them. This Gift, which raises up hatred and suspicion, is an example of that. It is taught by a dogspirit.
: By spending one Gnosis point, and rolling Manipulation + Brawl, difficulty 7, the Garoucan exacerbate divisions between individuals or groups. Note that the Gift cannot actually createanger and divisions; they must already exist to be exploited. If used on the theoretical "perfectfamily", the Gift would fail. Among humans, the Gift simply prevents any resolution of issuesand difficulties, possibly breaking into violence. One success might cause targets to raise voicesat 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 outthe scene. With such manipulation, it is doubtful that any peace can be made, and highly probablenew troubles will emerge.
: Dog spirits
(Homid Rank 2)The Garou can cause technological devices to cease functioning, albeit temporarily. This Gift istaught by a Gremlin, a type of Wyld spirit that enjoys breaking things.
: The Garou spends one Gnosis point and rolls Manipulation + Repair. Technologicaldevices within 50 feet cease functioning for one turn per success, though the devices areunharmed. The difficulty of the roll is based on the following chart:DeviceDifficultyComputer4Phone6Automobile8Knife10
(Homid Rank 2)Those who wander can encounter a new human dialect in every valley. This Gift allows theGarou to speak any human language he encounters, although his speech is slightly accented inany 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.
: The player rolls Intelligence + Linguistics, difficulty 7; the effects last for the entirescene.
: Werewolf: The Dark Ages
(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 Giftis taught by a Ram-spirit or a Snake-spirit.
: 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 thescene. Garou targets will not flee, but they cannot attack while this Gift is in effect, although theycan defend themselves.
(Homid Rank 2)This odd Gift allows the Garou who employs it to merge in with the homids around him, notappearing out of place or unusual in the circumstances in which they find themselves. However,