict.) Packmates
bound by this oath are highly resistant to the tendrils of the Defiler Wyrm. The Children of
Karnak teach this Gift.
System: Three temporary Gnosis points must be spent by each participant, while four must be
spent by the user of the Gift. The players must also make a Charisma + Rituals roll (difficulty 7).
Previous rivalries or differences between pactmakers are greatly lessened, reducing the
difficulties of all Social rolls among themselves by -2. All attempts by agents of the Defiler
Wyrm to corrupt those under an Honor Pact are at +2 difficulty. Garou who invoke this Gift but
who frequently squabble or fight destroy the Gift's effects over time. The effects of the Gift last
forever or until a participant breaks faith. The person who does so suffers five Health Levels of
aggravated damage (as he is rent by the spirit-talons of Falcon), and is marked as an oath-breaker
(as the Stone of Scorn rite).

Princely Bearing (Silver Fang Rank 3)


This Gift allows a Garou to temporarily raise her Rank. During this time, she is considered to be
of that Rank, and thus can issue challenges and rulings appropriate to that Rank. This Gift is not
used in the presence of other Silver Fangs, but traditionally only used when interacting with the
lesser tribes.
System: The Garou must roll Charisma + Leadership at a difficulty of 9 and spend a Willpower
point. One rank is gained for 1 success, 2 ranks if three successes are rolled, and so on. The
maximum rank that can be gained is limited by their leadership score. A botch reveals the Silver
Fang's perfidy
Silver Bullets (Silver Fang Rank 3)
The Gift allows the Silver Fang to change the composition of his ammo. As he fires each shot, the
bullet changes to deadly silver. Lunes and Ancestor-spirits teach this Gift.
System: The player spends a Gnosis point as he fires his gun. The bullet changes to silver and
causes regular damage to normals, but it inflicts terrifying wounds on Garou. The bullet remains
silver after it strikes (whether what it hits is its target or not). The altered bullets do not reduce the
Silver Fang's Gnosis unless he recovers them.
Taught by: Lune or Ancestor-spirit
Book: Wild West Companion

Silver Claws (Silver Fang Rank 3)


The Garou can turn her claws into silver, making her a terror against other Garou on the battle
field. This Gift is taught by a Lune.
System: The Garou rolls Gnosis (difficulty 7). All claw wounds inflict aggravated damage, which
cannot be soaked by Garou. While the Garou manifests the claws, she suffers searing agony. Each
turn she gains an automatic Rage point; furthermore, all noncombat difficulties are increased by
one because of the distraction. When her Rage points exceed her Willpower, she must check for
Frenzy.

Talons of Falcon (Silver Fang Rank 3)


This deadly Gift turns the Garou's claws into impaling weapons, allowing her to cut muscle, bone
and sinew as if it were paper. Combined with the Gift: Razor Claws, this is a truly devastating
attack. A falcon of the Great Flock teaches this Gift.
System: The player spends one Gnosis point and makes the usual Dexterity + Brawl roll to
attack. The Garou makes a screeching sound like that of a bird of prey as she strikes. The attack
does Strength + 3 damage and all healing powers (such as Mother's Touch) are at +1 difficulty to
treat the wound.

Undisputed Ruler (Silver Fang Rank 3)


This Gift allows a Garou to take over the leadership of a small gathering of humans (whether a
paramilitary group of town council) or a group of spirits for a period of up to 6 months. During
this time, the targeted group accepts the Garou as their leader, rendering her the honor, respect
and obedience due her position. The group demonstrates a high degree of loyalty, obeying the
Garou's instructions in a manner appropriate to her position (as orders if they are paramilitary, or
as legally binding decisions if the position is akin to that of a town mayor, for instance). If the
Garou uses this Gift in the Umbra, the targeted group of spirits will follow the Garou's commands
as if she were a greater spirit such as an Incarna. This Gift lasts anywhere from a week to six
months.
System: The player spends a point of Gnosis and rolls Charisma + Leadership (difficulty of the
highest Willpower in the target group). The Gift lasts for a period of time as follows.
Success Duration
One One week
Two One month
Three Two months
Four Four months
Five Six months
This Gift is only successful against mortals and spirits of no greater than Jaggling status, although
"borderline" supernaturals such as ghouls and Kin are susceptible.
Taught by: Zarok
Book: RatH

Wrath of Gaia (Silver Fang Rank 3)


The Garou is revealed by his foes as that which Gaia intended him to be: Her Chosen Warrior.
Wyrm beasts will flee in fear unless they can master their instinctual terror of Gaia's Defender.
This Gift is taught by an avatar of Gaia Herself.
System: The Garou spends a Gnosis point and rolls Charisma + Intimidation (difficulty 6). All
agents or minions of the Wyrm (including Kindred with Humanity scores less than 7) in the
vicinity must make Willpower rolls (difficulty 7). If a Wyrm creature does not match or exceed
the Garou's successes, it will flee in terror for the duration of the scene.

Command the Heart of Rage (Silver Fang Rank 4)


The Silver Fang can reach into the heart of another Garou and stifle her opponent's Rage. Even a
frenzied Garou must obey the Fang's command. An avatar of Falcon teaches this Gift.
System: The player spends one Willpower point and selects a target. The Fang and the victim
make resisted Willpower rolls. If the Silver Fang wins, she can dictate when and how much Rage
the victim spends. This Gift works on frenzied Garou as well.
Taught by: avatar of Falcon
Book: Wild West Companion

Crescent Moon Fata (Silver Fang Rank 4 - Moon Lodge, Theurge)


Garou with this Gift can examine the tapestry of fate itself, carefully discerning individual
threads to learn something of an object's past or destiny.
System: To learn this Gift, a Garou must best a potent spider or firefly Jaggling of Moira (a moon
incarna). The challenge is usually a contest of arcane game-craft (Wits + Occult or Enigmas;
difficulty 9; 7 for Theurges). If the roll is botched, the Jaggling becomes offended and leaves,
stealing three temporary Gnosis in the process. The player must make a Perception + Enigmas
roll (difficulty 5) and spend a point of Gnosis to activate this Gift. The Garou sees one "thread"
per success. The Storyteller should be inventive, though somewhat cryptic, in relating visions of
fate. The Garou may see the fate of a given person, place or thing. (A Garou with four successes
could apply one thread to four separate targets, or all four threads to one target). The Garou may
see into the past or future (character's choice); to see into both, two threads must be applied to the
same target. A thread grows indistinct the further it stretches into the past or future. How far the
Garou sees depends on how many successes are applied in either direction. One success allows
him to see several hours into the past or a few minutes into the future. Five successes applied in a
single direction may allow the Garou to see several days into the future or hundreds or years into
the past.

Enthronement (Silver Fang Rank 4)


The Garou can create small or simple objects out of thin air - including mist, clouds or wind. By
shaping the air around him with his hands, the Garou may form a solid block of matter to serve as
a chair, create a bowl or cup for holding liquid or construct some other useful item. Alternatively,
the Garou can form small, stone-sized balls of air to use as hurled weapons against his enemies.
The items last until the Garou disperses them.
System: The player simply rolls Dexterity + Repair (difficulty 7). The character may form one
small item of solidified air for each success, or use two or more successes to shape a larger item
(such as a throne-like seat). "Air-stones" used as weapons do the character's Strength + 1 normal
damage, and dissipate upon contact with their target (or any other solid substance). In addition,
the victim must make a Stamina roll (difficulty 8) to remain on her feet when the "air-stone"
discharges its mass. If she fails the Stamina roll, the victim is stunned for the remainder of the
round and can take no action.
Taught by: Zarok
Book: RatH

Ignore Death Blow (Silver Fang Rank 4)


Tales say that the first Silver Fang died and was reborn; since that time, the Fangs have passed
down 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.
Alternative Versions
From: PG3e (Silver Fang Rank 5)
The Fangs claim they rule by divine right, and after seeing this Gift in action, few garou
disagree. The Silver Fang simple ignores a blow that would otherwise kill him. Seeing a
blade swung with perfect accuracy toward someone's neck and watching it fail to sever the
head is something few Garou will forget - especially if they were swinging the sword. A
lion-spirit or avatar of Falcon teaches this Gift.
System: Once per scene, the Fang can spend a Willpower point and ignore all damage from
a single attack.

Mastery (Silver Fang Rank 4)


The Garou can command other Garou (including Wyrm-tainted Garou such as Black Spiral
Dancers) to do her bidding. This Gift is taught by a Falcon spirit.
System: The Garou rolls Charisma + Leadership (difficulty of the target's Wits + 3). The Garou
can cause the target to obey any non-suicidal command for one turn per success. This Gift works
only against Garou.

Mindblock (Silver Fang Rank 4)


The Garou possesses a powerful psychic shield, increasing the difficulty of all attempts to affect
or attack her mentally. This Gift is taught by a Falcon spirit.
System: All attempts to affect or attack the Garou mentally are made against a difficulty of 10.
This includes vampiric Domination and Presence.

Divine Regalia (Silver Fang Rank 5)


The Silver Fang girds himself in shimmering, mystical armor, and a terrible light plays about his
countenance. His very appearance causes even the boldest warriors to flee, but brings hope to the
hearts of his packmates.
This Gift is taught by an avatar of Falcon.
System: The player spends one Rage and one Gnosis to invoke the armor; the effects last for a
scene. While the Gift is in effect, the Fang gains three extra soak dice, which can be used to soak
even silver. Anyone meeting the Silver Fang's eyes (for example, if attempting to Dominate the
Fang) must make Willpower rolls, difficulty 9, or immediately flee in panic as if entering a fox
frenzy. For as long as his packmates are within line of sight of the Fang, they gain one extra die
on all their dice pools, and two bonus successes on all Willpower tests.
Divine Regalia cannot be invoked if the Garou is already wearing armor of any sort, whether
mundane mail or a Gift such as Luna's Armor.
Taught by: Falcon
Book: WWtDA

Grand Jesture (Silver Fang Rank 5)


By bestowing appropriate gifts on an individual or a group, the Garou increases her esteem and
reputation in the eyes of the recipients of her largess The targets of this Gift tend to listen
favorably to suggestions made by the Gift's user and to support her arguments or come to her aid
in a battle of words or weapons. This Gift lasts for an entire scene. When the effects of the Gift
come to an end, the individuals affected may still continue to regard the Garou with some
residual respect depending on their experiences while the Gift was active.
System: The player rolls Manipulation + Empathy (difficulty of the highest Willpower in the
target group). Each success allows her to affect one individual. While the Gift is in effect, all
Gifts or Social rolls involving persuasion are automatically successful against the affected
individuals.
Taught by: Zarok
Book: RatH

Luna's Avenger (Silver Fang Rank 5)


The Garou can transform her entire body into purest silver. She becomes a nigh-unstoppable
warrior. This Gift is taught by a Lune.
System: The Garou concentrates for a turn and spends one Gnosis point. This Gift confers
immunity to silver, and all of the Garou's attacks gain benefits equivalent to those conferred by
the Silver Claws Gift (level three Ahroun). In addition, the Garou gains two extra Stamina levels,
and an extra Ok Health Level. The effect lasts for one scene.

New Moon Legerdemain (Silver Fang Rank 5 - Moon Lodge, Ragabash)


This no-moon Gift represents Luna's deepest mysteries. Garou who invoke this Gift attract and
command dozens of invisible, minor trickster spirits (strangelings, chimaera and Wyldlings). The
creatures dance maddeningly around the Garou in the Penumbra, protecting her from harm, but
causing consternation among those in the area. The spirits play tricks on everyone around them,
saving their most dangerous pranks for the Garou's enemies. However, the nature of this Gift only
allows the spirits to be summoned at night.
System: An avatar of Luna herself teaches this Gift, and learning it puts a Garou in Luna's service
forever. Only Garou who perform a great service in Gaia's name may learn this Gift. It costs a
permanent point of Gnosis to learn, and the spirits it attracts stay with the Garou until she dies.
Although the spirits generally like "their Garou", they do not always listen to her orders and may
even play minor pranks on her. (Furthermore, those who fail to keep their spirits in line may
suffer penalties to Social rolls.) Keeping one's spirits under control should be roleplayed, but
should not interfere too much with the game. The spirits are semidormant most of the time,
playing only the occasional halfhearted prank. They become genuinely active during a New
Moon or when the Garou wishes it. To awaken the spirits requires a Gnosis roll (difficulty 6), and
the player must spend one Gnosis point. The spirits awaken for one night per success. The Garou
may also put them back to sleep until needed again with the expenditure of another Gnosis point
and with another roll (two successes are needed). When activated, mischievous spirits beset all
the Garou's enemies in a 25-foot radius, pinching and tripping them. All rolls made by the
Garou's enemies are at a +2 difficulty, and their Dice Pools are reduced by two. The spirits can
also steal one item from one enemy in a given battle, as long as that enemy is in the Umbra. The
nature of the item is completely random (Storyteller's discretion), but usually of little worth. The
creatures may or may not show their treasures to their Garou, depending on how they regard her.
Some powerful creatures (Jagglings or Incarna) may temporarily disperse a Garou's spirits by
spending Gnosis. Otherwise, the spirits fade away completely during the day.

Paws of the Newborn Cub (Silver Fang Rank 5)


The Garou prevents a target from using any special or supernatural abilities. She is as a newborn
cub, with only mundane powers at her disposal. This Gift is taught by Falcon-spirit.
System: The Garou spends one Gnosis point and rolls Gnosis (difficulty of the victim's Stamina +
3). Each success removes all special abilities of the opponent (aggravated damage, claws, Gifts,
vampiric Blood Pool, mage Spheres, regenerative powers, special attacks) for one turn.

The Secret of Gaia (Silver Fang Rank 5)


When the Great White Wolf died to save Gaia, he learned her secrets. The nature of the actual
"Secret of Gaia" is obscure, but few question that the Silver Fangs have a deep and ancient
connection with the Earth Mother. This Gift is a powerful aspect of this relationship. The Garou
who uses this Gift becomes completely aware of her immediate vicinity in vivid detail. The Fang
is aware of the area's topography, wildlife and the local spirit population. The Silver Fang also
becomes aware of Gaia's condition in the area, but in a very general sense - Gaia is pained, feels
trapped, whatever. An avatar of Gaia teaches this Gift, but only to the worthy. Silver Fangs of any
auspice may learn it, but it is most common among Theurges and those of House Wise Heart.
System: The Secret of Gaia is a more powerful version of the Theurge Gifts: Spirit Speech and
Pulse of the Invisible. The player rolls Gnosis (difficulty 7) and spends one point of Gnosis to
activate this Gift. The Garou becomes preternaturally aware of a one-mile radius for each
success, almost becoming part of it. The Garou can automatically see into the Penumbra and all
Perception rolls are at -3 difficulty. Furthermore, all local non-Wyrm spirits are well-disposed
toward the character, granting +2 on all Social rolls involving them. Finally, one extra die is
added to all Dice Pools (save those involving combat) while the Garou is in the higher state
bestowed by this Gift. The Gift's effects last one hour for each point of permanent Gnosis the
Garou possesses. If the player botches the roll, the character becomes acutely aware of Gaia's
agonies and succumbs to the most severe pangs of Harano for an entire scene.

Renew the Cycle (Silver Fang Rank 6)


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 or Gaia Herself can teach this Gift.
System: The Garou and the victim enter a resisted contest of Gnosis versus Willpower (both
difficulty 8). The Garou must then spend three Gnosis 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.

Tribe- Stargazer

Balance (Stargazer Rank 1)


The Garou is able to walk across any ledge, rope, etc no matter how thin or slippery. This Gift is
taught by Wind spirits.
System: No point expenditure or roll is required. Difficulties for climbing are reduced by 3.

Dreamchaser (Stargazer Rank 1)


The Stargazer can tap into the unconscious of a sleeping person and follow the course of his
dreams. Although she cannot participate, she recalls all of the dream and can view it objectively.
A Dream-spirit teaches this Gift.
System: The player spends one Gnosis point and must remain within "arm's reach" of the target
(i.e., walls, partitions, furniture or other physical obstacles may come between user and target,
but no more distance than the length of the user's arm) for one night's sleep. If the sleeper dreams,
the Garou can experience the chaotic events as they unfold. What information she gleans from
the vision is up to the Storyteller.
Taught by: Dream-spirit
Book: Wild West Companion

Fearless (Stargazer Rank 1)


Whatever odds she may face, the Stargazer maintains an aura of complete serenity. Whether
hanging from a rock face 300 feet in the air or staring into the very maw of the Abyss, the Garou
with this Gift knows no fear. A spirit of Fear teaches this Gift.
System: By spending a Willpower point, the player automatically passes any fear-related tests for
the entire scene. This Gift also negates the power of other Gifts that cause fear, such as Cry of the
killer, or Howl of the Banshee.
Taught by: spirit of Fear
Book: Wild West Companion

Lambent Sight (Stargazer Rank 1)


This Gift allows the Garou the ability to see under circumstances where sight would normally be
impossible, such as in conditions of total darkness (inside a deep cave, for example) or if the
Garou is blindfolded. This Gift provides illumination for the Garou equivalent to that of a full
Moon.
System: The player spends a point of Gnosis; no roll is necessary. The effects of this Gift last for
one scene. This Gift cannot grant sight to one who is naturally blind.
Taught by: Sokhta
Book: RatH

Muladhara (Stargazer Rank 1 - Kundalini)


The base chakra is awakened and the energy stirs. The character can call upon this energy to help
himself root or center for meditation, or summon energy to stave off fatigue This also includes
the Svadhisthana or sacral chakra, governing the sex organs.
System: The player must declare which effect he is trying to achieve before he rolls. He then rolls
Stamina + Rituals and spends one Gnosis point. Each success lowers the difficulty of any roll
involving meditation by one; or, when resisting frenzy, each success raises the difficulty of the
roll by one - although the character must perform no other action that turn or the next. In all
cases, Stamina roll difficulties related to fatigue are lowered by one for the rest of the scene.

Sense Wyrm (Stargazer Rank 1)


The Garou can sense manifestations of the Wyrm in the nearby area. This Gift involves a
mystical sense, not a visual or olfactory image, although Garou using this Gift are likely to say,
"This place stinks of the Wyrm." This power requires active concentration. This Gift is taught by
any spirit servant of Gaia.
System: The Garou rolls Perception + Occult. The difficulty for this Gift is based on the
concentration and strength of the Wyrm's influence (sensing a single fomor in a room would have
a difficulty of 6). Vampires can be sensed using this Gift, but only those with Humanity scores
lower than 7.

Disguise the True Form (Stargazer Rank 2)


The Stargazer can avoid revealing her true nature to other Gift users or supernaturals. Even in
Crinos form, the Garou registers as a normal human. An avatar of the Chimera teaches this Gift.
System: Any powers used to detect the Stargazer's true nature fail. The Stargazer appears to be a
perfectly normal human, despite her current form.
Taught by: avatar of the Chimera
Book: Wild West Companion

Harrying Wind (Stargazer Rank 2 - Kailindorani )


This Gift summons a Wind spirit to harass and bewilder an opponent during combat.
System: The player rolls Manipulation + Leadership. For one turn per success, the Kailindorani's
opponent has the difficulty of all his actions increased by 1. The effects of Harrying Wind are not
cumulative; using the Gift multiple times on the same opponent provides no extra advantage.

Inner Light (Stargazer Rank 2)


The Stargazer can step sideways into the Umbra using only his own inner light; he has no need of
a reflection of a bright light to guide him. This Gift is taught by an Epiphling of Truth.
System: The player must still roll Gnosis as usual, and the Stargazer can still be "caught". He
may lead packmates into the Umbra as per usual

Inner Strength (Stargazer Rank 2)


The Garou, after brief meditation, convert her inner anger into iron resolve. This Gift is taught by
Ancestor spirits of the Stargazers.
System: The Garou concentrates for five minutes and rolls Wits + Enigmas (difficulty 8). Each
success converts one point of Rage into Willpower.

Manipura (Stargazer Rank 2 - Kundalini)


The solar plexus chakra stirs, allowing the character access to powerful energy and strength
which can greatly aid Kailindo maneuvers.
System: The player rolls Stamina + Rituals. Each success adds one to the character's Strength for
the purpose of resisting grapples or initiating holds, but not for lifting objects or causing damage.
This lasts for one scene.

Moonpool of Sokhta (Stargazer Rank 2)


This Gift enables a Garou to transform clear, standing water into a pool which offers visions of
possible futures. Wilderness ponds, small mountain tarns, pools of clear rainwater or even basins
filled with water can serve as a conduit for the images. The scenes that appear within the pool
depict what might happen unless something occurs to change the course of events. The Garou
must concentrate on the event (or series of events) to get a sense of the outcome. The pool may
reflect either literal or symbolic images.
System: The player spends a point of Gnosis and rolls Wits + Enigmas (difficulty 7 for near
future events, difficulty 8 for more distant occurrences). Each success causes one vision of the
future to appear in the pool. The Storyteller should determine the clarity and accuracy of the
visions. No successes indicate a failure of the Gift, while a botch produces false visions or an
extremely chaotic jumble of meaningless images.
Taught by: Sokhta
Book: RatH

Reason (Stargazer Rank 2)


Using gestures to her chakras, as Klaital did, the Stargazer can resist worldly, mental and spiritual
temptations, including corruption. This Gift is taught by an Earth-spirit.
System: The player rolls Wits + Rituals and spends one Gnosis point. Each success raises others'
difficulties to ensorcel or supernaturally coerce the character bye one. For instance, a vampire
trying to Dominate the Garou would find it harder to succeed. Against non-supernatural coercion,
this Gift automatically succeeds. This, mundane con artists and temptresses have no power over
the Stargazer.

Surface Attunement (Stargazer Rank 2)


The Garou may attune herself to the surrounding environment, thereby gaining the ability to walk
at normal speed across such surfaces as mud, water, snow and quicksand without falling through
or leaving tracks. This Gift is taught by the spirits of small animals (rabbits, sparrows, mice)
animals usually overlooked by the other Garou, but honored by the Stargazers.
System: The Garou concentrates for a turn and rolls Dexterity + Athletics (difficulty 6).

Anahata (Stargazer Rank 3 - Kundalini)


The heart center stirs, opening the Garou up to normally unseen perceptions concerning others.
She can sense what they are feeling and know the best way to make them listen to her (although
they cannot be coerced into acting against their wills).
System: The players rolls Charisma + Empathy and spends one Gnosis point. For the rest of the
scene, the Stargazer can sense the surface emotions (anger, frustration, joy, etc) or those who
directly interact with her. After three or more turns of interacting with that person, the player may
make a Perception + Empathy roll; each success lowers difficulties on any rolls to sway that
person, and he will be especially receptive to wisdom or advice from the Stargazer. The Stargazer
can also attempt to avert any angry action against herself in such ways.

Clarity (Stargazer Rank 3)


The Garou is able to see through fog, pitch darkness and even recognize illusions or invisibility.
The Gift is taught by a Wind spirit.
System: The Garou rolls Perception + Enigmas (difficulty 7). If the Stargazer attempts to see
through someone else's illusion, the number of successes must match or beat that which were
achieved when establishing the illusion.

Conundrum (Stargazer Rank 3)


A Stargazer with this Gift can introduce an unsolvable problem into a victim's mind. Depending
on the effectiveness, the target could be completely immobilized by her new, fascinating train of
thought. The effect varies with every individual, but it usually derives from the target's
personality: A computer hacking Glass Walker might try to discover the last digit of pi, while a
Bone Gnawer might try to reason why, indeed, did the chicken cross the road. An avatar of the
Chimera teaches this Gift, but the Garou must first solve her instructor's puzzle.
System: The Stargazer rolls her Manipulation + Subterfuge (difficulty of the opponents Wits +
Enigmas). The number of successes indicates the complexity of the problem and the extent to
which the target is distracted. Each success also subtracts one die from the target's Dice Pools for
an equal number of rounds. Each Willpower point the target spends reduces the effectiveness of
this Gift by 1.

Conundrum (Stargazer Rank 3)


The character can cut through any falsity, illusion or bullshit with a few choice words. The words
cannot be profane and must come in the form of a short haiku poem or koan. This Gift is taught
by a Crow spirit or a Chimerling.
System: The player rolls Wits + Expression and spends one Gnosis point. Any illusion designed
to foll others is revealed as such - even Bastet Den-Realms can be discovered with this Gift. In
addition, anyone trying to lie at that moment is revealed as a liar - his words instead speak his
true intent.

Gathering Storm (Stargazer Rank 3 - Kailindorani)


This Gift summons a group of Wind spirits that engulf one opponent in a cyclone, buffeting her
with debris and hurling her aside.
System: The player spends a Gnosis point and rolls Manipulation + Primal Urge. The opponent is
thrown two yards for each success scored and also loses one Health Level per success. The
opponent may soak this damage normally.

Merciful Blow (Stargazer Rank 3)


The Garou can subdue a for in combat without harming him. This Gift is taught by a Mongoose
spirit.
System: The Garou spends one Gnosis point, attuning himself to the body of his foe. If his next
blow (hand or weapon) strikes and does damage before a soak is rolled, the Garou may then roll
Perception + Medicine (difficulty of the opponents Wits + Dodge). One or two successes on this
roll cause the opponent to keep over helpless for the next turn; three or more paralyze the foe for
the entire scene.

Moonriver (Stargazer Rank 3)


By using this Gift, the Garou may swiftly travel across the surface of a body of water which
reflects the moonlight. She can follow a river or cross a lake so long as she follows the "trail" of
the moon's light. If the light becomes obscured at any point (such as when a cloud passes across
the moon), the effects of the Gift end and the Garou may have to swim or wade to shore.
System: The players rolls Dexterity + Occult. Only one success is needed for the character to
gain the ability to travel the "moonriver". The Garou travels across the water with supernatural
speed, typically three times her normal movement rate. No successes on the roll indicates that the
moon is either not visible or does not shine over a body of water in the character's vicinity. A
botch allows the character to get midway through her journey before the moon's light fails, thus
stranding the character in mid-stream.
Taught by: Sokhta
Book: RatH

Walk the Web (Stargazer Rank 3)


The Stargazer can walk through Weaver Realms without attracting attention. Pattern spiders will
ignore her and go about their business. The Garou must chant a mantra through sub-vocalization
However, if the Stargazer takes direct action against any Weaver minions, the effect of the Gift is
canceled and the spiders will come. This Gift is taught by various Enigmatics.
System: No expenditure is necessary, however while the Stargazer is chanting the mantra, they
are at a -2 dice penalty to all actions, reflecting the concentration needed to maintain the effect.

Whispering Wind (Stargazer Rank 3 - Kailindorani )


This Gift allows the Kailindo practitioner to know what his opponent's next combat maneuver
will be. The spirits of the wind whisper the opponent's attack plan to the Garou.
System: The player must roll Perception + Kailindo, difficulty equal to his opponent's combat
skill (Brawl, Melee, Kailindo, etc) + 4, and spends a Gnosis point. The Kailindorani receives a -1
to his difficulty to attack his opponent next action (in addition to any other modifiers). The Gift
user also automatically gains as many successes to his initiative roll as her gained on his roll.

Avoid Fate (Stargazer Rank 4)


With this Gift, the Stargazer can dodge the wheels of fate for the moment. Through a
preternatural connection between herself and the universe, she avoids certain disaster. A cat spirit
teaches this Gift to Garou.
System: Once per scene, the player can spend a Gnosis point to reroll any failed roll.

Imaginal Mantra (Stargazer Rank 4)


The Stargazer can chant a mantra to banish Banality from the area and awaken Glamour. During
the chanting, he must imagine the area is being inherently magical, seeing the rocks, stones and
buildings as living things - he must pretend to dream while awake. This Gift is taught by a
Chimerling.
System: The player rolls Wits + Rituals and spends one Gnosis point. If successful, any Banality
is banished for one scene. In addition, any fae are revealed in their true forms.

Mooncat (Stargazer Rank 4)


This Gift allows the Garou to assume form of a small white cat (one of Sokhta's favored animals).
This ability can prove useful for getting into small places (or escaping from such) and remaining
hidden. The Garou has the senses of a cat for the duration of the Gift, including good night sight,
the ability to absorb information through her whiskers and extreme flexibility of movement -
however, she also retains the power of a full-fledged Garou, and is much more dangerous than
she looks. Anyone studying the cat closely can tell that it is not a normal feline because the cat's
eyes always reflect the current phase of the moon regardless of the surrounding light sources.
System: The player spends a point of Gnosis and rolls Dexterity + Animal Ken (difficulty 7).
Each success allows the character to remain in cat form for one scene, although she can end the
gift at any time before the duration runs out. While in cat form, the Garou retains her Lupus-form
Attributes, may soak silver as if it were ordinary damage (although silver damage is still
aggravated), and can inflict aggravated damage with claw and bite attacks as usual. No successes
means that the Gift fails, while a botch results in a transformation into a misshapen creature
somewhere between a cat and a wolf. The character may choose to end the Gift immediately if
this happens.
Taught by: Sokhta
Book: RatH

Preternatural Awareness (Stargazer Rank 4)


The Garou attunes all her senses to her surroundings, thereby becoming preternaturally aware of
her opponent's doings and allowing her to anticipate them somewhat. This Gift is taught by a
Wind spirit.
System: The Garou spends one Gnosis point and rolls Perception + Dodge (difficulty 7). All
opponent's Dice Pools to hit the Garou are reduced by a number of dice equal to the number of
successes. This applies even if the Garou cannot see the attack coming. The effect lasts for one
scene.

Ultimate Argument of Logic (Stargazer Rank 4)


Those who speak with the Garou leave convinced of some fact might otherwise have disbelieved.
If successful, the Garou can cause the target to believe implicitly in one aspect of existence (true
or false) - from the "fact" that the sun revolves around the Earth to the "truism" that the wolf's
inherent nature is that of the pawn. This Gift is taught by a Coyote-spirit.
System: The Garou needs three successes on a Manipulation + Performance roll (difficulty of the
target's Wits + Enigmas).

Visuddha (Stargazer Rank 4 - Kundalini)


The throat chakra stirs, allowing the character immense control over his voice and breath. He can
halt others with a bellow or command them to heed his words.
System: The players rolls Manipulation + Expression and spends one Gnosis point. For the next
scene, anything the Stargazer says has a commanding quality to it. Each success on the roll
lowers the difficulty on any roll to command others, and he may even ask them to act in ways
contrary to their nature (although not acts which will directly harm them). In addition, he may
issue a resounding Ki-ai at anytime, a bellow meant to scare opponents and give the Stargazer the
initiative in combat. Roll Stamina + Expression; each success lowers an opponent's initiative and
attack Dice Pools by one die for three turns. The ki-ai does not require a separate action;
characters do not have to split their Dice Pools to issue one in the same turn in which they attack.
A Ki-ai may be effective against a single opponent only once per scene.

Astral Mind (Stargazer Rank 5 - World Tree)


The Garou with this Gift can project his consciousness from his body and into the higher Realms
of the Umbra. From there, his mind can enter realms denied physical beings. Since Garou are
physical in the Umbra, they cannot usually enter these realms. New abilities and powers can
sometimes be discovered in these realms and many Stargazers go on sojourns for unique
knowledge and understanding. The Storyteller is encouraged to create new abilities that can be
gained on such travels. These realms are realms of thought, and many odd enigma spirits wait
there to test trespassers with a riddle contest, a mathematical problem or a philosophical
dilemma. While the Garou's mind travels the Umbra, his body sits in the physical world in the
state it was left, and the Garou will appear to be in a coma. Finding one's way back to one's body
is not always easy.
System: The player must make an Intelligence + Occult roll at difficulty 9, and spend two Gnosis
points. Success means the mind is released to roam where it will. The number of successes
determines how far the Garou can go. One success and he can traverse the Near Umbra, with
three successes he can leave such everyday realms and travel deep into the Conceptual Umbra. To
return to their body, the Gift user must success in a Willpower roll at a difficulty of 5.

Atma (Stargazer Rank 5 - Kundalini)


The crown chakra stirs and the third eye opens. The Stargazer gains immense wisdom and occult
perception.
System: Rolls Wits + Enigmas and spend one Gnosis point. Each success lowers the difficulty of
any Enigmas roll by one and adds one to the character's Enigmas skill. This effect lasts for one
scene In addition, for the following scene, the character sees spirits interacting with the world,
and knows if Gifts or other supernatural powers (Disciplines, Spheres, Cantrips, etc) are active in
his sight.
Circular Attack (Stargazer Rank 5)
The Garou can battle multiple opponents, not only avoiding their attacks, but actually channeling
them into other foes (or causing a foe to strike himself if the Garou is fighting only one foe). This
Gift is taught by a Wind spirit.
System: The Garou spends one Willpower point and rolls Wits + Dodge (difficulty of the highest
Wits + 3 amongst the opponents faced). The Garou must be in melee combat, or must be attacked
in a firefight by two or more foes. Each success enables the Garou to avoid and redirect one
attack. Example: if the Garou had a Wits of 4, a Dodge of 4 and was fighting 6 foes, each with a
Wits of 2, the Garou would roll 8 dice against a difficulty of 5. If he rolled four successes, he
would avoid four attackers who would all roll to hit each other or another of the Garou's foes.
Two of the foes would strike normally, but could still be dodged by the Garou.

Cognitive Dissonance (Stargazer Rank 5)


The Stargazer uses controlled cognitive dissonance to temporarily confuse Paradox and banish it.
With riddles and conundrums posed to the thin air, the Stargazer thus confuses the Weaver, who
halts her spinning as she tries to solve the riddle. This Gift is taught by Chimera herself.
System: The player rolls Wits + Enigmas and spends one Gnosis point. If successful, a particular
manifestation of Paradox is canceled In addition, the Gauntlet of the area drops for the rest of the
scene by one point for each success gained. This is an immensely powerful Gift when put to use
for a mage; however, Stargazers usually let mages learn from their own mistakes, intervening
only if the Paradox threatens someone other than the unwise willworker.

Directing the Soul (Stargazer Rank 5)


Stargazers with this Gift can redirect the effects of their Rage and Gnosis. By attaining this higher
control over their inner selves, the influence the world around them in their favor This Gift is
taught by an Enigmatic spirit.
System: After learning this Gift, the Stargazer can spend her Rage or Gnosis, instead of
Willpower, to receive one automatic success on a roll.

Moon Dream (Stargazer Rank 5)


The Garou petitions Sokhta to grant her a prophetic dream before she falls asleep beneath the
light of the moon. She then enters a state of lucid dreaming in which she explores some potential
future. The Garou may interact with the creatures and situations she encounters in the dream and,
thus, learn the possible effects of certain actions upon the subject of the dream. The Garou may
replay the dream several times in order to test various actions and their consequences until she
awakens from the dream, eight hours late. Once the Garou has entered her Moon Dream, she may
not be awakened until the full eight hours has passed.
System: The player spends a point of Gnosis and rolls Wits + Enigmas. The number of successes
indicates the degree of control the character has over her part in the dream. The Storyteller may
either take the player aside to run the dream privately or else create a scene that involves the
entire troupe (particularly if the subject of the dream also involves the character's park mates).
The dream should give a reasonably accurate picture of the next two or three scenes so that the
character may experiment with ways of handling the future, or, perhaps, changing it. No
successes means that the character receives no dream while a botch gives the character an eight-
hour long nightmare which she cannot remember but which results in a -1 penalty to all rolls
involving Alertness.
Taught by: Sokhta
Book: RatH
Wisdom of the Seer (Stargazer Rank 5)
By gazing into the night sky for an hour, the Stargazer can ask a question and have it answered.
This Gift is taught by a Chimerling.
System: The Garou spends one Gnosis point and rolls Intelligence + Enigmas (difficulty 7). If
successful, the Garou can answer any one question (ie: ask the Storyteller). The clarity of the
information and it is rare to gain a complete and straightforward answer.

Tribe- Uktena

Fast Track (Uktena Rank 1 - Scouts)


This Gift strengthens the Garou's stamina and allows her to travel much more quickly than would
be normally possible. Using the Gift allows the Garou to determine the path of least resistance, so
she can move from one place to another with great speed and less interference. While not a
replacement for a Moon Bridge, Fast Track lets the Garou continue traveling long past the time
she would normally become exhausted. She can effectively make a forced march that covers
three times the distance she would normally cover in the same amount of time and arrive no more
tired than usual. This Gift is taught by a Bear spirit.
System: The player must roll Stamina + Athletics (difficulty 7) and spend a point of Gnosis. A
single success allows the Garou to make a forced quick-march by trotting at a ground-covering
pace that does not exhaust her. This Gift is not meant to make the Garou a speed-demon, and
cannot be used to escape pursuit or pursue fleeing foes by running faster. It can be used for those
purposes if it is a matter of outlasting pursuers or pursued.

Sense Magic (Uktena Rank 1)


The Garou is able to sense Garou rituals and Gifts, the Thaumaturgy of the Tremere, the Spheres
of the mages, fetishes and other magical phenomena. This Gift senses the presence of magic and
its general strength; it reveals only basic information about the magic itself. This Gift is taught by
a spirit servant of Uktena.
System: The Garou rolls Perception + Enigmas. The difficulty is based on the strength and
subtlety of the magic. The radius is 10 foot for each success.

Sense Secrets (Uktena Rank 1)


(I can't be bothered changing the text for Uktena).
Centuries of association with the fae people have taught the Fianna the nature of secrets. Things
deliberately hidden, whether obscured by brush or dropped down a mineshaft, make their
presence known to the Fiann. The Gift gives no indication as to the nature of a secret, only to its
existence. A Squirrel-spirit teaches this Gift.
System: The player rolls Perception + Enigmas (difficulty 8). Every success improves the
Fianna's sensitivity. One success detects cursory or slipshod concealment, such as tumbleweeds
pulled across a cave's mouth; five successes detect the presence of the most painstaking
obscurement, including hidden passsageways and the like.
Taught by: Squirrel-spirit
Book: Wild West Companion

Shroud (Uktena Rank 1)


The Garou can create a patch of inky black darkness. This Gift is taught by a spirit of Night.
System: The Garou spends one Gnosis point and rolls Gnosis against a difficulty from 3 to 9,
depending on the current conditions. For each success, a 10' by 10' area within the Garou's sight
is covered in pitch-black darkness.

Uncloak the Hidden (Uktena Rank 1)


By concentrating on a person, object or area, the Garou can determine whether or not her target is
hiding anything. The Garou can spot disguises, concealed weapons and wires; determine if a
room contains trapdoors, hidden cameras, microphones and wire taps; or if someone lurks in a
hidden passage. The Gift does not, however, allow the Garou to seek beneath the disguise,
determine the nature of a concealed weapon or tell what lies within a hidden wall safe - this trick
reveals only that a deception is present. The Garou must concentrate on the target in order to
invoke this Gift.
System: The player rolls Perception + Investigation (difficulty 8). Extra successes might reveal
more facts about the subject, if multiple secrets exist to be sought out. The Storyteller should
inform the player of her characters' knowledge in general terms ("That man has some sort of
disguise"; "The floor contains a hollow beneath the floorboards").
Taught by: Hakahe
Book: RatH

Breath of the Dragon (Uktena Rank 2)


By invoking this Gift, a Garou can draw in the life-giving essence of Gaia in the surrounding area
and concentrate it within their body for a few moments. While they hold their breath, the
werewolf is capable of feats of stamina and will beyond even a Garou's normal abilities. At the
end of this time, the escaping lungful of breath steams and curls as if it were a frosty morning.
System: The character spends an action filling their lungs with air, concentrating on drawing in
strength from their surrounds. The player rolls Stamina (as determined by their current form)
against a difficulty of 8 - for each success rolled the character is treated as having an extra two
dice in any Stamina and Willpower rolls for a turn.
When the Gift's effect ends, the user is at -1 to all Stamina rolls for two full turns - they have
burned up some of their reserves faster than they should, and consequently are briefly weakened.
The Gift can be reinvoked after one turn, and the negative effects are banished while the new
invocation is in effect, but at the end of the second use of the Gift, the user is at -2 to all Stamina
rolls for 4 turns - each invocation doubles the negative repercussions of the Gift's use. If the
character is reduced to 0 stamina dice pool, they may, at the ST's discretion, pass out.
Taught by: Dragon spirits
Book: Damien

Coils of the Serpent (Uktena Rank 2)


The Garou may summon serpentine ropes of darkness, mist or fog to grasp enemies and render
them immobile. Each coil is four feet long and has the Strength, Dexterity and Brawl ratings as
the Garou who summons it. A Snake-spirit teaches this Gift.
System: The player rolls Dexterity + Occult (difficulty 7). Each success beings forth one one coil
from the prevailing element (darkness, shadow, mist, fog, dust). The Garou must direct the coils'
attacks if she wishes to target multiple opponents; otherwise, the coils focus on the person or
creature closest to their manifestation. The coils may only grasp to immobilize; they aren't
capable of greater manipulation.

Fetish Fetch (Uktena Rank 2)


The Uktena need not carry her fetishes with her at all. She may draw them from a hidden cache
whenever she needs them, no matter the distance. A Packrat-spirit teaches this Gift.
System: The first part of the Gift involves creating the secret hiding spot for the fetishes. The
player spends one Gnosis and buries or covers her items. Once this ritual is complete, she needs
to spend a Gnosis point to summon any or all of her fetishes. The fetish appears in her hand as if
from thin air. Just one hiding spot can exist at any one time, but the Uktena can create a new spot
at any time.
Taught by: Packrat-spirit
Book: Wild West Companion

Medicine Dreams (Uktena Rank 2)


When the humans began hunting animals, the animals retaliated by sending disease amongst the
humans to kill them. Once they saw that their diseases killed good people as well as bad, they
relented and herb-spirits came to medicine men in dreams to tell them how to heal the sick. Wise
Uktena still know that medicine comes from these spirits in dreams, and this Gift allows them to
call forth the herbs for wisdom. It is taught by the spirit of an aloe plant.
System: This Gift is used when an Uktena is attempting to heal someone seriously ill. Before the
Uktena goes to sleep, the player spends one point of Gnosis and rolls Charisma + Occult,
difficulty 8. If the roll is successful, then the Uktena will awaken with new insights in how to
heal the sick person. Each success on the Occult roll adds one dice to any Medicine rolls for that
day. Should this grant the Uktena more than ten dice on his Medicine dice pool, he may even
attempt to cure incurable illnesses such as terminal cancer or HIV/AIDS. To do so, six or more
successes are needed on appropriate Medicine rolls.
Taught by: Aloe plant
Book: PG3e

Natural Camouflage (Uktena Rank 2)


By crouching down and remaining still in a natural environment (woods, desert, swamp), the
Garou may appear as part of the landscape. Unless someone is actively searching for the Garou,
she will be dismissed as a hummock, tree stump or some other natural feature. This Gift is taught
by a taught by a Chameleon spirit.
System: The Garou merely needs to hunker down and think of blending in. Unlike the Ragabash
Gift: Blissful Ignorance, the Garou does not actually become invisible, but becomes like an
unnoticeable feature of the landscape. Someone searching for the Garou must roll Perception +
Alertness (difficulty 9) to see through the camouflage. The Garou may spend a Gnosis point to
negate being seen in this fashion. If mostly unobserved (ie: the searcher may be scanning the area
but has his back to the Garou, only occasionally turning her direction), the Garou may remain
camouflaged while moving slowly toward or away from the searcher, stopping whenever the
searcher looks her way. Even slow movement while the searcher is looking in the Garou's
direction will break the illusion, however.

Shadow of the Ebon Whisperer (Uktena Rank 2)


This Gift makes the Garou as insubstantial as a shadow and as hard to see. The physical form of
the Garou fades to a murky, dark shape that can slither and flow almost anywhere. Although
others can use certain Gifts to spot the "shadow" werewolf, anyone wishing to do so must first
have a reason to suspect the presence of the Gift's user. This Gift does not function in bright
daylight or in places where no shadows exists - such as a brightly lit room (or a room in total
darkness, for that matter).
System: The player spends a point of Willpower and rolls Appearance + Occult (difficulty as
assigned by the Storyteller depending on the surroundings). Each success allows the character to
assume the shadow-form for one scene (or one combat round); even one success can give the
character the advantage of surprise in a battle.
Taught by: Hakahe
Book: RatH

Spirit of the Bird (Uktena Rank 2)


The Garou may hover and float in the air. This Gift is taught by any Bird-spirit.
System: The Garou spends one Gnosis point. He may move at 20 mph, and the duration is one
hour. Maneuvering requires a roll of Dexterity + Occult, and the difficulties of all complex
actions, such as combat, are increased by two.

Spirit of the Fish (Uktena Rank 2)


The Garou may breathe underwater and swim as fast as he can run in Hispo form. This Gift is
taught by any Fish spirit.
System: The Garou spends one Gnosis point and rolls Stamina + Animal Ken (difficulty 6). The
effect lasts for one hour per success.

Uktena's Freezing Stare (Uktena Rank 2)


Like a snake mesmerizing its prey, the Uktena can paralyze a foe merely by staring into its eyes.
This Gift is taught by an avatar of Uktena.
System: The Garou must meet the eyes of whoever she wishes to paralyze, then her player rolls
Manipulation + Intimidation (difficulty of the opponent's Willpower). The paralysis lasts one
scene or until the foe is physically or magically attacked.

Umbral Compass (Uktena Rank 2 - Sky Dancer Camp)


This Gift helps the Garou cross the Gauntlet and traverse the Umbra more easily. Once in the
Umbra, the Gift helps the Garou orient herself so she has less chance of becoming lost or
confused as to where she is. Further, it seems to urge the Garou toward a direction she needs to
travel. Thus, if something terrible is happening in the Umbra, use of this Gift will point the Garou
right toward it. This could be a good thing or very inconvenient and potentially deadly, depending
on the Garou's point of view and her ability to talk or fight her way out of difficult situations.
This Gift is taught by a Bird spirit.
System: The player rolls Perception + Survival (difficulty 7). A single success allows the Garou
to lower the difficulty of crossing the Gauntlet by one and to find her way through the Umbra
with little difficulty. If she then needs guidance while in the Umbra, she may roll her Gnosis
(difficulty 6) to find her way. Should the Garou using Umbral Compass botch her roll to cross
through the Gauntlet, she is allowed to make a single Gnosis roll (difficulty 8) to escape the
effects of the botch. Failure on this roll means the botch takes effect as normal, while a botched
means the caught Garou is difficult for others to find and free.

Ancestral Recall (Uktena Rank 3 - Earth Guide Camp)


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. The Garou using this Gift
need not have Past Life.
System: The Garou must have spent at least 24 hours in the presence of those whose tribal
memories she is trying 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.
Banish Totem (Uktena Rank 3)
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 difficulty
for them to execute pack tactics or work in concert. An ancestor spirit teaches this Gift.
System: The Uktena must concentrate for a full turn, and he must know which totem his victim's
follow. The player spends a Gnosis point and a Willpower point and he rolls Gnosis at a difficulty
of the pack's combined Totem scores (max 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 canceled
Taught by: Ancestor spirits
Book: WW3e

Call Flame Spirit (Uktena Rank 3)


The Garou may summon a spirit of fire to perform one task for her. She must have a fire source
for this Gift, even if it is only a cigarette lighter. The fire spirit will ignite flammable objects or
hurl itself at her foe, blasting it in a great explosion as it departs the material world. This Gift is
taught by a fire elemental.
System: The Garou spends one Gnosis point and rolls Manipulation + Occult (difficulty 8). A
spirit's explosion inflicts two dice of aggravated damage plus another dice for each success
rolled. A botch on the summoning roll calls a hostile spirit.

Hidden Heart (Uktena Rank 3)


This Gift allows the Garou to take a dangerous piece of knowledge she possesses and lock it
away in her mind so that it becomes inaccessible without a key. The concealed information
cannot be taken from her through mental powers or coercion; she can neither access the
information nor remember that she has something hidden away in her mind. Until someone
speaks the trigger word, performs the appropriate gesture or enacts the conditions set forth in the
activation of the Gift, the Garou remains blissfully unaware of the information she has hidden
from everyone - including herself.
System: Before using this Gift, the Garou must set the conditions which will cause the
information to become available to her. This information should be given a trusted ally - after all,
the Garou herself won't even remember that she has a key word, much less a secret. After
describing the trigger, the player spends a point of Gnosis and rolls the character's Willpower
(difficulty 8). Only one success is necessary for the Gift to take effect. The effect of the Gift lasts
until the hidden information is triggered.
Taught by: Hakahe
Book: RatH

Invisibility (Uktena Rank 3)


This Gift makes the Garou invisible to sight and difficult to hear or smell. When employing this
Gift, the Garou must concentrate on its use at all times; the Garou may not move any faster than
half speed, nor may he do anything that would distract her. This Gift is taught by a spirit servant
of Uktena.
System: The Garou concentrates for a turn and spends a Gnosis point. He then rolls his
Intelligence + Occult against a difficulty set by the Storyteller (based on conditions). The number
of successes must be recorded; anyone who attempts to see through the invisibility must roll more
successes on a Perception + Alertness roll than the Garou rolled when invoking this Gift.

Scrying (Uktena Rank 3)


By starting into a mirror or other reflective surface, the Uktena can witness distant events or spy
on rivals. She can follow a comrade's progress into a dangerous ambush or sneak a peak into a
Tremere chantry house. Other supernaturals, especially ones with similar abilities, may have
defenses against this Gift, which is taught by a Fly-spirit.
System: After spending one Gnosis point, the player must roll Perception + Occult (difficulty 7).
The difficulty increases to 10 if the Garou does not possess an item owned by the target or
something taken from the chosen area. The Uktena can see everything as if she was the
proverbial fly on the wall.
Taught by: Fly-spirit.

Secrets (Uktena Rank 3)


Uktena are said to possess more hidden knowledge than any other tribe. This Gift may be one
reason it is so. With Secrets, an Uktena can have one specific questions answered by touching
somebody who knows the answer. The answer to any question - such as "Where is the vampire;s
lair?" - leaps into the Garou's mind if, in fact, the target knows the answer in the first place. A
Dream-spirit can teach this Gift after being caught.
System: After formulating a mental question, the Garou must touch the target. She must also roll
Perception + Enigmas (difficulty 8) and spend one Gnosis point. The deeper the secret, the more
successes are required. Learning a target's favorite color requires only one success, whereas
uncovering his secret lair might be four or more. If the target is aware of the mental intrusion, she
may resist with a Willpower roll (difficulty 8).

Sing Down the Rain (Uktena Rank 3)


By intoning a ritual chant, the Garou can call down rain for the purpose of cleansing or watering
the ground, or, adversely, to cause flooding or mudslides. This Gift is taught by a Frog spirit.
System: The player spends a point of Gnosis and rolls Wits + Occult (difficulty 7). The number
of successes indicates the amount of rainfall summoned. One success calls down a light drizzle;
three successes results in a full rain shower. For or more successes causes a torrential rain to fall.
The effect lasts for one scene, although the Garou may extend the duration by continuing to
spend Gnosis. Depending on the affected terrain and the Garou's intent, this Gift can cleanse a
piece of ground ravaged by acid rain, return moisture to a parched field or cause rivers to
overflow their banks.

Strength of the Guardian (Uktena Rank 3 - Bane Tender)


This Gift provides Bane Tenders with extra power when attempting to bind or destroy a Bane (or
other troublesome spirit) or keep it locked within its bindings. This is usually used against a Bane
that the Garou is responsible for overseeing. Occasionally, another Bane Tender will be
overcome, and the Garou must use this to regain control over the loosed Bane. Even more rare
are those instances when a Garou is asked to locate and bind a particular Bane. This Gift is never
used simply to overcome a Bane met by chance - it is too costly. The Gift is taught by a Wolf-
spirit.
System: The player rolls Gnosis (difficulty 6). Each success allows her to boost a chosen
Attribute by one point - even if goes beyond normal maximum. When used, the Garou decides
whether she wishes to increase her Strength, Stamina, Charisma, Manipulation and/or Willpower
to aid her in the battle. Thus a Garou who gets five successes might raise her Willpower by 2, her
Charisma by 1 and her Strength by 2. The cost of this over-exertion is a commensurate
exhaustion. When the Gift comes to an end, the Garou loses an equal number of points from the
Attributes and Willpower raised as she gained. This loss remains for 24 hours. Raising one's
Attributes beyond their normal doubling is very dangerous, for if they then fall below zero, the
Garou dies unless immediately healed with Mother's Touch.

Wyrm Whispers (Uktena Rank 3)


Considered too dangerous by the other tribes, this Gift gives the Uktena insight into the thoughts
of Wyrm creatures. The Uktena can read even the most vile thoughts of Banes, if the Garou can
hold her stomach. A Dream-spirit teaches this Gift.
System: The player rolls her Perception + Enigmas (difficulty 8). With one success, she can
detect nearby sentient Wyrm creatures. For every additional success, she telepathically reads one
complete thought from the creature's mind. If she receives five or more successes, she must make
a frenzy roll. Regular use of this gift can cause Derangements or even Wyrm-taint.
Taught by: Dream-spirit
Book: Wild West Companion

Bare the Heart (Uktena Rank 4 - Earth Guide Camp)


This Gift is only taught to those who join the Earth Guide camp and utilizes the Uktena's noted
penchant for delving into the deepest secrets. The Earth Guides use this Gift to examine Bane
Tenders for signs of Wyrm-taint. Using the clear sight granted to him by this Gift, the Uktena can
look beyond outward manifestations, internal manipulations and even magical disguises that
might mask Wyrm-taint, corruption or evil intent and pierce straight to the heart of the truth.
Thus, the Garou might note that an otherwise normal-looking person is really a fomor or a Black
Spiral Dancer by use of this Gift. Garou using the Gift could also determine that someone is
disguised (via cosmetic means or magical change), but only if that person has evil intent (ie:
intends to commit some evil - as defined by the Garou's concept of evil - while so disguised.
Thus, if a bank robbery was in the offing, the Garou might not see through the mask unless he
cares about that bank, but he would unmask someone intending to clear-cut a virgin forest). This
Gift is taught by an Incarna avatar.
System: The Garou using this Gift must spend at least one turn intently observing the person he
wishes to examine. While doing so, he attunes himself to the person's innermost core, the truth of
the heart, and spend two points of Gnosis. The player then rolls Perception + Empathy (difficulty
6). Even one success uncovers a falsehood if one exists and the nature of the mask (cosmetic,
magical, etc). Two successes pinpoint how deeply the taint runs and the exact nature of the
hidden heart (ie: the target is Wyrm-corrupted, a Bane, a vampire, etc) while three successes
allows the Garou to discover such a creature's immediate intent (ie: what its plans are for the rest
of the scene).

Call Elemental (Uktena Rank 4)


The Garou is able to call one of the four classical elementals (air, earth, water, fire) of his choice
to him. This Gift is taught by an elemental spirit.
System: The Garou spends one Gnosis point and rolls Gnosis (difficulty of the area's Gauntlet) to
summon the elemental. He must then roll Manipulation + Occult (difficulty 7) to cause the
elemental to look favorably upon him. At the end of the scene, the elemental will return from
whence it came.

Call Forth the Wyld (Uktena Rank 4 - Wyld Children)


Using this Gift, a Garou can summon the Wyld in its raw essence to disrupt manifestations of the
Weaver. This energy must be concentrated to interfere with the working of machinery or
technological items to be effective. Unlike the Homid Gift: Jam Technology, Call Forth the Wyld
permanently disrupts the devices it affects. Barring costly repairs and replacements of fizzled
parts, the item will never work properly again. Not that items cease to function; they just work in
an odd, and unforeseen manner. Rather than merely creating a glitch, this Gift actually disrupts
Weaver energy by overpowering it with the chaos of the Wyld. Devices may function in reverse
of normal (clocks run backward, cars only drive in reverse, computers print out information
upside down) or may function in some totally random fashion (guns explode when used; missiles
reprogram themselves to hit a random target after initiating their own countdown and firing
sequence; cars only function underwater). Creative anarchy should reign. Obviously, this Gift can
be highly dangerous - Wyld Chyldren use it with glee and teach it to any one who asks who is not
too tainted with Weaver or Wyrm energy.
System: The player must roll Manipulation + Repair (difficulty 6) and spend a Gnosis point to
use the Gift. One success is sufficient to discombobulate most small technological targets.
Storytellers may require more successes or higher difficulties to affect larger or more complex
targets.

Curse of Corruption (Uktena Rank 4 - Bane Tender)


This Gift allows a Bane Tender to take part of the taint from the Bane he is tending and infuse the
one cursed with it. This takes the form of some physical loss or mental instability that makes
functioning much more difficult; it may whither limbs, inflict the target with a permanent
nausea,make her bones brittle and likely to shatter or cause paralysis. It can also cause unstable
personality quirks (foolish risk-taking, being insulting to those of greater rank, refusing to obey
orders or cooperate with one's pack, complete unreasoning cowardice) or reduce the target to
idiocy. Effects last for one full lunar cycle from the time the curse is inflicted. This Gift is taught
by an Incarna avatar.
System: The Garou must choose to afflict her target either mentally or physically. She then
spends two points of Gnosis and rolls Manipulation + Intimidation (versus a difficulty equal to
her target's Gnosis). One success inflicts a minor effect, or one that only functions sporadically,
while more successes cause more serious afflictions or ones that constantly affect the target
throughout the length of the curse. Storytellers should be creative, but fair, when assigning
curses.

Hand of the Earth Lords (Uktena Rank 4)


The Garou can telekinetically move substances weighing up to 500lbs. This Gift is taught by an
earth elemental and an air elemental.
System: The Garou spends one Gnosis point and rolls Dexterity + Occult (difficulty 6). The
effect lasts one turn per success.

Point the Bone (Uktena Rank 4)


The Garou can inflict ranged damage simply by pointing a bone at an opponent. After gathering
the bone from a corpse herself, the Uktena can change it into a devastating weapon. A vulture
spirit can teach this Gift in exchange for a few scraps.
System: The player rolls Perception + Athletics (difficulty 7) and spends one Gnosis point. The
number of successes equals the number of aggravated Health Levels the attack causes to the
target (this damage can be soaked as normal). The bone shatters after one use, but any properly
harvested bone will suffice.
Alternative Versions
From: PG3e (Uktena Rank 4)
System: This Gift may also be used to inflict a delayed damage upon the victim. By
spending an additional Gnosis point, the damage may suddenly occur a number of days
after the attack equal to the successes rolled. This is most common when the Gift is used to
execute an offender. Many victims, certain of their own death, are reduced to simply
walking aimlessly in this time.

Sideways Attack (Uktena Rank 4)


The Uktena, ever delving into spirit matters, have learned the secrets of attacking Banes in the
spirit world without ever leaving the physical realm. The Uktena's arms seem to blur and vanish
as she strikes into the Umbra. This Gift is taught by a spirit servant of Uktena.
System: The werewolf must first use the Gift: Umbral Sight or some other method to locate their
opponent. She may then spend a Gnosis point to attack anything she sees in the Penumbra,
including spirits that are not materialized She rolls her normal attack maneuver (Dexterity +
Brawl). The attack difficulty is two higher.

Spirit's Horse (Uktena Rank 4)


This Gift allow a Garou to make her body a temporary vessel for an ancestral or legendary spirit
for a finite length of time determined during the activation of the Gift. It differs from the
manifestations of Past Life in that the host does not merely gain the Attributes, Abilities and
memories of the inhabiting spirit - she actually "becomes" the spirit for the Gift's duration. The
Uktena usually combine this Gift with the Rite of Invitation to the Ancestors (See below), and
rarely practice it outside of moots or council gatherings. Its intention is primarily to give honor to
an ancestor by allowing her the ability to experience fleshy pleasures and meet her tribal
descendants. This Gift is taught by an Ancestor spirit.
System: The player rolls Charisma + Occult (difficulty 8) and spends a point of Gnosis while the
Garou calls on a spirit to "ride" her body. The Storyteller may chose to lower the difficulty for
those Garou who come from cultures whose spiritual beliefs incorporate the idea of being
"ridden" by spirits. One or two successes summons an Ancestor-spirit for a brief sojourn (a
scene). Three or four successes allows the Ancestor spirit to remain for a longer time (several
scenes). Five successes allows such a complete rapport between spirit and host that the spirit
remains until politely asked to return to the Umbra. No successes indicates that no ancestor head
the summons or the called spirit refuses the invitation. A botch means that either the spirit refuses
to leave its host voluntarily or else that an angry or hostile ancestor (perhaps from one of the
Wyrmcomer tribes!) enters the host and must be placated before she will depart. Note that a
Garou need not possess the Past Life Background to use this Gift. The Garou who uses this Gift
must make a Willpower roll (difficulty 7) in order to remain aware of her surroundings while her
body hosts the ancestor. A failure in the roll indicates that the host's consciousness has become
dormant. The Storyteller may allow a player to attempt a second Willpower roll (difficulty 8) to
reawaken the character's awareness if the first roll fails. Other characters may converse with the
ancestor, thus benefiting form her advice and counsel. Once the spirit departs, the host Garou
makes a final Willpower roll (difficulty 7) to remember what happened while her body served as
the Spirit's Horse.

Strange Rain (Uktena Rank 4)


The Garou can evoke a rain of something truly strange and unnatural; frogs, cockroaches, slugs,
etc. This can be extremely unnerving to enemies or even allies. This acts like the Bone Gnawer
Gift: Infest in every way.
System: The Garou spends one Gnosis point and rolls Manipulation + Animal Ken (difficulty 7).
The size of the horde is determined by the number of successes; one success will cause a certain
amount of bafflement from those affected, while five will attract tabloid reporter and crackpots
from miles around for years to come.

Whisper in the Dark (Uktena Rank 4)


This Gift allows the Garou to determine a fact detrimental to an individual. The Garou may then
use that piece of knowledge against the target of the Gift, either by holding it over the victim's
head or making the information public.
System: The player rolls Perception + Empathy (difficulty 8). Each success enables her to grasp
one piece of heretofore-unknown information about the target of the Gift. Thus, a character can
learn that an individual owes millions of dollars in gambling debts, hides a murder in his past or
funds a company that systematically pollutes the rivers in a particular state. Failure means that
the character learns nothing, while a botch provides the character with erroneous information
leading to the character's possible embarrassment or dishonor
Taught by: Hakahe
Book: RatH

Fabric of the Mind (Uktena Rank 5)


Garou with this Gift can bring their imaginations to life, creating a Dream Being from the fabric
of their thoughts. This Gift is taught by a Chimerling.
System: The Garou makes and extended roll of Intelligence + Performance (difficulty 8). She can
create any form of life she can imagine, assigning it one point of Traits for each success gained
on the roll. The Garou can take as long as she wants to form the creature, accumulating successes
from turn to turn, but once she stops, the Dream Being takes form and requires the Garou to
spend Gnosis to keep it manifested. The cost is one point per scene if the Dream Being remains
relatively inactive (such as cleaning the Garou's home or sitting as a gargoyle on the roof), or one
point per turn if the Being engages in combat. Botched rolls manifest an uncontrolled (and often
hostile) Dream Being; these cost no Gnosis but will stay as long as they desire.

Fetish Doll (Uktena Rank 5)


The Garou may harm a victim from afar by mutilating a doll he constructs in the victim's image.
He must have a part or article from the being against whom he plans to employ this Gift. He must
then construct a mannequin in the shape of the victim. This Gift is taught by a strange Umbral
spirit.
System: The Garou spends a week and rolls Perception + Repair (difficulty 8) to construct the
doll. To harm the victim, the Garou rolls Intelligence + Medicine (difficulty of the victim's
Willpower). Each success inflicts one die of aggravated damage, up to a maximum of 10 -
beyond 10, the doll is so mutilated that no further damage is possible. Each failure on the roll
subtracts one from the 10 possible dice and a botch destroys the doll without harming the victim.

Tribe- Wendigo

Call the Breeze (Wendigo Rank 1)


The Garou may summon a strong (20 mph), chill breeze and direct it at whim. The breeze will
disperse clouds of vapors or insects, and will chill anyone not prepared for the cold. This Gift is
taught by a spirit servant of Wendigo.
System: The Garou may call this breeze merely by whistling. Anyone relying at all on hearing
will have one fewer die of any Perception roll related to that sense.

Camouflage (Wendigo Rank 1)


When in the wilderness, the Garou is extremely hard to see, for she can blend into the woods.
This Gift is taught by a Deer spirit.
System: The difficulties of all rolls to spot the Garou are increased by three, provided the Garou
is in the wilderness.

Dead Stick (Wendigo Rank 1)


In these last days, the falling of any Garou is tragic, and the pain of losing a packmate digs deep.
But it remains better to know for certain than wonder and futilely hope he might return. This Gift
allows the Wendigo to know if a packmate is indeed dead, and if so, where the remains lie. The
Wendigo stabs a stick into the ground and waits till morning. If the packmate is alive, the stick
will stand perfectly upright. If not, the stick will heavily lean in the direction of his body.
System: The player rolls Perception + Occult, difficulty 7. A simple success is all that is needed
for a correct divination. A failure will lead to the stick being blown out of the ground, while a
botch always declares the packmate dead, and never points in the right direction.
Book: PG3e

Find the Heart's Flame (Wendigo Rank 1)


With this Gift the Garou can identify sources of energy or power, even when they are hidden or
unfamiliar. The Garou must concentrate to detect the pulsations of power that emanate from even
a dormant energy source. This becomes useful when traveling in some of the more alien reaches
of the Umbra where familiar objects take on strange appearances. This Gift also enables the
Garou to identify machinery such as generators or solar batteries regardless of their appearance or
attempts to conceal them. Spirits that serve as energy or power foci also register to the Garou's
senses when this Gift is in effect.
System: The player spends one point of Gnosis and rolls Perception + Alertness (difficulty 7). A
single success identifies power sources that lie within 50 feet of the Garou. Additional successes
allow the character to extend her range to locate distant sources. This Gift lasts for once scene.
Taught by: Katanka-Sonnak
Book: RatH

Resist Pain (Wendigo Rank 1)


Through force of will, the Garou is able to ignore the pain of his wounds and continue acting
normally. This Gift is taught by a Bear-spirit.
System: The Garou, by spending one Willpower point, may ignore all wound penalties for
the duration of the scene.
Book: WW3e

Truth of the Hunted (Wendigo Rank 1)


This Gift enables the Wendigo to follow his prey's passage regardless of the user's tracking skills.
The Gift reveals course, speed, size and even the health of the target. All of the clues an
accomplished tracker notices become blatantly obvious to the user of this Gift, which is taught by
a Wolf-spirit.
System: The player rolls Perception + Survival (difficulty 7). He needs only one success to
follow the target precisely. Multiple successes eliminate false trails and provide more detail -
height, weight, state of mind (panicked, calm, etc.), general health (healthy, tired, wounded), etc.
Taught by: Wolf-spirit
Book: Wild West Companion

Cutting Winds (Wendigo Rank 2)


The Garou may summon a painfully bitter blast of wind, which he may direct at foes. This Gift is
taught by a spirit servitor of Wendigo.
System: The Garou spends one Willpower point. To direct the wind in combat, he rolls Dexterity
+ Occult (difficulty 6). Anyone hit by the wind loses two dice from all actions taken that turn and
has one fewer die on actions the next turn. The wind might also knock foes off ledges, into pits,
etc. The wind lasts for a scene. The range is calculated according to the modifiers for firearms.
The medium range is 20 years. Targets within a yard of the Garou are considered point-blank
(difficulty 4).

Flame of the Wind Rider (Wendigo Rank 2)


This Gift makes the Garou harder to damage by engulfing her in a ghostly blue-white flame. In
addition to serving as a form of armor, the flame also offers protection from cold, including the
intense cold of the far reaches of the Aetherial Realm and the freezing damage inflicted by certain
creatures of the Wyrm.
System: The player spends a point of Gnosis and rolls Stamina + Occult (difficulty 7). Each
success lowers the difficulty for soaking damage from cold by one. In addition, the Garou gains
two dice to add to all soak rolls; these dice can even be used to soak silver. The effects last for
one scene.
Taught by: Katanka-Sonnak
Book: RatH

Fog (Wendigo Rank 2 - Warpath)


As the Black Fury Gift: Curse of Aeolus. The Warpath camp acquired a Gift similar to the Black
Furies' to cover their ecoterrorist activities. They learn this Gift from the Rain-spirits.
System: The Garou rolls Gnosis against a variable difficulty (4 near the sea, 5 near open water, 6
normally, 9 in a desert). The Garou's vision is unhindered by the mist, but all others halve their
Perception rolls. Additionally, the mist is creepy and unnerving to enemies; -1 to all Willpower
rolls.

Ghost Dance (Wendigo Rank 2)


Preying on the fears of the European settlers, the Wendigo use this Gift to seed doubt and guilt
amongst the invaders. A vision of the walking dead clouds the judgment of the targets, causing
them to panic and flee. An Ancestor-spirit teaches this Gift.
System: The player spends a Gnosis point to make the Gift active. He rolls Wits + Occult
(difficulty 7). The number of successes indicates the number of people affected. People caught in
the Gift's spell see "spirits of the dead" rise from their graves and advance. Most humans flee
from the illusion. Garou and other supernaturals may try to interact with or even fight the visions.
Taught by: Ancestor-spirit
Book: Wild West Companion

Ghost Pack (Wendigo Rank 2)


This Gift allows the Wendigo to call upon the aid of their ancient relatives. Much like the Past
Life Background, the Ghost Pack can aid the Garou when she is in trouble or needs advice. The
Ghost Pack whispers secrets to the Wendigo and often follows her around even after the Gift
expires. A Buffalo spirit teaches this Gift.
System: The player must spend one Gnosis, and roll Charisma + Occult (difficulty 7). The
number of successes equals the number of ancestor spirits that come to the user's aid. Although
the ghosts cannot affect the physical world - they are simply memories and not actual wraiths
-they can provide information and skills as per the Past Life Background.
Taught by: Buffalo
Alternative Versions
From: PG3e (Wendigo Rank 2)
System: And one Rage.

Salmon Swim (Wendigo Rank 2)


The character may move upon a river, lake or any other body of water as he does on land. This
Gift is taught by a Salmon spirit
System: The player spends a Gnosis point and may walk and/or run upon water for a number of
turns equal to the successes scored on a Dexterity + Athletics roll (difficulty 7). In addition, he
may perform a jump similar to that provided by the Lupus Gift: Leap of the Kangaroo, as long as
he starts and ends on water.

Speak with the Wind-Spirits (Wendigo Rank 2)


The Garou can understand and speak with Wind-spirits. In addition, he may ask one question of
the aerial spirits that ride the winds of the world (their attention span is too short for anything
more). The question must have something to do with the nearby area (they quickly forget what
they see). This Gift is, of course, taught by any aerial spirit.
System: The Garou does not need to spend points or roll to understand or speak with wind-
spirits. To ask a question, however, the Garou must spend one Gnosis point and roll Manipulation
+ Expression (difficulty 7). The number of successes indicates the accuracy of the information;
on a botch, the spirits lie.

Bloody Feast (Wendigo Rank 3)


Great Wendigo, as a hungry cannibalistic spirit, can teach his favored children the ability to gain
added strength from an enemy's flesh and blood. An avatar of Great Wendigo teaches this Gift.
System: To activate this Gift, the Garou must first bite his opponent and be able to taste blood -
meaning he must inflict at least one health level of damage, and his victim must be something
that bleeds. If his opponent has toxic blood or none at all, this Gift will not work. The player then
rolls Gnosis at a difficulty of the opponent's Stamina +3 (max 10). The Wendigo gains one extra
dot in Strength for every two health levels inflicted by the bite (maximum of +5). The extra
Strength bonus lasts for one turn per success on the Gnosis roll. However, flesh and blood can be
addictive - the Wendigo's player must make an immediate frenzy roll the turn after activating the
Gift.
Taught by: Wendigo
Book: WW3e

Chill of Early Frost (Wendigo Rank 3)


The Garou invokes the spirits of winter in a great ritual, summoning biting winds that whistle and
shriek through the area. The chill is as much mystical as it is physical, sent from the domain of
great Wendigo himself.
System: The Garou chants for an hour and spends one Gnosis point. She then rolls Intelligence +
Occult against a difficulty depending on the temperature (4 if it is already winter, 6 on a 20C
spring day, 9 in the midst of a summer heat wave). Success drops the temperature in a five-mile
radius to below freezing (or even further if it was already winter). Anyone without a natural fur
coating subtract two from all Dice Pools and may suffer damage from the bitter cold. The effect
lasts for one hour per success.

Haunting Stare (Wendigo Rank 3)


(For Wendigo, the emotional impact is more guilt than horror.)
The Garou summons her hereditary instability and focuses it into her stare. Going into the eyes of
the metis leaves the victim choking with horror. An Ancestor-spirit teaches this Gift.
System: The user must spend a turn in concentration to focus her will, but the Gift takes effect
immediately. Upon making eye contact, the victim must successfully roll her Willpower
(difficulty 8) or be unable to act during her next turn. The difficulty to use Haunting Stare
increases by one against Garou who are insane (including Silver Fangs).
Taught by: Ancestor-spirit
Book: Wild West Companion

Ride the Solar Winds (Wendigo Rank 3)


This Gift allows the Garou to ride the solar winds that sweep through the Aetherial Realm
without worrying about being thrown off course by storms. Use of this Gift also increases the
Garou's movement rate, lessening travel time between locations within the Aetherial Realm.
System: The player spends a point of Gnosis and rolls Wits + Alertness (difficulty 7); the need to
remain "in touch" with the ever-changing currents of these spirit winds requires concentration
and attunement rather than physical agility. A single success allows the character to ride the
winds successfully to her destination (or until she decides to end her journey). Additional
successes either allow the Garou to carry others with her (on a one-for-one basis) or reduce the
travel time by half per success. Thus, with one additional success, a journey of one month would
only take two weeks, while two additional successes reduces the journey to a week. A character
may use some of her extra successes to allow others to travel with her and the remaining ones to
speed up travel time.
Taught by: Katanka-Sonnak
Book: RatH

Sky Running (Wendigo Rank 3)


The Garou gains the ability to run at 80kph through the skies. The Garou must continually remain
in motion of he falls. The Garou leaves a track of fire in the sky as he runs. This Gift is taught by
a spirit servant of Wendigo.
System: The Garou concentrates for one turn and spends one Willpower point. The Gift lasts for
four hours and may be replenished by further Willpower expenditure.

Wisdom of the Ancient Ways (Wendigo Rank 3)


All Garou have an innate connection to their ancestors, a form of racial unconscious accessible
through intense meditation. The Garou, by tapping into these deep memories, can remember
ancient facts and lore. This Gift is taught by a Garou Ancestor-spirit.
System: The Garou must meditate for a short time, concentrating on the past. The Garou then
rolls Gnosis (difficulty 9, -1 for each point of Past Life the Garou possesses).
Taught by: Ancestor spirit
Book: WW3e

Attunement (Wendigo Rank 4)


This Gift is similar to the Bone Gnawer Gift, but may be used only in the wilderness. By standing
in a particular area, the character can commune with the spirits of the area, thus getting an
overview of what exists or what has happening in the area - rough population, secret trails, places
of note and so on. This Gift is taught by an Owl spirit.
System: The Garou spends one Gnosis point and rolls Perception + Survival (difficulty 6). The
amount of information gained depends on the number of successes. On a botch, the spirits lie.
Taught by: owl

Call the Cannibal Spirit (Wendigo Rank 4)


The Garou must chant and dance for a full hour under the night sky to invoke this Gift. If the
summons is successful, a Wendigo avatar will answer the summons. The avatar will track down a
victim of the Garou's choosing (the Garou must have an article or part of the victim) to eat his
heart. Great Wendigo sends an avatar to his most worth Children to teach them this Gift.
System: The Garou spends a Gnosis point and one Rage point. She then rolls Charisma + Occult
(difficulty 8). If the roll botches, or the Wendigo avatar is thwarted in its mission, it will return to
kill the summoner.

Counting Coup (Wendigo Rank 4)


The Garou invoking this Gift can steal Renown from another Garou by touching them, but doing
no actual damage. The Garou is in effect demonstrating that he could have severely damaged his
opponent, and only did not because he chose so.
System: Before a combat, the player must spend a Gnosis point to activate this Gift. Then
onward, they can declare that they are trying to count coup against their opponent - they make an
attack roll with a +2 difficulty penalty (it is harder to know when to pull the blow). If the attack
succeeds, they effectively pull one point of temporary Glory from their opponent for themselves.

Great Bison (Wendigo Rank 4)


For centuries, the bison provided the Pure Ones and their Kinfolk with all they needed. With the
incursion of the Europeans, both Garou and human, the bison population dwindles and the open
plains vanish. With this Gift, the Wendigo summons a ghostly stampede of spirit bison to trample
his enemies. A Bison-spirit teaches this Gift.
System: The player spends one Willpower, one Gnosis and one Rage point to summon the
stampede. The stampede, 50 yards wide and 100 yards long, tramples everything in its path and
causes 10 dice of damage. The bison are spirits and pass through man-made obstacles, such as
buildings, to crush anyone inside. The targets can find safety out of the bison's path, to either side
of the stampede, or by climbing trees and the like.
Taught by: Bison-spirit
Book: Wild West Companion

Hand of the Sun (Wendigo Rank 4)


The Garou's hand blazes with a terrible heat and gives off a white-hot light, similar to a branding
iron. The Garou may touch an individual and mark them indelibly (and painfully) with a brand of
shame. Any Garou who encounters the victim in the future immediately recognize the mark as a
sign of that person's treachery, dishonor or other grave crime. Vampires ignite when touched by
the Hand of the Sun.
System: The Garou spends a point of Rage and then a point of Gnosis. No roll is necessary for
the Gift to take effect, but the character must make a standard attack roll in order to mark her
victim. A victim touched by the Hand of the Sun takes two health levels of unsoakable aggravated
damage and receives a permanent circular scar. The scar cannot be removed by any means short
of amputating the part of the body which contains the scar. The fire lasts for one scene, although
the Garou may extinguish it beforehand if she so chooses.
Taught by: Katanka-Sonnak
Book: RatH

Harano (Wendigo Rank 4)


The Wendigo can inflict a state of Harano on a single victim. The target feels the tragic history of
all the world's oppressed peoples, including the Garou themselves. Rumors that this power would
not affect Native Americans have been dispelled by a Shadow Lord who swindled the Gift out of
a naive Wendigo - who found himself the victim of a Gift he'd just taught. The Shadow Lord has
not been heard from in recent days. A wind-spirit teaches this Gift.
System: For one scene, the Garou can inflict an artificial Harano with a Manipulation +
Expression roll (difficulty 8). Five or more successes can result in permanent mental injury.
During the duration the victim is too depressed to perform any actions without a successful
Willpower rolls (difficulty 6).
Alternative Versions
From: PG3E (Wendigo Rank 4)
System: The player spends one point of Rage and rolls Manipulation + Expression
(difficulty 8). More than five successes inflicts permanent Harano upon the victim;
otherwise, the suffering lasts for the rest of the scene. (See rules for Harano).

Hero's Stand (Wendigo Rank 4)


The Garou plants herself on a patch of ground and channels the very force of Gaia through her
body, essentially becoming one with the earth. She may not retreat or even move from her chosen
"turf" (and no force on Earth can make her), but she gains many powers thereby. Only when all
foes are defeated may she retreat or leave. This Gift is taught by an earth elemental.
System: The Garou rolls Willpower (difficulty 8). Each success grants her one extra die to all her
Dice Pools. Additionally, she may not be surprised, and all attacks against her are considered
frontal. Any supernatural attempts to make her leave must obtain twice as many successes as the
Garou did on the Willpower roll.

Wsitiplaju's Bow (Wendigo Rank 4)


This Gift allows a Garou to shoot an arrow that can wrap around corners and hit targets out of
sight. An Ancestor spirit teaches this Gift.
System: The player spends a Gnosis point and rolls Perception + Archery (difficulty 9). The
range of the weapon does not change. The Wendigo must know roughly where her opponent is,
although she need not know precisely; "a few feet down that alley over there" can suffice, for
example.

Cleansing Flame (Wendigo Rank 5)


The Garou can pinpoint an area (or an individual) and set the target ablaze with an intense and
purifying flame that rages for 60 seconds and then dies out completely. The fire can burn out all
Wyrm-taint or human-made pollution from an area or cleanse an individual (provided the victim
survives) of wyrm taint. The first does not spread beyond the target area of person and can not be
quenched by normal means. For instance, if the Garou targets a house occupied by a Pentex
official, the fire blazes through the house destroying any vestige of the Wyrm's corruption and
leaving untouched anything not tainted by the Wyrm.
System: The player sacrifices a permanent point of Rage and rolls her Willpower. The difficulty
is 8 to affect and area; the area cannot be larger than a large house. To target an individual, the
difficulty of the Willpower roll equals the victim's Willpower. Living or undead creatures set on
fire must roll their Stamina (difficulty 9) or die from the shock. The flame destroys fomori
utterly; Black Spiral Dancers who survive the Stamina roll must make Gnosis rolls, difficulty 9,
or lose their Wyrm-taint and its accompanying Derangement. Such purified Garou are stripped of
all Rank and Gifts; they may well fall again to corruption, but they are given a second chance.
Taught by: Katanka-Sonnak
Book: RatH

Heart of Ice (Wendigo Rank 5)


The Garou must know the name of the being to be affected by this power, and must whisper it to
the vengeful winds. Subsequently, the victim's heart of other internal organs begin to turn to ice,
gripped by the curse of Wendigo. This Gift is taught by a spirit servant of Wendigo.
System: The Garou spends on Gnosis point and rolls Wits + Enigmas (difficulty of the target's
Stamina + 4); each success causes one automatic Health Level of damage, accumulating at one
per turn until the number of Health Levels lost equals the number of successes. This damage is
aggravated and may not be soaked. Vampires affected by this power have their blood coagulate,
losing five Blood Points per success; if this reduces them to zero, they enter torpor.

Invoke the Spirits of Storm (Wendigo Rank 5)


The Garou may summon just about any weather effects he desires; a blizzard, a monsoon, a
tornado, a thunderstorm, a pea-soup fog, whatever. This Gift is taught by a spirit servant of
Wendigo.
System: The Garou spends one Gnosis point and rolls Willpower against a difficulty determined
by the Storyteller (depending on the current climate and the change desired). The effects cover a
10-mile area per success rolled; if a thunder-storm is called, each additional Gnosis point spent
allows the Garou to call down a lightning bolt or tornado on his enemies (Dexterity + Occult,
difficulty 6, to hit; 10 dice normal damage).

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