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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).
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
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
Breed - Lupus
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
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
Auspice - Theurge
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
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.
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
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
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
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
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
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- Stargazer
Tribe- Uktena
Tribe- Wendigo