You are on page 1of 163

Homid

http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl

Gifts for Homid
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 civilisation. 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 pickedup neatly on these sorts of

1 of 5

09/04/2005 1:42 AM

Homid

http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl

activities and even perhaps exceed huamnity'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 sucess 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 plaer 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.

2 of 5

09/04/2005 1:42 AM

Homid

http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl

The Gift will even seem to clothe the Garou appropriately for the current environment, and subtley 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)

3 of 5

09/04/2005 1:42 AM

This Gift lasts for one scene. et al. instead of one per day. An Earth-spirit teaches this Gift. System: After suffering aggravated wounds. The Garou is immune to fire. Gaia's Embrace (Homid Rank 4 . The difficulty depends on how alien the culture is. 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. but the behaviors and mannerisms of a native can be mimicked. This Gift is taught by an Insect. opaque epidermis to surround him. This Gift will not hide racial differences.Homid http://www. starvation. by drawing an invisible pictogram into the air. This Gift is taught by an Ancestor-spirit. allowing Garou to stay protected for days. attacks must do an amount of damage equal to the Garou's Stamina + Rituals to affect him at all. The Garou. The Garou can slip in among Bedouin nomads as if he were one of them. The Garou will not suffer Social roll penalties when interacting with members of the culture. If seriously wonded. although she will not receive any special benefits. the Garou must be buried alive or dig his own way under the soil. Extra time may be gained by spending more Gnosis points. This also allows the Garou to speak and understand the culture's language. 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.pl This Gift allows the Garou who possesses it to extended their shapeshifting abilities to a new plane. This sign travels with the Garou wherever he goes for the duration of the Gift. he is able to interact with members of another culture as if he were from that culture. the Garou may "crawl into" the earth to seek Gaia's aid. Once protected within Her womb. Each success allows them to move a point from one physical attribute to another from Stamina to Strength. System: The player who wishes to use this Gift must spend a point of Rage and roll Stamina + Primal Urge (difficulty 7). not matter how strange or alien the culture is. If successful.Pure Ones) Known only to the Pure Ones. While in the cocoon. gas. Assimilation (Homid Rank 5) The Garou is able to blend smoothly into any culture. Part the Veil (Homid Rank 5) The Garou may immunize any human from the Delirium for a scene. This Gift sustains an interred Garou and heals his aggravated wounds at a rate of one per hour. spirits within 100 feet of the Garou (again. although it will be forgotten when the Gift wears off. System: The Garou rolls Manipulation + Empathy. Cocoon (Homid Rank 4) The Garou causes a thick. but it could be as high as 9 when trying to assimilate into a Black Spiral Hive. this Gift allows the Garou to become one with the land. In this way. the difficulty would be 5 for another Garou sept. the wounded child is mended by the power of the Goddess. This Gift is taught by an Ancestor-spirit. or shop in a Chinese market without anyone noticing he does not belong. How long a Garou can ultimately spend in the cocoon is up to the Storyteller.net/cgi-bin/cgiwrap/eccles/sg. System: The Garou spends one Gnosis point. They can alter their physical form to improve their strength.or Weaver-spirit. the human can 4 of 5 09/04/2005 1:42 AM . except for the pack totem) must subtract one from their Dice Pools for each success. scares and unnerves any nearby spirits (except the pack totem). The Gift lasts for one scene plus one day per Willpower point spent when activating it. System: The Garou spends one Gnosis point and rolls Manipulation + Rituals (difficulty 7).arsimagica. The cocoon lasts for one scene. or from Dexterity to Stamina.

This Gift is taught by an Ancestor-spirit. but rather than being instinctively feared as a predator. The Curse still applies. Every Garou radiates this to some extent. System: Once learned. causing humans to fear and avoid them instinctively. turning the Garou from a figure to be avoided into a figure to be admired or adored. System: The Garou spends a Gnosis point and rolls Charisma + Empathy (difficulty 6). assured spirituality and meaning. smarter or more charismatic compare to those around them. but greater and more whole. this Gift is always active. However. the werewolf is dreaded as an intimidating figure of great presence. Human plus strength. agility and health.Homid http://www. Book: PG3e 5 of 5 09/04/2005 1:42 AM .net/cgi-bin/cgiwrap/eccles/sg.arsimagica. Human instinct plus wolf instinct and lightning reflexes. the human will forget much of what he knows if the Delirium is induced in him at a later date (he sees a Crinos. Ubermench (Homid Rank 5) The Garou is human plus. each dot of either spent raises one Social Attribute by one point for a single scene. the character may boost his Social Attributes by spending Rage or Gnosis. He is as man. This Gift warps this perception.pl interact with the Garou without deleterious effects. etc). Human plus devoted. Human dealing with the character will immediately pick her out as more desirable. regardless of their actual capacity in such matters. Also. attractive.

This Gift is taught by any spirit servant of Gaia. he can free himself from any successful grappling attack. Few members of other breeds have suffered enough shame and suffering to learn this Gift. once per scene. The anger takes a physical toll on the werewolf. but only those with Humanity scores lower than 7. The fur also reduces by two the werewolf's difficulty whenever he squeezes through tight spaces or slips restraints. Vampires can be sensed using this Gift. This gift makes the Garou especially hard to grapples successfully. One cubic foot of the desired element is created per success. However. In this way. and other can follow the Garou through it. opponents find themselves holding tufts of fur instead of their target.arsimagica. nor can lethal gases or acid. "This place stinks of the Wyrm. a Garou can replenish the air supply in an airtight room. Primal Anger (Metis Rank 1) The metis learns to focus the anger within her heart and use it to increase her Rage. A Lizard-spirit or Snake-spirit teaches this Gift." This power requires active concentration. and gain two extra points of Rage in exchange (even if doing so takes her above her permanent Rage rating). Shed (Metis Rank 1) The Garou knows the trick of shedding and growing fur at an alarming rate. Precious metals (especially silver) cannot be created. earth or water. Taught by: ancestor Book: WW3e Sense Wyrm (Metis Rank 1) The Garou can sense manifestations of the Wyrm in the nearby area. System: A character with this Gift may sacrifice a single health level. create a fire without matches or wood. The spirits of ancient metis teach this Gift. System: The Garou may use his slick outer coating to avoid being grappled. although Garou using this Gift are likely to say. This Gift involves a mystical sense. not a visual or olfactory image. The health level is treated as aggravated.fire. to a maximum weight of 100lbs. With a successful Dexterity + Primal Urge roll (difficulty 7). The Garou can also slide through tight spaces using his shedding fur as natural lubrication. make a rock to throw at someone. or fill a bathtub without any faucet or pipes. Burrow (Metis Rank 2) The Garou can burrow a tunnel into the earth.pl Gifts for Metis Breed . and it is up to her to unleash it on her enemies. The difficulty for this Gift is based on the concentration and strength of the Wyrm's influence (sensing a single formor in a room would have a difficulty of 6). Hispo or Lupus form to 1 of 5 09/04/2005 1:45 AM . System: The Garou spends one Gnosis point and rolls Gnosis (difficulty 6). although it is tight and only one person at a time can go through.net/cgi-bin/cgiwrap/eccles/sg. no being larger than the Garou can travel the tunnel.Metis http://www. The tunnel is relatively permanent. air. System: The Garou rolls Perception + Occult.Metis Create Element (Metis Rank 1) The Garou can create a small amount of one of the four basic elements . This Gift is taught by an elemental. such as handcuffs. 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). The Garou must be in Crinos.

The spirit of a Cockroach teaches this gift. System: The Garou spends one Gnosis point and rolls Manipulation + Expression (difficulty of the opponent's Willpower). An Ancestor-spirit teaches this Gift. but they will not harm your as long as you do not initiate any attack. This may only be used on an opponent once per scene. For the rest of the scene. They may continue to watch you and may verbally berate you. 9 for solid rock). 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.or smaller-sized beings can travel a tunnel burrowed by a Garou in Lupus form). This Gift is taught by a Mole-spirit. System: By spending an Gnosis point and rolling Charisma + Performance (difficulty 6. System: The Garou rolls Strength + Athletics against a difficulty depending on the substance to be excavated (4 for loose mud. This does not mean the attacker will leave the Gift user alone. System: After a successful bite attack. Storytellers should make judgements on space limitations. The effect lasts for a single scene. the use of this Gift may induce an Honor loss or an increase in Social difficulties for a time. With this Gift.arsimagica. Haunting Stare (Metis Rank 2) The Garou summons her hereditary instability and focuses it into her stare. the victim must successfully roll her Willpower (difficulty 8) or be unable to act during her next turn. This Gift lasts for a scene and is taught by any Canine spirit. but the tunnel will only be as large as the form he assumed while burrowing it (only Lupus. Going into the eyes of the metis leaves the victim choking with horror. their Beast awakens and they begin to Frenzy. If the Garou succeeds. System: Spend a Gnosis point and the Gift takes effect immediately. they can take best advantage of their surroudings to get away and take a breather. Taught by: Cockroach Book: GotC Awaken Beast (Metis Rank 3) This is the old ability out of legends and folklore. One yard per turn can be burrowed for each success. the character may effectively surrender. the power to change someone else into a werewolf by biting him. her opponent lose two Willpower points and two Rage points. the victim begins to Frenzy and will come to believe they are a werewolf. 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. System: The user must spend a turn in concentration to focus her will. although a human bit with this Gift may develop permanent derangements. Curse of Hatred (Metis Rank 2) The Garou may verbalize the hatred in her heart. This Gift is taught by a spirit of Hate. but the Gift takes effect immediately. If the attack is successful. In certain situations.net/cgi-bin/cgiwrap/eccles/sg.pl use this Gift. The difficulty to use Haunting Stare increases by one against Garou who are insane (including Silver Fangs). 2 of 5 09/04/2005 1:45 AM . Grovel (Metis Rank 2) By calling upon the behaviour ingrained into Garou by the Litany. the possessor of this Gift can all but force an attacker to accept their surrender. resisted by the other's Rage). The tunnel is not structurally sound and will collapse over time.Metis http://www. no matter what her form. disheartening opponents with the intensity of her emotion. Upon making eye contact. the metis can squeeze into a space no less than half the size of her body. If the Gift is successfully used on a victim.

nor will mind-altering Gifts or magic affect him. even in open ground. The Garou may transmit a maximum distance of 10 miles per success. and is trapped within a body that reacts powerfully to his slightest emotional twinge. thus allowing the Garou to move about and even attack. System: While active. Note that the Gift affects only visual senses. This does not allow mind-reading. including Black Spiral Dancers.net/cgi-bin/cgiwrap/eccles/sg. Once the Garou attackes. He is outcast from birth. Taught by: Aerial spirits. the metis cannot use Rage nor acheive any successes on Rage rolls. lets a metis give others a taste of what spending extended time in Crinos is really like. A turtle spirit teaches this Gift.Metis http://www. Failure indicates that the Garou remains undetected. but does allow the Garou to use Social Abilities. and it provides no camouflage for sound or scent. If he does not know the person. 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. System: The player spends one Gnosis point to activate the Gift. Taught by: Chameleon-Spirit Book: Wild West Companion Eyes of the Cat (Metis Rank 3) The Garou may see clearly in pitch darkness. from a distance. Once you appreciate this state.arsimagica. must make Perception rolls (difficulty equals the Garou's Wits + Stelath). System: The Garou must state when this Gift is in effect. the Gift user shifts fluidly with changing backgrounds. the difficulty drops by three. such as a lock of his hair.pl Chameleon (Metis Rank 3) Like the Gift's reptilian namesake. consecutively if more than one success is rolled. he can also not attempt any rolls using Empathy or Primal Urge. Anyone trying to see the Garuo. it becomes easy to understand how this Gift was first learned. but there is no roll or cost expenditure. Unlike the lizard. This Gift is taught by a Cat-spirit. Tiny bits of claw imbed 3 of 5 09/04/2005 1:45 AM . This Gift is taught by a Bird-spirit or any spirit affiliated with intellect. System: The Garou rolls Charisma + Empathy (difficulty 8). The Garou must know the person with whom he is attempting to communicate (although he does not have to be friends with that person). However. difficulty 6. such as Intimidation. the target must spend one full day in Crinos. Shell places an emotional and instinctual barrier around the metis. This Gift works only on other Garou. taught by any aerial spirit. A Chameleon-spirit teaches this Gift. he must have something that belongs to that person. the Garou can blend with her natural surroundings. and suffers a -1 dice penalty on all initiative rolls. System: Spend a Willpower point and roll Stamina + Primal Urge. This Gift. The Garou's eyes will glow a lambent green while this power is in effect. For each success. Taught by: Turtle Book: PG3e Splintered Claw (Metis Rank 3) This painful Gift causes the metis' claws to splinter as they piece flesh. knows this from the moment he can talk. Shell (Metis Rank 3) Consider the state of the Metis cub. never changing from Crinos form for years upon years. however. Book: GotC Mental Speech (Metis Rank 3) The Garou may mentally communicate with another being over great distances.

nonaggravated wound. This Gift allows them to affect the Rage of other werewolves.Metis http://www. If the victim is a creature with regenerative properties. Furthermore. This Gift is taught either by a Lune or by a spirit of Madness or Trickery. the wounds are aggravated. System: Spend a Gnosis point and roll Willpower. A Badger spirit teaches this Gift. This Gift is taught by a venomous animal spirit or a spirit of Disease. Wither Limb (Metis Rank 4) The Garou can cause a target's limb to wither. without gaining any benefit of the second Rage point. This Gift is. Until the Garou heals the wound. The number of successes determines the number of days that the insanity lasts.net/cgi-bin/cgiwrap/eccles/sg. but should be in keeping with the totem. Which limb is withered is the Garou's choice. 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. but if the roll is made. no matter what their auspice. The effects of this power are up to the Storyteller. and in their own way. the target expends twice as many Rage points as he normally would. A Tree-spirit teaches this Gift (especially one with thorns or spiky seedpods). Three successes are necessary. Badger's Heart (Metis Rank 4) Metis often possess angry hearts. difficulty 7. The attacking Garou receives one automatic. grapples or immobilizes takes aggravated damage from the Garou's sharp fur (Strength + 1). Any damage that the target does not soak cannot be healed until he removes the bits of claw. while Rat (totem of the Bone Gnawers) might send swarms of rats to attack the Garou's enemies. making it useless. System: The Garou spends a Gnosis point and rolls Manipulation + Intimidation (difficulty of the victim's Willpower).arsimagica. anyone who hits the Garou with bare flesh and scores fewer than five successes takes damage based on the attacker's Strength. she would actually use two. Totem Gift (Metis Rank 5) The Garou is in touch with the totem of her tribe and can actually plead with the totem. Anyone whom the Garou body slams. he has no claws. but can heal it as normal. the Garou may spend a Rage point to activate the Gift. Madness (Metis Rank 5) The Garou can induce madness in others. The madness will take a form decided by the Storyteller. thus causing tremendous irritation. System: After a successful attack that causes at least one Health Level of damage. Glass Walkers or Bone Gnawers can learn this Gift from spirits living in houses or other wooden constructs. taught by a Porcupine-spirit. System: The Garou spends a Gnosis point to sharpen his fur. Unfortunately the Gift's user loses her claws until she spends a round regenerating new ones. of course. although the Garou still takes normal damage. Healing such a wound without first removing the splinters is both painful and stupid.pl themselves deep in the victim's body. For example. thus Chimera (totem of the Stargazers) might grant the Garou increased insight or the ability to shapeshift into anything desired. The werewolf cannot soak this wound. The Garou must be in Crinos. As with all other werewolf claw attacks. but should be severe. the limb will regenerate whole after one scene. such as a Garou or vampire. and Grandfather Thunder (totem of the Shadow Lords) might smite the 4 of 5 09/04/2005 1:45 AM . This Gift lasts for one scene or until the Garou deactivates it. they have a keen understanding of Rage. Hispo or Lupus form. each time she spent one Rage point. gaining some of its power. causing their enemies to expend more of it than necessary. System: The Garou spends a Gnosis point and rolls Willpower (difficulty of the victim's Stamina + 4). if Merryk Winterchase successfully uses this Gift on Mari Cabrah while they're in combat. but is must be an arm or leg.

The attack doesn't automatically land. claws or missles. to say the least. The metis' damage pool is increased by ten dice . But some metis have used this body to their advantage. the metis can partially reach into the Umbra. they automatically succeed without the need to roll. sending certain body parts into the Umbra while maintaining others in the physical world. It's bittersweet but often leads to an enemy falling dead alongside the metis warrior. Born in a form not intended by Gaia or nature. and is almost always lethal. With this Gift. whether with weapons.pl Garou's enemies with a blast of thunder and lightning. After a Garou has been dealt her own deathblow. and it is perhaps this strangeness that allow their body to withstand the pressures this Gift inflicts.arsimagica. System: The player need only spend one Rage point to get that final shot. the metis receives one extra automatic success on all Dodge rolls. In addition. deformed and occasionally showing signs of animals entirely unrelated to man or wolf. she may strike her enemy once more ere she dies.net/cgi-bin/cgiwrap/eccles/sg. although the metis may spend Willpower to add to the attack roll's successes (even though she's already spent Rage in the turn). For the rest of the scene. if she invokes this Gift. Doing so makes the metis difficult to hit in combat. 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. if they choose to spend an action avoiding a blow. A Pattern spider teaches this Gift.a metis' parting shot channels a lifetime of Rage.Metis http://www. the metis receives one automatic success to avoid any blow directed at themselves. System: The Garou spends one Gnosis point and rolls Charisma + Rituals (difficulty 9). no wound penalties apply. System: The metis rolls Gnosis (difficulty of the local Gauntlet) and if the roll succeeeds spends 1 Gnosis. it is little wonder the breed has been outcast and hated. 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 succeeeds spends 1 Gnosis. This gift is taught by the Garou's tribal totem. This Gift is taught by a Cobra spirit. Taught by: Cobra spirits Book: GotC Umbral Body (Metis Rank 5) The metis body is strange. 5 of 5 09/04/2005 1:45 AM . For the rest of the scene.

The Gift's effects last for one turn per success. Homid and Glabro forms: Perception difficulties are reduced by two. showing them places to hide. her senses become preternaturally potent. 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. If successful. The Gift letes Garou locate enough prey to feed a pack.. System: The Garou spends a Gnosis point. Prey Mind (Lupus Rank 1) The wolf is not always the predator. One or two successes will indicate the genera direction of the water. animal shelters and even zoos. outdistance or evade pursuit. and five successes will allow the Garou to determine if the water is contaminated in any way.or Cat-spirits (marsupial-spirits seem loath to aid the Garou these days. Crinos. Heightened Senses (Lupus Rank 1) The Garou may vastly increase her sensory input for a short time. This gift is taught by Wolf-spirits. she may double her normal jumping distance. and more wolves die at their hands every day. Hispo and Lupus forms: Perception difficulties are reduced by three. Success will lead the Garou to a suitable animal sufficient to feed a pack of up to 12 wolves. pg212. +1 to Primal-Urge Dice Pools. A wolf spirit teaches this Gift. she's on her own.Lupus Find Water (Lupus Rank 1) This gift allows a Garou to locate any body of water within 20 miles. it is this Gift that comes to the fore and assists the Garou in evasion. 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. but it is said that the Red Talons know a variant of this Gift that acts otherwise. Leap of the Kangaroo (Lupus Rank 1) This Gift was originally developed by the lost Bunyip tribe. usually in parks. she gains three dice to any pool made to escape. When the predator becomes prey. this Gift is taught by Hare.net/cgi-bin/cgiwrap/eccles/sg. This Gift guides the lupus to prey within the city. A lamb or deer spirit teaches the Gift System: The player rolls Wits + Primal Urge (difficulty 7 in the wild. Despite its name. Three or four success will indicate the distance. Humans and wolves do no register as prey animals (as per the Litany). 9 in urban lands). System: The Garou rolls Stamina + Athletics (difficulty 7). while in her wolf forms. System: The Garou makes a roll using Perception + Primal-Urge against a difficulty of 7. In the urban environment. Humans' capability for destruction grows ever greater. roll Perception + Primal-Urge (difficulty 6) to perform sensory feats impossible to humans. and even chances to attack back. 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.Lupus http://www. By invoking the Gift. ways to run.).arsimagica. so if the lupus hasn't thrown pursuit by then. The range extends up to 50 miles. When in Homid or Glabro form. Taught by: Wolf spirit 1 of 4 09/04/2005 1:46 AM . Success guides the wolf in how to best evade her pursuers.pl Gifts for Lupus Breed . her senses become as sharp as those of a wolf. The effects last for one scene. as lupus sorely realise.. sewers. See the Jumping Chart. Garou may leap incredible distance.

System: To activate this Gift. the player must expend a point of Gnosis. the werewolf carries her "territory" around with her. It is. and even other lupus must make a Willpower roll not to recognize this right. as buildings tend to get in the way. This gift will not work well in the city. All normal humans lose one die from their Dice Pools within 20 feet of the Garou. but only when something could cause the Garou to lose his opponent's scent (he ran through water. untamed wilderness frequently brings death to humans who venture into it unprepared. supernatural presences can include: magic. This Gift is taught by a Wyld-spirit System: The player must roll Perception + Enigmas. he could attack invisible creatures normally. An Ancestor-spirit teaches this Gift. over "two looks away". A panic-stricken human may be unable to act or have to flee the area. However. This Gift is taught by any spirit servant of Gaia. etc. the Wyrm. eeriely enough. This will detect vampires. Wolves will detect this.pl 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 Wolf-spirit. The difficulty is based on the strength of the local influence (a Garou in a forest would be difficulty 5). The number of successes is the number of miles away one can see as normal. in a mystical sense. no matter where she may be in the Gaia realms.Lupus http://www. understanding the information might require an Intelligence + Occult roll (Storyteller's option). spirits. wraiths. System: The Garou rolls Perception + Primal-Urge against a Storyteller-determined difficulty (depends on how powerful local smells are). System: The Garou must spend one Rage point to activate the Gift and must growl (even in human form) for the effect to work. or roughly navigate in absolute darkness. With this Gift. thus. taught by an Eagle spirit. Eye of the Eagle (Lupus Rank 2) This gift allows the user to see long distance.arsimagica. they are fighting in a smelly alley. and always know which direction she is traveling in or facing. Axis Mundi (Lupus Rank 2) The Garou with this Gift can center herself in relation to Gaia. etc. Those humans not used to dealing with wild animals must make a Willpower roll (difficulty equals the Garou's Rage) or flee the area. In addition. System: The Garou rolls Perception + Enigmas (difficulty 6). The more successes rolled. Other animals will also recognize this. Wyld Ferocity (Lupus Rank 2) The harsh. and not attack the intruder. System: Roll Perception + Alertness against an 8 difficulty. Animals will automatically sense the presence of the Garou and leave her be. and concede her right to travel through their territories and hunt there. Taught by: Ancestor-spirit Book: Wild West Companion 2 of 4 09/04/2005 1:46 AM .) Sense the Unnatural (Lupus Rank 2) The Garou can sense any unnatural presence and determine its approximate strength and type. but only those with Humanity scores below 7. the more information is gained.net/cgi-bin/cgiwrap/eccles/sg. the Garou can heighten the fear humans have of the wild. Scent of Sight (Lupus Rank 2) The Garou can use his sense of smell to compensate completely for his eyes. The Storyteller should not require rolls every turn.

and the difficulties of all combat actions involving body slams and grappling are reduced by two. He also has perfect balance even on the most slippery surfaces. These words are often rambling and incoherent. the Gift's effects last one scene. but can provide clues and understanding of what happened at the moment of their death. Death Whispers (Lupus Rank 3) The ancient Greeks associated the wolf with death. Hecate wore three wolf heads.arsimagica. it becomes innate to those who learn the Gift. trying to hear the very soft whispers. This Gift is taught by a Cat-spirit. The difficulty can increase for very delicate operations. Lupus with this Gift echo that connection. System: The Garou does not need to expend points or roll for this ability. the player must make a Dexterity + Athletics roll (difficulty 6). If there are no animals of the sort desired in the vicinity. The player then rolls Perception + Occult (diff 7). When attempting to lift objects with her tail. By standing entirely still near a recently dead body. the Garou's tail automatically becomes prehensile whenever she likes. but she retains the might of the Crinos. while Charon wore wolf ears. System: The Garou spends one Willpower point and rolls Perception + Occult (difficulty 8). The tail can also attack from an unexpected direction. making him immune to falls under 100 feet (he lands on his feet just right). System: The player must spend one Rage point to activate the Gift. the tail can grasp objects. This Gift is taught by any Animal-spirit. the Garou's strength rating is halved. This Gift may be attempt only once per dead body. in her Lupus form. etc) of a spirit. none can be called. System: The lupus must stand next to the corpse and stay entirely still. wrap around branches or allow the Garou to hang upside down. or of their most prominent thoughts at the moment of their demise. the damage from the tail is Strength-1.net/cgi-bin/cgiwrap/eccles/sg. it gains far more agility and flexibility. One success causes animals within a 10-mile radius to be affected. Each additional success add 10 miles 3 of 4 09/04/2005 1:46 AM . A Monkey-spirit must be persuaded to teach a Garou this Gift System: After learning this Gift. Her base strength increases by four. Power. the lupus can hear the final worlds of the deceased. In any case. In order to manipulate the tail successfully. Name the Spirit (Lupus Rank 3) The Garou is able to detect the type of approximate Trait levels (Rage.Lupus http://www. To successfully hear the death whispers. More successes than required increase the clarity of the whisper. she can use the tail to hang or swing. Book: Wild West Companion Beast Life (Lupus Rank 4) The Garou may not only communicate with animals. the lupus must obtain more successes than the number of hours the body has been dead. The Garou must maintain her Lupus form. rather than the normal one. The Gift works only in Lupus form and its effects cease if she shapeshifts. Although incapable of fine manipulation. System: The Garou spends one Gnosis point and rolls Charisma + Animal Ken (difficulty 7). If the Garou's strength exceeds her Stamina.pl Catfeet (Lupus Rank 3) This Gift gives the Garou the agility of a cat. If used as an attack. Strength of Gaia (Lupus Rank 3) The Goddess blesses her child with enhanced strength to defeat her enemies. This Gift is taught by a spirit servant of the Uktena totem. but can attract and command them. Taught by: Wolf Book: PG3e Monkey Tail (Lupus Rank 3) Although the lupus' tail retains the appearance of a regular wolf's tail.

but she can be incapacitated by another Garou's venom attack. but the time may be extended by spending one Gnosis point per extra scene. 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. the great megalodon sharks that swam the seas eons ago. Additional poison bites can force the victim into a coma and eventually kill her. The Garou can cause the elements to rise up. Each success also reduces the target's Stamina by one level until the victim loses consciousness. When employing this power in combat. he may control a large volume of air. aspects of the animal totems. The effect lasts for one scene. System: The Garou spends one Willpower point and rolls Stamina + 4 against a variable difficulty (3 for wood. If the Garou entreaties Father Moose. Venom (Lupus Rank 4) A common trick of desert-dwelling Garou. gaining all the benefits as if she were allied to that totem. and other legendary creatures. If so. given time. Gnaw (Lupus Rank 4) The Garou may strengthen her jaws to the point that. not merely the raw matter of the elements. A venomous snake spirit teaches this gift.to his aid. by howling at the sky. Elemental Gift (Lupus Rank 5) The Garou may call upon the primal force of Gaia Herself. Who knows . This Gift is taught by a Wolf-spirit. This Gift is taught by an elemental. Most Garou hesitate to make deals with snakes or serpents. This does not give the special powers granted by the metis gift Totem Gift. System: After making a successful bite attack. he can. 9 for a titanium door).net/cgi-bin/cgiwrap/eccles/sg. the victim receives an additional nonsoakable. The Animal Fathers are believed to be different. the Garou can gain Moose as his totem for that scene. her jaws do more damage in combat. thereby commanding the spirits of the elements. the Yeti.approximately 20' by 20' per success. undulate forward. the Willawau (giant owl). water. this Gift allows the user to produce a noxious venom. In addition. earth. This Gift summons an elemental spirit. aggravated wound along with whatever damage the bite caused.. or fire . More successes improve the Beast's disposition. If successful. she can chew through just about anything. only the regular benefits of a totem alliance. but sometimes necessity outweighs prejudice.arsimagica. and even engulf foes. Examples of Beasts are the Sasquatch (Bigfoot).Lupus http://www. This gift may only be used once per scene. The length of time it takes to gnaw through something is up to the Storyteller. Unicorn or Pegasus cannot be entreated with this gift.the ancient creatures that used to walk the Earth in ages past . The werewolf's bile can incapacitate or even kill a victim.pl (two successes indicate a 20-mile radius). Song of the Great Beast (Lupus Rank 5) The Garou must be in the deep wilderness to employ this Gift. the Garou must roll Stamina+Primal Urge in a resisted roll against the target's Stamina+4. the Garou's bite does an extra die of damage. System: The Garou spends on Gnosis point and rolls Charisma + Primal-Urge (difficulty 9). call one of the Great Beasts . System: The Garou spends one Gnosis point and rolls Charisma + Occult (difficulty 8). For every additional success the attacker gets. more specific. The Garou is immune to her own poison. System: The Garou must spend 2 Gnosis and make a successful Charisma + Primal-Urge roll. 4 of 4 09/04/2005 1:46 AM .there are rumors of surviving dinosaurs in the deep Congo. This gift only works with totems that embody "real" animals.. The effect lasts for one scene. 6 for steel cables. This Gift is taught by a Nature-spirit.

Taught by: Lu-Bat Book: RatH Alternative Versions From: Damien (Child of Gaia Rank 1) System: The player rolls Perception + Occult (difficulty 8). This Gift is taught by a Raccoon-spirit. More successes allow for a more accurate measure of the traits of the victim . Once the Garou has been seen. System: The Garou rolls Gnosis (difficulty of the local Gauntlet rating). For example. making herself virtually impossible to track.arsimagica. This Gift also enables a Garou to sense whether an Umbral spirit's Power is weak or near depletion. She need not expend any points or make any rolls. Scent of Running Water (Ragabash Rank 1) The Garou can completely mask her scent. and 5 might give a more absolute impression. This Gift becomes an innate ability to the Garou who learns it. 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".pl Gifts for Ragabash Auspice . 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.one may only allow for a general impression. This Gift is taught by a Chameleon-spirit. System: The difficulties of all rolls to track the Garou are increased by two. Open Seal (Ragabash Rank 1) With this Gift the Garou can open nearly any sort of closed or locked device. 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. however. this Gift is negated until the viewer has again been distracted. whereas 3 succesess could give the Garou a fairly accurate idea of the balance within that victiom. This Gift is taught by a Fox-spirit. Each success enables the character to determine the general levels of Rage.net/cgi-bin/cgiwrap/eccles/sg.Ragabash Blur of the Milky Eye (Ragabash Rank 1) The Garou's form becomes a shimmering blur. "The mage has plenty of magical energy left inside her"). The Storyteller should not give the player precise numbers. System: The Garou rolls Manipulation + Stealth (difficulty 8[6]). The Storyteller should not give the player precise numbers. a Garou may be able to tell that a vampire has little power but may not realise that the Leech's blood supply is low. Gnosis or Willpower within an individual. "The mage has plenty of magical energy left inside her"). Sense Limits (Ragabash Rank 1) The Garou can determine approximately the amount of Rage. Additional successes allow the character access to more specific information about a single target or else gives her general information about another target. 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". System: The player rolls Perception + Occult (difficulty 8). Each success increases by one the difficulties of all Perception rolls made to detect him. allowing him to pass unnoticed among others. Gnosis and Willpower for one targetted individual. Snow Running (Ragabash Rank 1) 1 of 9 09/04/2005 1:47 AM .Ragabash http://www.

This Gift allows a werewolf to circumvent the problems caused by heavy snowfall.spirit. 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. two successes gives her three times normal speed. depending on the circumstance. the Garou can wend his way through thick underbrush as if walking on the open plains. The Silver Fangs are said to have a version of this Gift that lends them more supernatural grace while treading on ice or snow. System: The player must roll her Perception + Survival. but leaves their tracks behind. 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. Thus. The Garou can reproduce any scent he has encountered. This Gift is taught by a Chameleon. The number of successes determines the accuracy of the false scent. Taught by: Mitanu Book: RatH Trailblazer (Ragabash Rank 1) With this Gift. The number of successes equals the quality of the new route and decreases travel time. A Skunk-spirit teaches this Gift. System: The player rolls Wits + Primal Urge to reproduce any scent the Garou has encountered (difficulty 6). System: The Garou need only spend a Gnosis point. System: The player spends one Gnosis point and rolls Dexterity + Athletics (difficulty 8). The Ragabash also finds the fastest trails and shortest routes from one location to another. The effects last for a day. she loses the benefits conferred by the Gift. 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. from deer to diesel trucks. If no one is so doing. while three successes allows the character to move four times as quickly. A Crow-spirit teaches this Gift. The Gift is taught by an Ice elemental. System: The Garou rolls Dexterity + Stealth (difficulty 7). Garou with this Gift can reproduce the aroma of other Garou or even inanimate objects. When used in a town or city. The Garou using this Gift can run across snow or ice as if it were solid ground. This Gift affects movement only and cannot allow a character to stop to deliver blows in combat without ending the Gift's duration. a character can use the Gift to get to a combat more quickly. the Garou can still find the shortcuts through alleys and dart through crowded streets with ease. The character's body seems to flow like quicksilver.pl The severe winters in much of Europe can immobilize a village or greatly impair a wolf pack. enabling him to accomplish astounding feats of agility while under the effects of this Gift.Ragabash http://www. then one success indicates complete concealment. up to a maximum of half the original travel time.net/cgi-bin/cgiwrap/eccles/sg. without sinking in or leaving footprints. One success allows the character to move at twice her normal speed. The effect lasts for one turn or one scene. 2 of 9 09/04/2005 1:47 AM .arsimagica. spirits or monitoring devices by remaining still. the Garou can travel rapidly across a tree limbor along a narrow wooden beam without slowing down or faltering. Blissful Ignorance (Ragabash Rank 2) The Garou can become completely invisible to all sense. each success subtracts one success from the Perception + Alertness rolls of those actively looking for the character. but once she engages in battle. The difficulty of any rolls to track the user increase by two when this Gift is active. Thus. Every success reduces travel time approximately 10 percent. or Larceny in cities (difficulty 7).

This unerring sense of direction operates anywhere. difficulty 7) simply by being in the presence of the victim.or Dog-spirit. the difficulty is the spirit's Gnosis. Taught by: Lu-Bat Book: RatH Sense of the Prey (Ragabash Rank 2) The character. the character gains two extra dice to any Streetwise or other roll the Storyteller deems 3 of 9 09/04/2005 1:47 AM . if he knows anything about his prey. and others may notice its loss (Perception + Alertness. and use it to determine what they may be doing once they have left the Garou's presence. keys or loose change. heroic Ragabash and have no fear of being called on her prank. making it possible to climb slick vertical surfaces with ease.Ragabash http://www. System: The player spends a point of Gnosis. One success causes combatants to stop fighting (or prevents them from initiating combat) for one turn. this Gift also assists a Garou in pilfering small items such as credit cars. and is used to track spirits through the Umbra as well as to find beings on Earth. the Gift creates an atmosphere of temporary true among enemies or prevents tribe leaders from coming to blows over volatile issues. Peace of the Counselor (Ragabash Rank 2) This Gift enables a Garou to bring even the most heated discussion to a peaceful conclusion. Once the shadow is detached.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). Once activated. five successes extends the Gift to an entire scene. in which case a Perception + Enigmas roll is made against a difficulty of the target's Wits + Stealth. The Ragabash with this Gift has an edge over all his kin. The ability to cling to sheer surfaces is automatic. The Ragabash must pounce on the shadow of the victim (roll Dexterity + Brawl.net/cgi-bin/cgiwrap/eccles/sg. System: Stealing another's shadow is not a subtle process. diff 8) and if successful. Each extra success increases the length of time in which peace prevails by an additional turn. She can calmly explain that the sky is green or gleefully regale her comrades with the exploits of a lone. the Ragabash must continue to hold it firmly. until sundown of that evening. The Gift allows the Garou who possesses it to effectively steal the shadow of another being.arsimagica. In addition. This Gift is taught by a Wolf. However. A victim may feel strange for the time during which their shadow is held by the Garou. the Ragabash gains an air of sincerity that is nearly impossible to penetrate. 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. perhaps giving clues to their current activities. Though it does not preclude more hostilities from erupting at a later time. the Garou can attempt to resolve the circumstances underlying the state of enmity . the shadow of the victim (usually held up against a wall) will continue to silhoutte the victim's actions. In addition. Shadow Puppetry (Ragabash Rank 2) This strange Gift is not commonly known amongst the Garou. If the target is a spirit.pl Obscure the Truth (Ragabash Rank 2) Not many Garou can look a Philodox in the eye and get away with bald-faced lies. System: No roll is required unless the target is actively hiding. System: By spending a Gnosis point. consider the Ragabash's Subterfuge to be double its normal rating. can track it down as rapidly as he can travel. During the grace period. spend a Gnosis point to 'tear it off'. else it will fly away (lose 2 dice off all actions).

such as proceeding to a certain address or moving to the left or right flank in battle. making it completely undetectable to others. it will flee the device.arsimagica. Deliberate Misinformation (Ragabash Rank 3) The Garou can slip confusing and contrary information into his target's conversation. Opponents in the immediate vicinity of the Garou mishear each other or misinterpret instructions. causing it to malfunction permanently. but not when trying to hot-wire a car. This Gift is taught by a Gremlin. System: The Garou can automatically activate this Gift with a Dexterity + Athletics rolls. She can walk along walls or hang from a ceiling. The difficulty depends on the surface.either in person or through the use of a direct communication device such as a telephone or other transmission device. The object must be hand-held and should not be larger than the Garou's arm. This Gift is taught by a Mouse-spirit.Ragabash http://www. her victim will forget he ever possessed the stolen item. Use of this Gift actually intimidates the spirit that inhabits the device and causes it to function. the item remains undetectable to all senses (including peeking from the Umbra) except touch. wood or stone is difficulty 5. 4 of 9 09/04/2005 1:47 AM . This Gift obscures one possession for the Garou. automatically go awry. 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. even if the Garou drops it. If the character succeeds in stealing something. even the Gift user can't see the item. System: The Garou must score three successes on a Wits + Stealth roll (difficulty of the victim's Intelligence + Streetwise). The adhesive grip of the Garou can even assist her when catching falling objects or seizing handholds when she is falling. but those from whom she steals often never realize they have been robbed. All actions that result from information communicated verbally receive a +2 difficulty. Taught by: Raccoon-spirit Book: Wild West Companion Fly Feet (Ragabash Rank 3) Like an insect. Taught by: Mitanu Book: RatH Empty Hand (Ragabash Rank 3) The Garou's hand may seem to grasp the air. so dropping it is bad. If the Garou can sufficiently frighten the spirit. a type of Wyld spirit that enjoys breaking things. The Gift lasts for one scene. simple orders.pl appropriate. teaches this Gift. The Storyteller should halve all movement rates unless the player rolls five or more successes. For one scene. The information affected by this Gift must be communicated verbally . System: The player grasps the item and spends one Willpower point to make the object undetectable. naturally. A fly-spirit. while in reality it may hold a pistol or even a stick of dynamite. he might get extra dice on a pickpocketing attempt. Moving along the ceiling increases the difficulty by 1. Unfortunately. the Garou can now cling to vertical surfaces. System: The player rolls Perception + Linguistics (difficulty of the target's Willpower. making their plans fall apart or otherwise causing them to suffer from a gross breakdown in communications.net/cgi-bin/cgiwrap/eccles/sg. For instance. Each success allows the character to subject one opponent to the effects of this Gift. A Raccoon-spirit teaches this Gift. or the highest Willpower in the target group). glass or ice is difficulty 9. Gremlins (Ragabash Rank 3) The Garou can cause a technological device to malfunction merely by touching it.

the player rolls Charisma + Expression (difficulty of the target's Willpower).Ragabash http://www. the uproarous hilarity of any situation. A failed roll raises suspicion. a botch makes the listeners outright hostile. 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. System: The Garou spends one Gnosis point. Pall of Despar (Ragabash Rank 3) This Gift inflicts a wave of despair upon a targetted individual. This Gift is taught by a Lune. pg 207). System: The player tells the lie and rolls Wits + Subterfuge (difficulty is the target's Wits + Subterfuge. A successful roll causes the victim to experience a feeling similar to Harano (or. However. it's easy to get into rouble by trusting this Gift to protect you.arsimagica. This Gift is taught by Tulu the Kookaburra System: After spending a Gnosis point. System: The player spends a point of Gnosis and rolls Manipulation + Empathy (difficulty of the victim's Willpower). while combat becomes almost impossible. no matter how guilty she may be. 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. Good roleplaying might certainly warrant one to three additional dice at the discretion of the Storyteller. The more successes the Garou obtains. the more the device is damaged. clinical depression).in fact. or the highest rating in a crowd). the roll must always be made after the lie has been told. Any attack made by the target against the Tulu Child suffers a penalty of the number of sucesses rolled to the dice pool (just looking at the Child is enough to cause spontaneous belly laughs). 141) for more information on opening Moon Bridges. the difficulty is determined by the complexity of the item (see below). three are required to dupe multiple listeners at once.pl System: The Garou rolls Manipulation + Intimidation. the target is struck by how funny the situation is and breaks into peals of laughter. If successful. See the Rite of the Opened Bridge (pg.000 miles. making the victim incapable of action due to feelings of profound melancholy. Two successes convince a single individual. the Storyteller can enforce the limitations of Harano found in the Werewolf Players guide. This Gift is taught by a Fox-spirit. The effects of this Gift last for one scene. Device Difficulty Computer 4 Phone 6 Automobile 8 Knife 10 Laughter (Ragabash Rank 3) Those who learn this Gift can cause others to realise the humour of any situation . This state of mind forces the victim to roll her Willpower in order to take any action. (Optionally. In any event. Even the most stern-faced priest or suspicious baron will believe the Garou's pleas of innocence. at least for a little while.net/cgi-bin/cgiwrap/eccles/sg. Five successes permanently disable the device (the spirit has fled). The maximum distance that can thereby be covered is 1. Taught by: Fox-spirit Book: Werewolf: The Dark Ages Riddle (Ragabash Rank 3) 5 of 9 09/04/2005 1:47 AM . convinced listeners believe the lie for the duration of the scene. in the case of humans.

and cannot move about while the Gift is enacted. System: The player must first create (or find) a riddle to be told. thus silencing the area around them. he will go a little crazy. This can only be done when the roll concerned the Ragabash's Auspice roll . 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. At the end of the day. they can insist that there must have been some mistake. he suffers a +1 difficulty to all rolls. their shadow is stretched and lengthened. Under the influence of this Gift. the Ragabash can cause all sounds made within their presence to vanish into the Gauntlet. Fool's Luck (Ragabash Rank 4) This Gift allows the Garou to tamper with Fate . however. while a botch inflicts restless sleep on the character. Harmonius Slumber (Ragabash Rank 4) This Gift enables the Garou to create a perfect environment for sleep even in the most difficulty circumstances. Those with this Gift add a little spiritual punch into the mix.when things go catastrophically wrong for the werewolf. Each additional success allows him to include another individual in the effects of the Gift. tracking. The nap can last for up to eight hours. the character can choose to disregard one botched roll per scene and roll again. including the user. Taught by: Lu-Bat 6 of 9 09/04/2005 1:47 AM . diff 8) and if successful. It must have a solid answer that can be understood by most people. the Garou receives the equivalent of eight hours of restful sleep and awakens refreshed and with his spirits revived. 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.arsimagica. some Ragabash love to confuse their targets with unusual quizzes and mysterious puzzles. From then on.In addition. No normal sounds may be made by anyone within the effect. although only two hours are necessary to reap full benefits. The winner's Gift takes precedence over the loser's.pl Taking their cue from numerous trickster legends. most commonly by barricading himself in his room for a day and refusing to come out. Should this drain him entirely of Willpower.a roll for stealth. the victim will be driven to distraction by the riddle and until he can solve it. When a character awakens from a successful use of this Gift. The Garou must remain holding the shadow to the ground with at least one hand. A failure means that the Gift does not work. System: By spending one Gnosis point. the player spends one Gnosis. he finds that his Gnosis is fully replenished. Each success adds another 5 yards to the area of affect. spend a Gnosis point to pin it down. System: With the expenditure of two Gnosis points and a roll of Manipulation + Stealth (difficulty 7) the Garou can completely silence an area. Taught by: Shadow and cat spirits Book: Damien Silence (Ragabash Rank 3) By invoking this Gift. every morning the victim loses one Willpower. System: The player spends a point of Gnosis and rolls Stamina + Enigmas (difficulty 7). If the victim flees. slowly driving their targets mad with riddles. or until the Garou lets go of the pinned shadow.net/cgi-bin/cgiwrap/eccles/sg. One success is necessary to affect the character. trickery or such. the riddle will no longer concern him. and not combat. After telling it to the victim. System: Stealing another's shadow is not a subtle process.Ragabash http://www. with no benefits. holding it in place. singing or spirit interaction. but remains pointing towards their current direction until sundown. A spirit servant of Sphinx teaches this Gift. The Ragabash must pounce on the shadow of the victim (roll Dexterity + Brawl.

pl Book: RatH Alternative Versions From: Damien (Ragabash Rank 4) System: The player rolls Stamina + Enigmas (difficulty 7). Many consider the use of this power on a foe to be a declaration of unending war. although only two hours are necessary to reap full benefits.spirit or a spirit of Disease. the Garou can approximate the speaker's actual voice. This Gift is taught by a Pain. Indeed. the Garou is still vulnerable during a new moon. System: The player spends a point of Gnosis and rolls Wits + Linguistics (difficulty 7). Thus. these dice are read only to check for botches. Luna's Blessing (Ragabash Rank 4) When the moon is visible in the night sky. silver weapons may well turn on those who would wield them against the character.net/cgi-bin/cgiwrap/eccles/sg.arsimagica. System: The Garou spends one Gnosis point and rolls Gnosis. Each success allows the character to regain a point of Willpower and Gnosis while they sleep. the wielder of the weapon must roll three extra dice on the attack. while a botch inflicts restless sleep on the character. but only when the moon is visible. Controlling this disembodied hand requires more concentration than usual . The Garou can soak and regenerate silver as if it were normal damage.Ragabash http://www. 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. accents and speech patterns or mannerisms which match those of the original speaker.it is an odd feeling to feel items 20 feet away at first. At least one die must be allocated from any Dice Pool to the hand per turn. Each success increases the accuracy of the character's delivery of the remembered conversation or message. To perform find manual tasks. System: For each strike against the Garou. A botch introduces a series of discrepancies into the repetition. A failure means that the character remembers only what the player remembers. The Gift allows the Garou to reproduce voice intonations.only one success is necessary. the Garou may repeat back verbatim everything heard over a single scene as if she had total recall. A failure means that the Gift does not work. and they lose a Willpower point. Each success scored by the Ragabash allows him to remove one point from any of the victim's 7 of 9 09/04/2005 1:47 AM . allowing it to crawl off and perform tasks. The Garou's difficulty is the opponent's Willpower. 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. physical. In addition. silver refuse to cause the Garou aggravated wounds. Whelp Body (Ragabash Rank 4) With this Gift a Garou may deliver a devastating curse upon a foe's body. At a later time. if the moon waxes full. If necessary. causing it to weaken or palsy. which heal at the rate of one per week). System: The Garou must roll Dexterity + Primal Urge (difficulty 9) to detach the hand . the Storyteller may repeat the conversation for the benefit of the character's audience. the player must make a Perception + Athletics roll (difficulty 5) to adjust to the weird situation. or to include another individual in the effects of the Gift (a connection of some sort. This Gift is taught by a Lune. The nap can last for up to eight hours. Taught by: Mitanu Book: RatH The Crawling Hand (Ragabash Rank 4) This eerie and somewhat macabre Gift allows the Ragabash to detach their hand. while her victim's difficulty is the Ragabash's Gnosis. The hand may travel up to Wits * 3 yards away from the werewolf. this roll is resisted by the target's Gnosis roll. or spiritual is necessary to include others in the Gift's effects).

They still stand upright (unless they were laying down to begin with. although the victim may restore these Attributes via experience. or can take actions they otherwise couldn't. the intense awareness begins to fade .but residual memories may plague the victim for a long time afterward. But you could certainly pick someone up. When the victim recovers from the Gift. The Storyteller should decide what ultimate effect the Gift produces in the victim . the Ragabash can move about without being seen. Each success "blanks" every person in a room for one turn. System: The player spends a point of Willpower and rolls Wits + Subterfuge (difficulty of the victim's Willpower).Ragabash http://www. Success causes the victim to experience every negative aspect of her personality and past. A spirit of electricity or an electric eel spirit teaches this Gift. System: The player spends a point of Gnosis and rolls Intelligence + Empathy (difficulty of the victim's Willpower). The weight of this enlightenment can either change an individual for the better. making the victim aware of every flaw or failing and reminding her of all the wrongs she has committed or caused. but eyes close. so slitting their throat while they remain unconscious won't work. System: The player spends three Rage and rolls Gnosis (difficulty 8). The effect is permanent. Once the victim has experienced the total effect of the Gift. senses go dead. The number of successes determines how many turns the victim stands "lost in though". he is most likely highly disoriented.and take him elsewhere. while a botch gives the victim not only rapid thought but the ability to translate those thoughts into immediate action . Few individuals survive the effect of this Gift unscathed. 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.usually to the detriment of the character. an impulse to kill herself out of shame and despair or some course of action in between the two extremes. put him in the trunk of a car. The victim of the Gift can only stand still as his thoughts run away with him. Blank (Ragabash Rank 5) "Consider it a bio-electrical blackout. including secret vices. difficulty 8) against the Ragabash's Gnosis roll. Any actual attempt to harm someone will break the communcal trance. The Garou can cause her enemies' thought processes to speed up so radically that they literally think too rapicly to put any one plan into motion. and it remains the best description there is for it.net/cgi-bin/cgiwrap/eccles/sg. A failure simply means that the Gift does not work. failures and other similar faults. mages and imbued hunters) can make a resisted Willpower roll (again. Supernatural creatures (including vampires. Taught by: Lu-Bat Book: RatH Madthought (Ragabash Rank 5) This trick literally makes the werewolf's foes too clever for their own good. rushing madly from one brilliant plan to another or considering all the multiple alternatives for their "next" action. or drive her into suicidal despair or murderous frenzy.arsimagica. shortcomings. Every extra success the Ragabash gains over his target blanks the victim for one turn. Taught by: Mitanu Book: RatH 8 of 9 09/04/2005 1:47 AM .either a desire to reform her ways and corrent her failings. 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". and nobody moves. everyone in the room simply goes blank.pl Physical Attributes. Meanwhile. and may need to regain focus and otherwise discover what's been happening while he "was out"." That's how Pat O'Reidy described this Gift. This Gift may be used only once per scene against a given opponent. For a short period.

but he definitely feels it). This Gift is taught by. This power requires the Garou to make physical contact with the target. System: The Garou spends a Gnosis point and rolls Intelligence + Animal Ken. if he wins. If successful. System: The player rolls her Wits + Larceny (difficulty equals the target's Willpower). the Garou can use the specified power for each successive turn she is willing to spend a Gnosis point. etc) She may not take the form of Wyrm-beasts (not that they would want to!). Book: Wild West Companion The Thousand Forms (Ragabash Rank 5) Most trickster archetypes are shapeshifters and the Ragabash is no different. of course. With her ill-gotten gains. The Garou gains all the natural abilities of that animal (flight. rising higher the farther removed from the Garou's natural form the desired animal is. The difficulty varies. 9 of 9 09/04/2005 1:47 AM . but she may take the form of mythical beasts with some extra effort. the Garou must confront a malevolent spirit (not necessarily a Bane) in spirit combat. These powers can be Garou Gifts. vampiric Disciplines. she must make an immediate frenzy roll. Violation (Ragabash Rank 5) Those few Garou privy to the secret of Violation well know the hate and revulsion of others. For example. etc. System: The Garou must gain three successes on a Wits + Stealth roll (difficulty of the target's Willpower). For the next turn. and a frog might be difficulty 9. The player receives that number of points to the appropriate statistic up to her permanent maximum. an ape or panther (mammals of roughly similar mass) might be difficulty 5. she can pummel her drained opponent. the victim cannot spend Rage or Willpower.net/cgi-bin/cgiwrap/eccles/sg. System: The Garou rolls Manipulation + Primal-Urge (difficulty of the target's Willpower). the victim is quickly overwhelmed by feelings of defilement. Additionally. spirit Charms. Mimicking mythical animals is always difficuly 10.arsimagica. the difficulties of all Willpower rolls are increased by two.pl Steal Spirit (Ragabash Rank 5) The Ragabash can steal an opponent's strength of spirit or her Rage. a Magpie-spirit. To learn this Gift. The Garou with this Gift may change herself into any animal between the sizes of a small bird and a bison. he may wrest the knowledge of the Gift from it.Ragabash http://www. while an alligator (a reptile of larger mass) might be difficulty 7. The number of successes indicates the number of temporary Rage or Willpower points (not both) that the victim loses. mage Spheres. and for a number of turns equal to the number of successes. poison bite. but once that has happened. while the difficulties of Rage rolls are decreased by two (the victim may not be able to direct his anger. If she receives Rage in excess of her permanent rating. Book: WW3e Thieving Talons of the Magpie (Ragabash Rank 5) The Garou can steal the powers of others and use them herself.

Taught by: Sokhta Book: RatH Mother's Touch (Theurge Rank 1) The Garou is able to heal the wounds of others. This Gift is taught by any spirit servant of Gaia. but the player must spend a point of Gnosis.pl Gifts for Theurge Auspice . although Garou using this Gift are likely to say. 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. System: No roll is necessary. Each success heals one Health Level. ("A black bird carrying something in its beak flies north". simply by laying hands over the afflicted area. 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 provides illumination for the Garou equivalent to that of a full Moon.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 Storyteller then produces some sort of omen or portent to serve as a hint for the character about what lies in the future. This Gift is taught by a Wyld-spirit System: The player must roll Perception + Enigmas. but only those with Humanity scores lower than 7. "You feel a sense of dread about entering this part of the forest").Theurge http://www. no roll is necessary. Sense Wyrm (Theurge Rank 1) The Garou can sense manifestations of the Wyrm in the nearby area. The difficulty is based on the strength of the local influence (a Garou in a forest would be difficulty 5). Spirit Speech (Theurge Rank 1) 1 of 10 09/04/2005 1:49 AM . The Garou must meditate for a few minutes in order to place herself in a receptive state so that she can recognise the sign that comes to her. The difficulty for this Gift is based on the concentration and strength of the Wyrm's influence (sensing a single formor in a room would have a difficulty of 6). but this must be done in the same scene the scar was obtained and requires the expenditure of a Gnosis point." This power requires active concentration. "This place stinks of the Wyrm. such as in conditions of total darkness (inside a deep cave. This Gift is taught by a Unicorn-spirit. This Gift involves a mystical sense. This Gift cannot grant sight to one who is naturally blind. The effects of this Gift last for one scene.net/cgi-bin/cgiwrap/eccles/sg. Vampires can be sensed using this Gift. Even battle scars may be cured in this manner. System: The Garou spends on Gnosis point and rolls Intelligence + Medicine (difficulty of the wounded individual's Rage. System: The player spends a point of Gnosis. System: The Garou rolls Perception + Occult. aggravated or otherwise. not a visual or olfactory image. or 6 for non-Garou). The Garou may not heal herself with the Gift.arsimagica. for example) or if the Garou is blindfolded. There is no limit to how many times this may be used on a person.

The Storyteller should decide the overall effects of this Gift so that players do not attempt to avoid pursuing other avenues of investigation. or to decipher some cryptic passage of text. the Garou can determine whether or not her target is hiding anything. she can interact with those she meets. While she cannot summon spirits by name with this Gift . pools of clear rainwater or even basins filled with water can serve as a conduit for the images. hidden cameras. one line of prophecy may be explained for each success. place or thing targetted by the Gift. 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). The Garou must concentrate on the target in order to invoke this Gift. microphones and wire taps. allow the Garou to seek beneath the disguise. System: The player spends a point of Gnosis and rolls Wits + Enigmas (difficulty 7 for near future events. The Storyteller should determine the clarity and accuracy of the visions. Some spirits. Wilderness ponds. Each successive command requires the expenditure of another Willpower point. Extra successes might reveal more facts about the subject.pl This Gift allows the Garou to communicate with encountered spirits. This Gift can be taught by any spirit. such as Banes. concealed weapons and wires. The Garou must concentrate on the event (or series of events) to get a sense of the outcome. this Gift allows the Garou to understand the communication of spirits intuitively. The scenes that appear within the pool depict what might happen unless something occurs to change the course of events. Of course. however. The Garou is thus able to address them whether they wish to be addressed or not. No 2 of 10 09/04/2005 1:49 AM .Theurge http://www. Each success causes one vision of the future to appear in the pool. determine the nature of a concealed weapon or tell what lies within a hidden wall safe .arsimagica. System: Once learned. difficulty 8 for more distanct occurences).net/cgi-bin/cgiwrap/eccles/sg. that requires the Exorcism Gift (see below). The pool may reflect either literal or symbolic images. small mountain tarns. Uncloak the Hidden (Theurge Rank 1) By concentrating on a person.this trick reveals only that a deception is present. The Storyteller should inform the player of her characters' knowledge in general terms ("That man has some sort of disguise". object or area. Hidden Depths (Theurge Rank 2) This Gift allows a Garou to uncover some hidden piece of information. For example. System: The Garou must spend a Willpower point and roll Charisma + Leadership (difficulty of the spirit's Gnosis). giving simple commands and expecting their compliance. Each success allows the character to learn one hidden or concealed fact about the person. determine if a room contains trapdoors. "The floor contains a hollow beneath the floorboards"). or if someone lurks in a hidden passage. nothing (usually) prevents the spirit from leaving. Taught by: Hakahe Book: RatH Command Spirit (Theurge Rank 2) The character can manipulate encountered spirits. Taught by: Ruatma Book: RatH Moonpool of Sokhta (Theurge Rank 2) This Gift enables a Garou to transform clear. System: The player rolls Perception + Investigation (difficulty 8). The Gift does not. if multiple secrets exist to be sought out. This Gift is taught by any Incarna avatar. The Garou can spot disguises. may not always be understood. standing water into a pool which offers visions of possible futures. Note that the Garou cannot command spirits to leave areas to which they have been bound.

but before the damage has been resolved. System: The Garou spends one Willpower point and rolls Perception + Occult (difficulty 8). etc) of a spirit. that they treat a Garou exactly the same as they treat other spirits. dark shape that can slither and flow almost anywhere.Theurge http://www. or momentous events are in the offing. Instead of taking wound levels. 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. Her dreams are haunted by images of the Cainite elder stalking her. visions being striking the Garou without warning. This Gift does not function in bright daylight or in places where no shadows exists . she begins seeing symbols of the Wyrm wherever she looks. for that matter). If they have less temporary gnosis than damage. Power. This Gift is only useable against physical attacks (such as claws or bullet wounds). but instead of taking physical damage the Garou loses some spiritual energy. even one success can give the character the advantage of surprise in a battle. Shadow of the Ebon Whisperer (Theurge Rank 2) This Gift makes the Garou as insubstantial as a shadow and as hard to see.such as a brightly lit room (or a room in total darkness. System: Interpreting these signs is best handled through roleplaying. 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. at least ones that aren't automatically hostile to anything. System: The player spends a point of Willpower and rolls Appearance + Occult (difficulty as assigned by the Storyteller depending on the surroundings). A chameleon spirit teaches this Gift. Taught by: Hakahe Book: RatH Sight from Beyond (Theurge Rank 2) When danger stalks the Garou. and that's where this Gift comes in handy. the Theurge disguises herself as a spirit (usually a wolf spirit) to all concerned.pl successes indicate a failure of the Gift. while a botch produces false visions or an extremely chaotic jumble of meaningless images. System: This Gift is activated by spending a point of Willpower after an attack has been successful. System: The player spends one Gnosis and rolls Appearance + Subterfuge (difficulty 6 if imitating a 3 of 10 09/04/2005 1:49 AM . but it also works against aggravated attacks. She still physically looks exactly like her lupus form. the Garou loses as many temporary gnosis (after soak) as they would have lost wound levels. Taught by: Sokhta Book: RatH Name the Spirit (Theurge Rank 2) The Garou is able to detect the type of approximate Trait levels (Rage. Taught by: Any animal spirit that leaves part of its body behind (like Drop-tail skinks). the remainder is taken as wound levels. Book: Damien Spirit Skin (Theurge Rank 2) Generally. anyone wishing to do so must first have a reason to suspect the presence of the Gift's user. spirits are fairly friendly to Garou.net/cgi-bin/cgiwrap/eccles/sg. however. This Gift is taught by a Crow-spirit. The physical form of the Garou fades to a murky. By activating it within the Umbra.arsimagica. but the Storyteller can require the Garou to roll Wits + Occult (difficulty 7) if appropriate. That doesn't mean. Although others can use certain Gifts to spot the "shadow" werewolf. the sky itself opens to show her images of the glorious battle to come. The attack still hits. Each success allows the character to assume the shadow-form for one scene (or one combat round). This Gift is taught by a spirit servant of the Uktena totem.

Even though they will clearly not look like their Lupus form. shattered blades re-form. the Garou herself won't even remember that she has a key word. After describing the trigger. This Gift is especially useful for emergency wagon repairs or for fixing guns during a siege. Items blasted to bits (such as an exploded artillery shell) are beyond the scope of Tinker's Touch. Taught by: Metal-spirit Book: Wild West Companion Umbral Tether (Theurge Rank 2) Although most Theurges would never admit it. she can neither access the information nor remember that she has something hidden away in her mind. A spider spirit teaches this gift. During which time. even they can become lost in the spirit world from time to time.including herself. and so forth. thus increasing the Theurge's reputation as master of the spirit world.pl wolf spirit. the character must make a Manipulation + Intimidation roll (difficulty of the spirit's Willpower). System: The player spends one Gnosis point to activate the Gift. 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. much less a secret. as long as the item contains metal. performs the appropriate jesture or enacts the conditions set forth in the activation of the Gift.arsimagica. Alternative Versions From: WW3e (Theurge Rank 1) As above. Although only the werewolf using this Gift can see her trail. This Gift is taught by any Incarna avatar. System: Before using this Gift. the player spends a point of Gnosis and rolls the character's Willpower (difficulty 8). Each success keeps the disguise in place for one hour. but must spend one Gnosis point for every hour of Umbral travel to maintain it. Taught by: Chameleon spirit Book: PG3e Tinker's Touch (Theurge Rank 2) The Theurge can mend a broken object with a touch. Until someone speaks the trigger word. the player must spend an additional Gnosis point to maintain the trail in the physical world. behind her as she explores the Umbra. If the spirit has been bound to its lodging place (or into a fetish). Exorcism (Theurge Rank 3) This is the Gift of ejecting spirits from places or objects. bent rifle barrels straighten. Only the Garou using the Gift can see the trail. She must place together and continuously touch any separated portions of the item to be mended for one turn. the Garou must set the conditions which will cause the information to become available to her. difficulty 8 for anything else). resembling spider silk. This information should be given a trusted ally . 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. A Metal-spirit teaches this Gift. whether they are there voluntarily or are bound there.Theurge http://www. Only one success is 4 of 10 09/04/2005 1:49 AM . the Garou remains blissfully unaware of the information she has hidden from everyone . This Gift allows the werewolf to spin a spiritual line. some Gaffling pests occasionally sever or alter the tail without knowing it.net/cgi-bin/cgiwrap/eccles/sg. someting about them will still give the game away. it should be noted that the character will still somehow be recognisable as themselves to those looking for them. The concealed information cannot be taken from her through mental powers or coercion. While sometimes imitating a spirit other than a wolf is useful. slipped nails slither solidly back into place.after all. System: If a spirit does not wish to leave. System: The player does not need to roll to create the trail. This Gift is obviously of little use outside the Umbra. At dawn. but rank 1.

or at the whim of the Theurge. The Theurge can send others home before herself by spending a Willpower point. for spirit travel. and none knows this better than the Theurge. the non-Garou are connected to the Gift user by silver threads. While most of what occurs is barely worth watching. she must make a resisted Willpower roll against the bearer of the Gift. the seer should have to interpret the vision rather than be spoon-fed. the effects of the Gift end and the Garou may have to swim or wade to shore. The Garou travels across the water with supernatural speed. using Perception + Occult (difficulty of the Gauntlet). This Gift can be used for physical transport through a reflective surface.net/cgi-bin/cgiwrap/eccles/sg. This Gift is taught by a Star spirit. While in the Umbra. 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"). System: The Garou spends one Gnosis point and rolls Wits + Enigmas (difficulty 7). while three of more successes allows the revelation of specific details. The number of successes indicates how precise a vision appears to the character. If the non-Garou wants to resist.arsimagica. 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. 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. The effect of the Gift lasts until the hidden information is triggered.Theurge http://www. Taught by: Hakahe Book: RatH Moonriver (Theurge Rank 3) By using this Gift. thus stranding the character in mid-stream. typically three times her normal movement rate. The others brought with the Theurge leave when she does. he must roll to pierce the Gauntlet. A single success provides vague information. A botch allows the character to get midway through her journey before the moon's light fails. The effect lasts for an entire scene or until the character enters an area with a hight Gauntlet. This Gift is taught by any spirit. Only one success is required. 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. Storytellers should couch their visions in symbols appropriate to the Incarna and matter at hand. Otherwise. the Garou may swiftly travel across the surface of a body of water which reflects the moonlight. Taught by: Sokhta Book: RatH Parting the Velvet Curtain (Theurge Rank 3) This Gift allows a Garou to transport non-Garou into the Umbra. Those Garou with Pulse of the Invisible remain constantly aware of all that spirits do around them and can interact with them at will. the Garou will be aware of any dramatic changes.pl necessary for the Gift to take effect. If the light becomes obscured at any point (such as when a cloud passes across the moon). She can follow a river or cross a lake so long as she follows the "trail" of the moon's light. or in combination with other Gifts. Taught by: Star spirit Book: RatH Pulse of the Invisible (Theurge Rank 3) Spirits fill the world around the Garou. Only one success is needed for the character to gain the ability to travel the "moonriver". 5 of 10 09/04/2005 1:49 AM . System: The players rolls Dexterity + Occult. System: If the Garou's Gnosis Dice Pool equals or exceeds the Gauntlet. he can automatically see into the Umbra.

this Gift renders the Garou undetectable by spirits. System: The player spends one Gnosis point. As long as the Garou knows the spirit's name. She must spend a Gnosis point to be able to find the spirit. This Gift is taugh by a fly spirit. the player must roll Wits and Subterfuge against difficulty 8. She may move about as normal but cannot make any attack actions without disrupting the Gift. If the attacker gains more successes. If the Garou attempts to break the tether. the tether is destroyed. Umbral Camoflage (Theurge Rank 3) Although perfectly visible in the physical world. Effects such as Questing Stone. which rely on a direct contact with spirits and the focus of the Rite. to resist scrying effects. System: By spending a Gnosis point. In conjunction with other Gifts. but can tell in what direction it extends to the Garou. If a Theurge has this Gift. Attempts to magically or mystically find the Garou from a distance can be resisted by the gift owner. the Garou is fundamentally invisible. are not affected. she can use this Gift.pl Quiet Mind (Theurge Rank 3) This gift allows the user to shield their mental presence. Garou who use this Gift in the Umbra might as well be someplace else entirely. 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: 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 6 of 10 09/04/2005 1:49 AM . She does not know to whome the tethers belong. Some Realms and certain Charms can make this Gift more difficulty to use. A successful Perception + Enigmas roll (difficulty 8) reveals the location of the errant Umbral denizen. but it is impossible to locate a remote werewolf by mental means alone. Umbral Camouflage can make the user vanish from all perception. the tether's creator knows immediately and may make a resisted Strength + Occult roll at difficulty 6 against the Garou. The gift user is not any more resistant to mental attacks once an opponent is aware that the Garou is present (for example.Theurge http://www. A Wind-spirit teaches this Gift. she can find that spirit no matter which Umbral realm it takes refuge in. the character becomes effectively mentally invisible for a scene. A cockroach-spirit can teach this Gift. and for the remainder of the scene. the Garou can see all active Umbral tethers around her. System: As long as the Garou knows the true name of the spirit. 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. In the Umbra. at the ST's discretion. the Mindspeak gift relies on line of sight. To entities which rely on a mental 'sight' to perceive others around them. The Theurge who possesses this Gift can track a particular spirit anywhere in the spirit world. she is completely invisible to spiritual senses. The Gift: Name the Spirit can be used in conjunction with Spirit Path. The gift can also shield a Garou from certain types of scrying. System: By spending one point of Gnosis. Taught by: Raven Book: Damien Spirit Path (Theurge Rank 3) The Umbra can often confuse the senses of even the most perceptive tracker. However. the Garou becomes completely undetectable.arsimagica. Each sucesses cancels a success from the roll of the scyree.net/cgi-bin/cgiwrap/eccles/sg. that is no longer true. and the Garou using Quiet Mind would not gain any benefits from their gift when opposing Mindspeak). but gifts such as the Uktena gift Scrying may be.

He must then spend a number of Willpower points: one for small items. but each additional success furhter clarifies matters. both willing and unwilling. Additional successes enable the character to make secondary adjustments to the target's memory to hide the fact that something is missing. System: The player spends a point of Gnosis and rolls Intelligence + Enigmas (difficulty 7). A Garou attempting to abduct an unwilling victim must achieve at least three successes on his Gnosis roll. two for larger items (swords. including good night sight. he may not reenter the Umbra.pl analysis of a situation and formulate a course of action. 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. although she can end the gift at any 7 of 10 09/04/2005 1:49 AM . each success subtracts one from the Garou's successes. System: The player spends a point of Gnosis and rolls Dexterity + Animal Ken (difficulty 7). both he and the desired object or person pass into the Umbra.such as the identity of the Garou mole within a hostile group or the location of a safe house for ecoterrorists . This is particularly useful in situations where gathering concrete information is difficult or in extremely complex situations. Only on success is necessary to make sense out of even the most confusing situation. and is much more dangerous than she looks. The Gauntlet rating must be 3 or lower for a victim to exit of his own accord. THe Garou may also use this Gift to alter her own memories in situations where she feels that this is necessary. pg. no matter what the Gauntlet rating. THis ability can prove useful for getting into small places (or escaping from such) and remaining hidden. if successful. 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. (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). unless she has the ability to step sideways. 144). He makes the usual Gnosis roll to pierce the Gauntlet and step sideways. Mooncat (Theurge Rank 4) This Gift allows the Garou to assume form of a small white cat (one of Sokhta's favoured animals). etc) and three for huge items (including people). This includes humans and animals. An unwilling target may resist with a Willpower roll. 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. If he does exit.in mystic Glens. The Garou has the senses of a cat for the duration of the Gift. System: The Garou must grasp the object or person he wishes to take to the spirit world. the ability to absorb information through her whiskers and extreme flexibility of movement . she also retains the power of a full-fledged Garou. Each success allows the character to remain in cat form for one scene. Garou often use this power to take loyal Kinfolk with them on Umbral quests or to heal injured Kinfolk . Any person taken to the Umbra.Theurge http://www. must rely on the Garou to escape. System: The player spends a point of Gnosis and rolls Manipulation + Empathy (difficulty of the victim's Willpower). or else find an area with a very thin Gauntlet. A single success allows the character to excise the desired piece of information.net/cgi-bin/cgiwrap/eccles/sg.but she may also smooth over the edges of the victim's memory so that he does not realise anything is missing. This Gift becomes useful in situations where an individual has come across some dangerous knowledge that might lead to her death for possessing it.however.both body and soul . The Garou may not only remove the information .arsimagica. such as a caern.

The effect lasts for one story. but loses any exceeding her maximum at the end of the scene. the Garou retains her Lupus-form Attributes. and can inflict aggravated damage with claw and bite attacks as usual. A Coyote-spirit teaches this Gift. while a botch provides the character with erroneous information leading to the character's possible embarrassment or dishonour.pl time before the duration runs out.net/cgi-bin/cgiwrap/eccles/sg. Failure means that the character learns nothing.arsimagica. The character may choose to end the Gift immediately if this happens. System: The player rolls Perception + Empathy (difficulty 8). Thus. Whisper in the Dark (Theurge Rank 4) This Gift allows the Garou to determine a fact detrimental to an individual. While in cat form. 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. Gnosis roll while combating a spirit. The change must be specific. For every two points drained. 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. The Gift can affect up to five Garou at any one time. Taught by: Sokhta Book: RatH Obscure the Spirit World (Theurge Rank 4) This Gift allows the elder to confuse the minds of young Garou. hides a murder in his past or funds a company that systematically pollutes the rivers in a particular state. This Gift is taught by a Coyote-spirit. Ultimate Argument of Logic (Theurge Rank 4) Those who speak with the Garou leave convinced of some fact might otherwise have disbelieved.from the "fact" that the sun revolves around the Earth to the "truism" that the wolf's inherent nature is that of the pawn. such as preventing the subject of the Gift from encountering a known situation that will result in her certain death. making it impossible for them to step sideways. the spirit loses one Power point per success for the rest of the scene. while a botch results in a transformation into a misshapen creature somewhere between a cat and a wolf. System: The player spends one Gnosis point for every Garou she wishes to affect. System: The Garou needs three successes on a Manipulation + Performance roll (difficulty of the target's Wits + Enigmas). Each success enables her to grasp one piece of heretofore-unknown information about the target of the Gift. the Garou gains a temporary Willpower point. the Gift has obvious tactical advantages when fighting other Garou. While this Gift does not guarantee that a foreseen future will be 8 of 10 09/04/2005 1:49 AM . a character can learn that an individuall owes millions of dollars in gambling debts. may soak silver as if it were ordinary damage (although silver damage is still aggravated). the Garou can cause the target to believe implicitly in one aspect of existence (true or false) . The victims of this Gift are blind to the spirit world and all of its denizens. either by holding it over the victim's head or making the information public. The Garou may then use that piece of knowledge against the target of the Gift. The Gauntlet increases by five for those targets. This Gift is taught by a spirit servant of the Uktena totem. System: If the Garou succeeds in a resisted Gnosis vs. Quite often used as a punishment. If successful. No successes means that the Gift fails.Theurge http://www.

learn the possible effects of certain actions upon the subject of the dream. practice or secret vice and bind a fitting punishment to that person. The Garou may replay the dream several times in order to test various actions and their consequences until she awakens from the dream. thus. furthermore. the Garou can devolve an opponent's mind to that of an animal. characters cannot ensure the death or destruction of their foes with this power. Most often. The Gift only lasts for one scene. child molestors. Taught by: Ruatma Book: RatH Ebon Binding (Theurge Rank 5) This Gift allows the Garou to take her knowledge of someone's fault. System: The player must sacrifice a point of permanent Gnosis and roll her Willpower (difficulty of the target's Willpower). 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. This Gift is taught by a spirit servant of the Griffin totem. Only one success is necessary to effect a change in a future event."). Only one success is necessary to make the binding permanent. Two Gnosis points must be spent for each point of Intelligence destroyed. A successful roll allows the character to interact with a group of potential enemies for the purpose of delivering a messsage. a target suffers crippling pains when he thinks of indulging in the forbidden action. (For example. the target begins acting more animalistic with each point removed. She then enters a state of lucid dreaming in which she explores some potential future. The Garou may use this Gift to prevent rapists. 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. and the Garou cannot destroy more points than he rolls successes. Additionally.net/cgi-bin/cgiwrap/eccles/sg.arsimagica.Theurge http://www. The Gift only affects events that will occur within the 24 hours immediately following the activation of the Gift. the Storyteller should arrange events so that the change takes place exactly as stated. The player should explain to the Storyteller which element of the future even she wishes to alter. System: The player spends a point of Willpower and rolls Manipulation + Subterfuge (difficulty 8). If possible. System: The player sacrifices a permanent point of Gnosis and rolls Perception + Enigmas (difficulty 8). If successful. effectively destroying his intelligence. after which all bets are off. Taught by: Hakahe Book: RatH Feral Lobotomy (Theurge Rank 5) With but a thought. retrieving an item or delivering an ultimatum. System: The Garou spends Gnosis (see below) and rolls Wits + Empathy (difficulty of the target's Willpower + 3 (maximum 10)). it does allow the Garu to attempt to avert disaster or improve an individual's lot. "I want my packmater to survive the coming battle against the fomori horde. 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. murderers or traitors from repeat offenses (assuming the Garou allows these individuals to live in the first place).pl altered. The Garou can enter a caern beloning 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 may interact with the creatures and situations she encounters in the dream and. the Garou can permanently destroy a target's Intelligence Attribute. 9 of 10 09/04/2005 1:49 AM .

but metal elementals can also teach it. changing it. etc. she may not be awakened until the full eight hours has passed. 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 involes the character's park mates). Elementals. The number of successes indicates the degree of control the character has over her part in the dream. A botch on the roll indicates that the Garou has lost control of the combined being. This Gift is taught by a Chimerling. Elemental. 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. System: The player rolls her character's Gnosis and spends a Gnosis point to activate the Gift. or. Usually. Gnosis roll.but at a dangerous cost. Rage. System: The player spends a point of Gnosis and rolls Wits + Enigmas. 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. Hostile) 8 Type (Naturae. perhaps. System: The Garou must best the spirit in a resisted Gnosis vs. The Rite of Summoning chart determines the difficulty of this Gift.) 10 10 of 10 09/04/2005 1:49 AM . Bane. Change Difficulty Characteristics (Willpower. while the spirit's difficulty is the Garou's Gnosis. For a short time.pl eight hours late. understand the workings of this Gift. Garou and spirit become one creature with the abilities of both. No successses means that the character receives no dream while a botch gives the character an eight-hour long nightmre which she cannot remember but which results in a -1 penalty to all rolls involving Alertness. Every success allows the Garou to use one of the spirit's Charms for up to one scene.but sometimes things go awry. Banes can also teach this Gift . the Garou remains in control. especially fire elementals. The Malleable Spirit (Theurge Rank 5) The Garou can change a spirit's form or purpose. one point changed per success) 6 Disposition (Friendly. Once the Garou has entered her Moon Dream.arsimagica. or perhaps that a Bane was channelled instead of the expected spirit.net/cgi-bin/cgiwrap/eccles/sg. Neutral. Gnosis. The difficulty is based on what the Garou tries to accomplish (see below). adding the spirit's Charms to her repertoire .Theurge http://www.

If it was lighter. 1 of 7 09/04/2005 1:55 AM . everyone around him knows it merely by gazing at him.Philodox Aura of Leadership (Philodox Rank 1) Similar to the Level Two Silver Fang Gift: Awe. Additional successes increase the number of individuals who fall unde the effects of the Gift. then a roll of the Philodox's Perception + Occult (difficulty of the deceased's former Gnosis) is needed to correctly determine their guilt.pl Gifts for Philodox Auspice . the Garou is able to ignore the pain of his wounds and continue acting normally. System: Th player rolls Charisma + Empathy (difficulty of the highest Willpower in the target ground). the difficulties of all Social rolls against the target group are reduced by one.arsimagica. If successful. It allows the Philodox to sense the weight of a fallen Garou's soul and determine if he died as one of Gaia.Philodox http://www. but has spread throughout all of Garou society. then the dead person was admitted to the afterlife. System: If the Garou died in the service of Gaia. all who witness it know intuitively that it is so. This Gift is taught by a Bear-spirit. and the Storyteller is encouraged to roll secretly for each use of this Gift. Others react to the Garou as if she was their pack leader . Alternatively. the Gift clears all doubts. the Garou had betrayed the Mother. It is used to determine what rituals will be undertaken for the deceased. This Gift was first the province of Silent Strider Philodox (and is still most common amongst that tribe). Where circumstances or perceptions might cloud the judgment of witnesses. by spending one Willpower pint. System: The user spends one Willpower point to activate this Gift. System: The Garou. Taught by: Bird or lion spirits Book: PG3e Resist Pain (Philodox Rank 1) Through force of will. or had fallen to the Wyrm. those who know the Philodox can see his guilt when the Gift does not activate. Taught by: Zarok Book: RatH Aura of the Just (Philodox Rank 1) When the Gift user commits a just act. One success enables the character to affect a single target. While this Gift does not guarantee respect. Taught by: Falcon-spirit Book: Wild West Companion Ma'at's Feather (Philodox Rank 1) According to Egyptian legend. Of course. The effects last for one scene.net/cgi-bin/cgiwrap/eccles/sg. and is taught by a bird or lion spirit.including the pack leader. A Falcon-spirit teaches this Gift. she would feed it to the beast Ammit. may ignore all wound penalties for the duration of the scene. to keep the players guessing. A simple success is sufficient. the Gift works automatically. anyone who sees the aura cannot doubt the Philodox's merit. When the Garou commits a just and fair act. If however. revealing this to be so. 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. destroying their soul entirely. there may be repercussions after the effects of the Gift have passed. if the heart of one of the dead was heavier than Ma'at's feather. The Aura of the Just proclaims to one and all that this Garou is in the right.

or Falcon-spirit. and may give them one command. Call to Duty (Philodox Rank 2) The Garou can summon spirits if she knows their names. System: The Garou rolls Intelligence + Empathy (difficulty of the subject's Manipulation + Subterfuge). barring excessive use or subsequent damage. follow his commands willingly and unconditionally.Philodox http://www. Even mages can be detected (difficulty 9). This Gift is taught by any spirit servant of Gaia. System: The target must be within 100 feet. One success allows the character to repair the targeted item so that it functions for one turn.arsimagica.pl Scent of the True Form (Philodox Rank 1) This Gift allows the Garou to determine what a subject really is. This power only works on one animal at a time. 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. and it does not attract animals to the Garou's vicinity (see the Level Four Lupus Gift: Beast Life). Taught by: Shantar Book: RatH King of the Beasts (Philodox Rank 2) Specific animals.Gaffling. generally ones with which the Garou regularly associates. even if she does not know their names. The Gift is taught by a Lion. have the ability to sense whether others have spoken truth or falsehood. THe Garou can discern which individual in a group really holds power or whether someone is acting under duress.it is actually a scent of the target's true nature. and the Garou rolls Charisma + Animal Ken against a difficulty based on his relationship with the animal (see below). Each success allows the character to unconver one basic behind-the-scenes fact. she can summon all spirits within one mile to protect or assist her. Two successes enable it to work for one scene. This Gift is taught by a Falcon. This information is conveyed as an olfactory sensation . as judges of the Litany. usually the leader of a group or the emotional context of an otherwise poker-faced contact. the spirits will depart.net/cgi-bin/cgiwrap/eccles/sg. Spirit names can be discovered either through personal acquaintance or the Gift: Name the Spirit (Lupus and Theurge). can can detect vampires and faeries on a Perception + Primal-Urge roll (difficulty 8). Taught by: Shantar Book: RatH Truth of Gaia (Philodox Rank 1) Philodox. System: The Garou rolls Charisma + Leadership (difficulty of the spirit's Willpower). while three or more successes indicates that the item has been permanently repaired. This Gift reveals only whether the target speaks the truth or lies. 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. 2 of 7 09/04/2005 1:55 AM . System: The player rolls Intelligence + Repair (difficulty 7). Only one command may be given. This Gift is taught by an Incarna avatar. System: The player rolls Wits + Enigmas (difficulty 7). If the Garou spends a Gnosis point. They understand him and want to help. System: The Garou can automatically tell when someone is a werewolf. after it is carried out.

arsimagica. A character desiring to resist the effects of the Gift must make a Willpower roll (difficulty of the Gift user's Willpower + 1. Each success allows the character to affect a single target. when the character feels she needs Willpower. System: Once per scene. when the character feels she needs Willpower. revealing any emotion that may exist. For every two successes. she recovers one point of Willpower up to her maximum. Many Garou detest this Gift.pl 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. and it is wise to avoid the person to whom those emotions are directed for as long as the effect lasts (one scene). After entering a pact with the Garou. Alternative Versions From: Damien (Philodox Rank 2) System: Once per day.net/cgi-bin/cgiwrap/eccles/sg. After this. It is taught by an Ant spirit. the Philodox whispers the name of a person with whom the target has a relationship. she recovers one point of Willpower up to her maximum. the tribe and the world that they can draw on this resolve in times of need. the participants must shake hands. connecting those emotions to those of his target. This Gift lasts for one scene. share a smoke or make a toast to seal the arrangement. she can roll Stamina + Rituals (difficulty 7). and the Philodox will immediately feel every emotion toward that person that the target has. bad luck follows anyone who violates the agreement (including the user). System: The Garou must enter a pact with someone. Taught by: Zarok Book: RatH Strength of Purpose (Philodox Rank 2) Some Garou feel so strongly about their place in the pack. These emotions aren't real (at least to the Philodox). System: The player spends one Rage as the Philodox taps deep into his own wellspring of emotion. up to a maximum of 10). 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. but is also investigator. Taught by: Ant spirits Book: PG3e Curse the Betrayer (Philodox Rank 3) Anyone who cheats the Philodox pays for his dishonesty. she can roll Stamina + Rituals (difficulty 7). The Gift assists a Philodox with such matters by revealing any emotions and opinions that exist between two people. The werewolf can literally command others to act as he bids. but they certainly feel it.Philodox http://www. Let's do it"). since it is indiscriminate. 3 of 7 09/04/2005 1:55 AM . The Garou can pull new resolve from his deepest reserves. double every 1 he rolls for the rest of the story when calculating botches. Should either individual break the bargain. ("Enough talk. This Gift is taught by a Wolf-spirit. 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. For every two successes. To seal the bargain and make the Gift active. Bonds that Tie Us (Philodox Rank 3) The Philodox is mediator and judge.

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. Taught by: Honor-spirit Book: Wild West Companion Sense Balance (Philodox Rank 3) As the arbitrators of the Garou Nation. for instance). Wyld or Weaver.arsimagica. disrupt any benefits of the Gift .Philodox http://www. 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. System: The Gift requires the expenditure of one Gnosis point.the Garou can only find her own imbalance in such situations. Success One Two Three Duration One week One month Two months 4 of 7 09/04/2005 1:55 AM . person or inanimate object. The effect resembles that of the Gift: Mitanu's Deliberate Misinformation. 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. Such manifestations are more subtle than the ones detectable through such Gifts as Sense Wyrm. the Philodox have developed an attunement with the precarious forces that balance the world and the individual alike. This Gift lasts anywhere from a week to six months. If the Garou uses this Gift in the Umbra. whether Wyrm. The group demonstrates a high degree of loyalty. The Gift lasts for a period of time as follows. System: The player spends a point of Gnosis and rolls Charisma + Leadership (difficulty of the highest Willpower in the target group). Weaver presence feels cold and unyielding and Wyld energies feel warm and trembling. rendering her the honor. such as combat or exhaustion. With a successful Perception + Enigmas roll (difficulty 8) the Garou can feel the balance (or lack thereof) within an area. It can point out a Bane manifestation at an industrial plant or mental instability in a packmate. respect and obedience due her position. Wyrm manifestation feels dense and oily. except it distorts what others discern through sight or memory. 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. The Philodox must focus and be at peace for this Gift to work properly. Distractions. the targeted group accepts the Garou as their leader. A Cat-spirit teaches a friendly Garou this Gift in exchange for a warm fire and a promise not to chase her kin. During this time. the targetted group of spirits will follow the Garou's commands as if she were a greater spirit such as an Incarna. or as legally binding decisions if the position is akin to that of a town mayor. 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.pl An Honor-spirit teaches this Gift. rather than through what they hear. This Gift allows the user to detect an overabundance of any of the prime forces of the universe. obeying the Garou's instructions in a manner approrpriate to her position (as orders if they are paramilitary.net/cgi-bin/cgiwrap/eccles/sg.

System: The player simply rolls Dexterity + Repair (difficulty 7). System: The Garou rolls Perception + Brawl (difficulty 8). The Garou. If she fails the Stamina roll. Taught by: Zarok Book: RatH Weak Arm (Philodox Rank 3) Philodox are more attuned to others than are most Garou. the Garou can form small. Only one attempt may be made per hour . the victim is stunned for the remainder of the round and can take no action. This Gift is taught by a Snake. System: The Garou must meditate for a short time. This Gift is taught by a Lion. This Gift is taught by a Garou Ancestor-spirit. Merely watching an opponent's fighting style lets the Garou determine its strengths and weaknesses.or Wind-spirit.Philodox http://www. a form of racial unconscious accessible through intense meditation. Alternatively.net/cgi-bin/cgiwrap/eccles/sg. wolves to roll on their backs.the nearby ephemera takes some time to regenerate. create a bowl or cup for holding liquid or construct some other useful item. and dissipate upon contact with their target (or any other solid substance). The Garou then rolls Gnosis (difficulty 9. the Philodox may regain one point per success. can remember ancient facts and lore. System: The Garou must score at least three successes more than the opponent on a resisted Willpower 5 of 7 09/04/2005 1:55 AM . 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. The character may form one small item of solidified air for each success. although "borderline" supernaturals such as ghouls and Kin are susceptible. This Gift can be only be used against a given foe once per scene.arsimagica. "Air-stones" used as weapons do the character's Strength + 1 normal damage.pl Four Five Four months Six months This Gift is only successful against mortals and spirits of no greater than Jaggling status. System: By rolling the attribute which they wish to recharge (Rage. Enthronement (Philodox Rank 4) The Garou can create small or simple objects out of thin air . they can use this perceptiveness against their foes. -1 for each point of Past Life the Garou possesses). Should she succeed in a test of wills. the Garou may form a solid block of matter to serve as a chair. The Garou must concentrate for a full turn to use this Gift. Roll Over (Philodox Rank 4) The Garou has such a commanding presence that those encountered readily submit to her. by tapping into these deep memories. concentrating on the past. causing humans to fall to their knees. etc. The items last until the Garou disperses them. In addition. clouds or wind. Accordingly. stone-sized balls of air to use as hurled weapons against his enemies. she dominates her foe. By shaping the air around him with his hands.or Wolf-spirit. Wisdom of the Ancient Ways (Philodox Rank 3) All Garou have an innate connection to their ancestors. Gnosis or Willpower) against a difficulty of 8. the victim must make a Stamina roll (difficulty 8) to remain on her feet when the "air-stone" discharges its mass. A number of bonus dice equal to her successes may be divided between (or among) her attack and damage rolls.including mist. and the benefits are lost at the end of the scene. or use two or more successes to shape a larger item (such as a throne-like seat).

9 for more sophisticated ones). One success produces the item desired. System: The Garou spends either a Gnosis. Grand Jesture (Philodox Rank 5) 6 of 7 09/04/2005 1:55 AM . The Storyteller may require additional successes to make an item from an inappropriate trait . Thus. The target of the Gift can attempt to help herself but can do nothing else except try to expel the fluid. Drown (Philodox Rank 5) This Gift causes the lungs of an opponent to fill with liquid. but could not make its members attack and try to kill each other . This Gift is especially useful to abate a frenzy. 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. render an enemy helpless or inflict punishment on an individual. The victim may attempt to help herself by trying to cough up or otherwise expel the fluid. System: The player rolls his Manipulation + Primal Urge (difficulty 7). Rage or Willpower point and rolls Dexterity + Repair (difficulty 8 for simple items. System: The Garou rolls Perception + Enigmas (difficulty 8).pl contest. though the Geas-layer cannot make the targets act contrary to their basic instincts. Rage or Willpower. Taught by: Shantar Book: RatH Geas (Philodox Rank 5) A Geas causes others to do a Garou's bidding. In the case of a group. The victim must receive immediate medical or magical assistence or die within a few minutes. This Gift is taught by an Incarna avatar. but she can craft a dagger or hunting knife. she could send a group on a quest. a Garou cannoy make a gun using this Gift. System: The Garou spends one Gnosis point and rolls Manipulation + Leadership (difficulty of the target's Willpower). while additional successes refine its quality and durability.Philodox http://www. prevent damage from silver or take a combative advantage. no matter how far away that spot is. A wolf-spirit teaches a worthy Philodox the workings of this Gift. 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. The item lasts a day per success. If successful. This Gift can either function as a way to capture an opponent. but she can take no other actions (including movement away from her surroundings) while she is making the attempt. The Garou sense the site from a point of view as if he were standing in the middle of the area being scanned.such as making a child's blanket from a Rage point. If the spot is in the Umbra. 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. the target automatically shifts to her breed form. the difficulty is 8 or the Gauntlet rating (whichever is higher). System: The player spends a point of Rage and rolls her Willpower (difficulty of the victim's Willpower). the difficulty is the highest Willpower among its members. The item may not involve multiple parts or have an overly complex make-up. For example. Only one success is necessary to activate this Gift.net/cgi-bin/cgiwrap/eccles/sg. The victim must receive help immediately or else die from drowning.arsimagica. The number of successes equals the number of turns the target must remain in her natural form. This Gift is taught by a Bird-spirit.unless they were psychotics or werewolves.

and 10 Health Levels must inflicted to penetrate it at any point. System: The player rolls Manipulation + Empathy (difficulty of the highest Willpower in the target group). 7 of 7 09/04/2005 1:55 AM . the Philodox uphold their people's ways. the Philodox can invoke a wall to protect himself. the individuals affected may still continue to regard the Garou with some residual respect depending on their experiences while the Gift was active. When the effects of the Gift come to an end. This Gift lasts for an entire scene. two yards long and one yard thick. System: The Garou spends one Gnosis point. all Gifts or Social rolls involving persuasion are automatically successful against the affected individuals. the Garou increases her esteem and reputation in the eyes of the recipients of her largesse. While the Gift is in effect. This Gift is taught by earth elementals.pl By bestowing appropriate gifts on an individual or a group. it can soak damage as thought it had 10 dice. This wall will move with the Garou. The wall's dimensions are three yards height.Philodox http://www. The targets of this Gift tend to listen favourably 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. While in contact with earth or rock. 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.arsimagica.net/cgi-bin/cgiwrap/eccles/sg. for just as the earth upholds those upon it. Each success allows her to affect one individual. defending him from all angles. The wall lasts for one scene or until released into the earth by the Garou.

arsimagica. the user of the Gift becomes so attuned to the land immediately around her that she can sense the pain of Wyrm-taint. the Garou can experience the chaotic events as they unfold. In some instances.") to extremely specific facts 1 of 8 09/04/2005 2:03 AM . furniture or other physical obstacles may come between user and target. Garou far beyond the range of hearing will sense the Call and may come to aid. from pigeons in the park to beavers at their dam or fish in the sea. the character must concentrate on the target area for several minutes of game time before receiving any information about its condition. walls. as if it has been poisoned. but no more distance than the length of the user's arm) for one night's sleep.Galliard http://www. pg37). Some examples are: every two successes gives those at a revel extra dice to their Pools. Alternative Versions From: Damien (Galliard Rank 1) System: The Garou must also spend a point of Gnosis. 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. This does not change their basic reactions . This Gift is taught by a Nature-spirit.spirit. The actual effects are determined by the Storyteller. Dreamchaser (Galliard Rank 1) The Galliard can tap into the unconscious of a sleeping person and follow the course of his dreams.e. A Dream-spirit teaches this Gift. What information she gleans from the vision is up to the Storyteller.a hungry tiger is still hungry and may well attack.or the reason for its health . While no roll is necessary. partitions. System: The Garou rolls Stamina + Empathy (difficulty 6). This Gift is taught by a Wolf. the sickness of pollution or the robust energy of an unspoiled piece of wilderness. Finally. but they should be linked to the type of howl made and the intent of the Garou. If the sleeper dreams.. System: The player spends one Gnosis point and must remain within "arm's reach" of the target (i.may reveal itself to the Garou through the use of this Gift. Call of the Wyld (Galliard Rank 1) The Garou can summon others by howling. Call of the Wyld is often used at the beginning of revels and other events. all Garou in the area do not hesitate to respond to the Garou's Call to Succor. The number of successes determines how far away the Call can be heard and how stirring it is to those who hear it. System: The Garou rolls Charisma + Animal Ken (difficulty 6).pl Gifts for Galliard Auspice . System: The players spends a point of Gnosis. the source of an area's pain . she recalls all of the dream and can view it objectively. Although she cannot participate. The amount of information that is revealed is left to the Storyteller and can vary from vague feelings ("The land doesn't feel well. For a brief instant. This howl can also be sounded to summon specific Garou for a moot.Galliard Beast Speech (Galliard Rank 1) The Garou may speak to animals. to invigorate the Garou. This Gift can enhance the effect of any of the normal Garou howls (see Howls.net/cgi-bin/cgiwrap/eccles/sg. This roll must be made for each type of animal and for each encounter. Wyrm agents are distracted by the call and their difficulties are temporarily raised.

The beings affected must be within line of sight. the Storyteller should write down exactly what he's committing to Umbral memory. The use of this Gift leaves tiny clear spheres matted within the Garou's fur that can be seen within the Umbra. When hearing words the Galliard wants to remember perfectly. or on the turn the Galliard fails the roll against an unwilling member. Also. when he wishes to retreive the memory. charged with committing the legends and tales of their people to memory. The Garou can. while a botch angers the victim and makes him impervious to further attempts to use this Gift for 24 hours. however. Their real bodies can still act. 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 favourably to a suggestions ("Let me take you somewhere safe") that they might otherwise rebuff. it is possible that a combat within the Umbra might break some of the circles (at the Storyteller's option). 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. 2 of 8 09/04/2005 2:03 AM . though all Dice Pools are reduced by two. makes a Manipulation + Expression roll (difficulty of the victim's Willpower). Later. Taught by: Tambiyah Book: RatH Memory Circle (Galliard Rank 1) The Galliards are the Garou's historians. This Gift is taight by an elephant spirit. Failure means that the suggestion has no effect. if the being is unwilling."). One success allows the character to make as simple suggestion to the victim.Galliard http://www. 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. though they can inflict no damage through it. The target of the Gift cannot already be engaged in battle with the Gift's user or with another opponent. he spends one point of Gnosis.arsimagica. the so-called "memory circles". Should the Garou wish to remove a memory circle. Primal Song (Galliard Rank 1) The Galliard ingratiates himself with strangers by seeming to know all of their songs and dances.pl ("There is an underground spring which channels Gnosis into topsoil. the suggestion must be one that a young child would find reasonable. Not all of them are particularly good at it. and. perfect memory.net/cgi-bin/cgiwrap/eccles/sg. making the land productive and fertile. Taught by: Eshtarra Book: RatH Find the Child Within (Galliard Rank 1) With this Gift. they may do so simply by pulling it out of their fur while in the Umbra. Taught by: Elephant spirits Book: PG3e Mindspeak (Galliard Rank 1) Through the creation of waking dreams. As this happens. System: The player makes a resisted Charisma + Empathy roll vs the target's Willpower. use this Gift to forestall an impending battle or elude a situation that might turn dangerous. All those included in the dream may interact normally through the Mindspeak. Thankfully. he may spend one point of Willpower and ask the Storyteller to read it back verbatim. The Mindspeak ends when all the participants want it to. this Gift gives those Galliards a chance to make up for their weakness by planting Umbral "reminders" on their person. System: This Gift is performed in two parts.

yelps and howls to divert the attentions of his target. while a botch leads the character to harmful herbs or plants. the Garou is thrown out of the dream world and loses a Gnosis point. If the Wyrm creature loses the contest. but the Galliard must stay awake all night howling.Galliard http://www. a Garou can find helpful or medicinal plants. The song causes the plants to resonate from the music so that the Garou can locate them by following the sounds. This Gift is taught by a Coyote-spirit. Whether or not he can entertain people still depends on the regular rules for Performance. Such plants might be healing herbs. Herb Call (Galliard Rank 2) Through singing or chanting. System: The Garou makes a resisted roll of Manipulation + Performance vs. the Wyrm creature's Willpower (both rolls are difficulty 7). Dreamspeak (Galliard Rank 2) The Garou enters another's dream and can thereby affect the course of that dream. it starts automatically whenever the Galliard hears a song or sees a dance. The Gift refreshes the Galliard in the morning but does nothing for her packmates. System: No roll is required. System: The Garou rolls Wits + Empathy (difficulty 8). Each success subtracts one from the target's Dice Pool next turn.arsimagica. If the dreamer awakens while the Garou is still within the dream. The Garou does not have to be anywhere near the target. The Coyote Howl disturbs the sleep of all those who hear it. roots or bark even in poor areas such as deserts. This Gift is taught by a Chimerling. This Gift alters the sound of her howl to resemble that of a coyote.net/cgi-bin/cgiwrap/eccles/sg. note or step as if he'd created the piece himself. This Gift is usually used to create an ambush or to flush prey from hiding. All who hear the howl lose one die from all Mental rolls for the entire next day. System: After learning this Gift. Coyote Howl (Galliard Rank 2) Throughout the long. System: The player spends a point of Gnosis and rolls Perception + Performance. Taught by: Eshtarra Book: RatH 3 of 8 09/04/2005 2:03 AM . it must come to the caller. lonely night. Taught by: Songbird-spirit Book: Wild West Companion Call of the Wyrm (Galliard Rank 2) This dangerous Gift actually attracts creatures of the Wyrm. but must know or have seen the dreamer. Skilled musicians can create new songs appropriate to the style of the culture in question. making them edgy the next day. the Galliard howls without rest. This Gift is taught by any spirit servant of Gaia.pl Having heard only a few hummed bars or having glimpsed at just a movement or two. A single success enables the character to locate the desired herbs or plants within a mile of her location. A Songbird-spirit teaches this Gift. the Garou can sing along or lead the dance. Failure means that the character cannot hear any plants. System: The Garou rolls Wits + Performance (difficulty of the victim's Willpower). Taught by: Coyote-spirit Book: Wild West Companion Distractions (Galliard Rank 2) The Garou can make annoying yips. He will know every word. Additional successes increase the range by one mile per success. substances used in rites or tubers and other plants that provide needed sustenance. A Coyote-spirit teaches this Gift.

long-time friend or packmate. long-time friend or packmate. To simulate another person's voice. This Gift lasts one scene.arsimagica. she must of previously heard at least a few sentances or minutes of that sound. Clever Garou create new combinations to form new sentences. When simulating another person's voice (or animal speech) she can only iterate what she has heard and cannot improvise new speech. Anyone save the Garou and her pack are at +3 difficulty on all Perception rolls while the mist ensures. possibly higher if the speech is complicated. musical instruments or even specific quotations. Oaksong (Galliard Rank 3) By using this Gift. the Garou can attract anyone to his side. Eye of the Cobra (Galliard Rank 3) With but a look. 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 4 of 8 09/04/2005 2:03 AM . The Gift may be used while the Garou is in motion in order to confuse persuers by enveloping them in an obscuring fog. Magpie and parrot spirits know this Gift. a Garou can communicate with inanimate objects made of wood or some other organic substance (ie: something that was once alive). The fog is dense and heavy.pl Mantle of the Land (Galliard Rank 2) The Garou draws forth a mist or fog from water in the atmosphere. but they often sound choppy. System: Once the Garou learns this Gift. but new combinations can have interesting effects. System: The player spends a point of Gnosis. the musty odour of bear spoor and the image of crowded undergrowth and towering pines. she can use her voice to produce any type of sound that she has heard before. but learning it from them can be an embarrassing and frustrating process. gunshots. fewer at least start the victim moving in the right direction. The Garou needs three successes to bring the target to his side. even muffling sound. This misty mantle provides cover in which a Garou may hide herself or someone under her protection. she can reproduce anything she hears.net/cgi-bin/cgiwrap/eccles/sg. for instance). or they have not heard the original speaker for long). musical instruments or even specific quotations. 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. they may make a contested Perception + Alertness (difficulty 6) roll to try and spot the slight difference in the replication. including sirens. System: Once the Garou learns this Gift. System: The Garou rolls Appearance + Enigmas (difficulty of the target's Willpower). but learning it from them can be an embarrassing and frustrating process. The player must roll Charisma + Performance (difficulty 6) if the intended audience suspects a ruse or knows the original voice very well (a relative. obscuring the vision of anyone within. The mantle can also surround a Garou and her pack in order to allow them to attack from concealment or ambush. 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. gunshots. Magpie and parrot spirits know this Gift. The Gift does not allow the creation of new sounds. including sirens.Galliard http://www. With practice. If the intended audience suspects a ruse or knows the original voice very well (a relative. for instance). or a type of animal. 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. For example. This Gift is taught by a Snake-spirit. The objects do not actually speak. 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. but the Garou can sense their thoughts as images or sensations. The player must roll Charisma + Performance (difficulty 6.

or Wolf-spirit. The Gift is taught by a bird or fish spirit. but must be able to name it appropriately (telling what sort of spirit. Scent of Distinction can be used over large or small areas. When done right. System: The Garou rolls Manipulation + Leadership (difficulty of the target's Willpower). Sing the Spirits (Galliard Rank 3) The earliest incantations to spirits were sung. The difficulty is determined by the Storyteller. the Galliards still know some songs with power in them. and some of the history of the area. difficulty 8. the spirit will be unable to approach the Galliard. but always have a similar construction. the Galliard can gain a sense of the nature of her surroundings (influenced by the Wyrm. System: The player spends a Willpower point and rolls Appearance + Subterfuge (Difficulty 7). Taught by: Eshtarra Book: RatH Scent of Distinction (Galliard Rank 3) By invoking this Gift. Weaver or Wyld). the Veil of the Mother alters the physical features of the face. Such songs are many. they must obtain more successes than the Galliard did on their Performance roll. The Garou may use the Gift on herself or on another individual. This Gift is taught by a Wolverine. Primarily useful in Homid form. the name of the caern totem. 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 pounts. This Gift lasts one scene. while a botch provides the Garou with false or garbled information. The player spends a point of Gnosis and rolls Perception + Enigmas (difficulty 7). The Galliard doesn't need to know the exact name of the spirit. and although the Theurges may be the chosen auspice to deal with them. sending vampires into frenzy and turning humans into berserkers. Each success allows the character to formulate one question and direct it to one item. Taught by: Bird or fish spirits Book: PG3e Song of Rage (Galliard Rank 3) This Gift unleashes the Beast in others.net/cgi-bin/cgiwrap/eccles/sg. 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. and finish with a threat issued against it if it doesn't. Additional successes allow the character to ask more questions (on a one-for-one basis) or else ask the same question of different objects. forcing Garou to transform into Crinos form. System: The player must spend a Gnosis point and roll Intelligence + Survival (for wyldness) or Intelligence + Streetwise (for weaver-areas). Each success drives the victim into a violent rage for one turn. The spirit named must remain one meter per success away from the Galliard and anyone she is touching. The sensations and images constitute the "answer". This Gift does not alter the sex or age of the Garou. System: The player spends one Gnosis and rolls Strength + Performance (difficulty 7). such as Cat or Nexus Crawler is sufficient).arsimagica. but information is more generalised for larger areas. usually someone she is trying to hide or draw attention from.Galliard http://www. though it can change skin. 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. or anyone she touches. The 5 of 8 09/04/2005 2:03 AM . using this Gift at a caern would let the Garou know when the caern was founded. and ordering it to stay away. For instance. They begin by calling out the spirit's name. The spirit may attempt to break through this ward by rolling their Rage. No successes indicate a simple failure of the Gift. It involves a general sniffing of the area followed by a short meditative trance.pl paper (made from wood pulp). changes in leadership and other important pieces of history about the site. hair or eye colour and hair texture or length.

allowing her to disappear from in front of a foe and reappear instantly behind it. a Garou can mix dandelions from a meadow into a salad which she eats. she performs all other actions at a +1 difficulty due to her preoccupation with her charge. smoking or otherwise taking in a portion of the land. The Garou must concentrate on her target in order to gain these insights. This Gift is taught by a Lune. One success allows only minor details in height weight. she realises that a group of hunters passed through the meadow three months ago. Taught by: Tambiyah 6 of 8 09/04/2005 2:03 AM . For instance.pl number of successes indicate the degree to which the character can alter her appearance or that of another individual. or that someone buried a body beneath the 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.arsimagica. of course. even to the extent of appearing to be a specific person. these beings have been known to follow the Garou into the physical world. The Gift lets the Garou know what kind of aid the target needs.Galliard http://www. the Garou can sense things that happened in the immediate vicinity in the past. The information provided will be as pertinant as possible. most often information that the Garou can act on. By chewing on the bark from a tree. System: The Garou spends one Gnosis point to create the Bridge. the character actually learns the most important (to Garou standards) thing or things that happened within the area. 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").net/cgi-bin/cgiwrap/eccles/sg. 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. she receives information about the target's general state of health and present circumstances. The effect of this Gift lasts for one scene. One success gives the character a piece of past information ("A group of men passed through here several weeks ago"). Whenever she concentrates on that person. Lore of the Land (Galliard Rank 4) By eating. in which case it lasts until the next full moon. System: The player spends a point of Gnosis and rolls Perception + Empathy (difficulty 7). skin tone and other similar qualities. 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 travels between the ends of this Moon Bridge in one percent of the time it would take to travel that distance normally. be familiar with the appearance of anyone whose form she assumes). When the character attempts to concentrate on the targetted individual. Note that these Moon Bridges are not protected by Lunes and occasionally attract the interest of spirit creatures. as a result. (The Garou must. Three successes enables the character to effect a drastic change in her physical form. facial features. 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. The maximum distance that can be traversed by the Bridge is the Garou's Gnosis in miles. The Moon Bridge lasts for only one passage unless the Garou spends a permanent Gnosis point during its creation. The effects of the Gift remain in place for a full cycle of the moon. 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 assistence.

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. but can rarely stop a heated combat already in process. difficulty 8 for Wyrm-taint). it doesn't prevent the healed land from being polluted once more.net/cgi-bin/cgiwrap/eccles/sg.arsimagica. System: The player sacrifices a permanent point of Gnosis and rolls Wits + Occult (difficulty 7 for naturally caused damage. causing the growth of new plant life or purging signs of the Wyrm's corruption from the designated spot. This Gift is taught by an Ancestor-spirit. Song of the Siren (Galliard Rank 4) The sound of the Garou's voice can entrance anyone who hears it. This effect lasts one turn per Gnosis point spent. her cry resounds throuh the land. If successful. poisioning or some other type of environmental disturbance.giving the Garou ample encouragement to hunt him down quickly. As the Galliard howls the name of her enemy to the heavens. and will let the player know via messenger spirits when the deed is done. to act freely. and must be punished. The audience can spend Willower to overcome the enchanting effects. This Gift is taught by an Ancestor.spirit. while five successes results in the area's return (over time) to a state of unspoiled health and fertility.pl Book: RatH Shadows by the Fire Light (Galliard Rank 4) The Garou creates interactive stories in which others take part. if the target can hear the howl from his current location. Even so. Any werewolves who hear the cry know that a great offender has just been named. This Gift can make an opponent pause before a fight. Call for Vengeance (Galliard Rank 5) When a person's crimes against Gaia have been too great. offering up one's Gnosis to heal a portion of Gaia if often cause for 7 of 8 09/04/2005 2:03 AM . The Galliard cannot invoke another Call of Vengeance until the target of the first has been justly punished in the eyes of Gaia. Any Garou who hear the howl are not obligated to attack the victim named. Each success contributes to the overall recovery of the designated piece of land. The howl echoes for a twenty-mile radius per success. 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. One success makes minimal but significant improvements in the target area. Although this is a potent Gift. their Willpower is effectively increased by three for the duration of thheir hunt (to a maximum of 10). Wyrm-taint. System: When using this Gift on the unwilling. A songbird-spirit teaches this Gift. Enchanted targets cannot perform any actions for a number of turns equal to the number of successes rolled.Galliard http://www. willingly or not. but must constitute a single terrain feature (a lake. the _player_ may tell a story and force the victim to perform exactly as the story's character does. In addition. a listener must spend one point for each of the Galliard's successes. but if they decide to join the crusade. However. the Garou must spend a Gnosis point and score three successes on a Manipulation + Performance roll (difficulty of the target's Willpower). System: The player rolls Charisma + Performance versus the target's Willpower and spends one Gnosis point. for instance). Typically. forest or mountain. System: The player rolls Stamina + Performance. a Galliard may use this Gift to stir her brethren against him. this Gift can also be used on the unwilling. the rea can be as large as a few miles. Usually this power is used at a moot when telling old stories. although some modern Glass Walkers have taken to poetry recital. the Garou sings or howls while using this Gift. his Willpower is effectively reduced by two points for the next week . allowing those who take part in the story to enact the tales. difficulty 7. forcing them to participate in a story of the Garou's choosing. the Storyteller decides what constitutes just punishment.

the Dream Being takes form and requires the Garou to spend Gnosis to keep it manifested. 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. Head Games (Galliard Rank 5) Other werewolves always accuse Galliards of being manipulative and playing with their emotions.arsimagica. This Gift is taught by a Chimerling. Taught by: Eshtarra Book: RatH Fabric of the Mind (Galliard Rank 5) Garou with this Gift can bring their imaginations to life. She can create any form of life she can imagine. these cost no Gnosis but will stay as long as they desire. and the victim's love may turn into justified resentment) or cause another to befriend her (again.net/cgi-bin/cgiwrap/eccles/sg. but once she stops. The Storyteller should give the Galliard extra dice for roleplaying this Gift especially well. this won't last. System: The Garou rolls Manipulation + Empathy (difficulty of the target's Willpower).Galliard http://www. accumulating successes from turn to turn. System: The Garou makes and extended roll of Intelligence + Performance (difficulty 8). Success allows the Garou to steer the emotions of any one individual. the more quickly the emotions manifest and the more strongly they are felt. 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). but a genuine friendship could still develop).pl significant rewards of Honour. Botched rolls manifest an uncontrolled (and often hostile) Dream Being. This Gift is taught by a Coyote-spirit. She could cause someone to fall in love with her (this won't last. creating a Dream Being from the fabric of their thoughts. or one point per turn if the Being engages in combat. The Garou can take as long as she wants to form the creature. The more successes. assigning it one point of Traits for each success gained on the roll. 8 of 8 09/04/2005 2:03 AM .

the Garou's claws take a full turn to regenerate and can't be used in that time. Razor Claws (Ahroun Rank 1) The Garou may hone his claws to razor sharpness. A successful roll enables the character to speak or act in such a way that her target gains a point of Rage.Ahroun Battlesense (Ahroun Rank 1) The Garou can sense the best direction from which to make an attack. Not that this Gift does not affect its possessor. Claw attacks then do an additional die of damage for the remainder of the scene. taking into account the terrain of the battlefield. This Gift is taught by a Lion or Wolf spirit. 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 Garou spends one Rage point. 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. For those Garou who feel similarly. slapping her in the face or telling her something to arouse her anger.pl Gifts for Ahroun Auspice . Until the victim takes the time to pull them out (which takes a full turn) they will suffer a +2 difficulty on all actions. the numbers and placement of the enemy and the available forces at the Garou's command or allied with her. bee spirits may teach them how to turn their claws into stingers that stick in their opponents. 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. The Gift of Inspiration is one reason. including herself. Taught by: Bee spirits Book: PG3e 1 of 7 09/04/2005 2:12 AM . System: The player rolls Manipulation + Empathy (difficulty 8) and spends a Gnosis point. Comrades automatically receive one success on any Willpower rolls made during the scene. The Garou with this Gift lends new resolve and righteous anger to his bretheren. 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. However. Such poison as they excrete won't kill their opponents.net/cgi-bin/cgiwrap/eccles/sg.arsimagica. but neither will it kill the werewolf in question.Ahroun http://www. 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 next successful claw attack the character makes will bury her claws into the victim. Taught by: Nerigal Book: RatH Inspiration (Ahroun Rank 1) Other werewolves look to the Ahroun for leadership in combat. where they stay stuck after they rip from the Ahroun's fingertips. such as a stone. System: The player spends one Rage. The player can then use this information to her character's advantage. Each additional success allows the character to affect another individual. Taught by: Rorg Book: RatH Spur Claws (Ahroun Rank 1) Some Garou take the bee as a role model for their cause. This might involve shaming an individual.

most often a Salamander Book: Werewolf: The Dark Ages Sense Silver (Ahroun Rank 2) Ahroun are the Garou least concerned by humnans. the Ahroun does not tire. and can be hurled at her enemies in place of a normal attack. the Garou can follow her quarry without risking losing the trail. Each shard does three dice of aggravated damage. the range is five yard for every dot of the Garou's 2 of 7 09/04/2005 2:12 AM . This Gift is taught by a Lune. This Gift does not affect soak rolls. Three successes allow her to pinpoint the silver's location. Each success allows the character to track her target unerringly for one scene up to a maximum of five scenes. althouh she still needs oxygen to survive. The player makes a seperate attack roll for each shard. Taught by: Fire elemental. The Gift is taught by any aerial spirit. System: The players spends a point of Rage and rolls Wits + Primal Urge (difficulty 8). A Horse-spirit teaches this Gift. She also becomes immune to the effects of smoke inhalation. She can walk through a blazing building. If successful.net/cgi-bin/cgiwrap/eccles/sg. 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 detect the presence of silver. the Gift's effects become fainter with time and distance. her Stamina doubles any time she has to roll it. after which the effects of the Gift end.pl Steadfast (Ahroun Rank 1) No matter the task. System: The Garou rolls Dexterity + Medicine (difficulty of the opponent's Stamina + Athletics). For the remainder of the scene. The scent of the target becomes so powerful to the Garou that she can follow it even under conditions that might otherwise abscure the trail. This Gift is taught by a fire elemental. This Gift allows the Garou to work. System: The player spends one Rage point. However. lays down a false trail or attempts to mask his scent with some other odour.arsimagica. whether supernatural or not. Even if the victim crosses water. or fight far beyond her normal limits. Thus. and the trail becomes too faint to follow. the effects last for one scene. Even one success sends the opponent to the ground. the Ahroun have learned to sense when they need to be more cautious. Foetracker (Ahroun Rank 2) By using this Gift. up to a limit of five shards. hold her hand in a torch flame or even plunge her arm into a cauldron of boiling oil without ill effect. but even the greatest can be brought low by silver weapons. System: The players spends a point of Gnosis and rolls Perception + Primal Urge. 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 number of successes equals the number of shards that form from the crystalised Rage. System: The Garou rolls Perception + Primal Urge (difficulty 7).Ahroun http://www. converting her anger into physical ice. and may direct them at more than one opponent. run. the Garou unerringly follows her prey. the Ahroun receives four extra dice for the purposes of soaking any form of heat or fire damage. This ice cuts as deep as any knife. most often a Salamander. Shards of Icy Rage (Ahroun Rank 2) The Garou invoking this Gift calls on the cold power of her Rage. System: The player spends one Rage to activate the Gift. While under the Gift's protection.

the heart of the pack's strength. the one who spends the most Gnosis goes first. Wolverine spirits teach this Gift. Combat Healing (Ahroun Rank 3) The Ahroun are famous for their ability to fight .arsimagica. The Garou decides how much strength goes to each pack member chosen. although given the chance he will probably flee. so he must vent it before it breaks free in frenzy. this prohibits spending Rage to gain extra actions in the same turn as invoking the shards. aggravated wounds may be healed at a cost of one Rage point per additional wound. The player may spend only one point of Rage each time the Gift is used. the victim cannot attack. This anger will eventually catch up with him. System: The Garou rolls Willpower (difficulty of his own permanent Rage). refilling the Garou's heart and soul. suppressing his rage and containing a mental dam against the explosive frenzies of his race. Although a character may use the Gift mroe than once in a scene. The effects last for one scene. but Gnosis may be spent to ensure extra speed. He may defend himself and otherwise act normally. In addition. can share any or all of her physical might with her pack members.pl strength. no matter what his initiative roll may be.it's their purpose in life. System: The Garou using this Gift acts either on his initiave segment as he rolled it. although they usually have to be bested in combat first.Ahroun http://www. The Garou may now heal two wounds per round without having to pause or roll. This Gift is taught by a spirit associated with fear. This Gift allows a Garou to heal wounds during combat without hesitation or even a moment's pause. This Gift is taught by a Cat spirit. Book: Damien Heart of Fury (Ahroun Rank 3) The Garou can steel himself against anger. 3 of 7 09/04/2005 2:12 AM . A Bear-spirit teaches this Gift. If more than one Garou combatant has this Gift. and lend that strength to her packmates with just a touch. Just as if she handed her packmate a loaded gun. whichever is higher. making it harder to frenzy. System: The player spends two Rage points to activate this Gift. This Gift is taught by a Lion or Wolf spirit. scaring one chosen foe into quiesence for a number of turns. however. There is no mandatory point cost or roll for this Gift. System: The player spends a Rage point to make the Gift active. or at one success higher than any of his opponents. After that scene. Taught by: Bear-spirit Book: Wild West Companion True Fear (Ahroun Rank 2) The Ahroun can display the true extent of her power. the Ahroun grants her more power to do the work of the pack. Every two successes add one to the Garou's frenzy difficulties for the scene. Ech success she achieves cows the enemy for one turn. each successive use after the first adds +1 to the difficulty roll to activate the gift. past slights and injuries are remembered. Strength of the Pack (Ahroun Rank 2) The Ahroun.net/cgi-bin/cgiwrap/eccles/sg. Taught by: Nerigal Book: RatH Spirit of the Fray (Ahroun Rank 2) The Garou may opt to attack first in any given turn. She may then temporarily reduce her strength by any amount. System: The Garou rolls Strength + Intimidation (difficulty of the target's Willpower). he must spend one Willpower point or immediately make a frenzy check at regular difficulty. to a minimum of 1.

mineshafts and people. The Garou must target a specific limb. These beings. Those creatures summoned serve as an army under the character's command for an entire scene. Another use of the Gift allows the character to recover from a stunned state and take an extra action in the same turn. A Hyena-spirit teaches this Gift. to split into a chasm that is 10 feet deep. System: Before striking an opponent. additional successes increase the number of creatures or spirits that answer the summons. extending 10 feet in front of the user. regardless of the damage inflicted by the blow. System: The Garou spends a point of Gnosis and rolls Charisma + Leadership. the Ahroun must spend a Willpower point and a Rage point. Even a minor tremor can cause great damage to houses. System: The player spends a Rage point. which he may then convert into the equivilent of two points of Rage for the character. four successes results in up to 15 beings while five successes brings everything within a five-mile radius of the character. fight alongside the Garou for the duration of an entire battle. the Garou can mke similar holes or deepen the first one. A broken spine causes paralysis. thus increasing the ferocity and frequency of attacks or else allowing him to accomplish more under stress than he normally would. Also. The Ahroun with this Gift can destroy bone with a single punch. This enables a character to take two extra actions in a combat at the cost of a Rage point. target cannot use broken limb to attack. Anyone over that spot must make a Dexterity roll (difficulty 7) or fall into the hole. An Earth elemental teaches this Gift. Broken arms and legs subsequently handicap an opponent in any combat. System: The player spends one Rage point to cause a three-foot-wide stretch of ground. 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. Of course.Ahroun http://www. which increases the difficulty of the attack by 2. three successes summon up to ten creatures. 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. if there are no wild predators or War-spirits of Nerigal within range. the Gift fails. 4 of 7 09/04/2005 2:12 AM . two successes bring up to five respondents. whether Nerigal's spirit warriors or predatory animals. One success summons one of two creatures. 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. This damage is unsoakable but does not cause aggravated wounds. For every Rage point beyond the first. he must spend the Willpower and Rage even if the blow does not connect or he scores fewer than three successes. A fractured skull renders the victim unconscious. difficulty 8.arsimagica. Taught by: Earth elemental Book: Wild West Companion Shatter Bone (Ahroun Rank 3) Victims with twisted arms or crushed legs are much easier prey. Target Difficulty Special Effect Skull +3 Stamina roll (difficulty 8) to remain conscious.pl Nerigal's call to arms (Ahroun Rank 3) This Gift allowes the Garou to summone to her side any creatures of spirits allied to Nerigal or appropriate to the Ice Warrior.net/cgi-bin/cgiwrap/eccles/sg. Thus. Arm +2 Dexterity roll to hold items.

target cannot run or attack with broken limb Stamina roll (difficulty 6) to avoid puncturing a lung. Garou affected by this Gift enter a state of fox frenzy. While foes can make a typical resisted Strength roll to break the grip. While the Garou manifests the claws. the player spends a point of Rage and rolls Manipulation + Leadership (difficulty of the target's Willpower). Silver Claws (Ahroun Rank 3) The Garou can turn her claws into silver. she must check for Frenzy. clamping down on a foe and not releasing it until the Garou chooses. the Garou using this Gift accepts the same restrictions . she suffers searing agony. furthermore. during which time the character (and any allies) may hunt down and slay the victims if they so desire. Challenge of Single Combat (Ahroun Rank 4) By invoking the name of the Ice Warrior and issuing a direct challenge to an enemy.Ahroun http://www. by spending a point of Rage. This Gift is taught by a Wolf spirit. makes her grip unbreakable. This Gift is taught by a wolverine spirit.net/cgi-bin/cgiwrap/eccles/sg. target remains paralysed until this wound heals. System: After the character has issued the challenge. but is simply more familiar with using his Rage. Each turn she gains an automatic Rage point. The opponent can launch no surprise attacks.usually with the help of the opponent's friends. 5 of 7 09/04/2005 2:12 AM . all noncombat difficulties are increased by one because of the distraction. the Garou can force her opponent to fight one-on-one according to the tacity rules of fair play. The effect lasts for an entire scene. the Garou. When her Rage points exceed her Willpower. employ dirty tricks or accept extra help from comrades or pack mates. System: The Garou rolls Gnosis (difficulty 7).arsimagica. and can roll half her Willpower pool (rounding down) to add more successes. Taught by: Nerigal Book: RatH Clenched Grip (Ahroun Rank 4) The Garou's jaw can become a grip of steel. causing them to run blindly from an area. Enemies so affected cannot attempt to evade pursuit or disguise their passage. making her a terror against other Garou on the battle field. System: After making a successful bite attack. A single success forces the target to forego any unfair tactics and meet the Garou in single combat as described above. Each success affects one victim with uncontrollable panic. All claw wounds inflict aggravated damage.pl Leg +1 Rib +2 Spine +4 Dexterity roll to remain standing. System: The player spends a point of Rage and rolls Manipulation + Primal-Urge (difficulty of the highest Willpower in the group). the Garou gains an automatic success per point of Strength. Taught by: Rorg Book: RatH Stoking Fury's Furnace (Ahroun Rank 4) The Garou is especially connected to his inner anger. This Gift is taught by a Lune. He does not have more control than others. This makes hunting them down and dispatching them a fairly simple task. Must attack target from rear. 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. while others simply become mindless panicked creatures of prey.neither combatant can break off from the fight until one participant either concedes victory to the other or dies. However. No successes means the Gift fails while a botch inspires the target to launch an immediate attack . which cannot be soaked by Garou.

In addition. All individuals must perform the same task at the same time regardless of its appropriateness to a given situation. they pay a high price for this help. System: The player spends a point of Gnosis and rolls Willpower (difficulty 8). The character makes her next attack at +4 to her attack dice pool. the Garou is able to ignite small parts of his body and keep them burning for extended periods. this Gift renders the Garou impervious to damage long enough to deliver a final blow to her opponent. Sooner or later. After delivering her attack. The extertion causes the Garou to collapse. mortally wounded. the cahracter dies at the end of the turn. enables the character to affect twelve individuals. The effect lasts for an entire scene.arsimagica. Artificial fire (napalm. imbuing them with their strength. though artificial forms can still harm him. all of them choose this form of combat. ignoring any weapons they may have. if more than one point is spent that turn. 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. every Ahroun will experience the heartbreak of seeing a packmate die in combat. Most commonly the Garou will light his mane during rituals. if one person attempts to sneak up behind an opponent. the character falls to Incapacitated. For the duration of this Gift. Pack Mind (Ahroun Rank 5) This Gift forces a group of foes to behave like a single-minded pack. For example. Unless healed immediately. the point is lost normally. more typically. if you live long enough. Heart of the Ice Warrior (Ahroun Rank 5) Usually used only in the most dire circumstance. and blades can't sever her limbs. arms or whatever.they simply to not count. but the player must spend a point of Rage. etc) does half damage. speed and skill. Taught by: Nerigal Book: RatH Kiss of Helios (Ahroun Rank 5) The Garou becomes immune to the damaging effects of fire. any damage rolls gain four extra dice. Additionally. If one decides to speak. the Garou dies. fangs. the Garou can spend one Rage point per turn without losing that point.pl 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.lightning strikes won't blow her back. Elders have seen this more than any.or.Ahroun http://www. The character may not dodge when invoking this Gift. This Gift allows an Ahroun to donate his capacities to one of his packmates for a single turn. Taught by: Rorg Book: RatH Shared Strength (Ahroun Rank 5) No matter how strong you are. having given her all in battle. if one individual fights.net/cgi-bin/cgiwrap/eccles/sg. System: The Garou spends one Gnosis point. losing their own strength for the same amount of time. the first person in a group to act each turn. This Gift is taught by a fire elemental or a child of Helios. but he can also light claws. five successes. These flames are approximately as intense as those of a torch. all of them attempt to do so. 6 of 7 09/04/2005 2:12 AM . and knowing that they simply couldn't be there to help. if one throws a left hook. all the others fight. A single success allows the character to inflict Pack Mind on a group of up to four individuals. but no damage levied against the Garou will impair her in any way until her attack lands . therefore. This Gift is taught by a wolf spirit. all the others make this attempt as well. you can't be everywhere. In addition. Additional successes allow the character to increase the number of people affected in increments of two. gas fires. System: No roll is necessary to invoke the Gift. The player may reroll any 1s rolled on this attack . all the affected victims mimic the actions of their leader . However. This Gift lasts for one combat scene. so it is not unusual that they would learn a Gift like this. However.

Ahroun

http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl

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.

7 of 7

09/04/2005 2:12 AM

Black Fury

http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl

Gifts for Black Fury
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 intill 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 favourably 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)

1 of 8

09/04/2005 2:17 AM

Black Fury

http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl

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 colour remain the same. The end result is a man who shows a slight family resemblence 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 impregnant 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 favours, 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 recognises the kinship and behaves accordingly. Each success is one 'favour' that the owl will do before moving on with their own concerns.

2 of 8

09/04/2005 2:17 AM

System: The player spends a point of Gnosis. The Garou can see through the fog. She can call upon any of the nine muses to help her in any endeavor that falls within their spheres . If the target is a spirit. the Black Fury invokes the spirits of art and artifice. The mantle can also surround a Garou and her pack in order to allow them to attack from concealment or ambush. The fog is dense and heavy. Touch of the Muse (Black Fury Rank 2) With the Gift. This Gift is taught by a Wyld-spirit System: The player must roll Perception + Enigmas. chilling fog to shroud the landscape. This Gift lasts one scene. This unerring sense of direction operates anywhere. Mantle of the Land (Black Fury Rank 2) The Garou draws forth a mist or fog from water in the atmosphere. history. This Gift is taught by any spirit servant of Gaia. a totem spirit. and is used to track spirits through the Umbra as well as to find beings on Earth. This misty mantle provides cover in which a Garou may hide herself or someone under her protection. unnerving her enemies. The difficulty for this Gift is based on the concentration and strength of the Wyrm's influence (sensing a single formor in a room would have a difficulty of 6).singing. obscuring the vision of anyone within. The Gift may be used while the Garou is in motion in order to confuse persuers by enveloping them in an obscuring fog.Black Fury http://www. but others will have trouble navigating the mists. "This place stinks of the Wyrm. This Gift is taught by any spirit servant of the Muses.net/cgi-bin/cgiwrap/eccles/sg. the mist is creepy and unnerving to enemies. This Gift is taught by a spirit servant of Aeolus. -1 to all Willpower rolls. calling the favour of the Muses to herself for a time. This Gift is taught by a Wolf.arsimagica. System: The Garou rolls Gnosis against a variable difficulty (4 near the sea. System: The Garou rolls Perception + Occult. Vampires can be sensed using this Gift. in which case a Perception + Enigmas roll is made against a difficulty of the target's Wits + Stealth. This Gift involves a mystical sense. the difficulty is the spirit's Gnosis. Sense Wyrm (Black Fury Rank 1) The Garou can sense manifestations of the Wyrm in the nearby area. seduction or oration.or Dog-spirit. Trail of Pain (Black Fury Rank 2) 3 of 8 09/04/2005 2:17 AM . 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. The difficulty is based on the strength of the local influence (a Garou in a forest would be difficulty 5). Additionally." This power requires active concentration. 5 near open water. 9 in a desert). if he knows anything about his prey. dancing. System: No roll is required unless the target is actively hiding. Curse of Aeolus (Black Fury Rank 2) The Garou summons an eerie. can track it down as rapidly as he can travel.pl Sense Wyld (Black Fury Rank 1) The Garou invoking this Gift may sense Wyld energies or spirits in the nearby area. although Garou using this Gift are likely to say. 6 normally. not a visual or olfactory image. Anyone save the Garou and her pack are at +3 difficulty on all Perception rolls while the mist ensures. Taught by: Tambiyah Book: RatH Sense of the Prey (Black Fury Rank 2) The character. The Garou's vision is unhindered by the mist. but only those with Humanity scores lower than 7. but all others halve their Perception rolls. even muffling sound.

The user senses only the general direction and urgency. System: The Garou must focus and spend a Gnosis pint. These flames purify whatever they touch. Each success reduces damage done by radiation. The Amazons use this Gift to uncover individuals suffering abuse. and when used in hand to hand combat. the Black Furies can use this Gift to inflict extra damage.net/cgi-bin/cgiwrap/eccles/sg. within 50 yards. the Fury can produce white flames around her hands. This Gift is taught by an Owl spirit. They will also help cure any damage caused by things of the Wyrm. this Gift allows the user to sense persons in agony. Flames of Hestia (Black Fury Rank 3) By invoking this Gift. she may spend Rage points to deal extra damage after a wounding hit. cleansing tainted food or water. Taught by: spirit of Lust Book: Wild West Companion Bacchantes' Rage (Black Fury Rank 3) When deep in the wilds. the target breaks out in a painful rash in his or her sensitive region.arsimagica. System: The Garou spends on Gnosis point and may do nothing save run. food or water. This Gift is taught by a Wyld spirit. Even the toughest Get have walked away with a battle scar due to the effects of this potent Gift . Each success subtracts one die from the target's Dice Pool for the remainder of the scene. If the roll succeeds. poison or disease by one Health Level. the Garou must sleep for a Week. System: By spending a Gnosis point and then rolling Gnosis against a difficulty of 8. fomori and Black Spiral Dancers if the Fury scores a successful hit while the Gift is invoked. During combat. System: The player rolls her Intelligence + Medicine (difficulty equals the target's Willpower). System: The Garou spends one Willpower point and rolls Perception + Medicine (difficulty of the target's Stamina + Dodge).and some haven't walked away at all.Black Fury http://www. This Gift is taught by any spirit servant of Gaia. Taught by: Servant of Hestia Messenger's Fortitude (Black Fury Rank 3 . By causing either minor irritation or wracking pain. the Garou doubles the damage dice on her next blow. This Gift affects only living animals (including humans) and has no effect on spirits or the undead. This Gift is taught by a spirit servant of Pegasus. Coup De Grace (Black Fury Rank 3) The Garou studies her foe. the Fury can produce these flames. A spirit of Lust teaches this Gift. unsoakable Health Level of damage. physical or emotional. then sets herself up to deliver a devastating attack the following turn. Other Black Furies use this Gift to track the abusers after wounding them. seeking the best place to land a blow. Whore's Vengeance can distract or even incapacitate a victim. assuming it hits. The flames do one Health Level per success in aggravated damage to Banes. A Perception + Empathy roll discerns a single sufferer among many. If successful. This Gift is taught by a Camel or Wolf spirit. nor does the Gift user need to practice the profession. The Fury can sense any living being in tremendous pain. for an additional Gnosis 4 of 8 09/04/2005 2:17 AM . every point spent causes one additional. The target of this Gift need never have visited a house of ill-repute. After the duration expires.pl First developed by the Amazons of Diana camp. the Gift inflicts great harm upon the creatures of the Wyrm. Whore's Vengeance (Black Fury Rank 2) This Gift affects the most sensitive areas of the human or animal anatomy. but that's typically enough for an angry Black Fury. At least one turn is required for the Gift user to attune herself to the mental anguish of the target.Freebooters) The Garou may run at full speed for three days without rest. System: The Garou spends two Gnosis points to activate the Gift.

an avalanche. Wings of Pegasus (Black Fury Rank 3) By invoking their kinship with Pegasus. be familiar with the appearance of anyone whose form she assumes). or even a tornado. even carrying others if her strength permits. Three successes enables the character to effect a drastic change in her physical form. 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). The number of successes indicate the degree to which the character can alter her appearance or that of another individual. The Fury can use these wings in lupus or hispo forms.Black Fury http://www. the Black Fury elder strikes down even the most powerful enemies. Few can withstand the righteous anger of Gaia unleashed. The audience can spend Willower to overcome the enchanting effects. Song of the Siren (Black Fury Rank 3) The sound of the Garou's voice can entrance anyone who hears it. he may imbue the effects of this Gift upon another being. The power can take many forms: a lightning bolt from the heavens. Taught by: Tambiyah Book: RatH Visceral Agony (Black Fury Rank 3) The Garou turns her claws into barbed talons dripping with black venom. but can rarely stop a heated combat already in process. 5 of 8 09/04/2005 2:17 AM . The Fury's speed is approximate 50 mph (85 kph) Anger of the Goddess (Black Fury Rank 4) With the force of Gaia Herself. he suffers normal wound penalties. The Garou may use the Gift on herself or on another individual. This Gift does not alter the sex or age of the Garou. The claws inflict no extra damage. a listener must spend one point for each of the Galliard's successes. of course. Typically. A songbird-spirit teaches this Gift. System: The wings appear whenever the Garou invokes them. Even if the foe is in frenzy or otherwise resistant to pain. An avatar of Gaia Herself is the only spirit that teaches this Gift. white and feathery like that of the Tribe Totem. One success allows only minor details in height weight. 6 to fly along and variable depending on other maneuvers). 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 pounts. the Veil of the Mother alters the physical features of the face. though it can change skin. usually someone she is trying to hide or draw attention from. The wrath of the Goddess blindly ravages the innocent and guilty alike. Primarily useful in Homid form. the Black Fury can sprout majestic wings. and may fly along at a considerable speed. skin tone and other similar qualities. The effect of this Gift lasts for one scene. Enchanted targets cannot perform any actions for a number of turns equal to the number of successes rolled. System: The player spends a Willpower point and rolls Appearance + Subterfuge (Difficulty 7). This Gift can make an opponent pause before a fight. although some modern Glass Walkers have taken to poetry recital. 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. System: The player rolls Charisma + Performance versus the target's Willpower and spends one Gnosis point. The player must roll Stamina + Athletics (difficulty 7 to launch. facial features. the Garou sings or howls while using this Gift. even to the extent of appearing to be a specific person. to act freely.net/cgi-bin/cgiwrap/eccles/sg. hair or eye colour and hair texture or length.arsimagica. The Gift is taught by a pain spirit.pl point. System: The Garou spends one Rage point with each attack. (The Garou must. The pain caused by these claws is excruciating.

net/cgi-bin/cgiwrap/eccles/sg. they may roll Perception + Empathy (difficulty 8) in order to sense the sudden change of emotion within their own group. The Gift lets the Garou know what kind of aid the target needs. This Gift is taught by a pain spirit. Otherwise. System: The Garou rolls Dexterity + Brawl. When the character attempts to concentrate on the targetted individual. a tornade touching down at his feet. but the full force of the Goddess strikes the target (multiple lightning bolts. Whenever she concentrates on that person. for her claws must actually regenerate. naturally.pl System: The player spends three Rage points to summon Gaia's wrath. they can sense the impending assault and run. she performs all other actions at a +1 difficulty due to her preoccupation with her charge. Calm Before the Storm (Black Fury Rank 4) The Black Furies are at heart a tribe of contradiction. Each successes causes the victim to lose one die from all Dice pools as agonising pain sweeps over his body. used to prepare an ambush. This Gift is taught by a cat spirit. 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. 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. The Storyteller determines what freak natural events follow. It lays a sense of peace and quiet over an area. A simple success projects a sense of utter safety on a group of no more than ten people. Sometimes. not an uncomfortable silence but a serene sense of security. The Garou is incapable of using this Gift or making a claw attack the next turn. they both represent the harmony and beauty of the Wyld. System: The Black Fury spends one Gnosis and rolls Charisma + Primal Urge. the Garou receives no modifier at this range. It is. 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.arsimagica. The medium range is 20 yards. difficulty 7. etc. The moment this peace breaks. such as with this Gift. as the power of nature is indifferent to innocence. she receives information about the target's general state of health and present circumstances. System: The Garou spends a Gnosis point and rolls Dexterity + Medicine (difficulty of the opponent's Stamina + 4).). while the difficulty is determined by range as though the Garou was using a firearm. the Gift affects everyone around the target as well. they even bring the two forces together.Black Fury http://www. If they expect an ambush. Twice this range (40 yards) is the farthest the claws 6 of 8 09/04/2005 2:17 AM . Damage is normal for the Garou's Strength. The effects of the Gift remain in place for a full cycle of the moon. these spirits of calm depart quickly and are replace with spirits of anger. but also the spectacular savagery and brutality of the same. This Gift is taught by a Wasp spirit. Unfortunately. Few subjected to this Gift survive the assault that follows. 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 gains a general sense of the individual's location at all times and can sense when the target is in trouble and needs assistence. The Garou must concentrate on her target in order to gain these insights. If they obtain more successes than the Black Fury on her Primal Urge roll. storm and pain. 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.

The Gift only affects events that will occur within the 24 hours immediately following the activation of the Gift.pl can be hurled. 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. When she fires the arrow the next turn.arsimagica. 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.and celestial killing power. The arrow inflicts ten dice of aggravated damage. this Gift gives her 3 bonus successes on the roll. System: The player sacrifices a permanent point of Gnosis and rolls Perception + Enigmas (difficulty 8). While she is looking down the shaft of the drawn arrow (which glows with a faint silver light once "charged"). and reduces the difficulty of the shot by 2 . wshe can see through any illusion or darkness that might impair her sight. Only one success is necessary to effect a change in a future event."). Difficulty to find and even more dangerous to approach. The difficulty at long range is increased by one. it does allow the Garu to attempt to avert disaster or improve an individual's lot. a Fury can invest a single arrow with the light of Luna . This Gift is a closely guarded secret. "I want my packmater to survive the coming battle against the fomori horde. If the Fury releases the arrow without a genuine living (or undead) target.net/cgi-bin/cgiwrap/eccles/sg. the archer rolls Dexterity + Archery to hit as usual. attacks made at targets within a yard of the Garou are considered "point-blank" (difficulty 4). This Gift is the ultimate expression of their skill. the legendary Basilisk spirit can teach this Gift. and leaves only bones behind. the huntress of the moon. characters cannot ensure the death or destruction of their foes with this power. This Gift is taught only by powerful Lunes in direct service to Luna-the-Huntress. this Gift must only be used in time of war . and when the arrow strikes. However. not to be shared with the other Tribes. If possible. such as preventing the subject of the Gift from encountering a known situation that will result in her certain death. using the illusion-dispelling abilities to "scan for invisible enemies" is highly disrespectful. the Black Furies strive to master the art of archery. The player should explain to the Storyteller which element of the future even she wishes to alter. (For example. By invoking the huntress' name and freeing her mind of distractions.Black Fury http://www. However. it does so with the force of a thunderbolt. the spent Gnosis point is permanently lost. this includes vampiric Disciplines. Virtually no force of Gaia can make her miss. Victims who make eye contact with the user of this Gift find themselves changed into statues where they stand. System: The Black Fury spends a point of Gnosis as she draws back the arrow and sights on her target.only the most incredible botches or superhuman evasion can make the shot miss. On the other hand. furthermore. Arrow of Artemis (Black Fury Rank 5) To honor Luna in her aspect as Artemis. Furies only invoke this Gift when they known they have a target that must be slain. and counts as abuse of the Gift. or relaxes the bow and doesn't fire at all. System: After making eye contact. the player rolls Perception + Occult (Difficulty of the target's 7 of 8 09/04/2005 2:17 AM .else Artemis becomes very displeased. Gifts and magick. this takes a full action. the Storyteller should arrange events so that the change takes place exactly as stated. The change must be specific. those slain by the missile are immolated in a quick-burning silver fire that does not spread further than the corpse. While this Gift does not guarantee that a foreseen future will be altered. Rumours persist that the elder Black Furies can make the effect permanent.

poison bite. 8 of 8 09/04/2005 2:17 AM .most Black Furies take the form of pegasus in that case. but she may take the form of mythical beasts with some extra effort . and a frog might be difficulty 9.arsimagica. The player can double this time with a Willpower point. System: The Garou spends one Gnosis point and then one Rage point.net/cgi-bin/cgiwrap/eccles/sg. or a number of lesser ones. Book: WW3e Wyld Warp (Black Fury Rank 5) The Garou calls out to the Wyld.Black Fury http://www. while an alligator (a reptile of larger mass) might be difficulty 7. The difficulty varies. to the Realm. etc) She may not take the form of Wyrm-beasts (not that they would want to!). this is a desperate tactic at best. System: The Garou spends a Gnosis point and rolls Intelligence + Animal Ken. For example. Mimicking mythical animals is always difficuly 10. This Gift is taught by a Wyldling. 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. Success summons one of the great Wyld spirits. rising higher the farther removed from the Garou's natural form the desired animal is. Success summons a variable number of Wyld spirits. They (or it) will probably help the Garou. but nothing is certain about these creatures of chaos. the primal force of chaos itself. an ape or panther (mammals of roughly similar mass) might be difficulty 5. She then rolls Wits + Enigmas against a difficulty of the area's Gauntlet.pl willpower) to determine the number of rounds the victim remains stone.

A Decay-spirit teaches this Gift.. Cooking (Bone Gnawer Rank 1) The Bone Gnawer must have a small pot and ladle for this Gift. but it would detect the bag of cheez-fries that accidentally dropped out of a passing car window. you see an ad for the Hound Dog cafe. Raven and Possum spirits. relatively disease-free food.pl Gifts for Bone Gnawer Tribe. If the Gift is invoked correctly. The Garou's body stinks of rot. The Gnawer spends a Gnosis point and crawls in for an evening's nap. This Gift is taught by an Enigma spirit. A large enough box can sleep more than one . Play Possum (Bone Gnawer Rank 1) With animal cunning. peaceful trance wherein the Garou imitates death. anyone attempting to detect life in the Garou must roll Perception + Medicine (difficulty equals the user's 1 of 8 09/04/2005 2:20 AM . Each success on the roll gives one clue concerning the whereabouts of this item. The Garou can fashion any ordinary cardboard box into a waterproof. Despite conditions outside the box.as long as everybody is friendly. Find the Prize (Bone Gnawer Rank 1) The Garou employing this Gift closes her eyes and things about finding a thing of great value. easily destroyed item he can find . A Home or Hearth-spirit can teach this Gift. When the Gift activates. 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).and stir it into the pot. System: The Gnawer who wishes to use this Gift must spend a Willpower point and make a Perception + Primal-Urge roll (difficulty 7). up to 10 for cyanide and the like. Only a scrupulous investigation reveals the truth . plastic wrap. turning it into a foul-tasting but edible mush.bark. System: The Bone Gnawer needs only a box of suitable size.6 for inedible but otherwise harmless material. noise-resistant and insulated home. This Gift is taught by a Raccoon or Rat spirit System: The Garou rolls Wits + Survival. the mansion remains dry.arsimagica.net/cgi-bin/cgiwrap/eccles/sg. On activation.perhaps the Elvis plate could be there?" Note that just because an item has been located does not mean it can be easily gotten. the Gnawer can force her body into a state near death. the Gift creates a facade closer to a drowned. warm and quiet. the Garou resembles a rotting corpse to all senses. whatever . the Garou may receive an impression of or a clue leading towards the item they are looking for. The Garou may take any small. Far from a serene. System: The player spends a Gnosis point and rolls Perception + Enigmas (difficulty set by the Storyteller). System: The player must spend a Gnosis point and remain perfectly still to activate the Gift. This is a Bone Gnawer version of the Lupus Gift: Sense Prey and is taught by Dog.Bone Gnawer Cardboard Mansion (Bone Gnawer Rank 1) A Bone Gnawer with this Gift can create a perfectly functional shelter for herself. or by any City spirit associated with finding items.but most folks won't want to get that close. beer cans. Most Silver Fangs argue to ban this Gfit at moots and social gatherings.Bone Gnawer http://www. The number of successes determines how much food is found. maggots crawl on her and flies gather as if to feast. either a specific item or a general class of things. The difficulty depends on the objects used . Nose of the Hungry Hound (Bone Gnawer Rank 1) By invoking this Gift the Garou can hunt down the closest source of discarded. The clue is decided by the Storyteller and must be worked into the story: "Turning the corner. bloated rat..

The exact game affect of the swarm is up to the Storyteller. System: The player spends one Gnosis point and rolls Dexterity + Athletics (difficulty 8). The effect lasts for one turn or one scene. System: The Gnawer must know the name of the Totem in question. which is left to the Storyteller's discretion. while three successes allows the character to move four times as quickly. He must also prostrate himself before the caern's centre of the pack's leader and wiggle forward on his stomach like a begging dog. maddening buzzing noises. System: The Garou can spend one Gnosis point and rolls Wits + Subterfuge (difficulty 6). this Gift ingratiates the Bone Gnawer to a pack's or caern's totem for a short time. enabling him to accomplish astounding feats of agility while under the effects of this Gift.net/cgi-bin/cgiwrap/eccles/sg.Bone Gnawer http://www. two successes gives her three times normal speed. This Gift is taught by certain Plant spirits. but once she engages in battle. While the Gift is in effect. Success nullifies the effects of most conventional poisons. The smell lasts for one hour per success and will not wash off in this time. teaches this Gift.arsimagica. Taught by: Trash spirit Book: WW3e Scent of Sweet Honey (Bone Gnawer Rank 1) The Garou attracts minor Air-spirits to the chosen target. without fear of retribution. 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. Success indicates that the character gains the 2 of 8 09/04/2005 2:20 AM . The effect lasts for the scene. causing them to exude a wonderfully sweet aroma and become slightly sticky to touch. 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. depending on the circumstance. etc. 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. and other inconveniences. if he knows it. If used on a caern totem. System: The Garou rolls Stamina + Survival (difficulty 6). The player rolls Charisma + Subterfuge. flies. and the target will swiftly become coated with and surrounded by swarms of gnats. A lost-dog spirit. Taught by: Mitanu Book: RatH Tagalong (Bone Gnawer Rank 1) Commonly used by Bone Gnawers residing in a sept controlled by other tribes. she loses the benefits conferred by the Gift. Thus. The difficulty varies based on the totem's opinion of the Bone Gnawer. the totem looks favourably upon the Bone Gnawer. Thus. doubtless due to their diet of refuse and American beer. The character's body seems to flow like quicksilver. a servant of Rat.pl Manipulation + Subterfuge) and physically examine the "carcass". One success allows the character to move at twice her normal speed. all manner of vermin will shortly make their appearance. Naturally. 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. a character can use the Gift to get to a combat more quickly. The swarm will cause impaired vision for the target. A trash spirit teaches this Gift. and adds three dice to the Garou's Stamina for purposes of resisting Wyrm-enchanced poisons. but Insect spirits can also teach it. the Garou can travel rapidly across a tree limbor along a narrow wooden beam without slowing down or faltering. annoying stings and bites. total inability to function socially. bees. This Gift affects movement only and cannot allow a character to stop to deliver blows in combat without ending the Gift's duration. The Gnawer may then perform the Rite of the Opened Caern.

spirits or monitoring devices by remaining still. Taught by: A lost-dog spirit. Where a sober Garou would hesitate and take a mortal wound. the Gift deactivates. The player can reroll any failed rolls involving defensive actions including Dodge and Stamina soak rolls. This Gift allows the Gnawer to blend in with the features of a town or village by becoming too familiar to be noticed. A squirrel spirit teaches this Gift. the renowned elder Simon Clubfoot found his way out of the twisted dungeons of Count Kimos by following his nose to the kitchen. but he benefits from an amazing lucky sreak. The Storyteller may also allow the character to avoid hazards that he could not normally detect.not that this bothers the Children of Famine. This Gift is taught by a Chameleon.that is. When the effects of the alcohol wear off.using it too often certainly will. System: The Gift activates automatically when the Bone Gnawer consumes enough alcohol to render him drunk. Said food is almost always guarded or locked away . he loses three dice to all of his actions (more if he continues drinking). the Gnawer walks away from fatal accidents and hazardous situations with the assistance of this Gift. 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. System: The Garou rolls Dexterity + Stealth (difficulty 7). normal people cannot remember details concerning the Garou. If no one is so doing. Although no physical changes take place. No one who sees the Gnawer during that time can remember details concerning his appearance. The Gift does nothing for hangovers. and that the totem will not look favourably on a Garou who mistreats the Bone Gnawer without cause. and how accurately he can gauge the amount of surplus. the Gnawer stumbles into the clear despite impaired reflexes. Taught by: Dog-spirit Book: Wild West Companion Blissful Ignorance (Bone Gnawer Rank 2) The Garou can become completely invisible to all sense.pl previously mentioned benefits for one day. System: The player rolls Perception + Primal Urge (difficulty 7) and spends a Willpower point. each success subtracts one success from the Perception + Alertness rolls of those actively looking for the character. 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. The number of successes determines how far away the Gnawer can sense the food. The Gnawers also use this Gift for more creative effects from time to time. the Bone Gnawers' best bet is anonymity. food currently in the possession of someone who has more than he requires.arsimagica. such as falling debirs or surprise attacks. A Spirits-spirit teaches this Gift. However. System: The player spends one Willpower point to remain "anonymous" for the rest of the scene.net/cgi-bin/cgiwrap/eccles/sg. In this stae. Drunkard's Luck (Bone Gnawer Rank 2) In a drunken stupor. Taught by: Squirrel spirit Book: WW:tDA Beneath Notice (Bone Gnawer Rank 2) While others seek fame.Bone Gnawer http://www. Taught by: Spirits-spirit Book: Wild West Companion 3 of 8 09/04/2005 2:20 AM .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. A Dog-spirit teaches this Gift. then one success indicates complete concealment. This Gift allowes the Bone Gnawer to scent out the best source of surplus food .

An attempt to use this Gift in a sterile environment would fail. If he fails.after all.arsimagica. However. the target is buried in garbage and must dig his way to freedom. Supernaturals who are immune to disease have less to fear . or even something entirely invented.pl Odious Aroma (Bone Gnawer Rank 2) The use of musk has long been a defense in the wild. 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. however. replling even the most stout-hearted onlookers. the Garou can greatly amplify her own natural body odour. With this Gift. With one success. such as leprosy or pox. he might get extra dice on a pickpocketing attempt. the Garou subtracts two from all his Social Dice pools and may be ostracised for the duration (not a big worry for most Bone Gnawers). creating a debilitating stench. upstart Garou in heaps of trash and piles of garbage. a botch might even send them screaming out into the streets. Mortals viewing the illusion must make Willpower checks at difficulty 8 or shrink away in revulsion. System: The Garou spends one Gnosis point. all beings within 20 feet of the Garou (provided they have olfactory organs) subtract two from all Dice Pools as they choke and retch. With 5 successes. making life difficulty. he takes full damage. It's a useful trick in many situations. people are afraid of you whether they think you're a leper or bewitched. The ability to cling to sheer surfaces is automatic. screaming about pestilence. terrify locals and even serve as a way of blending in . In addition. System: The Bone Gnawer rolles Manipulation + Medicine. a minor distraction of newspapers and plastic bags causes a small increase in difficulties. Plague Visage (Bone Gnawer Rank 2) Anyone in his right mind fears a leper. this Gift also assists a Garou in pilfering small items such as credit cars. The Gift is taught by a spirit of the road. but not when trying to hot-wire a car. keys or loose change. This Gift allows the Bone Gnawer to draw an illusion of terrible disease on his features. but the difficulty falls to 6 Taught by: Rat or disease spirirts 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. System: The player rolls Charisma + Streetwise (difficulty 7) to determine the amount of trash involved. The imaginary disease may appear to be anything the Gnawer is familiar with. making it possible to climb slick vertical surfaces with ease. Trash spirits teach this Gift. This Gift is taught by a Rat or Disease spirit. Ward of the Road (Bone Gnawer Rank 2) This allows a Garou to leap from a quickly moving vehicle and remain undamaged. All the trash nearby assails the target of this Gift. System: By spending one Willpower point and scoring at least one success on a Stamina + Survival roll (difficulty 6). although Rat-spirits teach a version that animates sewer flotsam. This Gift is taught by a Stinkbug spirit.they must still make Willpower tests. This Gift affects toxic waste as well. For the duration of the scene. the effects last for a scene. In addition. System: The player spends a point of Gnosis.Bone Gnawer http://www. but as least disease is more acceptable than witchcraft. Note that this Gift does not create trash but instead draws upon the garbage in an area. It can earn charity from well-meaning monks. Older Bone Gnawers can completely immobilise a smart-mouth. the Garou takes no damage from the fall. if he 4 of 8 09/04/2005 2:20 AM .net/cgi-bin/cgiwrap/eccles/sg. the character gains two extra dice to any Streetwise or other roll the Storyteller deems appropriate.

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. The Bone Gnawer cannot lend a Gift of higher rank than the recipient could know. Beg (Bone Gnawer Rank 3) By playing upon the compassion of others. System: The player rolls Perception + Linguistics (difficulty of the target's Willpower. simple orders. Each success allows the character to subject one opponent to the effects of this Gift.Bone Gnawer http://www. a clever Bone Gnawer can gain favour with people who have too much anyway. the Bone Gnawer can summon a sudden and destructive rust onto metal in his vicinity. 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. Opponents in the immediate vicinity of the Garou mishear each other or misinterpret instructions.such as attending the latest bear-baiting and corroding the chain holding the bear in question. The difficulty depends on the target. The Gift lasts for one scene. she might get a handout. or the highest Willpower in the target group). but others prefer to inflicit little poetic justices . A dog spirit teaches this Gift. The information affected by this Gift must be communicated verbally . he takes double damage (he fell on his ankle. the player can forgo the roll at the Storyteller's discretion. Some Gnawers use this trick to protect their kin from armed men in a humane fashion. but he must be able to see it and be within conversational earshot. to aid a packmate or tribemate. Each success allows the Gnawer to corrode one ferrous metal object into fragile uselessness. neither can he lend Abilities or Attributes.). the Gnawer's loyalty is unshakeable. The Garou can also leap from tall buildings in this manner. Call the Rust (Bone Gnawer Rank 3) By whistling softly through his teet. his Willpower. the character may "lend" him what he needs. Spearheads crumble. automatically go awry. By exaggerating her miserable state. even his own life. The number of successes determines the amount of pity generated and the generosity of the favour.arsimagica. or even his own life (in the form of health levels). This Gift is taught by a Water spirit. System: The players must spend one Gnosis point and roll Manipulation and Performance. System: When a packmate or fellow Bone Gnawer is on danger. although detailed works such as a chain hauberk count as two objects. a favour or at least a good meal. The Garou need not be touching the object at the time.net/cgi-bin/cgiwrap/eccles/sg. This Gift allows a Bone Gnawer to risk all. All actions that result from information communicated verbally receive a +2 difficulty.pl botches. System: The player spends a point of Gnosis and rolls Wits + Crafts.either in person or through the use of a direct communication device such as a telephone or other transmission device. but once they do. whereas an overbearing Get of Fenris might be a 9. be it a Gift the Bone Gnawer knows. but it requires one success per story to negate damage. If the roleplaying is particularly moving. such as proceeding to a certain address or moving to the left or right flank in battle. The player must spend one Willpower point and roll 5 of 8 09/04/2005 2:20 AM . By groveling or telling her particular sob story. making their plans fall apart or otherwise causing them to suffer from a gross breakdown in communications. his Rage. Bone Gnawers can generate an amazing amount of pity. swords corrode and mail falls apart at the werewolf's command. a charitable Child of Gaia might be a 4. A pigeon spirit teaches this Gift. etc. which is one reason only Bone Gnawers ever learn it.

System: After spending a Gnosis point. secret tunnels. System: The Garou spends one Gnosis point and rolls Perception + Streetwise (difficulty 6). the spirits lie. Furniture falls apart. allowing him to spray musk like a skunk. Even then. The amount of information gathered depend on the number of successes.thus trees may become shelter. the Garou may spray his musk at any target. three can deteriorate a wall and five successes can collapse the roof of a small building. If the roll botches. If the recipient dies before the Traits are returned. 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. on a botch. This Gift is taught by a Weaver-spirit. Expending a Gnosis point allows a created weapon to inflict aggravated damage (this effect is not permanent unless a permanent Gnosis point is spent). modified by range) is required to hit. etc). This Gift is taught by a Rat spirit to Bone Gnawers and a Cockroach spirit to the Glass Walkers. The number of successes determines the amount of wood or paper destroyed: One success can rot a ream of paper. the Bone Gnawer loses the traits in question. animal hides become armor. The effect lasts for the duration of the scene or until the target rigorously bathes. but the recipient does not gain them. it will last a length of time according to the chart below. This Gift is. and flowers become perfumes. System: The Garou rolls Manipulation + Repair against a variable difficulty (5 to turn a broken tree limb into a spear. Strategic use of this power can dramatic results even for those of lesser skill. 8 to turn a plank into a floatable raft. he subtracts one from his Dice Pool for each success the Garou scored of his roll. The created object is not necessarily permanent. one of the best instructors is a termite spirit. Taught by: Dog Book: WW3e Gift of the Skunk (Bone Gnawer Rank 3) With this Gift.arsimagica. Reshape Object (Bone Gnawer Rank 3) The Garou can instantly shape once-living material (but not undead!) into a variety of objects . System: On any turn. places of note and so on.Bone Gnawer http://www. however. Obviously. Gift of the Termite (Bone Gnawer Rank 3) The Gnawer can cause wood and paper to rot with astonishing speed. taught by a Skunk-spirit.rough population. the Bone Gnawer loses them permanently. of course. The item will in some way resemble the object from which it was created (the spear is made of antler. the Garou can swell his musk glands.pl Willpower (difficulty 7) and must succeed for the transfer to take place. the character can commune with the spirits of the area. This Gift lasts until the end of the scene unless the recipient decides to terminate it early. documents disintegrate and even buildings collapse. Dexterity + Primal Urge (difficulty 7. not wood). the character rolls Intelligence + Repair (difficulty 7). 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. This 6 of 8 09/04/2005 2:20 AM . thus getting an overview or what exists or has happened in the area .net/cgi-bin/cgiwrap/eccles/sg. buck antlers become spears.

etc) to invade an area (no greater than a large building) of his choice. as the Gnawers have become desensitised to the wilderness. Once that disaster occurs. This Gift is taught by a Rat spirit. In addition. insects. The number of successes determines how many turns the victim stands "lost in though".net/cgi-bin/cgiwrap/eccles/sg. rushing madly from one brilliant plan to another or considering all the multiple alternatives for their "next" action.Bone Gnawer http://www. the victim risks disaster. however. 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. "Clichephobia. Condition affecting people raised on movies.pl Gift may only be used in urban areas. System: The player spends a point of Gnosis and rolls Wits + Linguistics (difficulty 7).arsimagica. System: The Garou spends one Gnosis point and rolls Manipulation + Animal Ken (difficulty 7). The creatures will act according to their nature and will not mindlessly attack humans. who must be within hearing distance and line of sight. The Garou can cause her enemies' thought processes to speed up so radically that they literally think too rapicly to put any one plan into motion. A botch introduces a series of discrepancies into the repetition. Taught by: Dog and TV spirits Book: PG3e Infest (Bone Gnawer Rank 4) The Gnawer may call up a horde of vermin (rats. The victim of the Gift can only stand still as his thoughts run away with him. many of them may try to flee. Riding a bicycle on a sunny day invites being hit by a truck. For twenty-four hours. At a later time. the Garou can approximate the speaker's actual voice. Most often employed with an appropriately dramatic curse (although this isn't necessary). Cliche Curse (Bone Gnawer Rank 4) From Roger Ebert's Little Bigger Movie Glossary. snakes. Taught by: Mitanu Book: RatH Madthought (Bone Gnawer Rank 5) This trick literally makes the werewolf's foes too clever for their own good. while five will create a scene from a horror film as the building is swarmed in creatures. It is taught by a dog spirit or by a spirit from a television realm. the Garou may repeat back verbatim everything heard over a single scene as if she had total recall. 7 of 8 09/04/2005 2:20 AM . Each success increases the accuracy of the character's delivery of the remembered conversation or message. The size of the horde is determined by the number of successes. the target of this Gift becomes certain to suffer an unfavourable fate in a cliche-related way. birds. one success will cause a notable problem and several calls to the exterminator. indeed. 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. While it is possible to avoid the effects of this curse. accents and speech patterns or mannerisms which match those of the original speaker." What is a humerous anecdote in the hands of humans becomes a deadly weapon in the claws of a Bone Gnawer. either. the Storyteller may repeat the conversation for the benefit of the character's audience. doing so requires virtually shutting yourself from the world. the curse is ended. slugs. The Gift allows the Garou to reproduce voice intonations. Anyone reaching for something high in a cupboard will inevitably have the entire contents fall on top of him. and not in a dark room. System: The player spends one point of Gnosis and names the victim. A failure means that the character remembers only what the player remembers. System: The player spends a point of Willpower and rolls Wits + Subterfuge (difficulty of the victim's Willpower). If necessary.

even if this takes the attribute over 10. while a botch gives the victim not only rapid thought but the ability to translate those thoughts into immediate action . This Gift is taught by a Rat spirit. In addition. She also ignores wound penalties. and may need to regain focus and otherwise discover what's been happening while he "was out". he is most likely highly disoriented. If successful. the urban animals such as alley cats and stray dogs. drink or rest and she gains three extra points of Stamina. She is also immune to disease.the homeless. She does not need to eat.pl When the victim recovers from the Gift.one success incites a building. System: The Garou spends one Gnosis point and rolls Stamina + Survival (difficulty 7). 8 of 8 09/04/2005 2:20 AM . The number of successes determines the extent of the riot . etc. System: The Garou spends one Gnosis point to summon the spirits and then a point of Rage to incite the passions of all concerned. 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). A failure simply means that the Gift does not work. He then rolls Wits + Subterfuge (difficulty 8). Survivor (Bone Gnawer Rank 5) This Gift allows the Garou temporary immunity to many environmental effects.net/cgi-bin/cgiwrap/eccles/sg. whenever she is about to die or defeated. these spirits direct their material hosts against a target of the Garou's choosing. 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 .Bone Gnawer http://www. poison and even radiation. three a neighbourhood or suburb and five the entire city. The Gift is taught by a Bear-spirit. the effects last for one day per success.usually to the detriment of the character. as well as any corrupting effects from the touch of Wyrm entities. the gangs. such as pressure or temperature variations. she automatically regains one Willpower point.arsimagica.

For the rest of the scene. System: The player spends one Gnosis point. all damage that the Garou inflicts with her own body (claws and teeth. and he may heal the wounds at the normal rate for bashing damage. but not weapons of any kind) is considered bashing. This Gift allows the Garou to improve a mother's chances of surviving a birth. System: The player spends one point of Gnosis and rolls Perception + Alertness (difficulty 7). used chiefly by Children of Gaia with high Rage or in 1 of 9 09/04/2005 2:20 AM .pl Gifts for Child of Gaia Tribe. 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 becomes useful when travelling in some of the more alien reaches of the Umbra where familiar objects take on strange appearances. in the process of invoking this Gift.arsimagica. 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. as well as keeping the newborn free of disease for a short time. this can be done even during labour. the Garou must spend one Gnosis point per child to protect them all. Additional successes allow the character to extend her range to locate distant sources. 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. even when they are hidden or unfamiliar.net/cgi-bin/cgiwrap/eccles/sg. the Gnosis point spent will protect the entire litter for three days. allows the Garou to use her natural weaponry and Rage without fear of killing her opponent. A single success identifies power sources that lie within 50 feet of the Garou. and the Children cannot stand to see unnecessary suffering. but even they sucumb to frenzy. A dove-spirit teaches this Gift. Spirits tht serve as energy or power foci also register to the Garou's senses when this Gift is in effect. This Gift. for the purposes of surviving childbirth and resisting illness or the like. however. This Gift also enables the Garou to identify machinery such as generators or solar batteries regardless of their appearance or attempts to conceal them. A creature "killed" by such damage merely falls unconscious. This Gift lasts for once scene.Child of Gaia http://www. For the next week. This Gift. the mother and child are treated as having an extra dot of Stamina each. If the mother is pregnant with multiple children. but even they sucumb to frenzy. 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. The Garou must concentrte to detect the pulsations of power that emanate from even a dormant energy source. The Gift can be used on wolves (althought its less necessary). the Child will automatically learn how many children are to be born and can adjust his Gnosis expenditure accordingly.Child of Gaia Eve's Blessing (Child of Gaia Rank 1) Childbirth is a risky thing in these dangerous times. used chiefly by Children of Gaia with high Rage or in duels.

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.Child of Gaia http://www. Sense Limits (Child of Gaia Rank 1) The Garou can determine approximately the amount of Rage. There is no limit to how many times this may be used on a person. or 6 for non-Garou). "The mage has plenty of magical energy left inside her"). This Gift is taught by a Bear-spirit.net/cgi-bin/cgiwrap/eccles/sg. Gnosis or Willpower within an individual. whereas 3 succesess could give the Garou a fairly accurate idea of the balance within that victiom. System: The Garou spends one Gnosis point and rolls Charisma + Empathy (difficulty of the target's 2 of 9 09/04/2005 2:20 AM . The Garou may not heal herself with the Gift. and 5 might give a more absolute impression.pl duels. Taught by: Lu-Bat Book: RatH Alternative Versions From: Damien (Child of Gaia Rank 1) System: The player rolls Perception + Occult (difficulty 8). 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). The Storyteller should not give the player precise numbers. 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. Each success enables the character to determine the general levels of Rage. simply by laying hands over the afflicted area.the creature does not actually suffer any wounds. The Storyteller should not give the player precise numbers. may ignore all wound penalties for the duration of the scene. More successes allow for a more accurate measure of the traits of the victim . Calm (Child of Gaia Rank 2) The Garou can quell the anger in others. a Garou may be able to tell that a vampire has little power but may not realise that the Leech's blood supply is low. This Gift is taught by a Unicorn spirit. Additional successes allow the character access to more specific information about a single target or else gives her general information about another target. but each use requires a Gnosis point. allows the Garou to use her natural weaponry and Rage without fear of killing her opponent. Gnosis and Willpower for one targetted individual. 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". For example. A creature "killed" by such damage merely falls unconscious. System: The player spends one Gnosis point. 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. aggravated or otherwise. A dove-spirit teaches this Gift.arsimagica. System: The Garou. Mother's Touch (Child of Gaia Rank 1) The Garou is able to heal the wounds of others. 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. the Garou is able to ignore the pain of his wounds and continue acting normally.one may only allow for a general impression. all damage that the Garou inflicts with her own body (claws and teeth. but suffers the same effects as if they had. but not weapons of any kind) is 'virtual' . Resist Pain (Child of Gaia Rank 1) Through force of will. by spending one Willpower pint. 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". For the rest of the scene. "The mage has plenty of magical energy left inside her"). Each success heals one Health Level.

If successful.Child of Gaia http://www. There is no limit to how many times this may be used on a person. Even battle scars may be cured in this manner. During the grace period. this Gift allows a Child of Gaia to be persuasive when dealing with others. Each success allows the Garou to add one to her Stamina for the purpose of soaking damage (including silver). although lost Rage can be regained normally. Each success lowers the difficulty for soaking damage from cold by one. Each success removes one of the target's Rage points. but the Garou can use it to heal herself as well as others. including the intense cold of the far reaches of the Aetherial Realm and the freezing damage inflicted by certain creatures of the Wyrm. Taught by: Lu-Bat Book: RatH Spellbinding Oration (Child of Gaia Rank 2) Similar to Persuasion. Taught by: Katanka-Sonnak Book: RatH Grandmother's Touch (Child of Gaia Rank 2) This Gift is similar to Mother's Touch. and rolls Stamina + Survival (difficulty 6). 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. THe effects last for one scene. the flame also offers protection from cold. The effect lasts for one scene. One success causes combatants to stop fighting (or prevents them from initiating combat) for one turn.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).arsimagica. the Gift creates an atmosphere of temporary true among enemies or prevents tribe leaders from coming to blows over volatile issues. This Gift is taught by a Lune. The Garou's statements will take on an air of extra meaning and credibility. In addition. these dice can even be used to soak silver. the Garou gains two dice to add to all soak rolls. This Gift is taught by a Unicorn spirit. System: The Garou rolls Charisma + Leadership against a difficulty of 6. five successes extends the Gift to an entire scene. Each success heals one Health Level.net/cgi-bin/cgiwrap/eccles/sg. spends one Gnosis point. This Gift is taught by a Unicorn spirit. System: The Garou concentrates for one turn.pl Willpower). Each extra success increases the length of time in which peace prevails by an additional turn. Though it does not preclude more hostilities from erupting at a later time. 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. but each use requires a Gnosis point. Those hearing him are likely to agree with him. If the Garou is actively trying to exhort his audience to anything other than combat (in any 3 of 9 09/04/2005 2:20 AM . the Garou can attempt to resolve the circumstances underlying the state of enmity . the difficulties of all Social rolls are reduced by one per success for anyone who hears him speak for the remainder of the scene. System: The Garou spends on Gnosis point and rolls Intelligence + Medicine (difficulty of the wounded individual's Rage. or 6 for non-Garou). Luna's Armour (Child of Gaia Rank 2) The Garou calls upon the blessing of Luna to deter any damaging attacks aimed at her. System: The player spends a point of Gnosis and rolls Stamina + Occult (difficulty 7). In addition to serving as a form of armour. but this must be done in the same scene the scar was obtained and requires the expenditure of a Gnosis point.

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. the mob disperses. and enforce you will upon those who are genuinely acting like children. An Opossum spirit teaches this Gift to individuals with patience and a lot of time. If she is unable to speak. 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. Taught by: Wasp Book: PG3e Voice of Reason (Child of Gaia Rank 2) All too often.arsimagica. For every success on a Charisma + Empathy roll. it can ward off a frenzy before one take place. both human and Garou. While the Gift does not disperse the members of a mob. the waking victim is able to think much more clearly. For the rest of the scene. it does give them a chance to rethink their actions. Good Faith (Child of Gaia Rank 3) With this Gift. rather than inflexible positions 4 of 9 09/04/2005 2:20 AM . Any attacks directed at the sleeper awaken her immediately and end the effects of the Gift. The Children of Gaia use this Gift to break through the emotional cloud and bring reason back to such a crowd. it will stand mutely in awe for the remainder of the scene. Its a risky gambit. Dazzle (Child of Gaia Rank 3) The Garou can overwhelm a target with the beauty and glory of Gaia. One Gnosis point activates this power. But it you're going to do it. If the Gift can affect the majority of the group. This Gift is taught by a wasp spirit. difficulty 9 to resist). into a bloodthirsty mob. you have to have faith in your own righteousness. The Garou must orate for at least five successes. the Garou can cause all those in his presence to become filled with a sense of higher purpose. but sometimes you can't negotiate your way to a position of peace. and they feel inspired to take reasonable positions. restful slumber in the target. Occasionally. but sometimes effective. They all feel the work they must do is more important than their differences. For one hour after waking. The player must also spend one Willpower point. the Gift forces them to pay attention. System: The Child of Gaia spends one Rage. the Gift has no effect. Stinging Blows (Child of Gaia Rank 2) The Children hate to admit it. at least you can make your claim as strongly as possible and prevent unnecessary damage.net/cgi-bin/cgiwrap/eccles/sg. 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. the difficulties of Social rolls are reduced by two and then by one per success. System: The audience must hear the Child of Gaia for this Gift to work. Once her words reach her listeners' ears. System: The Garou rolls Charisma + Empathy (difficulty of the target's Willpower). Although the Gift will not stop a frenzied werewolf. A Reason-spirit teaches this Gift. or cannot be heard over the roar of the crowd. So long as the target is not attacked. Usually this Gift is employed to break apart two foes who otherwise couldn't be.pl form). emotions obscure rational thought and turn normal people. This Gift is taught by a Unicorn spirit. It quells emotional distractions and imparts a moment of clarity on the audience. two people come to their senses and shake off the mob mentality. This Gift may only be attempted once per target per scene.Child of Gaia http://www. The Gift disinclines any hostile activity after the peaceful rest. Also. the target must spend a Willpower point to take any hostile action against the user of this Gift. All other distractions are gone.

One success barely gets a Bone Gnawer to lift his pinkie. Many urban spirits that have witnesses the cruelty of humanity toward itself know this Gift and teach it to the Garou. the non-Garou are connected to the Gift user by silver threads. the need to remain "in touch" with the ever-changing currents of these spirit winds requires concentration and attunement rather than physical agility. or in combination with other Gifts. while combat becomes almost impossible. otherwise the Gift automatically fails. If the non-Garou wants to resist. the Gift can be effective. 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. whereas five successes can force a proud Silver Fang to beg for forgiveness.pl or exaggerated stands intended to be bargained away. pg 207). The effects of this Gift last for one scene. making the victim incapable of action due to feelings of profound melancholy. 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. in the case of humans. his opposition will be betrayed by his sudden flatulence. The Theurge can send others home before herself by spending a Willpower point. or at the whim of the Theurge. and he will likely be shunned and viewed as absurdly inflexible by those who bargain in good faith. Excellent roleplaying can even negate the need for a roll (or even the need for the Gift). A successful roll causes the victim to experience a feeling similar to Harano (or. System: The player must roleplay the plea. however. but pride or fear prevents her from doing so.Child of Gaia http://www. Better results occur when there is a direct link.net/cgi-bin/cgiwrap/eccles/sg. System: The player spends a point of Gnosis and rolls Wits + Alertness (difficulty 7). The Gift works best when the target wants to perform the action. (Optionally. The target can spend Willpower points to resist this Gift. 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. she must make a resisted Willpower roll against the bearer of the Gift. for spirit travel. While in the Umbra. This state of mind forces the victim to roll her Willpower in order to take any action. Those who resist. The others brought with the Theurge leave when she does. Even if little relation exists between the guilty conscience and the task at hand. 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. A single success allows the character to ride the winds 5 of 9 09/04/2005 2:20 AM . the player must roll Manipulation + Empathy versus the target's Willpower. This Gift can be used for physical transport through a reflective surface. 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. System: The player spends a point of Gnosis and rolls Manipulation + Empathy (difficulty of the victim's Willpower). Pall of Despar (Child of Gaia Rank 3) This Gift inflicts a wave of despair upon a targetted individual. and continue to bargain in bad faith. This Gift is taught by avatars of the New World Trinity totem. Use of this Gift also increases the Garou's movement rate. Otherwise. System: The Garou rolls Wits + Expression against a difficulty of 6. lessening travel time between locations within the Aetherial Realm. become loudly and uncontrollably flatulent each time they state their position. clinical depression). If he fails to resist.arsimagica. the Storyteller can enforce the limitations of Harano found in the Werewolf Players guide.

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). Thus. Witnesses may remember a Child's battle with a Wyrm beast as an angel's struggle with a demon. 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. Taught by: Hope Book: WW:tDA Beast Life (Child of Gaia Rank 4) The Garou may not only communicate with animals. If there are no animals of the sort desired in the vicinity. but instead of seeing a werewolf. for their aura exudes friendship.Child of Gaia http://www. A victim touched by the Hand of the Sun takes two health levels of unsoakable aggravated damage and receives a permanent circular scar. 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. a journey of one month would only take two weeks. Islamic witnesses might remember on of Mohammed's fiery messengers. This Gift is taught by Unicorn spirits. while Norse pagans might think the Garou was one of the Valkyries. but the character must make a standard attack roll in order to mark her victim. One success causes animals within a 10-mile radius to be affected. The Garou may touch an individual and mark them indelibly (and painfully) with a brand of shame. Responses of fear should be replace with rapture. but the time may be extended by spending one Gnosis point per extra scene.arsimagica. This Gift is taught by any Animal-spirit. System: The player spends a Gnosis point to invoke Angel's Semblence for a scene. Each additional success add 10 miles (two successes indicate a 20-mile radius). Angel's Semblence (Child of Gaia Rank 4) The Children of Gaia don't believe in terrifying humans unnecessarily. none can be called. Any Garou who encounters the victim in the future immediately recognise the mark as a sign of that person's treachery. The effects are automatic against humans. Taught by: Katanka-Sonnak 6 of 9 09/04/2005 2:20 AM . even "catatonic fear" should be seen as "complete bliss". with one additional success. similar to a branding iron. No roll is necessary for the Gift to take effect. although the Garou may extinguish it beforehand if she so chooses. while two additional successes reduces the journey to a week. Onlookers need not be Christian to be affected. System: The Garou spends one Gnosis point and rolls Charisma + Animal Ken (difficulty 7). The fire lasts for one scene. 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.pl successfully to her destination (or until she decides to end her journey). System: The Garou rolls Charisma + Expression (difficulty 7). Vampires ignite when touched by the Hand of the Sun. but can attract and command them. System: The Garou spends a point of Rage and then a point of Gnosis. The scar cannot be removed by any means short of amputating the part of the body which contains the scar. The effect lasts for one scene. or a warning to leave the woods as the gracious guidance of a guardian angel. dishonour or other grave crime. This Gift allows a Child to act in Crinos form without invoking the terror of the Delerium. use the Delerium chart (ignoring the Child of Gaia tribal flaw) to determine how strongly a witness is affected. This Gift is taught by a spirit of Hope. 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. onlookers see an angelic figure of exceeding grace and holiness.net/cgi-bin/cgiwrap/eccles/sg.

the Garou receives the equivalent of eight hours of restful sleep and awakens refreshed and with his spirits revived. or to include another individual in the effects of the Gift (a connection of some sort. No matter how many Rage points the Garou has. and they lose a Willpower point. System: The player spends a point of Gnosis and rolls Stamina + Enigmas (difficulty 7). A mongoose spirit teaches this Gift. but she is also unable to be hit. but the player must activate the Gift for each opponent. while a botch inflicts restless sleep on the character. System: The Garou spends a Gnosis point and rolls Charisma + Expression (difficulty of the target's Willpower). She becomes unable to attack an opponent. humans and animals are unable to detect her supernatural essence. Even in the nastiest arguments or the bloodiest combats. but neither may he frenzy. Under the influence of this Gift. Each additional success allows him to include another individual in the effects of the Gift. even bringing Garou out of frenzies. while a botch inflicts restless sleep on the character. This Gift will work on multiple opponents. allowing her opponent to exhaust himself in the attempt. Serenity (Child of Gaia Rank 4) The Garou can quell other's Rage. This Gift is taught by Unicorn spirits. Each success allows the character to regain a point of Willpower and Gnosis while they sleep. The Garou also cannot frenzy and can spend Rage points only up to a maximum of her Empathy. System: The player spends one Willpower point and rolls Wits + Dodge (difficulty of the opponent's Willpower).pl 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.net/cgi-bin/cgiwrap/eccles/sg. System: By spending one Gnosis point. although only two hours are necessary to reap full benefits. no matter how many successes he achieves on the roll. The target is incapable of using Rage at all for one turn turn per success.arsimagica. The nap can last for up to eight hours. He may not spend Rage points. A failure means that the Gift does not work. 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. The nap can last for up to eight hours. physical. For the duration of the scene. One success is necessary to affect the character.Child of Gaia http://www. An avatar of Unicorn teaches her followers this Gift. Strike the Air (Child of Gaia Rank 4) The Garou becomes the ultimate example of passive resistance. with no benefits. although only two hours are necessary to reap full benefits. When a character awakens from a successful use of this Gift. Children of Gaia can maintain their cool with this blessing. the opponent cannot strike the Garou. or spiritual is necessary to include others in the Gift's effects). the Garou represses her Rage for an entire scene. This Gift is cancelled immediately if the werewolf attacks his opponent or if anyone else attacks on the Garou's behalf. A failure means that the Gift does not work. Taught by: Lu-Bat Book: RatH Alternative Versions From: Damien (Child of Gaia Rank 4) System: The player rolls Stamina + Enigmas (difficulty 7). he finds that his Gnosis is fully replenished. Taught by: Unicorn 7 of 9 09/04/2005 2:20 AM .

Taught by: Katanka-Sonnak Book: RatH Fool's Medicine (Child of Gaia Rank 5) Bigotry may be commonplace in the West. Black Spiral Dancers who survive the Stamina roll must make Gnosis rolls. 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". the fire blazes through the house destroying any vestige of the Wyrm's corruption and leaving untouched anything not tainted by the Wyrm. in days. Loved ones can usually discern the target's identity. or lose their Wyrm-taint and its accompanying Derangement. To target an individual.pl Burden of Knowledge (Child of Gaia Rank 5) The Garou floods an individual with the knowledge of all her own limitations. which is an aspect of the Gift that troubles many bigots more than the alteration itself.but residual memories may plague the victim for a long time afterward. The weight of this enlightenment can either change an individual for the better. System: The player sacrifices a permanent point of Rage and rolls her Willpower. the difficulty of the Willpower roll equals the victim's Willpower. 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. say. the target changes to resemble a member of the ethnic group he despises most. Once the victim has experienced the total effect of the Gift. The flame destroys fomori utterly. but they are given a second chance. The difficulty is 8 to affect and area. The person remains recognizable in many respects but suddenly has a cocoa complexion. failures and other similar faults. Success causes the victim to experience every negative aspect of her personality and past. Such purified Garou are stripped of all Rank and Gifts. an impulse to kill herself out of shame and despair or some course of action in between the two extremes. the intense awareness begins to fade . Few individuals survive the effect of this Gift unscathed.net/cgi-bin/cgiwrap/eccles/sg. 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. shortcomings. of the Gift. instead of a ruddy one. The user must touch the target for Fool's Medicine to take effect. System: The player spends a point of Gnosis and rolls Intelligence + Empathy (difficulty of the victim's Willpower). making the victim aware of every flaw or failing and reminding her of all the wrongs she has committed or caused. The first does not spread beyond the target area of person and can not be quenched by normal means. including secret vices. which it does the next time the target sleeps. Certain Wyrm creatures . The Storyteller should decide what ultimate effect the Gift produces in the victim .Child of Gaia http://www. The number of successes equals the duration. however. or drive her into suicidal despair or murderous frenzy. System: The user spends a Gnosis point to activate the Gift and rolls Perception + Empathy (difficulty 7). but that doesn't mean Gaia's Children have to like it. if the Garou targets a house occupied by a Pentex official. Basically. 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.arsimagica. difficulty 9. or "Oriental eyes" instead of "round eyes".denizens of 8 of 9 09/04/2005 2:20 AM . Living or undead creatures set on fire must roll their Stamina (difficulty 9) or die from the shock. the area cannot be larger than a large house. Book: Wild West Companion Halo of the Sun (Child of Gaia Rank 5) The Garou becomes surrounded by a sphere of blazing sunlight. For instance. they may well fall again to corruption.either a desire to reform her ways and corrent her failings.

the people will still scatter. the person will feel good will toward the Garou. This Gift is taught by a Glade Child. The Children of Gaia warn that this Gift has a great potential for abuse. This trust is strong. The Garou animates on tree for each success rolled. Trust of Gaia (Child of Gaia Rank 5) With this Gift. rather than trust that he'll miss them.pl the dark . However. they will all be convinced that he had a very good reason for firing. The Living Wood (Child of Gaia Rank 5) The Garou may call the powers of the forest to arise and aid her. 9 of 9 09/04/2005 2:20 AM . or humans corrupted by the Wyrm. block and even fight foes. or as long as the person remains in contact with the Garou. Anyone directly facing the Garou adds three to all attack difficulties because of the glare. System: The Garou spends one Gnosis point. alternative. If the Child of Gaia is firing a machine gun into the crowd. They feel instinctively that he is a good and worthy person.arsimagica. People affected by this Gift can still be mind-controlled to attack the Garou. Wyrm beasts are immune. the Sun Celestine. everyone who sees.may flee before the brightly shining Garou. The effect will last for one scene. They will confide in him as they would a trusted friend. System: The Garou rolls Manipulation + Empathy against a difficulty of 6. even once the Gift's effect has worn off. This Gift is taught by an avatar of Unicorn. However. 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.Child of Gaia http://www. the effect lasts for one scene. is 8. but it does not supersede the person's common sense. The damage of any hand-to-hand attack made by the Garou is increased by two. This Gift is taught by a spirit allied to Helios. the Garou can cause aggravated damage when in Homid or Glabro form. The difficulty against Garou. If successful. the Garou instantly earns the trust of all who meet him or hear him. but hate doing so. Those who are Wyrm-corrupted feel intense dislike instead of trust. This feeling wells up from such a deep level that it cannot be changed by even the most invasive mind control. and punish those who use it for petty gain. even over a telephone or television.net/cgi-bin/cgiwrap/eccles/sg. nearby trees will begin to move and attempt to protect the Garou. The trees will restrain. System: The Garou spends one Gnosis point and rolls Charisma + Survival (difficulty 8). and any vampires within 20 yards suffer damage as if exposed to true sunlight.

The light appears anywhere the Fianna chooses. the difficulties of all Social rolls are reduced by one for the remainder of the scene. Taught by: Songbird-spirit Book: Wild West Companion 1 of 9 09/04/2005 2:35 AM . the character must concentrate on the target area for several minutes of game time before receiving any information about its condition. Skilled musicians can create new songs appropriate to the style of the culture in question. green. as long as it is within line of sight. He will know every word.net/cgi-bin/cgiwrap/eccles/sg. System: After learning this Gift. While no roll is necessary. It may float slowly at about 10 yards per turn. System: The players spends a point of Gnosis. Having heard only a few hummed bars or having glimpsed at just a movement or two. Alternative Versions From: Damien (Fianna Rank 1) System: The Garou rolls Charisma + Subterfuge (difficulty 8).Fianna http://www. but the light isn't strong enough to illuminate more than three feet around the Garou. the Garou can sing along or lead the dance. the user of the Gift becomes so attuned to the land immediately around her that she can sense the pain of Wyrm-taint.pl Gifts for Fianna Tribe.Fianna Earth Sense (Fianna Rank 1) The Garou can feel the "aura" of an area and determine if it is healthy or blighted.") to extremely specific facts ("There is an underground spring which channels Gnosis into topsoil. the source of an area's pain .or the reason for its health . Taught by: Eshtarra Book: RatH Faerie Light (Fianna Rank 1) With this Gift. a Fianna can create a wisp of ghostly light. the sickness of pollution or the robust energy of an unspoiled piece of wilderness. the difficulties of all Social rolls are reduced by one for each success for the remainder of the scene. This Gift is taught by an Ancestor-spirit. Whether or not he can entertain people still depends on the regular rules for Performance. System: The Garou rolls Wits + Enigmas against a difficulty of 6. The amount of information that is revealed is left to the Storyteller and can vary from vague feelings ("The land doesn't feel well. in which case the Faerie Light remains in effect for an entire scene. Some Fianna like to use this Gift to make their eyes flash green or blue. his statements and arguments are imbued with meaning or credibility. note or step as if he'd created the piece himself. unless a Gnosis point is spent. Ragabash love to create tricks with Faerie Light. In some instances. If successful. For a brief instant."). System: The Garou rolls Charisma + Subterfuge (difficulty 6). it starts automatically whenever the Fianna hears a song or sees a dance.arsimagica. or faint blue in color. This Gift is taught by marsh spirits and faeries. The Gift lasts for one turn per success. Primal Song (Fianna Rank 1) The Fianna ingratiates himself with strangers by seeming to know all of their songs and dances. as if it has been poisoned.may reveal itself to the Garou through the use of this Gift. If successful. making the land productive and fertile. usually white. A Songbird-spirit teaches this Gift. Persuasion (Fianna Rank 1) This Gift allows a homid to become more persuasive when dealing with others. She can direct the glow to move.

Ceridwen's Blood (Fianna Rank 2) Blood has a power within it. With this Gift. of course. This Gift is taught by a Toad spirit or Plant spirit. the Gift-user suffers a number of wounds equal to the amount healed . domestic beer.pl Resist Toxin (Fianna Rank 1) The Fianna have long engaged themselves in the concoction of a variety of recreational liquids.net/cgi-bin/cgiwrap/eccles/sg. while five successes can create a high quality imported beer. When the effects of the alcohol wear off. Sense Fae (Fianna Rank 1) As the Fianna have acclimated themselves to their new surroundings. but he benefits from an amazing lucky sreak.she cannot soak this damage. This Gift allows the Fianna to detect fae beings. 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. The player can reroll any failed rolls involving defensive actions including Dodge and Stamina soak rolls. the Garou can mystically transform a pitcher of any liquid into an alcoholic substance. Taught by: Spirits-spirit Book: Wild West Companion 2 of 9 09/04/2005 2:35 AM . during which he may take no other action. a Fianna can tap the life-force within her own blood to restore a fallen ally. Drunkard's Luck (Fianna Rank 2) In a drunken stupor. A Spirits-spirit teaches this Gift.Fianna http://www. they have also created relations with the fae of the New World. The Garou can detect fae nature at a distance of five meters per success. They very quickly learned how to adapt . she must suffer the wounds she heals. System: No roll is required. although she will only take non-aggravated wounds in exchange. but the Fianna must concentrate for one round. The Gift does nothing for hangovers. and can heal many Wyrm toxins. Taught by: Dream-spirit Book: Wild West Companion Brew (Fianna Rank 2) The Fianna are renowned for their ability to drink liquor. One wound level is healed per success. A botch creates a brew that induces massive hangovers (-1 penalty for the entire next day).in the interests of continued partying. the Fianna stumbles into the clear despite impaired reflexes. fine vintage champagne or a top-shelf liquor. the Fianna walks away from fatal accidents and hazardous situations with the assistance of this Gift. With this Gift. The Fianna can heal aggravated wounds by spending a Gnosis point. The Storyteller may also allow the character to avoid hazards that he could not normally detect. low-budget wine or mediocre tequila. only one success is required. by doing so. In this stae. This Gift can surreptitiously inebriate unsuspecting targets. System: The Gift activates automatically when the Fianna consumes enough alcohol to render him drunk. With Brew. System: After spending a Gnosis point. many of them distilled from deadly substances. System: The Garou rolls Stamina + Survival (difficulty 6). This Gift is taught by spirits allied to Stag. A Dream-spirit teaches this Gift. The player must roll Perception + Enigmas (difficulty 7). The number of successes determines the quality and potency of the concoction. This Gift does not guarantee a friendly reaction from any fae creatures that it reveals. However. he loses three dice to all of his actions (more if he continues drinking). Where a sober Garou would hesitate and take a mortal wound. However.arsimagica. the Gift deactivates. such as falling debirs or surprise attacks. A Grain-spirit teaches this Gift. Part of this legend stems from their ability to make it. the player rolls Wits + Medicine (difficulty 7). the Garou takes no damage from poisons or diseases of any sort. One success can create cheap.

Failure means that the character cannot hear any plants. She may then reroll any failed or botched roll. The effects last for one turn per success. 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.Fianna http://www. System: The Garou spends one Gnosis point.net/cgi-bin/cgiwrap/eccles/sg. a Garou can find helpful or medicinal plants. Mundane effects include finding four leaf clovers. This Gift is taught by a Banshee (or Bean Sidhe). Additional successes increase the range by one mile per success. System: The Garou spends one Gnosis point and rolls Wits + Expression (difficulty of the victim's Wits + Alertness). A single success enables the character to locate the desired herbs or plants within a mile of her location. must make Willpower roll (difficulty 8 for foes. friend or foe. The howl can strike fear even into the heart of the undead. such as crickets and frogs. roots or bark even in poor areas such as deserts. 6 for friends) or run in terror for one turn per success. Other minimal.for surely such a noise is Death himself walking the valleys. although the Garou won't have a clue what the target thinks she is saying. This Gift is taught by a Banshee. must make a Willpower roll (difficulty 8 if the Garou's foe. although beneficial. Howl of the Unseen (Fianna Rank 2) The Fianna have strong ties to the Umbra. This Gift is taught by the spirits of animals that make loud noises but remain unseen. This Gift is taught by a faerie spirit. All who hear the howl. System: The Garou must spend a Gnosis point to activate this Gift.pl Glib Tongue (Fianna Rank 2) The Garou is mystically able to make whatever she says be what the target wants to hear. friends or foes. ululating howl like the wail of hundred ghostly mourners. a woeful spirit of the dead. System: The player spends a point of Gnosis and rolls Perception + Performance. This Gift is taught by a Trickster spirit. bills lying on the sidewalk. Such plants might be healing herbs. while a botch leads the character to harmful herbs or plants. effects may occur at the Storyteller's 3 of 9 09/04/2005 2:35 AM .arsimagica. a Death spirit whose task is to mourn and foretell. Consider timing the player as he speaks for five seconds (if he speaks too fast and you can't understand what he says. The Storyteller is free to determine how much the Garou can say in one turn. This Gift is usable only once per scene. Alternative Versions From: WW:tDA (Fianna Rank 2) The werewolf may throw back his head and unleash a long. System: The player spends a Gnosis point and rolls Charisma + Intimidation (difficulty 6). 6 if a friend) or flee in terror for one turn for every success on the werewolf's Charisma + Intimidation roll. 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. Luck of the Irish (Fianna Rank 2) This Gift gives the Fianna a supernatural streak of luck. Anyone who hears the howl. plump sleeping rabbits waiting to be caught for supper and minor fortunate coincidences. and peasants who hear it even from afar cross themselves . substances used in rites or tubers and other plants that provide needed sustenance. and his voice will be heard on both sides of the Gauntlet. System: The Garou spends one Gnosis point. Herb Call (Fianna Rank 2) Through singing or chanting. The song causes the plants to resonate from the music so that the Garou can locate them by following the sounds. Whatever the Garou says. then neither can anyone listening). will be heartily agreed with. He may speak or howl for a full turn. even gibberish.

or an alpha to bow to the will of his omega.Fianna http://www. By speaking our harshly against or satirize someone who is Wyrm-tainted. The player spends one point of Willpower and rolls Manipulation + Expression. St Herve once preached to a wolf that had eaten the ox he used to plough with. although if the Fianna continues her lecture and spends another point of Willpower. Taught by: Boar spirits Book: WW:tDA Cairbre's Tongue (Fianna Rank 3 . lending him even more strength than usual during his fury. It can convince a town mayor to clean the shoes of a homeless person. including hidden passsageways and the like. Things deliberately hidden. This Gift is taught by faeries and Fianna ancestor spirits. This Gift is taught by a Boar-spirit System: The Fianna spends a point of Gnosis as he mixes the draft. beer. It convinces a leader of any sort that his status is incorrect and rather that he should serve those whom he rules. whoever has the most Willpower wins. this potion drives the drinker into a beserk rage. they wanted to. results. but many Ragabash also use the draught to wreak havoc in the household of an enemy by serving it to their foe's loyal retainer. Each success after the first continues this effect for one day. Once drunk. and the wolf was so ashamed that he agreed to plough in the ox's place. she gains an additional dot in Strength and Stamina.net/cgi-bin/cgiwrap/eccles/sg. and mischief-minded Fianna now use this carnivalesque Gift to create similar. 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. Effectively it becomes a bidding war between the victim and the Fianna. unfortunately. whether obscured by brush or dropped down a mineshaft. the Fianna transforms the drink into a potent elixir. the victim must continue to resist. Taught by: Squirrel-spirit Book: Wild West Companion St Herve's Folly (Fianna Rank 2) According to an old folktale. The Gift is taught. Sense Secrets (Fianna Rank 2) Centuries of association with the fae people have taught the Fianna the nature of secrets. Garou and other supernaturals may resist this Gift by spending one point of Willpower. A simple success convinces him to engage in ridiculous acts of subservience to gross lessers. But they also learned a lession from it. One success detects cursory or slipshod concealment. only to its existence. System: The player rolls Perception + Enigmas (difficulty 8). The eleixir remains potent for a day (the Fianna may increase the duration by one day for every extra Gnosis point he expends during mixing). the possessor of this Gift will cause the Wyrm-taint to appear as splotches on his target's face. lowering the target's Appearance. 4 of 9 09/04/2005 2:35 AM .Songkeeper) This Gift was used by the ancient songmaster Galliard Cairbre to show his people the corruption of Breas the Beautiful. such as tumbleweeds pulled across a cave's mouth. The Fianna often use this Gift when alone and making a desperate stand. difficulty 8.arsimagica.but for the duration of the frenzy. Every success improves the Fianna's sensitivity. Once quaffed. Herve for this. by an ox spirit. ale or mead. five successes detect the presence of the most painstaking obscurement.pl whim. System: The Fianna must have a chance to lecture the ruler on why he is incorrect in his position. The Gift gives no indication as to the nature of a secret. make their presence known to the Fiann. the draught drives the drinker into a beserk frenzy . A Squirrel-spirit teaches this Gift. If the Fianna didn't murder St. though more pleasing.

The secrets of this Gift can be learned from an earth-spirit. a large rock.part of an energy web that crisscrosses the planet . though they are favourably disposed to the Garou (except on a botch .nothing else.20 seconds). wherein Lleu Skillful Hand was nearly murdered by his rival Goronwy and sought retribution. nothing happens. what they do is entirely up to the Storyteller System: The Garou spends one Gnosis point and rolls Manipulation + Occulty (difficulty 8). The victims of this Gift find themselves following false trails. for Lleu hurls the spear straight through the stone and right through his foe. Each extra Gnosis point spent over the base amount increases the faerie's raw power. Any attempt to track the Garou must follow a successful Perception + Occult roll (difficulty 8). If the roll succeeds. Lleu's Spear (Fianna Rank 3) The name of this Gift derives from a tale of the Welsh. then roll Manipulation + Performance against a difficulty of the opponent's Willpower. The Fianna may bring others with them into the spirit realms by this Gift. The Fianna may invest a spear with supernatural piercing power.Fianna http://www. System: The Fianna concentrates with spear in hand for a full turn. The Fianna slowly fades from view and appears in the Penumbra. the player rolls Wits + Occult (difficulty 7). then she loses a point of Appearance for every success as incriminating blotches spread across her face and body. these dice may be split between the Dexterity + Athletics roll to his his 5 of 9 09/04/2005 2:35 AM . or the target is not Wyrm corrupted. 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.but it does Goronwy no good. These marks last for a scene. System: After spending a Gnosis point. Taught by: Faerie Book: Damien Faerie Kin (Fianna Rank 3) The Garou can call one of more faeries to aid her. makes a Willpower roll (difficulty 8).pl System: The Garou using this Gift must spend a Gnosis point. System: No roll is required for this Gift . So it is with this Gift.the Garou simply has to spend the time to travel around the feature three times (usually about 15 .the Fianna can disorient world-be trackers or hunters. but asks if he can hold a stone between himself and the spear (for it was a woman who compelled him to attack Lleu). 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. Faerie Gate (Fianna Rank 3) The Fianna are known for their interactions with the Fae.Gaia help the Garou who botches this one). striking with more strength and accuracy than one might expect from a mighty Crinos. making wrong turns or walking in circles.arsimagica. and Lleu will throw a spear at him just as he had thrown his spear at Lleu . and the target is Wyrm-tainted. Ley Lines (Fianna Rank 3) By manipulating ley lines . Lleu agrees . This roll must exceed the Gift user's successes to be successful. and spends a variable number of Gnosis points. but Lleu claims that Goronwy must stand where he stood. The Garou cannot spend Rage for extra action while using this Gift. etc). If the roll fails.net/cgi-bin/cgiwrap/eccles/sg. while extra successes increase the faerie's numbers. Each Gnosis spent grants the Fianna two additional dice for the spear's throw. a pond. Goronwy finally agrees to his fate. The faeries are not under the Garou's control. The user's trail simply disappears. and this Gift is one of the more beneficial outcomes of that interaction. Goronwy asks if gold or land will satisfy the debt. Whether a feature is significant enough for the Garou to use it to make the Gate is up to the ST. This Gift is taught by an ancestor spirit.

With practice. Successes Duration One 5 minutes Two 10 minutes Three One Scene Four One Story Five Permanent Sense the Unnatural (Fianna Rank 3 . it will last a length of time according to the chart below. but only those 6 of 9 09/04/2005 2:35 AM . not wood). Taught by: Ancestor spirits Book: WW:tDA Oaksong (Fianna Rank 3) By using this Gift.net/cgi-bin/cgiwrap/eccles/sg. a Garou can communicate with inanimate objects made of wood or some other organic substance (ie: something that was once alive). etc.thus trees may become shelter. The sensations and images constitute the "answer". etc). or any other missile attack. The Gift functions only on a spear's throw.Tuatha de Fionn) The Tuatha de Fionn have long delved into magic and have gained the ability to sense its presence. For example.pl target. the musty odour of bear spoor and the image of crowded undergrowth and towering pines. The player spends a point of Gnosis and rolls Perception + Enigmas (difficulty 7). buck antlers become spears.arsimagica. Each success allows the character to formulate one question and direct it to one item. the Wyrm. the spear need not be metal-tipped. spirits. it cannot be used to augment a blow made in melle. while a botch provides the Garou with false or garbled information. 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. 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 Garou can sense any unnatural presence and determine its approximate strength and type. wraiths. The objects do not actually speak. to the damage roll (normally Strength + 2). this Gift proves very effective at placing a six-foot wooden stake through a vampire's black heart. Additional successes allow the character to ask more questions (on a one-for-one basis) or else ask the same question of different objects. 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. 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). The item will in some way resemble the object from which it was created (the spear is made of antler. However. but the Garou can sense their thoughts as images or sensations. animal hides become armor. The created object is not necessarily permanent. or even spent to increase the spear's effective range (by twenty yards per dice assigned).Fianna http://www. Expending a Gnosis point allows a created weapon to inflict aggravated damage (this effect is not permanent unless a permanent Gnosis point is spent). No successes indicate a simple failure of the Gift. 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. 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 . This will detect vampires. and flowers become perfumes. supernatural presences can include: magic. 8 to turn a plank into a floatable raft.

for the remainder of the scene. In the end. the more information is gained. a creature of the Otherworld in Celtic lore. these werewolves exist to be murdered. and are not protected by the Veil. This Gift allows the Fianna to play the part of Airitech. including Kinfolk. she is immune for the duration. or give them the instincts that Garou have. had three daughters who took on the shape of werewolves. understanding the information might require an Intelligence + Occult roll (Storyteller's option). Taught by: Ancestor spirits Book: PG3e Balor's Gaze (Fianna Rank 4) One of the Garou's eyes begins to glow a baleful red.net/cgi-bin/cgiwrap/eccles/sg. foes who are already Crippled are effectively Incapacitated.pl with Humanity scores below 7. This Gift is taught by any spirit servant of Gaia. 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. They do not receive any of the benefits of the Crinos form. System: The Garou spends one Gnosis and one Rage point. Thereafter. On the downside. up to a maximum of three.before marching off to battle. Each success will turn all humans affected by the Gift into werewolves for one hour. Its stare is horrifying. any magic becomes much easier and trods open up to the Fianna as if they were Kin.arsimagica. the Fianna is effectively one of the Fae .the components of which caused a frenzy-like state . Each success subtracts one die from her opponent's pool as the woadling dances and prances around the target.Fianna http://www. Airitech's Daughers (Fianna Rank 4) Airitech. System: By spending a Gnosis point the Fianna undergoes this change. by forcing the visage of a Crinos werewolf onto (at most) three humans. but they make fine decoys when being hunted by the Wyrm. However. The Gift is taught by an ancestor spirit. Faerie Blood (Fianna Rank 4) The Garou can temporarily transform his blood to that of the Fae. 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. It doesn't make them stronger. even though the foe takes no actual wounds. before rolling Stamina + Subterfuge (difficulty 8). those creatures who prey on blood. If a foe successfully resists. The Gift lasts for 7 of 9 09/04/2005 2:35 AM . System: Each painting can create one woadling that costs one Gnosis point to animate. they were slain. System: The Garou rolls Perception + Enigmas (difficulty 6). System: The player spends one point of Rage for each human he wants to turn into a werewolf. The woadlings vanish (and must be repainted) after the Gift ends. Each time the player creates a woadling. however.they are immune to silver (although cold iron is as dangerous). do not cause Deirium. she should roll Dexterity + Occult (difficulty 6). They may. Like Airitech's Daughters. This Gift does not work on anyone by moral humans. After painting the woad on their bodies. receive a bonus to Intimidation rolls. such as vampires. ghouls and sorcerers. Nearby Changelings may notice this alteration and the Garou may also notice them. The Fianna can release only one woadling per turn. The more successes rolled. the change is largely cosmetic. but cold iron has many of the same effects. While this Gift has been invoked. He then rolls Perception + Occult (difficulty 8). Woadling (Fianna Rank 3) The ancient Celts would paint their skin with woad . This Gift is taught by a Pain spirit. The Fianna carry on this tradition and take it even further. This Gift is taught by Fae closely associated with the Fianna. A stag-spirit can teach this Gift. may also notice (and be interested in) this change. Such a foe is treated as Crippled (-5 to actions) for the scene. causing wracking pain in any being who meets its glare and whose resolve falters. Silver is not inherently dangerous to the Fianna. they can bring the paintings to life to harry an opponent.

the amount of Strength an intruder must possess in order to break through the magical barrier as per the Feat of Strength maneuver. The effect lasts as many hours as successes. System: The Garou spends one Gnosis point for each 10-foot area to be covered by the illusio and rolls Intelligence + Expression (difficulty 6). Taught by: Eshtarra Book: RatH Phantasm (Fianna Rank 4) This Gift creates a static illusion with full visual. or that someone buried a body beneath the tree.Fianna http://www. Each success adds one die to each of her packmates' Dice Pools. the embattled Garou double their efforts to defeat the foe. Troll's Bridge (Fianna Rank 4) The Garou can set up a temporary fortress. By chewing on the bark from a tree. Enemies must direct all of their strength in order to break the barriers created and must each work individually.pl one scene. a Garou can mix dandelions from a meadow into a salad which she eats. Driven by their packmate. the character actually learns the most important (to Garou standards) thing or things that happened within the area.arsimagica. The information provided will be as pertinant as possible. The number of successes + the Willpower of the Garou is the Defensive Factor of the lair. auditory and even tactile and olfactory components. as a result. spend two Gnosis points and allocate at least two dice for singing each round. 8 of 9 09/04/2005 2:35 AM . Each intruder that does break the wall lowers the Defensive Factor by one.net/cgi-bin/cgiwrap/eccles/sg. the Garou can sense things that happened in the immediate vicinity in the past. although a relatively enclosed area. Despite the name. Strengths may not be added up to defeat the barrier . For instance. Song of the Dire (Fianna Rank 4) The Fianna sings a battle song to empower her comrades as she enters a fray. The fortress must be created around the Garou and they cannot leave its confines. System: The player spends a point of Gnosis and rolls Perception + Empathy (difficulty 7). 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. Lore of the Land (Fianna Rank 4) By eating.each enemy must be alone. Warp Spasm (Fianna Rank 4) Many tales of Cuchulain state he would glow in combat. such as in a gully or a thick grove of trees does help. The Garou must keep singing throughout the contest. most often information that the Garou can act on. This Gift is taught by Trickster or Illusion spirits or even by faeries. System: The player spends two Gnosis points and rolls Manipulation + Performance (difficulty 8). The Black Spiral Dancers have learned to turn tail and flee upon hearing the lyrics of this dread Gift. she realises that a group of hunters passed through the meadow three months ago. smoking or otherwise taking in a portion of the land. System: The Garou spends a point of Willpower and rolls Wits + Repair (difficulty 6). built from the will of the Garou invoking the Gift. 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 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. to do so she must remain in Hispo form. the number of successes cannot exceed the Fianna's Performance rating. it does not have to be near a bridge. One success gives the character a piece of past information ("A group of men passed through here several weeks ago"). radiating a great heat. At the end of a battle.

he spends on Gnosis point and rolls Charisma + Occult (difficulty 8). difficulty 8 for Wyrm-taint). Wyrm-taint. This Gift causes the user to radiate a tremendous heat. The effects last one hour per success. it doesn't prevent the healed land from being polluted once more. The aura only works while the Fianna is in a berserk frenzy. the Garou retains her normal Strength and abilities. Call of Hunt (Fianna Rank 5) This Gift may only be used once per month. When larger. If the roll to summon is botched. Her hand to hand attacks do two aggravated wounds of damage in addition to regular attack damage.net/cgi-bin/cgiwrap/eccles/sg. This Gift is taught by the Huntsman himself. Each success contributes to the overall recovery of the designated piece of land. This Gift is taught by Fianna ancestor spirits. the Fianna cools off. igniting nearby flammable items and melting metal. or if the Garou fails to join in the Hunt. forest or mountain. after which she will automatically go into a Berserk Frenzy. but may sneak around unnoticed or pass as a "cute little doggie" among humans. while five successes results in the area's return (over time) to a state of unspoiled health and fertility. the Garou gains +3 Strength and one extra Health Level for each 100% increase in size. Even so. System: The Garou spends one Gnosis point and rolls Stamina + Primal-Urge (difficulty 8).Fianna http://www. 9 of 9 09/04/2005 2:35 AM . Although this is a potent Gift. The Garou may call the Wild Hunt of Celtic mythology down from the sky to harry and slay the evil. another hound will come for each extra Gnosis or Rage point expended. if the threat is not deemed appropriate for the summons. when smaller. System: The player sacrifices a permanent point of Gnosis and rolls Wits + Occult (difficulty 7 for naturally caused damage. All flammable material she touches bursts into flame. One success makes minimal but significant improvements in the target area. poisioning or some other type of environmental disturbance. the rea can be as large as a few miles. This Gift is taught by faerie or a Chimerling. causing the growth of new plant life or purging signs of the Wyrm's corruption from the designated spot. System: The Garou must chant and concentrate for a full hour. The Huntsman and a single hound are always summoned. At the end of the frenzy. the Wild Hunt turns on the summoner.arsimagica. for instance). offering up one's Gnosis to heal a portion of Gaia if often cause for significant rewards of Honour. Earth Heal (Fianna Rank 5) This Gift allows the Garou to help a piece of land recover from blight. 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. System: The Garou spends one point of Rage to activate this Gift. and there must be an overwhelming evil in the area. Afterward. 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.pl women would dump water over his body to cool him down. but must constitute a single terrain feature (a lake.

Plants can even be coaxed to grow out of walls. (Most spirits are happy to do so . his statements and arguments are imbued with meaning or credibility. etc This Gift is taught by any technological spirit. System: The Garou rolls Charisma + Subterfuge (difficulty 6). This Gift does not make plants grow supernaturally fast. Diagnostics (Glass Walker Rank 1) At a glance. If successful. System: The Garou spends a Willpower point and rolls Manipulation + Repair (difficulty 7). System: The Garou rolls Charisma + Subterfuge (difficulty 8).arsimagica. the difficulties of all Social rolls are reduced by one for the remainder of the scene. a typical city building bathed in the smog of passing cars might be 6 or 7. A Spider-spirit teaches this Gift. The Glass Walker's control lasts for the duration of the scene. He then rolls Charisma + Science (or Herbology) against a difficulty dependent on the toxicity of the area. System: The player spends one Willpower point and must come in contact with the rope she wishes to 1 of 12 09/04/2005 2:36 AM . the plants can use artificial substances such as concrete and plastic for soil.pl Gifts for Glass Walker Tribe. and the player may subtract any successes on the Perception + Crafts roll from the successes necessary to fix the device. as long as they are nurtured during the process. Levers flip.net/cgi-bin/cgiwrap/eccles/sg. If successful. he must place the seeds in cracks within the surface. An abandoned lot might by 5. et al). System: The player rolls Perception + Crafts to determine the problem. From a simple string to a noose. However. 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.they don't want to be junk!) The time to fix the device is halved. He can then enlist the aid of the machine's spirit in repairing the faulty device. Any technological spirit can teach this Gift. This Gift is taught by an Ancestor-spirit.City Farmer) The Garou can cause plants to take root and grow in places where it is usually impossible for plants to grow. doors unbolt. They dig their roots in and grow. This Gift is taught by plant spirits. the difficulties of all Social rolls are reduced by one for each success for the remainder of the scene. screws unscrew. System: The Garou must plant seeds in the area to be fertilized. any rope obeys her every wish like a well-trained snake.Glass Walker http://www.Glass Walker Agro Culture (Glass Walker Rank 1 . the Glass Walker can tell what is wrtong with a machine.Iron Riders) The Garou can perform simple tricks with any length of rope she is touching. pulleys roll. This Gift is taught by an Ancestor-spirit. Control Simple Machine (Glass Walker Rank 1) The Garou may speak to the primal urban spirits in the simplest mechanical devices (no electronics. it simply gives them a chance for life where none existed before. She then spends one Gnosis point as the Garou mentally convinces the spirit of the device to aid her in fixing it. causing them to operate or shut down as he sees fit. The plants must still be tended to and watered. Rope Tricks (Glass Walker Rank 1 . 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. If this is a concrete wall. while an oil spill site might be 9.

anyone can tell at a glance that it's obviously been used before . The effects are permanent. System: The player spends a Gnosis point and rolls Intelligence + Crafts.pl control. Again. the rope writhes and dances at her command. This Gift is taught by a Hearth or Forge spirit. System: The player rolls Wits + Enigmas (difficulty 7). change his eyes to detect UV 2 of 12 09/04/2005 2:36 AM . and few people can afford to lose even one. This Gift allows the Warder to make a brokem. The Garou cannot use this Gift to harm an opponent directly. a good roll can even make a flawed creation superior to when it left the forge. through studying his own senses and the tools of science. usually the leader of a group or the emotional context of an otherwise poker-faced contact.it is once again in good shape.Glass Walker http://www. but it can be used to injure opponents indirectly ("I'll shoot the rope that's holding the chandalier over his head!"). Taught by: Shantar Book: RatH Trick Shot (Glass Walker Rank 1) This Gift. as though lovingly maintained since its creation. The difficulty is determines by the Storyteller. Although the item doesn't precisely become new . may alter his sensory perceptions to those of a machine. For the remainder of the scene or until she loses contact. This Gift is taught by Informational Geomids. It allows the Garou to execute brilliant feats of sharpshooting. this Gift does not allow direct damage to targets ("I'll shoot him between the eyes!"). THe Garou can discern which individual in a group really holds power or whether someone is acting under duress. once an acquired taste.net/cgi-bin/cgiwrap/eccles/sg. The more successes.Warders) The tools of man have great value in a world that resists shaping. System: The player adds the character's permanent Glory rating to his dice pool when performing a really outlandish shooting trick. worn. the better the condition of the item. cracks mend. difficulty 6. 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. Thus.wood becomes hale.arsimagica. such as shooting a weapon from an opponent's hand or firing down the barrel of an enemy's gun. notches vanish. pistols or revolvers. he can change his hearing to detect radar. rotted or dulled tool like new once more . and he can use Trick Shot only with rifles. has undergone a recent surge in popularity. Taught by: Air spirits Book: WW3e Cybersenses (Glass Walker Rank 2) The Garou. Smith's Blessing (Glass Walker Rank 1 . The Gift affects only one rope at a time and every new contact requires another Willpower point. however. System: This Gift is invoked on a successful roll of Perception + Science. Air-spirits teach this Gift. 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. Each success allows the character to unconver one basic behind-the-scenes fact.

etc. dogs and other domestic animals with his presence.Warders) This unassuming and yet highly useful Gift allows a Warder to preserve food at the peak of its freshness. A red-hot crowbar can be a very effective weapon.arsimagica. Taught by: Snake spirit Book: PG3e Gift of Salt (Glass Walker Rank 2 . 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 Glass Walker must spend one Gnosis point and successfully roll Intelligence + Repair. Metal heated in such a way can be forged. System: The Glass Walker must don a crown of some description. The Warders use this Gift often. metal or earth elementals. Two successes enable it to work for one scene. while three or more successes indicates that the item has been permanently repaired. Touching heated metal causes one aggravated. unsoakable Health Level of damage per round. This Gift is taught by any technological spirit. Garafena now offers his blessings to any Garou who wears his mark. This Gift is taught by a snake spirit. Taught by: Salt spirits Book: WW:tDA Heat Metal (Glass Walker Rank 2) Glass Walkers . even on fruit.who understand the workings of science and spirits alike . For the rest of the scene. any guns fired by the Glass Walker will never run out of ammunition.can mystically excite the molecules within metal. The only drawback is that all food preserved in this manner takes on a slightly salty taste (as if dusted with tears) . The number of successes equals the number of rounds the metal stays heated. 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. Thereafter. One success allows the character to repair the targeted item so that it functions for one turn. This Gift is taught by a Salt-spirit System: The player spends a Gnosis point for each 20 pounds of food to be preserved. that he might enjoy its bounty year-round. This 3 of 12 09/04/2005 2:36 AM . Glass Walkers learn this gift from fire.net/cgi-bin/cgiwrap/eccles/sg. much preferable to the usual flavours of mould and rot. A recent Gift that has only been known since 1998. The food remains fresh and insect-free for one month per success. The player then spends one Gnosis. he substitutes a Perception + Science roll for any Perception rolls involving the new sense(s). not only to assure that they have a supply of food that won't offend their acute senses. or even a scrab of fabric wrapped around their head will do. The effect lasts for a scene. System: The Garou spends one Gnosis point per sense affected.Warders) Even the gentlest Warder unsettles horses. and rolls Intelligence + Herbalism (difficulty 6). and heating the exterior of a gasoline tanker can have explosive results. 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. System: The player rolls Intelligence + Repair (difficulty 7). molded or used to sear flesh.but most folk consider this aftertaste. but also to help maintin the health of their Kin.Glass Walker http://www. Mask the Predator (Glass Walker Rank 2 .pl emissions or radiation. a hate. barring excessive use or subsequent damage.

this power is ineffective against wolves. This Gift is taught by money spirits. the Warders have had little luck in winning the confidence of their wild relatives. The time taken is the same as the time to travel through the Gauntlet. A botch on the Gnosis roll sends the Garou catapulting into the unknown.) 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. a Glass Walker with this Gift can travel along the phone lines that span the globe. although few Garou will change dollars into pennies at a loss. Phone Diving (Glass Walker Rank 2) By invoking this Gift and calling upon his ability to step between worlds. chronicles should adjust the following chart to the closest equivalent foreign currency. Success means that animals treat the Warder as if he was an ordinary human for the duration of the scene.pl Gift allows a Warder to temporarily hide his presence. This Gift is taught by the spirit of any domesticated animal . (Storytellers of non-U. It doesn't matter what the money already is. 4 of 12 09/04/2005 2:36 AM . System: The player rolls Charisma + Animal Ken. If too much of this mutant money hits the market too quickly. since it tends to attract the attention of other supernaturals who are concerned with money (such as the mage Syndicate). allowing him to ride horses or work with dogs as if he were an ordinary man. This Gift allows a Warder to temporarily hide his inner Rage. voicemail and modems prevent this Gift from working. System: The Garou spends one Gnosis point and rolls Charisma + Politics.arsimagica.answering machines. but even if the receiver is replaced in that time. The amount of money changed depends on the number of successes.S.net/cgi-bin/cgiwrap/eccles/sg. The number must first be dialed and physically answered . there will surely be supernatural retribution from other parties. System: By spending a Willpower point and then making a Gnosis roll (difficulty of the local Gauntlet). However.Glass Walker http://www. 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.a face that has earned the Warders much derision among other tribes. the Garou can travel from their current location to wherever their call is answered. The difficulty depends on the final desired denomination. the Gift is still successful.

Iron Riders) With this Gift. Once the object is successfully absorbed. This Gift is taught by metal or earth elementals.pl Power Surge (Glass Walker Rank 2) By speaking with the spirits of electricity. the Garou is able to continue to use the item in a spiritual form . while an unsucessful attempt will leave the Garou coughing and gagging at the object now lodged in the mouth or windpipe. 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. System: Any object to be consumed must first be invested with some spiritual essence via the Talisman Dedication ritual.swallowed binoculars would only have the same magnification as they did before being used in the Gift. Shots fired beyond her normal maximum vanish from her gunbelt or satchel. System: the Garou must spend one Willpower point and roll Stamina + Science (difficulty 7). whereas a PDA might be difficulty 9.thus only objects which can fit within even the generous mouth of a crinos form are able to be affected by this Gift. bullets fired from an absorbed gun would have the same forensic fingerprint as if the Garou had used it in hand.an item with a simple function like a knife or key would be difficulty 5.they are somehow writing with a finger. One success is a single circuit.a sharpened stick or a fire would not be proper components. This Gift is taught by an electricity elemental. they also work within the Umbra as they would in the Realm. etc. but they must be able to close their mouth around it . 5 of 12 09/04/2005 2:36 AM . Once absorbed.arsimagica. the Garou using absorbed objects does not have the object in hand . a pen can still be used to write . Reload (Glass Walker Rank 2 . This Gift only affects crafted and created items . A Metal-spirit teaches this Gift. Consumption of Machine Essence (Glass Walker Rank 3) This Gift allows the Garou who posesses it to consume the essence of some form of Weaver technology. Once objects have been affected by the Gift. or pointing at someone and yelling Bang. Each success adds one to the Garou's soak dice pool. If a roll would normally be required to successfully use the item. where they eat the object while activating the Gift. and thus gain a measure of its power and abilities. two for an entire house or storey and so on. For the rest of the scene.they do not literally need to chew and swallow it. for instance) at its normal difficulty. The effect lasts for one scene or until the Garou decides to convert the metal back into fur. the Garou suffers a +1 difficulty to all Social rolls (except among Glass Walkers) and Dexterity rolls. that roll still applies (Dexterity + Firearms. the Garou must be able to consume the item . the Garou spends a point of Gnosis and rolls Wits + Primal Urge at a difficulty depending on the complexity of the item . The Garou must literally consume the item . the Gift reloads the weapon automatically with shells or shot she carries on her person. the Garou does not need to take time to reload her firearm. As stated.net/cgi-bin/cgiwrap/eccles/sg. While this Gift is active.but the Garou need only touch the item to be affected.Glass Walker http://www.an absorbed key can be used to unlock its matching door. The area blacked or browned out depends on the number of successes rolled. The objects behave as they would in life . System: The Garou need spend only one Willpower point and have the appropriate type of ammunition on hand.successfully activating the Gift means that the object is absorbed. To activate. her gun remains loaded until she runs out of reserves. System: The Garou spends one Gnosis point and rolls Wits + Science (difficulty 7). To the outside observer. The Garou must take the object into the Umbra. the Garou may cause a blackout over a wide-spread area. the Garou must spend a willpower point to use it.

System: The Garou spends one Willpower point and rolls Manipulation + an appropriate skill (Computer.Iron Riders) The Iron Rider can channel her Rage into an electrical charge. By focussing her attention on a single computer. metal or water). With this Gift. the Garou can get the elemental to perform one "favor" for her. video games. as long as the Garou keeps her target in line of sight. System: For every Rage point the player spends. This can include the manipulation or even destruction of the elemental's housing . et al.pl Although the object is absorbed. the Garou must still make all the appropriate rolls to manipulate the computer. While this Gift allows remote access. System: A successful Wits + Computer roll (difficulty 7) plus the expenditure of one Gnosis point establishes contact with the computer.arsimagica. much as a cracker copies protected files). a glass sheet might explode at the Garou's enemies. alter security clearances. The Garou can expunge an absorbed object only within the Umbra. transmit false data or simply print a document. Data Flow (Glass Walker Rank 3) The Glass Walkers originally developed this Gift as a "remote control" for new electronic devices. Electronics) against a difficulty ascertained by the Storyteller (usually 8). System: The player must roll Intelligence + Repair (difficulty 8. The closer the theory is to the laws of Science.. System: The Garou rolls Charisma + Subterfuge against a difficulty of the elemental's Gnosis. thereby controlling cars. modified by Storyteller whim). she can shock opponents whom she is able to touch or who are in contact with a conductive material (e. cables might coil around the Garou's opponents.the material form is destroyed as part of the Gift. she can maintain contact with the machine. Science. This control lasts for the duration of the scene. She can order it to erase its memory.thus a metal vault door might unlock itself. aggravated wounds on as many Garou (or fewer). An electrical spirit or the even more complex computer spirits can teach this Gift. This Gift is taught by any urban elemental. 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. A Lightning-spirit teaches this Gift. it still counts towards the maximum number of objects that a Garou can dedicate with the Talisman Dedication ritual. and it is expelled in a spirit form only . calculators. A Gnosis point must be spent to alter the material so that it will work as the Garou intends. a Glass Walker can take control of that machine from across the room. 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.Glass Walker http://www. this Gift gained a whole new utility. Elemental Favour (Glass Walker Rank 3) By cajoling a nearby urban elemental. etc. Lightning Rage (Glass Walker Rank 3 .g. As the computer gained importance. the Glass Walker can use pseudo-science to create minor gadgets and devices to get him out of a fix. the more likely the Gift can fool reality for the few necessary moments. she can inflict three soakable. Invent (Glass Walker Rank 3) By invoking this Gift. The Gift is taught by a Net-Spider (the knowledge is sometimes stolen from the spirit.net/cgi-bin/cgiwrap/eccles/sg. Taught by: Lightning-spirit Book: Wild West Companion 6 of 12 09/04/2005 2:36 AM . computers.

except it distorts what others discern through sight or memory. 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. both participants are bound to the terms of their agreement. and have learned this Gift to take advantage of that talent. System: The player spends a point of Gnosis and rolls Manipulation + Enigmas (difficulty of the victim's Willpower).Glass Walker http://www. From then on. A Warder with this Gift can utilise any man-made weapon as if he were fully trained in it from childhood. An ancient and obscure tongue such as Etruscan. Multiple people may be bound to the Glasswalker by the same contract. 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. if the contract also contains requirements for the Glasswalker in the deal. weaver technology can fails for them and so on. the Garou spends a Gnosis point.pl 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. then they will suffer an ongoing curse .they merely need to know of the requirements and accept the payment. This Gift is taught by a Raven-spirit.Warders) This Gift allows the user to read or write any human language encountered. The exact details are up the GM. However.net/cgi-bin/cgiwrap/eccles/sg. A common modern language such as Spanish is difficulty 4. or may be delineated in the contract itself. no matter how ancient or obscure. this Gift is particular popular among lupus. Taught by: Weaver spirits Book: Damien Weaponmaster (Glass Walker Rank 3 . Galliards often use this Gift when translating ancient texts to revive old legends or compose new songs for Moots. Each success allows the character to alter one visual or remembered perception for her victim. When using any weapon. the granted expertise is automatic.other deals may sour. 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. The effect resembles that of the Gift: Mitanu's Deliberate Misinformation. It is not necessary for the target to agree to the deal . or suffer the consequences.Warders) Over the past few centuries. no matter how many modifiers may 7 of 12 09/04/2005 2:36 AM . If either break the deal. In addition. This Gift is taught by a War spirit System: No roll is necessary. The Warders have great respect for this talent for war. System: After spending one Willpower point. and gnosis must be spent to activate the Gift. no matter how unfamiliar. as appropriate) or his Gnosis pool. the Warder's attach dice pool is squal to the total of his Dexterity + Melee (or Archery. The obscurity and relative age of the language determines the difficulty. rather than through what they hear.arsimagica. whichever is higher. but each new participant must be paid. System: When the contract is sealed by payment (either money or other valuables). Taught by: Shantar Book: RatH Tongues (Glass Walker Rank 3 . they too are bound by this Gift. would be difficulty 8 (the difficulty increases in later years as more time has passed since the death of the most ancient tongues). The Garou 'pays' something of value to the other participant in the contract and the contractee is bound to fulfil the agreed deal. the player rolls her Intelligence+Linguistics. humans have developed a bewildering array of weapons. The number of successes determines the character's fluency with the language.

The amount of information gathered depend on the number of successes. the spirits lie. Camera Eye (Glass Walker Rank 4) The Garou can "film" events simply by looking at them.while they cannot leave the Gauntlet for an hour. they will be hit with the bullet as if it was fired in a straight line. secret tunnels. While the images thus captured can be as artful as any photographic shot. Only single shots will work .Glass Walker http://www. System: The Garou spends on Gnosis point and rolls Charisma + Performance (difficulty 8). 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. a fact that contributes to its eventual obsolenescence. Doppleganger (Glass Walker Rank 4) The Garou may take the exact likeness of a particular human or wolf.rough population. places of note and so on. This Gift is not effective when dealing with firearms. Once there. the character can commune with the spirits of the area. the Garou must spend a point of Gnosis before rolling to step sideways.autofire in not possible. they cannot be altered until they are later transferred to a physical medium. This is taught by a Chameleon spirit. This Gift may only be used in urban areas.Wise Guys) This Gift makes any Glass Walker goodfella a feared opponent. or a spirit of Illusion. on a botch. 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. thus getting an overview or what exists or has happened in the area . Phone Travel lets the Garou step through the phone lines. 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. The effect lasts for one day per success. as the Gnawers have become desensitised to the wilderness. they can move within its structure. regardless of any cover or changes in direction is needs to take.arsimagica. Phone Travel (Glass Walker Rank 4) Much like the level 2 Gift of Phone Diving. Corner Shot (Glass Walker Rank 4 . 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. This Gift lasts for a scene. and then roll Dexterity + Firearms at the normal difficulty.net/cgi-bin/cgiwrap/eccles/sg. or even another Garou. Weaver spirits will ignore the Glass Walker on a roll of Charisma + Science against a difficulty of 7. Any single bullet fired will "home in" on its target. System: The Garou player must spend a point of Gnosis. To avoid the chance of being trapped within the Gauntlet. the Garou must stare at the object and spend a Willpower point. To transfer the images to a viewable medium. This Gift is taught by a Rat spirit to Bone Gnawers and a Cockroach spirit to the Glass Walkers. Possessing this Gift prevents a Garou from being trapped in the Gauntlet . 8 of 12 09/04/2005 2:36 AM . Attunement (Glass Walker Rank 4) By standing in a particular area.pl apply. System: The Garou spends one Gnosis point and rolls Perception + Streetwise (difficulty 6). System: To move onto the pattern web requires the expenditure of a point of Gnosis. the difficulty of his attack roll cannot exceed 8.

Unlike the original Gift. then the Garou is catapulted into the Computer Realm. By concentrating her will upon the individual(s) whom she wishes to communicate with. the same building is 5. stereos blare and printers print out the message. This Gift is taught by Weaver spirits.net/cgi-bin/cgiwrap/eccles/sg. and if the Gnosis roll is botched. This Gift is taught by Pattern Spiders. No Willpower point is spent.arsimagica. such as "run". answering machine or voice mail. System: The Garou spends a Gnosis point and rolls Manipulation + Science. communication devices will project the information at the intended individuals: telephones shout. She may not take living creatures. however. lights flash or plumbing turns on. two or more Garou with this Gift can team up and carry larger items into the Spirit World. Despite its name. the Garou can send communications through any technological device.Glass Walker http://www. System: The Garou spends either a Gnosis. the Garou may travel instantly to the Computer Web. The item lasts a day per success. one block away is 6. the user of this Gift does not emit a beam.well. a Garou cannoy make a gun using this Gift. or when stepping sideways near a known computer terminal in the real world. the Garou must make a Wits + Athletics roll (difficulty 7) to dodge ending up in the wrong place. but she can craft a dagger or hunting knife. One success produces the item desired. other devices can be activated: alarms will go off. System: By spending a Gnosis point and rolling Intelligence + Computers (difficulty 8). The Storyteller may require additional successes to make an item from an inappropriate trait . However. System: The Garou simply steps sideways as per normal. The item may not involve multiple parts or have an overly complex make-up. If the other end of the line is a modem. while additional successes refine its quality and durability. the Gift simply fails. 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. However. If the other end of the phone line is a modem.pl surfing the phone networks until he arrives at his destination. Tractor Beam (Glass Walker Rank 4) The Garou can transport non-dedicated objects with her to the Umbra when she steps sideways. System: The Garou spends on Willpower point for each object brought over to the Umbra. 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. Rage or Willpower. The difficulty depends on the distance to the target: the next room is 4. The Glass Walker can transport other beings with him at a cost of one Willpower point per individual. It must be something she can carry and it must weigh no more than her own body weight. one mile away is 7. one time-zone away (from Eastern to Central Standard Time) is 8. For example. Rage or Willpower point and rolls Dexterity + Repair (difficulty 8 for simple items. If no communication device is present. the phone need not be answered for the Garou to appear. while five successes may allow a reading of the Gettysburg Address. 9 of 12 09/04/2005 2:36 AM . If they fail . 9 for more sophisticated ones). listening to the voicemail or answering machine message will surprise its owner.such as making a child's blanket from a Rage point. One success may only communicate one word. only objects. but chooses to travel down the phoneline. The clarity of the message depends on the number of successes. 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. anywhere in the world (as long as there is a technological device present at the location) is 9. Taught by: Shantar Book: RatH Tech Speak (Glass Walker Rank 4) By mentally interfacing with the Machine.

System: The player must spend a Gnosis point and roll Willpower. the Garou may walk among humans without accidentally evoking the Curse or the Delirium. it can prove quite useful when hunting vampires as well. the cities of the Dark Medieval world are often tarred.pl Calm the Flock (Glass Walker Rank 5) With this power. however. the Glass Walker reconciles the two halves of his being. 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). Needless to say. This allows her to live among humans and maintain a family. provided that the player rolls enough successes to get to or from the Umbra instantly. What's more important is that it allows the Garou to take Rage actions in the same turn that he steps sideways. the more successes. thatched firetraps. Needless to say. This Gift is taught by a fire elemental of great strength. of course. but all creatures with form and nature have something of the Weaver in them. a vampire confronted with writhing tendrils of flame that seem to intelligently seek him out will probably fly into immediate Rotschreck . Upon learning this Gift. The number of successes indicates the number of hours that the effect lasts. and he can summon primal energy and mystic form at the same time. She must remain still with eyes closed and concentrate to maintain control. but can otherwise leap and twist in unnatural fashion the flames can extend up to fifteen feet away from their fuel. 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). Chaos Mechanics (Glass Walker Rank 5) Werewolves pulse with the Wyld's energies. This Gift allows a Warder to direct the inevitable fire. However. do not last for long. This Gift's effects are permanent. such as an inn Four A city block or small keep Five Three city blocks. This Gift is taught by a homid Ancestor spirit. or so the Glass Walkers argue.it would certainly seem as though God Himself were reaching out to strike the damned creature down. the control is lost (but can be regained by invoking the Gift again). The effects. if attacked or otherwise distracted. Successes Radius of Control One Arm's reach Two The entire room Three A medium-sized building. Book: WW3e Command the Blaze (Glass Walker Rank 5 . a castle Six+ An entire city The Warder's consciousness extends wherever the fire is within her area of control. the farther her area of control stretches. difficulty 7. Taught by: Fire elementals Book: WW:tDA 10 of 12 09/04/2005 2:36 AM .net/cgi-bin/cgiwrap/eccles/sg. cities too are said to require the occasional blaze to sweep away the filth.Warders) Just as a wood actually needs the occasional forest fire to cleanse away the dead underbrush. however. and allow new life to grow. urging it towards areas that can suffer the burning and guiding it away from valuable territory (such as libraries or the homes of Kin). System: A Garou with this Gift may use Rage and Gnosis in the same turn without penalty. System: The Garou rolls Manipulation + Subterfuge (difficulty 7).arsimagica. Thie fire cannot travel underwater or across bare stone.Glass Walker http://www. The Warders area of control originates around her person.

This Gift is taught by a Pattern Spider. now. Technotheocratic Apocalyptica (Glass Walker Rank 5) They say the Glass Walkers worship their technology. That's foolishness.to do so immediately is to insult the ancestor. but should be destructive. If successful. Well. mobile phones suddenly beginning ringing at thei loudest volume and hurl themselves at the person nearest to them. but she can take no other actions (including movement away from her surroundings) while she is making the attempt. The Spider allows the Garou to halve all difficulty rolls involving computers. even if the debt was made centuries ago. the Net-Spider gives its summoner absolute control over computers. The victim may attempt to help herself by trying to cough up or otherwise expel the fluid. System: The Garou spends one Willpower point and rolls Gnosis against a difficulty of 10 minus the target's Past Life Background rating. such as a turtle or an elephant. this Gift will not work. the desired ancestor is summoned and possesses the target. The victim must receive help immediately or else die from drowning. The Garou can also send the Spider into someone else's system to disrupt it .Glass Walker http://www. However.Central House) Only dons of the Central House may learn this Gift. the Net-Spider appears and will heed the Garou. If there is no Garou with Past Life present. render an enemy helpless or inflict punishment on an individual. 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). and the Glass Walkers often have such spirits witness any business transactions they make with other Garou. Taught by: Shantar Book: RatH Family Debt (Glass Walker Rank 5 . because they helped him root out vampires in Moscow in the late 1600s. and electrical wires whip around. Within reasons. Only one success is necessary to activate this Gift.one of the Weaver spirits that dwell within the Realm of electronic reality. tripping and strangling whomever they can see. my character feels it's about time he repaid the favor by helping They will usually try to get revenge at some later date .arsimagica.the effects of this are left up to the Storyteller. This ancestor will then perform a duty to make up for a favor the Glass Walkers did for him in his lifetime.pl Drown (Glass Walker Rank 5) This Gift causes the lungs of an opponent to fill with liquid. System: The player spends a point of Rage and rolls her Willpower (difficulty of the victim's Willpower). Worshipping mere tools confuses the master with the servant. 11 of 12 09/04/2005 2:36 AM . 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. Summon Net-Spider (Glass Walker Rank 5) The Garou can summon a Net-Spider . so to speak. 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. This Gift can either function as a way to capture an opponent. The victim must receive immediate medical or magical assistence or die within a few minutes. If successful. "Grom Wyrmfoe of the Silver Fangs owes the Glass Walkers big. System: The Garou spends one Gnosis point and rolls Charisma + Computers (difficulty 8).net/cgi-bin/cgiwrap/eccles/sg. This Gift is taught by an avatar of Cockroach. it requires a Garou with deep connections to her ancestors to act as a conduit. This Gift is taught by any long-lived spirit. although Dons who abuse it may wind up being voted off the board. The target of the Gift can attempt to help herself but can do nothing else except try to expel the fluid. This Gift allows the Glass Walker to turn all machines in the room into posessed monsters. televisions deliberately explode. Worshipping monsters. Dons who learn this Gift are considered to have the power to use it whenever desired. that has some more flair. The player should be allowed to create the original debt condition and the debtor.

Glass Walker

http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl

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 flled 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

12 of 12

09/04/2005 2:36 AM

Get of Fenris

http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl

Gifts for Get of Fenris
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 aaffected 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.

1 of 7

09/04/2005 7:12 AM

Get of Fenris

http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl

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 storey and so on. Sense Guilt (Hand of Tyr) (Get of Fenris Rank 2 - Hand of Tyr) The Hand of Tyr camp specialises in the use and misuse of this Gift. By staring into the eyes of another, the Garou can sense whether the target harbours 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 crystalised Rage, up to a limit of five shards. The player makes a seperate 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 mroe 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 drom 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)

2 of 7

09/04/2005 7:12 AM

System: The player spends one point of Rage. never a fox frenzy. System: The Garou must touch an opponent and roll Manipulation + Empathy (difficulty equal to the Rage plus the Rank of the target. Alberich's Claws (Get of Fenris Rank 3) Alberich was a dwarven king who had his castle below the ground. Anyone without a natural fur coating subtract two from all Dice Pools and may suffer damage from the bitter cold. the Squirrel). once this Gift is learned. This Gift is taught by any Trickster spirit (most often Ratatosk. This Gift is taught by a Bear-spirit. System: No roll is required. Heimdall's Blade (Get of Fenris Rank 3) This Gift turns ordinary items into spiritual manifestations of the Garou's Rage. Coup De Grace (Get of Fenris Rank 3 .Get of Fenris http://www. 9 in the midst of a summer heat wave). 6 on a 20C spring day. Taught by: Ancestor-spirit Book: Wild West Companion Loki's Touch (Get of Fenris Rank 3 . the item has the same statistics as a cavalry sabre (difficulty 6. even a barstool becomes a deadly weapon. during which time target may not take any offensive action. assuming it hits. damage Strength +4). but the Rotagar often find it necessary to cool the rages of their comrades. the Garou doubles the damage dice on her next blow.Ymir's Sweat) The Garou invokes the spirits of winter in a great ritual. steel or any other inanimate material as if it were butter.net/cgi-bin/cgiwrap/eccles/sg. carved out of the rock itself.arsimagica. then sets herself up to deliver a devastating attack the following turn. for their claws can slice directly through stone. the Garou can make a Willpower roll to resist any Gifts. It is taught by a mole spirit or earth elemental. Disciplines.Get of Fenris Ragabash (Rotagar)) This Gift is rare among the Get of Fenris. System: The player spends one Rage point and grasps her improvised weapon. it ausomatically does an extra ten levels of damage. This Gift is taught by an Owl spirit. The effect lasts for one hour per success. System: The Garou spends one Willpower point and rolls Perception + Medicine (difficulty of the target's Stamina + Dodge). the Garou may cause a target to go into uncontrollable fits of laughter or simply to have a better sense of humor. If the Fenrir's next attack is performed with natural weaponry and strikes an inanimate object. The chill is as much mystical as it is physical. the effects are automatic. he will always enter a berserk frenzy. With just a touch. In addition. An Ancestor-spirit teaches this Gift. Get of Fenris with this Gift could well have been amongst the builders of that palace. maximum difficulty of 10). With this Gift.Fangs of Garm) The Garou studies her foe. Taught by: Mole or earth elementals Book: PG3e Chill of Early Frost (Get of Fenris Rank 3 . Until the scene ends or until the Get drops it. although he may defend 3 of 7 09/04/2005 7:12 AM . She then rolls Intelligence + Occult against a difficulty depending on the temperature (4 if it is already winter.pl When a Garou with this gift frenzies. Arcanos or other powers that incite fear. summoning biting winds that whistle and shriek through the area. If successful. Success drops the temperature in a five-mile radius to below freezing (or even further if it was already winter). seeking the best place to land a blow. sent from the domain of great Wendigo himself. even if a resistance roll is normally not allowed. System: The Garou chants for an hour and spends one Gnosis point. The fits of laughter will last for one round per success.

the Gift fails.pl himself if attacked. viscous bile capabale of harming anyone who comes into contact with it. and he is immune to many mental Gifts of Charms. Those creatures summoned serve as an army under the character's command for an entire scene. Nerigal's call to arms (Get of Fenris Rank 3) This Gift allowes the Garou to summone to her side any creatures of spirits allied to Nerigal or appropriate to the Ice Warrior. half Willpower) until he rests for an hour. unlike normal frenzy. System: The Garou spends on Rage point and rolls Stamina + Medicine (difficulty 7). The number of successes on a Stamina + Expression (or Performance) roll (difficulty 6) equals the number of rounds the frenzy lasts. Yet it is potent. Taught by: Nerigal Book: RatH Venom Blood (Get of Fenris Rank 3) The Garou may change her blood to a black. fight alongside the Garou for the duration of an entire battle. the Get can mark her enemy. if there are no wild predators or War-spirits of Nerigal within range.it's certainly not Nordic. The Garou may double his Strength for one turn per success. Anything that contacts the Garou's blood takes one die of aggravated damage per success. Any Garou who knows the Gift can remove the effect. System: By laying her hand on the target and successfully rolling Manipulation + Occult (difficulty 8). Berserker's Song (Get of Fenris Rank 4) The Get can sing himself into a controlled Frenzy. additional successes increase the number of creatures or spirits that answer the summons. this Gift marks the target with a mystical brand that only this Gift's users can see. An avatar of Fenris himself teaches his children to identify their enemies thus. two successes bring up to five respondents. the Get can pull out of the frenzy at any time. Mark the Enemy (Get of Fenris Rank 3 . This Gift is taught by a Wolf spirit. An angry Wolverine-spirit or bear-spirit teaches this Gift to the Get. Spider. Alternative Versions From: PG3e (Get of Fenris Rank 2) This fearsome battle song is in a language that has yet to be recognised . three successes summon up to ten creatures. These beings. The Swords use this brand to label their enemies so that all other Swords can see the threat.net/cgi-bin/cgiwrap/eccles/sg. She can drop the frenzy earlier by spending a Willpower point. Might of Thor (Get of Fenris Rank 3) The Garou can immensely increase his strength. System: The Garou spends one Rage point. nor Garou. Thus. wreaking terrible havov on opponents. Of course. whether Nerigal's spirit warriors or predatory animals. In this state. System: The Garou spends a point of Gnosis and rolls Charisma + Leadership. This effect lasts for the duration of the scene. shift to Crinos immediately. four successes results in up to 15 beings while five successes brings everything within a five-mile radius of the character. System: The Garou spends two Rage points and begins singing his particular song of Rage (many young Get prefer "death metal"). This Gift is taught by any poisonous spirit (Snake.arsimagica. One success summons one of two creatures. Other Swords who know the Gift can see the mark with a successful Perception + Occult roll (difficulty 8). after which he will be as weak as a kitten (Physical Attributes 1. etc). for it both channels and increases Rage in 4 of 7 09/04/2005 7:12 AM . He can ignore wounds. any Germanic language. difficulty 8. He then rolls Willpower (difficulty 8).Swords of Heimdall) A specialised power developed by the Swords of Heimdall.Get of Fenris http://www.

Only when all foes are defeated may she retreat or leave. The opponent can launch no surprise attacks. 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. 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. If the Garou is stopped from singing. System: The player spends a Gnosis point and a Rage point. but cannot explain its origins. and all attacks against her are considered frontal. However.net/cgi-bin/cgiwrap/eccles/sg. the Fenrir can make herself invincible against the iron and steel weapons of her foes. However. This Gift is taught by an earth elemental.so long as they maintain the lyrics. he can pull out of Frenzy immediately and may use simple weapons like swords or bludgeons. Taught by: Nerigal Book: RatH Curse of the Berserker (Get of Fenris Rank 4) Although the tribe is known for its ferocity. she may not be surprised. the player rolls Stamina + Expression or Performance. however. the player spends a point of Rage and rolls Manipulation + Leadership (difficulty of the target's Willpower). System: After spending two Rage points. An ancestor spirit teaches this Gift. the rune-carving inflicts no actual damage. as the Garou must choose another to suffer. this Gift allows a Get to throw off her frenzy and retain control. System: The Garou rolls Willpower (difficulty 8). Additionally. A single success forces the target to forego any unfair tactics and meet the Garou in single combat as described above.neither combatant can break off from the fight until one participant either concedes victory to the other or dies. This Gift is taught by a War spirit. against difficulty 6.Get of Fenris http://www. the Garou using this Gift accepts the same restrictions . Some younger Fenrir have begun experimenting with the tune and discovered that the lyrics can be sung in any method . This Gift comes with a price. The loser of the resisted action enters a frenzy and the victor remains in contol of his wits. 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).pl the warrior who sings it. For a number of rounds equal to the successes gained. the Garou can force her opponent to fight one-on-one according to the tacity rules of fair play. and gaining immunity to mind influencing powers. She may not retreat or even move from her chosen "turf" (and no force on Earth can make her). System: After the character has issued the challenge. they can sing it in more modern styles (which outrages some Elder Get). essentially becoming one with the earth. 5 of 7 09/04/2005 7:12 AM . Iron-Can't-Bite (Get of Fenris Rank 4) By carving the "iron-can't-bite" rune into her flesh. employ dirty tricks or accept extra help from comrades or pack mates. Each success grants her one extra die to all her Dice Pools. whichever is higher. No successes means the Gift fails while a botch inspires the target to launch an immediate attack . but she gains many powers thereby.arsimagica.usually with the help of the opponent's friends. the Get automatically frenzies. Any supernatural attempts to make her leave must obtain twice as many successes as the Garou did on the Willpower roll. the effect automatically ends. somehow. Spears bounce off her hide and swords snap rather than cut into her. A Woverine-spirit or an Ancestor-spirit teaches this Gift. That victim then endures the Get's frenzy instead. shifting immediately to Crinos.

inflicting one automatic Health Level of damage in addition to the normal bite damage. and blades can't sever her limbs. Everyone in a radius of 10 feet per success is blasted back. Heart of the Ice Warrior (Get of Fenris Rank 5) Usually used only in the most dire circumstance. the limb completel severed. System: The Garou spends one Gnosis point and rolls Willpower (difficulty 6). Taught by: War spirits Book: WW:tDA Journey Home (Get of Fenris Rank 4) No matter what the distance or what the circumstances. having given her all in battle. and jaw success increases to an incredible degree. The character makes her next attack at +4 to her attack dice pool. although wood. After delivering her attack.lightning strikes won't blow her back. 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. Foes are knocked off their feet and injured. the Garou dies. System: The player spends all of his Gnosis (minimum of three points) and steps into the Umbra. This will aid Stamina and Soak rolls. System: No roll is necessary to invoke the Gift. a scream of pain from Gaia Herself for all the ravages she has suffered. any damage rolls gain four extra dice. If five or more successes are scored on the Strength + Medicine roll. stone. he emerges at the place he considers home. This Gift is taught by a Boar-spirit. When he steps out of the Umbra.arsimagica. the cahracter dies at the end of the turn.Get of Fenris http://www. The extertion causes the Garou to collapse. silver. if it hits. If successful. this Gift renders the Garou impervious to damage long enough to deliver a final blow to her opponent. the character falls to Incapacitated. 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. 6 of 7 09/04/2005 7:12 AM . This Gift is taught by an avatar of Fenris. The target's limb is rendered useless for the scene (or much longer in the case of humans and other creatures without regenerative powers). the Get can travel home as easily as he can reach into the Umbra. mortally wounded. The player may reroll any 1s rolled on this attack . knocked to the ground and suffers one die of damage per success as an earsplitting shockwave engulfs the area. the Fenrir takes no damage from attacks inflicted by ferrorus metals.pl For the duration of the scene.net/cgi-bin/cgiwrap/eccles/sg. but no damage levied against the Garou will impair her in any way until her attack lands . claws or teeth and other non-ferrous attack forms can wound her as normal. Unless healed immediately. System: The Garou spends one Gnosis point and rolls Rage (difficulty 6). The Garou's next bite. the Garou's Stamina rating is doubled for the duration of the scene. Fenris' Bite (Get of Fenris Rank 5) The Garou's teeth become terribly sharp.they simply to not count. The character may not dodge when invoking this Gift. will crush and mangle one of the opponent's limbs. This Gift is taught by a Wolf spirit. Endurance of Heimdall (Get of Fenris Rank 5) This powerful Gift grants the Garou great endurance and hardiness for a time. In addition. allowing the Garou to mangle limbs with a single bite or even chomp them clean off. System: The Garou spends one Rage point and rolls Strength + Medicine (difficulty of his opponent's Stamina + 3). but the player must spend a point of Rage.

System: The Garou spends one Gnosis point and rolls Stamina + Occult (difficulty 6). These wolves are identical to those of the Wild Hunt. and punish any Get who attempts to call on them without need. the Einherjar will still give assistance. The Get spends on Rage point and rolls Charisma + Rituals (difficulty 10). a number of spirit wolves from Valhalla emerge from the Umbra to do battle with the Garou's foes . There is always a sacrifice demanded in return. or distribute the dots to different Attributes. and never seems to tire. His eyes burn with rage and his jaws drip with the blood of countless enemies. Strength of the Einherjar (Get of Fenris Rank 5) This Gift allows a Get to call upon his greatest ancestors. The avatar of Fenris can run at up to 100 miles per hour. for assistance. For each success. During the casting of this Gift. Dexterity 7. The Einherjar come to the aid of a Get only in times of great peril. They will show no mercy. as he is asking aid from Fenris himself. Calling on the strength of the Einherjar allows a Get to increase his Attributes substantially for a limited time. it does not regenerate. Materialize (Power cost 40. but then turn on their descendant. This Gift is taught by a wolf spirit. Reform. Brawl 5.Get of Fenris http://www. Gnosis 8. This Gift is taught by an Ancestor-spirit. See the sidebar for the Fenris avatar's Traits. System: The Garou rolls Charisma + Animal Ken (difficulty 6). Tracking. she must carve the specific runes of her ancestors into her flesh. It is only used in dire situations.arsimagica. permanently removing a number of Attribute dots equal to those they granted. 7 of 7 09/04/2005 7:12 AM . Health 15). Claws: Str + 3. If successful. Fangs: Str + 4. the Einherjar. she may subtract one from the difficulty for every dot she has in Past Life. Power 75 Charms: Airt Sense. The Spirit Avatar of Fenris Wolf The avatar of Great Fenris appears as an enormous wolf. she may add one dot to any Attribute. Willpower 10. Dodge 3. or the summoner will be devoured whole. System: Only Get with at least one dot in the Past Life Background may learn this Gift. The wolves will return to Valhalla at the end of the scene. the heroes of Valhalla. If there is not a good reason for calling the avatar. 10 feet tall at the shoulder. This Gift is taught by an avatar of Fenris. Stamina 10. traditionally the right hand of the summoner. The avatar will assist in combat.net/cgi-bin/cgiwrap/eccles/sg. when the lives of more than one Garou are endangered. If the Storyteller believes this Gift has been used inappropriately. His fur is brown with red and and black markings.pl 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. Call Great Fenris (Get of Fenris Rank 6) The Get may summon a spirit avatar of Fenris Wolf. The summoner permanently loses one Health Level as his right hand is bitten off by Fenris in return for daring to summon him.one wolf for every point of Gnosis or Rage spent by the Garou. Rage 10. slaying all who are not Get of Fenris or under their protection. Strength 10. Once Fenris has claimed the hand.

The Ret Talons have learned this trick for themselves. Mockingbird or Manticore-spirit (the last is a member of Griffin's spirit brood). 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. Taught by: Raven. This Gift is taught by a Nature-spirit. write or speak any language. including herself. The difficulty depends on the animal noise imitated. a rabbit's death-scream or wild bison's call is difficulty 5. The effect lasts for one scene and is taught by a parrot spirit.Red Talon http://www.Red Talon Babble (Red Talon Rank 1) The Garou invoking this Gift can cause another to lose the ability to read. resisted by an Intelligence + Linguistics roll. whereas a human plea for help might be difficulty 7. even to the point of recognising "a noble's inflection" or believing a female voice that of "a maiden pure of virtue". System: The Garou rolls Charisma + Animal Ken (difficulty 6).a hungry tiger is still hungry and may well attack. difficulty 7. 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 Gift is learned from a Raven. slapping her in the face or telling her something to arouse her anger.. That person will only be able to grunt like an animal. 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 Garou must spend a Gnosis point and roll Manipulation + Primal Urge. This might involve shaming an individual.pl Gifts for Red Talon Tribe..arsimagica. Each additional success allows the character to affect another individual. A successful roll enables the character to speak or act in such a way that her target gains a point of Rage.net/cgi-bin/cgiwrap/eccles/sg. Taught by: Rorg Book: RatH Scent of Running Water (Red Talon Rank 1) The Garou can completely mask her scent. he can emit a cry that humans would instantly take for the call of a man-at-arms. This does not change their basic reactions . difficulty 7. System: The player rolls Manipulation + Empathy (difficulty 8) and spends a Gnosis point. Many a traveler has died at Talon jaws after following what they believed to be a fair young girl's cry of distress. System: The player rolls Wits + Expression. The Red Talon need not know that much about the creature mimicked even if the Talon has never heard a soldier cry for help. If successful. Beast Speech (Red Talon Rank 1) The Garou may speak to animals. This roll must be made for each type of animal and for each encounter. making herself virtually impossible to track. or even 9 if the Talon wants "a voice that sounds like one of their priests" or a similarly complicated mimicry. any mortal or animal believes that the cry is that of the Red Talon's intended creature. from pigeons in the park to beavers at their dam or fish in the sea. This Gift is 1 of 7 09/04/2005 7:14 AM .

the Red Talons know how to make the message stick. During this time. and he may not go near anything resembling a forest without spending a Willpower point. This Gift induces a terrible dread of and respect for the forest. However. This Gift is taught by an avatar of Griffin System: The Garou rolls Manipulation + Empathy (difficulty of the target's Willpower). ghouls and other supernatural homids. This Gift becomes an innate ability to the Garou who learns it. 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. The effects last for one day per success. This Gift functions on Kinfolk. but the difficulty increases by two. Taught by: Predator spirits Book: WW3e Aura of Ferocity (Red Talon Rank 2) The harsh.arsimagica. If the human does leave his home he is shaky and fearful until he returns. the Gift continues to help Red Talons hunt and kill their prey. She need not expend any points or make any rolls. An Avatar of wolf teaches his children how to detect the easiest prey. mages. but it can be hard to find. The player then rolls Charisma + Primal Urge (difficulty of the target's Willpower). the Garou can heighten the fear humans have of the wild. A Water-spirit teaches this Gift. Any predator spirit can teach this Gift.net/cgi-bin/cgiwrap/eccles/sg. the human must roll Willpower to leave his home. An Ancestor-spirit teaches this Gift. With 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. and it makes a human targtet afraid to tamper with it in any way.Red Talon http://www. The effect lasts for one turn per success. Red Talons also use this Gift to lose pursuers by crossing rivers or to locate prey near watering holes. Water Sense (Red Talon Rank 1) The most precious resource in the unsettled wilderness may be drinking water. Some of them have to be taught a lesson and left alive. All normal humans lose one die from their Dice Pools within 20 feet of the Garou. for whatever reason. nd his player loses two dice from all Mental and Social dice pools. System: The Garou must make eye contact with the target. but he can be in any form when he does so. 2 of 7 09/04/2005 7:14 AM . Red Talons used this Gift to pick the weakest of the humans and destroy them. Those humans not used to dealing with wild animals must make a Willpower roll (difficulty equals the Garou's Rage) or flee the area.pl taught by a Fox-spirit. A panic-stricken human may be unable to act or have to flee the area. System: The difficulties of all rolls to track the Garou are increased by two. the Red Talon never goes thirsty. 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. During the Impergium. Occasionally. to a maximum of 10. Today. 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. untamed wilderness frequently brings death to humans who venture into it unprepared. With this Gift. System: The player rolls Perception + Survival (difficulty 6). The character can detect water from a distance of 100 meters for every success. the Red Talons killed the strongest of the humans to remove them from the breeding pool.

One success detects any injuries. after which the effects of the Gift end. uninvited overtures toward members of the opposite sex. This Gift is taught by a Water spirit. The scent of the target becomes so powerful to the Garou that she can follow it even under conditions that might otherwise abscure the trail. probably cause the raving target to be locked up and tranquilised. This Gift also works on animals and Garou as well as humans. and is used to track spirits through the Umbra as well as to find beings on Earth. Snuff Flames (Red Talon Rank 2) The Red Talons are mistrustful of huamnity's control of fire. System: The Red Talon must spend a Gnosis point and roll Manipulation + Animal Ken (difficulty equal to the target's Willpower). Taught by: Ape spirits Book: PG3e Sense of the Prey (Red Talon Rank 2) The character. lays down a false trail or attempts to mask his scent with some other odour. and the trail becomes too faint to follow. on the other hand. the difficulty is the spirit's Gnosis. If the target is a spirit. extinguished oil fires gutter fitfully and refuse to catch fully light. System: No roll is required unless the target is actively hiding. but it's difficulty to do so . Five successes. difficulty 6 (or 8 when trying to affect oil fires). colour television and BMW's vanish in favour of the basic drives of survival. One success causes a certain absent-mindedness and preoccupation with food and sex. System: The player rolls Willpower. All thoughts of business meetings. This Gift is taught by a Wolf. the Gift's effects become fainter with time and distance. 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.Red Talon http://www. A human assaulted with this Gift finds himself behaving like a beast. 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. can track it down as rapidly as he can travel. This unerring sense of direction operates anywhere. whereas five successes would reveal the creature's entire physiology. the human strips naked. runs through the streets. if he knows anything about his prey.a torch becomes as tricky to light as if it were damp. The Talon may extinguish all fire within a radius of two yards per success.net/cgi-bin/cgiwrap/eccles/sg. Each success allows the character to track her target unerringly for one scene up to a maximum of five scenes. Momentarily losing all civility. the Garou can follow her quarry without risking losing the trail. Taught by: Water spirits Book: WW:tDA 3 of 7 09/04/2005 7:14 AM . However. growls at threats and makes numerous. The number of successes indicates the extent to which the human target loses his humanity. System: The players spends a point of Gnosis and rolls Perception + Primal Urge. Even if the victim crosses water. Foetracker (Red Talon Rank 2) By using this Gift. Red Talons use whatever means necessary to force Ape-spirits to teach them this Gift. the Garou unerringly follows her prey.pl 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. The fuel may be relit.or Dog-spirit. and so on.arsimagica. in which case a Perception + Enigmas roll is made against a difficulty of the target's Wits + Stealth.

Successes Area of Effect 4 of 7 09/04/2005 7:14 AM . Since this Gift only works on those too small to fend for themselves. It turns a human child of no older than ten years old into a creature of the wild.horses throw their rides and bolt as far as they can.net/cgi-bin/cgiwrap/eccles/sg. fire may explode. or winds may knock foes to their feet. The player pends three Gnosis and rolls Charisma + Primal Urge.Red Talon http://www. unable to set foot in a city. The Talon releases a howl that drives domesticated animals completely feral . this Gift is hidden by Whelp's Compromise. it is the City that is evil and needs to be destroyed. dogs turn on their masters at the first sign of weakness. few who use it simply abandon their charges. After all. experimental ways. Another use of the Gift allows the character to recover from a stunned state and take an extra action in the same turn. the number of successes rolled becomes the number of decades that pass before they can re-enter a city.thus a rock might roll onto enemies. System: The Garou rolls Charisma + Subterfuge against a difficulty of the elemental's Gnosis. System: This Gift can only be used on a human child of no more than ten years. This Gift is taught by any elemental. thus increasing the ferocity and frequency of attacks or else allowing him to accomplish more under stress than he normally would. they suffer incapacitating cramps. or the tale of Mowgli. Needless to say.pl Elemental Favour (Red Talon Rank 3) By cajoling a nearby elemental. oxen throw themselves against fences in a frenzy. This can include the manipulation or even destruction of the elemental's material reflection . For children aged one and up. this Gift's use often drives surviving humans on a quest for the witch among their numbers that surely must be responsible. although the spirits of wolves and wild oxen are particular generous with its secret. 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. System: The player spends a Gnosis point and rolls Manipulation + Primal-Urge. the Red Talon can undo that offense. Herding the Infant Ape (Red Talon Rank 3) Perhaps the most unpopular Gift in the entire tribe. Some suggest this Gift is responsible for myths such as Romulus and Remus.. if only for as long as a night. This enables a character to take two extra actions in a combat at the cost of a Rage point. water may flow at the Garou's whim. the Garou can get the elemental to perform one "favor" for her. System: The player spends a Rage point. The difficulty is the child's age. and stay immobile until removed from the city. Success makes any animals within earshot uneasy and difficult to manage. any child less than a year old automatically is barred from setting foot in a city for the rest of their life. 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. refuse to eat.. which he may then convert into the equivilent of two points of Rage for the character.arsimagica. This Gift is taught by any Animal-spirit. If they do so before then. a dead human child in the wild isn't the example the Whelp's Compromise wants to make. but the actual amount of animals driven feral depends on the number of successes rolled. although a few Warders of the Land use it in more. With this Gift. Whelp's Compromise camp members use this to show that humans themselves can exist in harmony with Gaia.

System: The Garou spends one Gnosis point and rolls Intelligence + Primal Urge (difficulty 6). A wolf-spirit teaches this Gift. difficulty 8. although some might attack their masters in a fit of panic or hunger. This Gift is taught by any wilderness-oriented spirit. 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). Avalanche (Red Talon Rank 4) The Garou must be in a mountainous or otherwise tectonically unstable area. whichever comes first.net/cgi-bin/cgiwrap/eccles/sg. Each success enables a two-mile radius to be affected. The legends are almost right. although the Red Talons respect the orca most of all. Thereafter. Gnosis or Willpower) her character can store. Even Garou may become lost.arsimagica.pl One Two Three Four Five Six+ A single barn. storing such energy against the day she will need it. the Garou is caught in the avalanche. This Gift allows a Red Talon to take on an aquatic form such as a fish. mudslide. It is believed by some that this Gift is how the Red Talons spread from their original lands to other continents. the more powerful the effect. The effect lasts until the sun rises or sets. Form of Akhlut (Red Talon Rank 4) Inuit myth tells of Akhlut. System: Upon learning this Gift. Humans and the like will automatically become lost (compasses won't work and maps will become misleading). a Red Talon can do much the same thing with Rage. stable or mews A farmstead A small keep A village or large keep A town A city or valley The Talon cannot influence the actions taken by the newly feral animals. the character can hold three more points in the appropriate Trait than 5 of 7 09/04/2005 7:14 AM . kennel. for they never know when their next meal will arrive. three a dolphin and five the genuine killer whale of legend. This Gift is taught by an earth elemental. Each success allows the Red Talon to become a more powerful aquatic denizen. The more successes. most will try to flee human territory. Gnosis or Willpower. and then the player rolls Stamina + Primal Urge. of course. The Garou may completely disrupt others' perceptions of that terrain's landmarks. Other Garou must roll Perception + Primal Urge (difficulty 6) and equal or exceed the Gift users's roll. One success might allow the Red Talon to become a goldfish. On a botch. System: The Garou spends one Gnosis point and rolls Manipulation + Survival (difficulty determined by the Storyteller depending on the instability of the terrain). 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. The Gift causes an avalanche.Red Talon http://www. The Gift is taught by the spirit of an appropriate pelagic animal. With this Gift. the player chooses which Trait (Rage. dolphin or whale. a killer whale that turned into a wolf to walk on land. etc. The effect lasts four hours. System: Two Gnosis points are required to activate this Gift. etc to engulf his foes.

Recycle (Red Talon Rank 4) Red Talons who possess this powerful Gift can destroy any man-made substance. and no combat maneuvers requiring movement may be executed. sticky substance. Garou affected by this Gift enter a state of fox frenzy. water will such victims under. This Gift is taught by a Wolf spirit. 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. The difficulty ranges from iron (difficulty 6) and ordinary plastics (difficulty 7) to rare and complex metal allows (difficulty 9).Red Talon http://www. This makes hunting them down and dispatching them a fairly simple task. Plastics. knows the Gifts that can dissolve nearly anything.net/cgi-bin/cgiwrap/eccles/sg. For instance. causing them to run blindly from an area. Every success reduces five pounds of the target material to its base components. Each success affects one victim with uncontrollable panic. The game effects are up to the Storyteller.pl her permanent rating. Curse of Dionysis (Red Talon Rank 5) The Garou may transform any human or Garou into a normal wolf. System: The player spends a point of Rage and rolls Manipulation + Primal-Urge (difficulty of the highest Willpower in the group). whereas a plastic chair would melt to the ground. Garou will stay in this form for the duration of the scene. vines will trip. System: The Garou spends one Gnosis point and then rolls Gnosis against a difficulty of the opponent's Willpower. Additionally. Only materials which science has manufactured are viable targets. A cockroach spirit. Each success turns a 10-foot area of ground into a viscious. and they do not add extra dice to rolls involving these Traits. which has witnesses the humans' secret creation rites. System: The Garou spends one Gnosis point and then one Rage point. a wooden chair would be unaffected (although the glue holding it together would not be).arsimagica. Anyone in the area save the Garou can only move at half walking speed. disintegrate with just a touch. 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. This Gift is taught by an avatar of Gaia herself. He then rolls Charisma + Enimgas (difficulty of the local Gauntlet). These extra points must be regained as usual. during which time the character (and any allies) may hunt down and slay the victims if they so desire. rocks will roll and smash. this effect is permanent. System: The Garou must touch the material for the Gift to work. against humans. while others simply become mindless panicked creatures of prey. The effect lasts for an entire scene. 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. Enemies so affected cannot attempt to evade pursuit or disguise their passage. The Garou must roll her Rage against a difficulty determined by the item's complexity. Lawn chairs dissolve into oily puddles and steel melts into iron and carbon. the difficulties for all attacks involving actions more complext than basic grappling are increased by one. This Gift is taught by Earth elementals. alloys and other material not found in nature. System: The Garou spends a Gnosis point and rolls Manipulation + Primal Urge (difficulty 7). 6 of 7 09/04/2005 7:14 AM .

but nature does its best to renew itself despite humanity's efforts. wildlife infests building and technology fails. Also no technology can function within 30 feet of the Garou. all of them choose this form of combat. more typically. Taught by: Rorg Book: RatH 7 of 7 09/04/2005 7:14 AM . System: The player must spend three Gnosis points and howl (or sing) to the wilderness spirits. Landslides refill the deep mining shafts that pierce the earth. System: The player spends a point of Gnosis and rolls Willpower (difficulty 8). The exact effects of the Gift are up to the Storyteller. A Seedling-spirit teaches this Gift. If one decides to speak. therefore. ignoring any weapons they may have.arsimagica. all the others make this attempt as well. mineshafts and buildings. five successes. These spirits encourage rampant plant growth that can even overcome man-made roads. Under the effects of this Gift. all the affected victims mimic the actions of their leader . A single success allows the character to inflict Pack Mind on a group of up to four individuals. the first person in a group to act each turn. if one individual fights. For the duration of this Gift. Additional successes allow the character to increase the number of people affected in increments of two.or. 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.Red Talon http://www. all the others fight.net/cgi-bin/cgiwrap/eccles/sg. if one person attempts to sneak up behind an opponent. nature recovers from ravages created by humanity. This Gift lasts for one combat scene. For example. if one throws a left hook. All individuals must perform the same task at the same time regardless of its appropriateness to a given situation. enables the character to affect twelve individuals. all of them attempt to do so.pl Natural Renewal (Red Talon Rank 5) Even as the United States carries out Manifest Destiny. the Red Talons seek to preserve the unconquered wilderness.

this Gift can be extremely useful.Children of Crow) Children of Crow are consummate eavesdroppers. and combined with the perceptiveness one gains by serving Crow. It is taught by a Crow-spirit. he reveals no flaws whatsoever. five successes gran the Garou knowledge of all the target's flaws. System: The Gift downplays the offensiveness of the Shadow Lord's deeds or her connection to them in witnesses' minds. the Shadow Lord seems to be above contempt or slander. This must be rolled for each new encountered of situation the Garou finds himself in.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. The difficulty of discovering the information is increased by 1 for each success (up to a maximum modifier of +3). "You feel a sense of dread about entering this part of the forest"). 1 of 8 09/04/2005 7:17 AM . System: No roll is necessary. System: The Shadow Lord spends one point of Gnosis and rolls Perception + Primal-Urge. Taught by: Cobra-spirit Book: Wild West Companion Fatal Flaw (Shadow Lord Rank 1) The Garou can discern a target's weaknesses. ("A black bird carrying something in its beak flies north". System: The Garou rolls Charisma + Subterfuge (difficulty 7). or lack thereof. Find the Portent (Shadow Lord Rank 1) With this Gift. a Child of Crow can reduce the difficulty of overhearing a conversation or witnessing a secretive activity by 2. The Garou must meditate for a few minutes in order to place herself in a receptive state so that she can recognise the sign that comes to her.Bringers of Light) If another supernatural creature attempts to determine the breed. but the player must spend a point of Gnosis.Shadow Lord http://www. Taught by: Ruatma Book: RatH Perceptive Servant (Shadow Lord Rank 1 . the target may use this Gift to retain her secrets. This Gift is taught by an Ancestor spirit. A Cobra-spirit teaches this Gift. System: By spending one point of Gnosis. Despite her character.net/cgi-bin/cgiwrap/eccles/sg. Success allows the Garou to do an extra die of damage against the target. a Garou can call for and receive some omen or portent which can help her determine her next course of action. The player needs only to spend one Gnosis point to avoid any loss of Honor.pl Gifts for Shadow Lord Tribe. The Storyteller then produces some sort of omen or portent to serve as a hint for the character about what lies in the future. this Garou looks her best. Purify Scent (Shadow Lord Rank 1 . Aura of Nobility (Shadow Lord Rank 1) Even at her worst. Extra successes allow him to discern additional vunerabilities. tribe or auspice of a Bringer of Light.arsimagica. 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). allowing him an advantage in combat. A Night-spirit teaches this Gift.

This Gift last for one scene. and they come from a harsh land. A Baboon or Toad spirit teaches this Gift. All those within 10 feet. If neither competitor wins. Disfigurement (Shadow Lord Rank 2) The Shadow Lord can place a nasty boil or dishonourable scar on the target. friend and foe alike. The attacker is detained one round for each success as long as he. must score at least one success on a Willpower roll (difficulty 8) or be stunned an unable to act for one turn. System: The Garou spends a Gnosis point and rolls Manipulation + Subterfuge (difficulty 8). it affects a radius of 15 minutes walk for each Rank the Lord has acheived. Both players must roll to see if the Get of Fenris can break the hold that the Shadow Lord has caught him in. whenever the Shadow Lord is involved in a direct confrontation with another being (specifically if the player must make an opposed roll). the Shadow Lord wins. Although the lesion isn't physically handicapping. This Gift is taught by a Stormcrow. Taught by: A servant of Grandfather Thunder Book: WW3e Clap of Thunder (Shadow Lord Rank 2) The Garou may clap her hands together.pl Rains of Mercy (Shadow Lord Rank 1) Though this Gift surprises many non-Shadow Lord Garou.Shadow Lord http://www. The size of this area depends on the Shadow Lord's rank. and the rain summoned with this Gift made sure those favoured by the Lords never went hungry. The scar or blemish heals at the end of one scene. The Garou must be in Homid. and the Get remains pinned. is not attacked.arsimagica. ever so slightly. If a Lord is attacked by another Garou. For the remainder of the scene. the effect of the oratory wears off. rain pours down in an area around the Shadow Lord. 2 of 8 09/04/2005 7:17 AM . they both lose. there is no possible way for a contest to be even. System: The Garou spends one Gnosis point. If the target is assaulted. so an Athro can affect a region one hour's walk in radius from his location. Cold Voice of Reason (Shadow Lord Rank 2) A cunning Shadow Lord can talk his way out of just about anything. She can disfigure her rival in embarrassing ways that rob him of prestige in the presence of other Garou. This gift is taught by a Crow-spirit. By the end of the day. it certainly limits the victim's social grace. System: The player rolls Manipulation + Primal Urge (difficulty 7) and spends a Willpower point. sending forth a shockwave that can stun all before her. System: The player spends one Gnosis point. in turn. A Stormcrow teaches this Gift System: The Shadow Lord spends one point of Gnosis. A botch with this Gift will cause the attacker to go into Frenzy. it is only because they forget the Shadow Lords follow a god affiliated with rain. the Shadow Lord may invent a clever remark that will detain his attacker for at least one round. Glabro or Crinos form to employ this power. in her favour. For example. This Gift cannot summon harsh storms. If the players roll the same number of successes. This Gift allows the Garou to swing the balance. but does produce a heavy downpour. a Shadow Lord and her Get of Fenris rival are wrestling. Taught by: Stormcrows Book: PG3e Seizing the Edge (Shadow Lord Rank 1) To the Shadow Lords. on a botch they are stunned for the duration of the scene. Even the Darwinist Shadow Lords known that their Kin need to be fed. any ties go to the Shadow Lord.net/cgi-bin/cgiwrap/eccles/sg. and the victim may resume his attack. A spirit servant of Grandfather Thunder teaches this Gift. The disfigurement subtracts two dice from all the target's Social rolls.

Each success allows the character to learn one hidden or concealed fact about the person. System: The Shadow Lord rolls her Gnosis against a difficulty of the target's Gnosis. or to decipher some cryptic passage of text. The effect lasts for one scene. This Gift is taught by a Chameleon-spirit. he can appear as pallid as a vampire or as glamorous as an Unseelie changeling. and the duration is one hour. This Gift is taught by Crow. and rolls Stamina + Survival (difficulty 6). one line of prophecy may be explained for each success.Shadow Lord http://www.arsimagica. but doing so requires the player to roll Rage (difficulty 7) to check for frenzy for her own character. Despite a target's most noble exertions. The number of successes indicates the number of turns the victim suffers from the curse. and the difficulties of all complex actions.Bringers of Light) A Bringer of Light can alter his appearance to suggest he belongs to another race. System: The player spends a point of Gnosis and rolls Willpower (difficulty of the target's Rage). This Gift is taught by a Lune. Taught by: Stormcrow 3 of 8 09/04/2005 7:17 AM . System: The Garou spends one Gnosis point. For example. A stormcrow teaches this Gift. The Storyteller should decide the overall effects of this Gift so that players do not attempt to avoid pursuing other avenues of investigation. With this Gift. no one believes anything he has to say until the curse fades. spends one Gnosis point. Until it fades.net/cgi-bin/cgiwrap/eccles/sg.pl Hidden Depths (Shadow Lord Rank 2) This Gift allows a Garou to uncover some hidden piece of information. designed this Gift to discredit their rivals. Success indicates that the Shadow Lord controls the target's frenzy and can set him on anyone she chooses. Dark Aerie (Shadow Lord Rank 3 .causing him to attack targets of the Lord's choice. everything the victim says sounds dishonest. Each success allows the Garou to add one to her Stamina for the purpose of soaking damage (including silver). A jackal spirit teaches this Gift. System: The Lord spends three Gnosis. the Shadow Lord can direct the primal instincts of a frenzied Garou . he can affect cosmetic changes and appear as a Black Spiral. Curse of Corruption (Shadow Lord Rank 3) The Shadow Lords. If he remains in homid form. The duration is one day. Direct the Storm (Shadow Lord Rank 3) Having a packmate who is prone to frenzy isn't safe for anyone. If he desires to keep his "scent" as a Garou. are increased by two. Close examination requires a Subterfuge roll to maintain the deception. 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).friend or foe . Maneuvering requires a roll of Dexterity + Stealth (difficulty 7). place or thing targetted by the Gift. Victims of this curse find themselves doubted by even their staunchest allies. such as combat. Using this Gift on a Garou in the Thrall of the Wyrm is possible. 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. Pure Identity (Shadow Lord Rank 2 . but need make no roll.Children of Crow) The Garou may hover and float in the air. The servant of Crow is enveloped by shadow as he escapes. He may move at 20 mph. The Shadow Lord must spend a Willpower point to activate this Gift. never a tribe to play fair. System: The Garou concentrates for one turn.

scoring a number of successes equal to the Garou. merely to cowed to struggle or oppose her. This Gift is taught by a Stormcrow. Viewers will hesitate and stall in fear. more looming. Paralysing Stare (Shadow Lord Rank 3) The Garou can direct a terrifying gaze at a target. This effect lasts for the rest of the scene. System: The interrogator rolls Manipulation + Subterfuge or Interrogation. enemies viewing this sight must make a Willpower roll (difficulty 8). Raven's Curse (Shadow Lord Rank 3) As the name implies. This Gift is taught by a Fear-spirit. This Gift is taught by a Raven spirit System: The Shadow Lord must caress the intended target with his fingertips.net/cgi-bin/cgiwrap/eccles/sg. bolts. spends a Gnosis point and rolls Manipulation + Intimidation (difficulty 7). Successes One Two Three Four Five+ Duration One Hour One day One month One year Until somehow broken The difficulty to strike the target with any sort of missile weapon (except bullets. System: The Garou concentrates for a turn. Judges of Doom may learn this as a Level One Gift. seeming to grow larger. shadowy and terrible. 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. for instance. but may only by used once per moon cycle. 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. This is long enough for a one sentence confession. Interrogator (Shadow Lord Rank 3 . the defendant resists with a opposed Willpower roll. While the curse is in effect. Although this Gift can be used in battle situations.the curse of death by arrows . which explains the eventual wane of this Gift's popularity) drops by two. The number of successes determines the duration of the curse's effect. take action against or even verbally oppose the Garou. the player spends one Gnosis and rolls Manipulation + Archery. At that time. The victims are not controlled by her. ensuring an "unfortunate accident". hurled spears and other projectile weapons are invisibly attracted to the target. If successful. A Garou may use this Gift to terrify his victim into a confession. spends one Gnosis point and rolls Charisma + Intimidation (difficulty of the target's Willpower). a Rite of Cleansing. arrows. most Lords prefer to secretly use it on their foes just before a major battle.Shadow Lord http://www. Each success gained on this roll freezes the opponent in place for one turn. Taught by: Raven spirits 4 of 8 09/04/2005 7:17 AM . If the Garou succeeds. causing her to freeze in paralytic fear. is usually effective. This Gift is taught by a Stormcrow System: The Garou concentrates for a turn. this Gift lays Raven's Curse .pl Book: WW3e Icy Chill of Despair (Shadow Lord Rank 3) The Garou can assume a frightening aspect. The curse can be broken by certain methods at the Storyteller's discretion.Lords of the Summit) This Gift was originally discovered by a cult of Shadow Lords known as the Judges of Doom. failure means that the victims must spend Willpower to attack.on the Shadow Lord's enemy.arsimagica.

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. however. System: The player spends a point of Gnosis and rolls Intelligence + Enigmas (difficulty 7). but it cannot affect the physical world. System: The Garou spends one Gnosis and rolls Wits + Occult (difficulty 6). 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. the Gift is canceled. The target must roll her Perception (difficulty 8) or employ a Gift to see a Stormcrow in the Umbra. he must spend one Gnosis per day to seal the arrangement. The raven may be sent five miles away for every success on the roll. A Rat-spirit teaches this Gift. such as "Follow the Red Talon and report his activities" or "Keep an eye on the Theurge elder". The Stormcrows. The raven can see and hear.Shadow Lord http://www. helps with the Garou's chores and rolls his cigarettes. the Judge must roll Charisma + Intimidation (difficulty 8) and spend a Gnosis point. the Shadow Lord must pretend to be the person's friend (the friendship can be real as well). After the first week. This Gift is taught by a Raven-spirit. System: The Gift affects just one pawn at a time. The Stormcrow is invisible to everyone except individuals in the Umbra. (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). the pawn sides with the Shadow Lord in arguments. If the Gift affects the same person for over a year. This is particularly useful in situations where gathering concrete information is difficult or in extremely complex situations. The effect fades in one week unless the Shadow Lord spends additional Gnosis. During that time. 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 pawn might even die for the Shadow Lord. much later.Judges of Doom) The Judges learnt this blessing from Grandfather Thunder himself. Summon Stormcrow (Shadow Lord Rank 3 . While this Gift is in use. the Stormcrows follow anybody the Judge chooses and report back all they learn.arsimagica. some of Grandfather Thunder's servants.pl 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. At first. System: To call a 'crow. 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. but each additional success furhter clarifies matters. the new-found friend performs small favors. Only on success is necessary to make sense out of even the most confusing situation. Rumours speak of networks of Stormcrows that pass information back and forth like a regular telephone line. come to the aid of those Garou who activate this Gift. 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. The Garou may not only remove the information . It is invulnerable to attacks. Over the period of a week. If it goes past this range.net/cgi-bin/cgiwrap/eccles/sg. He may give the crow a single command.such as the identity of the Garou mole within a hostile group or the location of a safe 5 of 8 09/04/2005 7:17 AM . Acting as spies. the small favors and general friendliness turn obsessive and dangerous.

Seeds of Doubt (Shadow Lord Rank 4) By careful deliberation. While those affected suffer no Renown loss. contemptible and base. Strength of the Dominator (Shadow Lord Rank 4) The Garou. If the roll succeeds. she gains two bonus dice to her damage pool.") If the listener succeeds. If she does at least three levels of damage (after soak) to her target. THe Garou may also use this Gift to alter her own memories in situations where she feels that this is necessary. any onlookers are dismayed by the brutal expertise of the Shadow Lord's attack. 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). Others will be more inclined to believe the Shadow Lord's proclamations concerning the enemies they thus curse. she may take no other action this turn. they will find it hard to speak at moots and will be considered last for honourable missions (which the Shadow Lord can maneuver to be assigned to his pack instead). the Garou can affect one person per success. the Gift is ineffectual. and suffer a one-die penalty to any rolls made against the Shadow Lord for the remainder of the scene. System: The player spends a point of Gnosis and rolls Manipulation + Empathy (difficulty of the victim's Willpower). the target will bleed.but she may also smooth over the edges of the victim's memory so that he does not realise anything is missing.e. But if she hits.Shadow Lord http://www. draws from another's anger to feed his own. Those affected subtract four from their Social dice pools. If the Shadow Lord succeeds. "You can walk on air" or "Fire is easily digestible. Anyone witnessing the Dolorous Stroke becomes faint of heart. the listener will frenzy. System: The Garou spends one Gnosis point and rolls Strength + Medicine (difficulty of the target's Stamina + 3). This Gift is taught by a Death spirit. he will realize that he is being tricked. If the caster botches.arsimagica. and finds it difficulty to oppose the Shadow Lord capable of such a strike. The effect lasts one scene. the Shadow Lord gains 2 dice to any Expression rolls when making disparaging remarks about these "lowly fools". This Gift is taught by a Pain spirit. In addition. by force of command. the listener will believe the lie. System: By spending one Gnosis point and rolling Manipulation + Subterfuge. against a difficulty of 7. Additional successes enable the character to make secondary adjustments to the target's memory to hide the fact that something is missing.net/cgi-bin/cgiwrap/eccles/sg. as long as it is not actively harmful to him (i. Stench of the Peasant (Shadow Lord Rank 4) A Garou can make others appear to be inept. A single success allows the character to excise the desired piece of information. If she misses. the Shadow Lord may convince a listener of one false idea. System: The player spends a Gnosis point and then rolls to hit.. This effect lasts one scene.pl house for ecoterrorists . Taught by: Ruatma Book: RatH Dolorous Stroke (Shadow Lord Rank 4) The Shadow Lord may deliver a blow so merciless and terible that it strikes fear into the hearts of those around her. 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 6 of 8 09/04/2005 7:17 AM . This is not aggravated damage. losing one Health Level per turn for a duration of one turn per success.

Shadow or night-spirits teach this Gift. Obediance (Shadow Lord Rank 5) The garou becomes the ultimate alpha leader. Success indicates that the curse takes effect. Ubiquitous Presence (Shadow Lord Rank 4) Paranoia is a wonderful weapon. It keeps enemies from resting. the Garou must roll one die.Bringers of Light) The disciple has become so resistant to the Wyrm that she may overcome the Blood Bond of vampires. commanding others to do as she wishes. Every time this Gift is used. done right. System: The Garou spends one Gnosis point and rolls Charisma + Leadership (difficulty 8). Taught by: Ruatma Book: RatH Mask Taint (Shadow Lord Rank 5 . The effect lasts for one scene. The degree of obediance varies according to the number of successes. the victim will lose one Rage point per turn. at least you can appear to be. If the number is equal to or less than her Corruption Trait. The effects last for one day and night. This Gift cannot be used by Garou with Corruption 10. System: The player spends one Gnosis and rolls Charisma + Intimidation. gaining more Wyrm taint. 7 of 8 09/04/2005 7:17 AM . System: The Garou rolls Wits + Intimidation (difficulty of the target's Willpower).Shadow Lord http://www.pl Stormcrow. three successes means they'll pretty much do whatever the Garou tells them as long as they aren't directly opposed to it. The Garou can enter a caern beloning 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. This may be attempted only once per target per scene. This Gift is taught by a Stormcrow. after which all bets are off. retrieving an item or delivering an ultimatum. Purity of Blood (Shadow Lord Rank 5 . All in the vicinity must make Willpower rolls (difficulty 8). A successful roll allows the character to interact with a group of potential enemies for the purpose of delivering a messsage. and. even when that belief would otherwise be entirely illogical. difficulty of the victim's Intelligence * 2. System: The Garou spends one Gnosis point and rolls Appearance + Subterfuge (difficulty 8). from thinking properly. while the Garou will gain that Rage point. Failure to match or exceed the Garou's successes means that the listeners must obey the commands of the Garou. one success means that the listeners can be pursuaded to do something they don't mind doing.net/cgi-bin/cgiwrap/eccles/sg.arsimagica. The Shadow Lord can curse an enemy with paranoia. five successes means the listeners will undertake virtually suicidal actions.Lords of the Summit) A Garou with this Gift may completely hide his Wyrm-taint from all senses. from ever attacking you. 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. she adds one to her Corruption. The Gift only lasts for one scene. This Gift is taught by a Puppeteer Bane. 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. System: The player spends a point of Willpower and rolls Manipulation + Subterfuge (difficulty 8). reducing all dice pools of the victim by one for each two successes rolled. including Gifts that detect such taint. giving the victim an unflinching suspicion that the Garou is watching her. For a number of turns equal to the successes scored by the Garou. And if you can't be everywhere at once.

but may nonetheless spend a Willpower point to break his conditioning and use the Gift. or even multiple shadow. spend 10 minutes in meditation and make a successful Intelligence + Meditation roll. Until the Garou uses Purity of Blood. These shadows eerily resemble the Garou and have the same powers. For each Gnosis point spent. but not fetishes. and each has only as many Health Levels as the number of successes rolled.net/cgi-bin/cgiwrap/eccles/sg. he will be aware that he is Bound.Shadow Lord http://www. to spend beside him in battle. Also note that this allows an infiltrator of the Sabbat to shatter the effect of the Vaudelaire. System: The Shadow Lord must expend two points of Gnosis. they may not use Gnosis or Willpower. Taught by: Night or Chimerling 8 of 8 09/04/2005 7:17 AM . 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).pl This Gift is taught by an avatar of Grandfather Thunder himself. The shadow-Garou last for one scene. the Garou summons an exact duplicate of himself to fight by his side. These Garou have identical identical Attributes and Abilities. Shadow Pack (Shadow Lord Rank 5) The Garou may summon a shadowy duplicate of himself.arsimagica.

It allows the Philodox to sense the weight of a fallen Garou's soul and determine if he died as one of Gaia. even clouded.arsimagica. While under a night sky. Taught by: Meros Book: RatH Sense Wyrm (Silent Strider Rank 1) The Garou can sense manifestations of the Wyrm in the nearby area. the Gift works automatically. she would feed it to the beast Ammit. the Strider will always have a perfect sense of direction. the Garou can choose to determine if an object is about to break or cease functioning. If however.net/cgi-bin/cgiwrap/eccles/sg. This Gift is taught by any spirit servant 1 of 8 09/04/2005 7:19 AM .Silent Strider http://www. revealing this to be so. destroying their soul entirely. but has spread throughout all of Garou society. 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 foresse). "This place stinks of the Wyrm. although Garou using this Gift are likely to say. System: If the Garou died in the service of Gaia. then a roll of the Philodox's Perception + Occult (difficulty of the deceased's former Gnosis) is needed to correctly determine their guilt. The Garou need only concentrate on her target to activate this Gift. 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. Taught by: Bird or lion spirits Book: PG3e Sense of the Transformation (Silent Strider Rank 1) With this Gift. 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). if the heart of one of the dead was heavier than Ma'at's feather. A simple success is sufficient. In the same fashion. During that time the character can determine the general state of health (or illness) of the individuals or creatures in her vicinity.pl Gifts for Silent Strider Tribe. It is used to determine what rituals will be undertaken for the deceased. System: No roll is necessary. or had fallen to the Wyrm. If it was lighter. the Garou can identify states of transformation or significant changes within creatures or objects." This power requires active concentration.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. then the dead person was admitted to the afterlife. This Gift involves a mystical sense. the Strider with this Gift can never be truly lost. but the player must spend a point of Gnosis to activate the Gift for one scene. and is taught by a bird or lion spirit. She can also tell if inanimate objects are on the verge of breaking down or otherwise ceasing to function. the Strider's sense of direction and distance is absolute while he is under a night sky. the Garou had betrayed the Mother. System: No roll is necessary. and the Storyteller is encouraged to roll secretly for each use of this Gift. to keep the players guessing. as well as how many leagues he has traveled that day. not a visual or olfactory image. Various Star-spirits and other spirits of the Aetherial Realm teach this Gift. This Gift was first the province of Silent Strider Philodox (and is still most common amongst that tribe).

the Garou can wend his way through thick underbrush as if walking on the open plains. System: The Garou rolls Dexterity + Stealth (difficulty 7). System: The player must roll her Perception + Survival. the player must expend a point of Gnosis. food or water. An owl-spirit teaches this Gift. Every success reduces travel time approximately 10 percent.net/cgi-bin/cgiwrap/eccles/sg.arsimagica. Other animals will also recognize this. After the duration expires. spirits or monitoring devices by remaining still. System: To activate this Gift.spirit. This Gift is taught by a Chameleon. In addition. and not attack the intruder. the better to creep up on an enemy or escape unnoticed. and always know which direction she is traveling in or facing. and even other lupus must make a Willpower roll not to recognize this right. Vampires can be sensed using this Gift.pl of Gaia. the Garou must sleep for a Week. System: The player rolls Dexterity + Stealth. each success subtracts one success from the Perception + Alertness rolls of those actively looking for the character. Animals will automatically sense the presence of the Garou and leave her be. A Crow-spirit teaches this Gift. or Larceny in cities (difficulty 7). This Gift is taught by a Camel or Wolf spirit. Each success adds one to others' difficulty to hear the Garou for one scene. up to a maximum of half the original travel time. 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. System: The Garou spends on Gnosis point and may do nothing save run. When used in a town or city. The difficulty of any rolls to track the user increase by two when this Gift is active. The Strider also finds the fastest trails and shortest routes from one location to another. Taught by: Owl Book: WW3e Speed of Thought (Silent Strider Rank 1) The Garou can double her land speed. then one success indicates complete concealment. Blissful Ignorance (Silent Strider Rank 2) The Garou can become completely invisible to all sense. Wolves will detect this. This Gift is taught by a Roadrunner or Cheetah spirit. and concede her right to travel through their territories and hunt there. System: The Garou rolls Perception + Occult.Silent Strider http://www. Trailblazer (Silent Strider Rank 1) With this Gift. in a mystical sense. 2 of 8 09/04/2005 7:19 AM . for an additional Gnosis point. no matter where she may be in the Gaia realms. the werewolf carries her "territory" around with her. System: The Garou spends one Gnosis point. Silence (Silent Strider Rank 1) The Garou can muffle any sound she makes. he may imbue the effects of this Gift upon another being. The difficulty for this Gift is based on the concentration and strength of the Wyrm's influence (sensing a single formor in a room would have a difficulty of 6). the Garou can still find the shortcuts through alleys and dart through crowded streets with ease. If no one is so doing. The effect lasts for one scene. but only those with Humanity scores lower than 7. Messenger's Fortitude (Silent Strider Rank 2) The Garou may run at full speed for three days without rest. The number of successes equals the quality of the new route and decreases travel time.

The Garou also takes no damage from poison or disease. while a two week long trek through unspoiled wilderness only takes 10 days. The Garou can only call half of his dedicated items . they can then follow the trails of the spirit until they find the ghost. System: The Silent Strider stands over the body of the dead. A Fire-spirit teaches this Gift.net/cgi-bin/cgiwrap/eccles/sg. System: The Garou need only spend one Gnosis point and concentrate on the item. or to recover items lost along the way.he must choose which ones upon learning this Gift. Death Track (Silent Strider Rank 3) Sometimes someone's journey ends too soon. Some Striders are rumoured to have crossed seas by use of this Gift. the Garou sends his message into the sky for other Garou to read. He simply wills the message to exist and plumes of smoke (or flickering lights at night) rise into the sky. 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). System: The Strider spends a Gnosis point and rolls Dexterity + Survival (difficulty 7). A servant of Owl teaches this Gift. Taught by: Meros Book: RatH Smoke Signals (Silent Strider Rank 2) The Strider can communicate over a great distance with visual signals. A packrat-spirit teaches this Gift. her feet are not protected . even in the Umbra. By activating this Gift. and appears in the Garou's grip. Then. though concentrated flame or radiation still affects the Garou normally. This Gift may be applied to others as well as the Garou who possesses it. It is taught by a Crocodile or Basilisk spirit. temperature or atmospheric composition. As long as the Silent Strider can find the body. a Strider may walk or run across water or other liquids.either through a series of fortunate coincidences or else through clearly supernatural means. This Gift is taught by a Bear-spirit System: The Garou spends one Gnosis point and rolls Stamina + Survival (difficulty 7). Whether with puffs of smoke by day or flickering lights at night. just as if they had heard a howl. Each sucess allows her to travel across water as if it were open ground for an hour. Silent Striders with this Gift do not let the end of someone else's journey be the end of theirs. regardless of pressure. Any Garou who see these signals instinctively know what he means. System: The player spends a point of Gnosis and rolls Manipulation + Survival (difficulty 7).arsimagica. the player spends one point of 3 of 8 09/04/2005 7:19 AM . The effects last for one hour per success and may be extended by spending Gnosis.running across a pit of Wyrm-toxin is still a hazardous enterprise. System: The Silent Strider can create her message without a fire or other tool. Adaption (Silent Strider Rank 3) The Garou may exist in any environment. This feat may take shape in a number of ways . even from somebody else's grasp. Tread Sebek's Back (Silent Strider Rank 2) A Silent Strider may call on the rover to support her steps. Striders use this Gift to bring special items to them once they have finished a journey.pl Shorten the Road (Silent Strider Rank 2) This Gift enables the Garou to cut normal travel time by a third. A successful roll shortens a journey by a third so that a three-day trip takes only two days. The item disappears from wherever it currently rests. The player spends one Willpower point to activate this Gift. However. such as a man dying before he can tell the Silent Strider important information.Silent Strider http://www.

("Please. A Horse-spirit can teach this Gift. 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. The Storyteller determines how far away the ghost is. The victim can resist with Willpower. This Gift is taught by a Jackrabbit spirit. Every day the search continues. this Gift allows him to reduce the travel time on a lengthy journey. System: The Garou spends one Willpower point and rolls Strength + Athletics (difficulty 6). This Gift is taught by an Ibis or Baboon spirit. no. difficulty 7. Striders use this Gift only when the need is dire. the Garou may make Perception + Empathy rolls to determine the nature of any truths or lies the target may speak. Book: Wild West Companion Long Running (Silent Strider Rank 3) Whether the Garou is on foot or in a vehicle.Silent Strider http://www. The guilt is plain and written on your heart. etc). should they reside in the breats of those she encounters. twisted ankle. Each success removes the victim's ability to communicate for five minutes. writing and any other form of communication. but you forced the door open so that your companions could enter. However. I never set foot inside her house!" "That is true. Unless the task in question concerned the Silent Strider using the Gift. One success is needed to smell the direction of the ghost from the body. The number of successes determines the length of the message . For every success. Each success enables the Garou to leap 100 feet.arsimagica. difficulty 7.5 symbols or words per success. the difficulty is 8.pl Gnosis and rolls Perception + Occult. 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. the message appears to be garbled nonsense. The target receives a -1 to all difficulties interpreting and remembering the message. with one additional success required for each day spent searching. she may discern levels of truth invisible to even the canniest investigators With this Gift. the travel time diminishes by 5 percent. to formulate the message. and easily remembered by the recipient. they prefer to see the sights and take their time. another Perception + Occult roll must be made. A botch increases travel time by 25% or indicates that travel has stopped altogether (due to a flat tire. System: The player rolls Intelligence + Linguistics. but each point allows her to read or speak only one sentence. usually. System: The player spends one Willpower point and rolls Manipulation + Enigmas (difficulty equals the target's Willpower). Eyes of Ma'at (Silent Strider Rank 3) When a Strider invokes the power of ma'at itself. 4 of 8 09/04/2005 7:19 AM ." Gibberish (Silent Strider Rank 3) This Gift destroys the ability to communicate. The Great Leap (Silent Strider Rank 3) The Garou can jump incredible distances in one bound. Should the victim try to speak. System: This Gift acts much as the Philodox Git: Truth of Gaia. System: The player rolls Dexterity + Athletics (or Drive) at a difficulty equal to the local Gauntlet and spends a Gnosis point. Should she try to read a telegram. no one can understand her. she may perceive innocence and truth. The Silent Strider causes one target to lose her knowledge of speech.net/cgi-bin/cgiwrap/eccles/sg. One Gnosis must be expended to deliver the message and the target must be in sight.

A simple success imbues the message with a Gaffling that will ensure it arrives at the stated destination. the messenger of the Gods. a Strider mya block the flow of blood in a vampire's heart.arsimagica.Silent Strider http://www. but may be used only in the wilderness.pl Tongues (Silent Strider Rank 3) This Gift allows the user to read or write any human language encountered. The Garou spends a Gnosis point and rolls Manipulation + Medicine (difficulty of the target's Willpower). System: The Garou spends one Gnosis point and rolls Perception + Survival (difficulty 6). An ancient and obscure tongue such as Etruscan. 5 of 8 09/04/2005 7:19 AM . A common modern language such as Spanish is difficulty 4. but multiple Garou may use this Gift on a target once each. System: The player spends two points of Gnosis and rolls Charisma + Occult. difficulty 8. 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. System: The player spends a point of Willpower and rolls Manipulation + Empathy (difficulty of the victim's Willpower). System: After spending one Willpower point. while the Strider loudly states the message's destination. 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 obscurity and relative age of the language determines the difficulty. even Anasasi). no matter how ancient or obscure. ghouls. Affected targets fail to carry out any sustained course of action. This Gift is taught by an Owl spirit. preventing him from using any supernatural powers tied to the blood. System: This Gift can only be used on a supernatural creature with a Blood Pool who gains power from that blood (vampires. The spirit of any migrating animal teaches this Gift. the player rolls her Intelligence+Linguistics. thus getting an overview of what exists or what has happening in the area . The method of delivery is a matter of coincidence. Galliards often use this Gift when translating ancient texts to revive old legends or compose new songs for Moots. for whatever purpose. If the Gift is used in a non-combat situation. Dam the Heartflood (Silent Strider Rank 4) No tribe loathes the blight of vampires more than the Silent Striders. A Garou may only use this Gift once per scene against a given target. for a full turn. Taught by: Meros Book: RatH Attunement (Silent Strider Rank 4) This Gift is similar to the Bone Gnawer Gift. The number of additional successes determines how long this takes. attacking one minute and retreating the next or else stopping to make a speech. By using this Gift. regardless of distance. ends up on a truck heading that direction. who resent being viewed as a symbol of Set. This Gift lasts for one scene. The number of successes determines the character's fluency with the language. secret trails. By standing in a particular area. Those who have this Gift do not even have to accompany the message. floats on the wind. This Gift is taught by Cobra spirits. Each success prevents the target from spending any Blood Points. etc. but can send it on its way and be assured that it will reach its destination. On a botch. the victims change their actions radically from one moment the the next. places of note and so on. would be difficulty 10. the character can commune with the spirits of the area. Each success allows the character to affect one individual. thus making it more difficult for the victimes to coordinate attacks or act sensibly in any given situation. the spirits lie. tablet. The amount of information gained depends on the number of successes.rough population. bone shard). This Gift is taught by a Raven-spirit. the message is picked up by someone curious.net/cgi-bin/cgiwrap/eccles/sg. The message must be written on something physical (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.pl Number of Successes Length of Transit 1 2 3 4 5 A year Six months One season One week One day While the message is in transit. a Garou's spirit may journey to another location while his body sleeps. As a result. impart a message to someone he sees.one success is sufficient.. or retrieve a small (hand-held) item such as a ring. this Gift tends to be used only when all other avenues have been tried and failed. Additional successes increase his ability to interact with what lies at his journey's end. a set of keys or a piece of paper. System: The player spends a point of Gnosis and rolls Wits + Occult (Difficulty 8). Three successes allows him to converse with individuals he meets (who. With it. 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. Taught by: Meros Book: RatH Speed Beyond Thought (Silent Strider Rank 4) The Garou may run at 10 times normal speed. One success enables the character to travel to the desired spot in his dreams and look around. She must spend two Gnosis points and roll Manipulation + Occult (difficulty 8). or if the Gift causes the retrieved item to relocate from one place to another is unclear..net/cgi-bin/cgiwrap/eccles/sg. if he so chooses. These "wounds" 6 of 8 09/04/2005 7:19 AM . the experience disables her with fear. Touch of Death (Silent Strider Rank 4) The Silent Striders learned this Gift from the wraiths who prowl the Underworld. Once he has arrived at his destination. Although the victim does not remember what she sees. Any disturbance in the sleep pattern negates the effectiveness of the Gift. she must awaken naturally. the Silent Strider cannot regain the two points of Gnosis invested in it. after which the Garou will be famished and must eat immediately or risk frenzy or worse. the Garou may either examine his surroundings. The Garou may do nothing save concentrate on running.arsimagica. He may overhear conversations but may not participate in them. though it does not otherwise physically threaten the Garou's life. The number of successes determines the number of dice removed from the victim's Physical Traits (Storyteller discretion as to which ones). System: The Garou must touch his target for this Gift to work. Nor can they revoke the message. a Garou can cause the victim to see the moment of her death. Once the journey has ended and the Garou's spirit has reunited itself with her body. 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. or if the Strider's death is certain. The Garou must have at least four hours of uninterrupted sleep before he is able to begin the sleep journey. This Gift is taught by a Cheetah or Air spirit System: The Garou spends on Gnosis point and rolls Stamina + Athletics (difficulty 7) . The effects last for eight hours.Silent Strider http://www.

the Garou's Charisma and Manipulation are treated as 6 when making Leadership or Intimidation rolls. the Pharaonic form combines the best of Homid and Crinos. the Garou expands and grows. Until the character uses all 10 of these points. When the character has used this Gift a number of times equal to her total number of dots in Physical. but otherwise remains in Homid form. although i most cases this means that the player must retire the character from active play. The Garou may take others with her by spending one Gnosis point per person. 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.pl can be healed like aggravated damage.arsimagica. She will be disoriented for a turn unless she scored at least three successes. However. 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. The Garou can either use the Gnosis gained by this Gift to create or replenish fetishes. The Garou gains the Physical Attributes of a Crinos. allows them to see one future event 7 of 8 09/04/2005 7:19 AM . which the Harbingers are said to share with the Corax. Mental and Social Attributes. A botch means that the character is hurled through space in a random direction. Taught by: Meros Book: RatH Gate of the Moon (Silent Strider Rank 5) This power only works at night. its residual effects are cumulative. The Garou can open a special type of Moon Bridge. This Gift is taught by Lunes. and there must be at least a sliver of a moon in the sky. The Strider must be in Homid form. 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. indeed. Success allows the Garou to travel to that place instantly. The character's fate once this occurs is left to the Storyteller's discretion. the Storyteller (and the character) should keep track of the number of times this Gift is used. but adds one to all Brawl and Melee damage inflicted agains Wyrm-foes (or adds two when facing followers of Set). but loses no Social Attributes. and must enact a 10-minute chant to the greatest of ancient Egyptian spirits. Once this is done. The Garou regenerates as a Crinos.Harbingers) This Gift. the Attribute returns to its normal level. allowing instantaneous travel to her destination. System: The player rolls Willpower (difficulty 9). arriving far from her destination (or even high in the air). This Gift is taught by Sphinx System: The Garou grows to a height of nealy 8 feet. the victim's fur is streaked white by the incident. Only one success is necessary for the character to convert one dot in a chosen Attribute into 10 points of temporary Gnosis.up to 10 for a far journey to an unknown place). Vampires and other undead are unharmed by this Gift . Essentially. spend a Gnosis and a Willpower point.Silent Strider http://www. System: The Garou spends one Gnosis point for every 100 miles she wishes to travel.they simply remember what has already happened to them. Portents (Silent Strider Rank 5 . she has one less dot in the chosen Attribute. Invocation of the Pharoah (Silent Strider Rank 5) This awe-inspiring Gift is only available to the greatest Strider hereos. enact Gifts that require Gnosis or for any other purpose that requires her to spend Gnosis. Whent his happens. becoming a giant similar to the depictions of pharaohs on mastabas and sarcophagi. However. and she rolls Intelligence + Alertness (difficulty depends on the distance of the journey and the accuracy with which she knows her destination . but gains no vunerablitiy to silver and cannot frenzy.net/cgi-bin/cgiwrap/eccles/sg. The effect lasts for one scene. her body loses its material substance and the character becomes a spirit. When the converted Gnosis is depleted. Typically. A Garou is Pharaoh form does not inflict aggravated damage.

System: The Garou must spend two Gnosis points and roll Intelligence + Enigmas (difficulty 8) while spending some time in a meditative trance. Though the future is mutable.arsimagica. This Gift is taught by an Owl spirit. System: The Garou simply wills herslef to step sideways.pl with clarity. She does not have to make the usual Gnosis roll and can never get "caught". 8 of 8 09/04/2005 7:19 AM .net/cgi-bin/cgiwrap/eccles/sg. without the need for a reflective surface. Reach the Umbra (Silent Strider Rank 5) The Garou may pierce the Gauntlet and instantly travel to the Umbra at will.Silent Strider http://www. the Garou will see the most likely event.

and a Garou can run at normal speeds through even the deepest snow and on the slickest ice. 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. Blood-warrior spirits teach this Gift. For the remainder of the scene. Others react to the Garou as if she was their pack leader .) Many Silver Fang Ahroun learn this Gift. It is taught by any of Falcon's brood. the difficulties of all Social rolls against the target group are reduced by one. regardless of lodge.Silver Fang Aura of Leadership (Silver Fang Rank 1) Similar to the Level Two Silver Fang Gift: Awe. Ice Dance (Silver Fang Rank 1) The werewolf can move on ice and snow with supernatural grace and speed. Ahroun) This Gift allows the Garou to shake off Harano by overpowering it with Rage.pl Gifts for Silver Fang Tribe. A falcon spirit teaches this Gift. An Ice Elemental teaches this Gift. the Garou must kill the spirit in ritual combat and then burn it in an Umbral fire. and smearing herself with the ashes. 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. and this Gift allows the Garou to do so literally. The Garou's hands or jaws tighten in a mighty death-grip.Silver Fang http://www. In game terms. System: The player must spends one point of Rage and make a Rage roll (difficulty 7) for the character to activate this Gift.Moon Lodge. To learn it. The Garou may not use this extra Strength to inflict damage. Taught by: Falcon Book: WW3e Full Moon Cleansing (Silver Fang Rank 1 . One success enables the character to affect a single target.including the pack leader. Lambent Flame (Silver Fang Rank 1) 1 of 9 09/04/2005 7:20 AM . System: Th player rolls Charisma + Empathy (difficulty of the highest Willpower in the target ground). If successful. System: The player spends a Gnosis point to activate this Gift for one day. the Garou's grip with either hands or jaws (or both at the cost of two Rage) is much stronger. System: All visual Perception. (The Gift does not dispel Derangements. System: The player spends a point of Rage. Of course. This Gift costs one Gnosis point per scene to use. Alertness and long-range weapon rolls are at -1 difficulty. All Dexterity rolls are -1 difficulty while on ice or snow (-2 for Philodox). Additional successes increase the number of individuals who fall unde the effects of the Gift.net/cgi-bin/cgiwrap/eccles/sg. The Gift's effects last for one scene. This is a Gift of balance. Philodox are especially adept at this art.arsimagica. making it nearly impossible to escape. the Garou's Strength is considered three points higher for purposes of grappling or maneuvers such as the jaw lock. The effects last for one scene. Falcon's Grasp (Silver Fang Rank 1) A leader must keep a tight grip on his power. A Philodox running on ice can double his normal speed. there may be repercussions after the effects of the Gift have passed.

The selected item gleams with a silvery sheen. Taught by: Lune Book: Wild West Companion Gibbous Moon Song (Silver Fang Rank 2 . A falcon spirit teaches this Gift. Vampires can be sensed using this Gift. but a human leader must understand his charges and follow their will to a degree. the Garou must best the spirit in a word contest (Wits + Enigmas. mediation. after which the illusory "pain" vanishes.net/cgi-bin/cgiwrap/eccles/sg. even if the people would rather keep those desires secret. Galliard) When used by Fangs of other auspices. and the ensuing glare adds one to the difficulties of all hand-to-hand attacks on the Garou. not a visual or olfactory image. A "social Gaffling" of the Great Green Cheese Spirit (a traditional Bone Gnawer ally) teaches this Gift. This Gift is taught by a Lune. Empathy (Silver Fang Rank 2) To be a leader among wolves is largely a matter of physical dominance. System: The Garou rolls Appearance + Empathy (difficulty of the target's Willpower). With this Gift. Awe (Silver Fang Rank 2) The Garou. System: The Garou rolls Perception + Occult. be it attack. All Social Skills are -1 difficulty 2 of 9 09/04/2005 7:20 AM . harsh punishment or clemency. The more successes the player rolls. proves to others her mastery and right to rule other tribes. The Galliard naturally draws people's attention. the better the Garou understands the people's desires. Note that this Gift by no means reveals the wisest or most rational decisions. Success indicates that the Garou knows that the majority would like to see. This Gift is taught by any spirit servant of Gaia. The effect lasts for the duration of the scene." This power requires active concentration. but only those with Humanity scores lower than 7. simply by her bearing and strength. this Gift makes the Garou more adept at social situations. Sense Wyrm (Silver Fang Rank 1) The Garou can sense manifestations of the Wyrm in the nearby area. A Lune teaches this Gift. however. It makes Galliards loquacious and silver-tongued in the extreme.pl The Garou can cause a silvery light to ignite around her body. The difficulty for this Gift is based on the concentration and strength of the Wyrm's influence (sensing a single formor in a room would have a difficulty of 6). difficulty 8). The light illuminates in a 100-foot radius. "This place stinks of the Wyrm.Moon Lodge. and the target's difficulty to hit the Garou in combat is increased by one. If successful. This Gift is taught by a Falcon spirit. System: The Silver Fang concentrates for one turn to make the Gift active.arsimagica. Garou who hold the item feel the sting of normal silver for about 10 seconds. a Silver Fang can understand those around him and live up to their expectations. The player spends a point of Gnosis for the Garou to use this Gift. 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. This Gift involves a mystical sense. the difficulties for all Social rolls made by the Garou against that target are reduced by one. just the most popular one. the difficulties of all missile attacks. System: The player spends one Gnosis point and rolls Intelligence + Empathy (difficulty 7). Garou are usually wary and back away from it. This fact is scandalous to most Silver Fangs. Whereas greedy humans flock to the illusion. System: To learn this Gift. Galliard moon-dancers who use this Gift draw upon the moon's mysteries to cast complementary light on their every action. are reduced by one.Silver Fang http://www. although Garou using this Gift are likely to say. System: The Garou must spend one Willpower point.

Silver Fang

http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl

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, honour is everything. This Gift imbues a Garou's words with his honourable 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.

3 of 9

09/04/2005 7:20 AM

Silver Fang

http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl

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

4 of 9

09/04/2005 7:20 AM

Silver Fang

http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl

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 perfidity. 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 approrpriate 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 targetted 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

5 of 9

09/04/2005 7:20 AM

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.including mist. This Gift works on frenzied Garou as well. This Gift is taught by an avatar of Gaia Herself. Taught by: avatar of Falcon Book: Wild West Companion Crescent Moon Fata (Silver Fang Rank 4 .arsimagica. it will flee in terror for the duration of the scene. clouds or wind. a Garou must best a potent spider or firefly Jaggling of Moira (a moon incarna). System: The player spends one Willpower point and selects a target. The Garou may see into the past or future (character's choice). 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. the Jaggling becomes offended and leaves. The challenge is usually a contest of arcane game-craft (Wits + Occult or Enigmas. stealing three temporary Gnosis in the process. she can dictate when and how much Rage the victim spends. An avatar of Falcon teaches this Gift. One success allows him to see several hours into the past or a few minutes into the future. All agents or minions of the Wyrm (including Kindred with Humanity scores less than 7) in the vicinity must make Willpower rolls (difficulty 7). A thread grows indistinct the further it stretches into the past or future. System: To learn this Gift. The Storyteller should be inventive. two threads must be applied to the same target. to see into both.pl One Two Three Four Five One week One month Two months Four months Six months This Gift is only successful against mortals and spirits of no greater than Jaggling status. 7 for Theurges).Moon Lodge. in relating visions of fate. carefully discerning individual threads to learn something of an object's past or destiny. Even a frenzied Garou must obey the Fang's command. How far the Garou sees depends on how many successes are applied in either direction. If a Wyrm creature does not match or exceed the Garou's successes. The Garou sees one "thread" per success. or all four threads to one target). The player must make a Perception + Enigmas roll (difficulty 5) and spend a point of Gnosis to activate this Gift. Wyrm beasts will flee in fear unless they can master their instinctual terror of Gaia's Defender.Silver Fang http://www. difficulty 9. The Fang and the victim make resisted Willpower rolls. If the roll is botched. By 6 of 9 09/04/2005 7:20 AM . System: The Garou spends a Gnosis point and rolls Charisma + Intimidation (difficulty 6). The Garou may see the fate of a given person. If the Silver Fang wins. although "borderline" supernaturals such as ghouls and Kin are susceptible. place or thing. though somewhat cryptic. Theurge) Garou with this Gift can examine the tapestry of fate itself. 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. Enthronement (Silver Fang Rank 4) The Garou can create small or simple objects out of thin air .net/cgi-bin/cgiwrap/eccles/sg. (A Garou with four successes could apply one thread to four separate targets.

Taught by: Zarok Book: RatH Ignore Death Blow (Silver Fang Rank 4) Tales say that the first Silver Fang died and was reborn.especially if they were swinging the sword. A Fang with this Gift can choose to ignore what would be a killing blow. The Garou can cause the target to obey any non-suicidal command for one turn per success. and a terrible light plays about his countenance. System: The Garou rolls Charisma + Leadership (difficulty of the target's Wits + 3). A lion-spirit or avatar of Falcon teaches this Gift. While the Gift is in effect. This Gift is taught by a Falcon spirit.pl shaping the air around him with his hands. System: All attempts to affect or attack the Garou mentally are made against a difficulty of 10. mystical armor. the Fang can spend a Willpower point and ignore all damage from a single attack. or use two or more successes to shape a larger item (such as a throne-like seat). stone-sized balls of air to use as hurled weapons against his enemies. This Gift is taught by a Lion spirit. This Gift works only against Garou. For as long as his 7 of 9 09/04/2005 7:20 AM . The items last until the Garou disperses them. In addition.arsimagica.Silver Fang http://www. This Gift is taught by a Falcon spirit. This Gift is taught by an avatar of Falcon. System: The player simply rolls Dexterity + Repair (difficulty 7).net/cgi-bin/cgiwrap/eccles/sg. Anyone meeting the Silver Fang's eyes (for example. the Fang gains three extra soak dice. since that time. "Air-stones" used as weapons do the character's Strength + 1 normal damage. 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 . few garou disagree. the victim must make a Stamina roll (difficulty 8) to remain on her feet when the "air-stone" discharges its mass. Mindblock (Silver Fang Rank 4) The Garou possesses a powerful psychic shield. Divine Regalia (Silver Fang Rank 5) The Silver Fang girds himself in shimmering. Alternatively. If she fails the Stamina roll. This includes vampiric Domination and Presence. the Fangs have passed down this Gift. no special handicaps take effect. and dissipate upon contact with their target (or any other solid substance). the Garou may form a solid block of matter to serve as a chair. if attempting to Dominate the Fang) must make Willpower rolls. create a bowl or cup for holding liquid or construct some other useful item. or immediately flee in panic as if entering a fox frenzy. System: Once per scene. but brings hope to the hearts of his packmates. which can be used to soak even silver. the effects last for a scene. either. and after seeing this Gift in action. The damage simply does not occur. System: THe player spends one Rage and one Gnosis to invoke the armor. the Garou can form small. His very appearance causes even the boldest warriors to flee. System: Once per scene. Mastery (Silver Fang Rank 4) The Garou can command other Garou (including Wyrm-tainted Garou such as Black Spiral Dancers) to do her bidding. Alternative Versions From: PG3e (Silver Fang Rank 5) The Fangs claim they rule by divine right. the victim is stunned for the remainder of the round and can take no action. increasing the difficulty of all attempts to affect or attack her mentally. The character may form one small item of solidified air for each success. difficulty 9. The Silver Fang simple ignores a blow that would otherwise kill him. the Fang can spend a Willpower point and ignore all damage from a single attack.

When activated. Taught by: Zarok Book: RatH Luna's Avenger (Silver Fang Rank 5) The Garou can transform her entire body into purest silver. The spirits play tricks on everyone around them. The spirits are semidormant most of the time. they do not always listen to her orders and may even play minor pranks on her. However. The targets of this Gift tend to listen favourably 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. All rolls made by the Garou's enemies are at a +2 difficulty. The spirits awaken for one night per success. and the player must spend one Gnosis point. (Furthermore. whether mundane mail or a Gift such as Luna's Armor. pinching and tripping them. It costs a permanent point of Gnosis to learn. minor trickster spirits (strangelings. the nature of this Gift only allows the spirits to be summoned at night. Divine Regalia cannot be invoked if the Garou is already wearing armor of any sort.arsimagica. This Gift is taught by a Lune. all Gifts or Social rolls involving persuasion are automatically successful against the affected individuals. This Gift confers immunity to silver. the individuals affected may still continue to regard the Garou with some residual respect depending on their experiences while the Gift was active.pl packmates are within line of sight of the Fang. but usually of little 8 of 9 09/04/2005 7:20 AM . Garou who invoke this Gift attract and command dozens of invisible.Moon Lodge. the Garou increases her esteem and reputation in the eyes of the recipients of her largesse. Taught by: Falcon Book: WWtDA Grand Jesture (Silver Fang Rank 5) By bestowing appropriate gifts on an individual or a group. This Gift lasts for an entire scene. The nature of the item is completely random (Storyteller's discretion). playing only the occasional halfhearted prank. 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). but should not interfere too much with the game. they gain one extra die on all their dice pools. They become genuinely active during a New Moon or when the Garou wishes it. She becomes a nigh-unstoppable warrior. The spirits can also steal one item from one enemy in a given battle. To awaken the spirits requires a Gnosis roll (difficulty 6). While the Gift is in effect. as long as that enemy is in the Umbra. The creatures dance maddeningly around the Garou in the Penumbra. mischievous spirits beset all the Garou's enemies in a 25-foot radius. Only Garou who perform a great service in Gaia's name may learn this Gift. Ragabash) This no-moon Gift represents Luna's deepest mysteries. and the spirits it attracts stay with the Garou until she dies. and learning it puts a Garou in Luna's service forever. Although the spirits generally like "their Garou". System: The Garou concentrates for a turn and spends one Gnosis point. saving their most dangerous pranks for the Garou's enemies. those who fail to keep their spirits in line may suffer penalties to Social rolls.net/cgi-bin/cgiwrap/eccles/sg. and an extra Ok Health Level. and two bonus successes on all Willpower tests. but causing consternation among those in the area. The effect lasts for one scene. When the effects of the Gift come to an end.Silver Fang http://www. New Moon Legerdemain (Silver Fang Rank 5 .) Keeping one's spirits under control should be roleplayed. System: The player rolls Manipulation + Empathy (difficulty of the highest Willpower in the target group). protecting her from harm. Each success allows her to affect one individual. and their Dice Pools are reduced by two. In addition. chimaera and Wyldlings). and all of the Garou's attacks gain benefits equivalent to those conferred by the Silver Claws Gift (level three Ahroun). System: An avatar of Luna herself teaches this Gift. the Garou gains two extra Stamina levels.

If the player botches the roll. System: The Secret of Gaia is a more powerful version of the Theurge Gifts: Spirit Speech and Pulse of the Invisible.Gaia is pained. granting +2 on all Social rolls involving them. the spirits fade away completely during the day. The Garou becomes preternaturally aware of a one-mile radius for each success. She is as a newborn cub. Paws of the Newborn Cub (Silver Fang Rank 5) The Garou prevents a target from using any special or supernatural abilities. The Silver Fang also becomes aware of Gaia's condition in the area. Silver Fangs of any auspice may learn it. special attacks) for one turn. An avatar of Gaia teaches this Gift. depending on how they regard her. he learned her secrets.pl worth.net/cgi-bin/cgiwrap/eccles/sg. feels trapped. Gifts. The Fang is aware of the area's topography. wildlife and the local spirit population. Otherwise.Silver Fang http://www. 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. The nature of the actual "Secret of Gaia" is obscure. The Secret of Gaia (Silver Fang Rank 5) When the Great White Wolf died to save Gaia.arsimagica. but only to the worthy. claws. The creatures may or may not show their treasures to their Garou. Some powerful creatures (Jagglings or Incarna) may temporarily disperse a Garou's spirits by spending Gnosis. but it is most common among Theurges and those of House Wise Heart. with only mundane powers at her disposal. 9 of 9 09/04/2005 7:20 AM . mage Spheres. 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 player rolls Gnosis (difficulty 7) and spends one point of Gnosis to activate this Gift. Furthermore. all local non-Wyrm spirits are well-disposed toward the character. the character becomes acutely aware of Gaia's agonies and succumbs to the most severe pangs of Harano for an entire scene. whatever. System: The Garou spends one Gnosis point and rolls Gnosis (difficulty of the victim's Stamina + 3). The Garou who uses this Gift becomes completely aware of her immediate vicinity in vivid detail. regenerative powers. but in a very general sense . vampiric Blood Pool. This Gift is taught by Falcon-spirit. almost becoming part of it. Finally. Each success removes all special abilities of the opponent (aggravated damage. The Garou can automatically see into the Penumbra and all Perception rolls are at -3 difficulty.

rope.net/cgi-bin/cgiwrap/eccles/sg. the Stargazer maintains an aura of complete serenity.. the Garou with this Gift knows no fear. System: By spending a Willpower point. System: The player must declare which effect he is trying to achieve before he rolls. This Gift is taught by Wind spirits. This Gift also negates the power of other Gifts that cause fear. etc no matter how thin or slippery. Stamina roll difficulties related to fatigue are lowered by one for the rest of the scene. for example) or if the Garou is blindfolded. In all cases. Whether hanging from a rock face 300 feet in the air or staring into the very maw of the Abyss. Taught by: Sokhta Book: RatH Muladhara (Stargazer Rank 1 . A spirit of Fear teaches this Gift.Kundalini) The base chakra is awakened and the energy stirs. or. The character can call upon this energy to help himself root or centre for meditation. she recalls all of the dream and can view it objectively. If the sleeper dreams. Difficulties for climbing are reduced by 3. when resisting frenzy. He then rolls Stamina + Rituals and spends one Gnosis point. Although she cannot participate. 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. partitions.Stargazer http://www. System: No point expenditure or roll is required. walls. furniture or other physical obstacles may come between user and target. the player automatically passes any fear-related tests for the entire scene. The effects of this Gift last for one scene. Dreamchaser (Stargazer Rank 1) The Stargazer can tap into the unconscious of a sleeping person and follow the course of his dreams. What information she gleans from the vision is up to the Storyteller. This Gift provides illumination for the Garou equivalent to that of a full Moon. or Howl of the Banshee. System: The player spends a point of Gnosis.Stargazer Balance (Stargazer Rank 1) The Garou is able to walk across any ledge. This also includes the Svadhisthana or sacral chakra. but no more distance than the length of the user's arm) for one night's sleep. governing the sex organs. or summone energy to stave off fatique. Taught by: Dream-spirit Book: Wild West Companion Fearless (Stargazer Rank 1) Whatever odds she may face. System: The player spends one Gnosis point and must remain within "arm's reach" of the target (i. such as in conditions of total darkness (inside a deep cave. no roll is necessary. 1 of 7 09/04/2005 7:20 AM . A Dream-spirit teaches this Gift. each success raises the difficulty of the roll by one although the character must perform no other action that turn or the next. This Gift cannot grant sight to one who is naturally blind.e.pl Gifts for Stargazer Tribe. the Garou can experience the chaotic events as they unfold.arsimagica. such as Cry of the killer. Each sucess lowers the difficulty of any roll involving meditation by one.

System: The Garou rolls Perception + Occult. allowing the character access to powerful energy and strength which can greatly aid Kailindo maneuvers. Disguise the True Form (Stargazer Rank 2) The Stargazer can avoid revealing her true nature to other Gift users or supernaturals. System: The player must still roll Gnosis as usual. difficulty 8 for more distanct occurences). The scenes that appear within the pool depict what might happen unless something occurs to change the course of events. Each success converts one point of Rage into Willpower. not a visual or olfactory image. System: The Garou concentrates for five minutes and rolls Wits + Enigmas (difficulty 8). Each success causes one vision of the future to 2 of 7 09/04/2005 7:20 AM . For one turn per success. System: The player spends a point of Gnosis and rolls Wits + Enigmas (difficulty 7 for near future events.Kailindorani ) This Gift summons a Wind spirit to harass and bewilder an opponent during combat. An avatar of the Chimera teaches this Gift. The effects of Harrying Wind are not cumulative. Vampires can be sensed using this Gift. This lasts for one scene.Stargazer http://www.pl Sense Wyrm (Stargazer Rank 1) The Garou can sense manifestations of the Wyrm in the nearby area. but not for liftin gobjects or causing damage. The difficulty for this Gift is based on the concentration and strength of the Wyrm's influence (sensing a single formor in a room would have a difficulty of 6). System: The player rolls Stamina + Rituals. despite her current form. This Gift involves a mystical sense. Wilderness ponds. although Garou using this Gift are likely to say. He may lead packmates into the Umbra as per usual Inner Strength (Stargazer Rank 2) The Garou. Taught by: avatar of the Chimera Book: Wild West Companion Harrying Wind (Stargazer Rank 2 . he has no need of a reflection of a bright light to guide him. System: Any powers used to detect the Stargazer's true nature fail. Even in Crinos form. the Garou registers as a normal human. and the Stargazer can still be "caught". System: The player rolls Manipulation + Leadership.arsimagica. The Stargazer appears to be a perfectly normal human. This Gift is taught by any spirit servant of Gaia. after brief meditation. This Gift is taught by Ancestor spirits of the Stargazers. standing water into a pool which offers visions of possible futures.Kundalini) The solar plexus chakra stirs. Manipura (Stargazer Rank 2 ." This power requires active concentration. convert her inner anger into iron resolve. Inner Light (Stargazer Rank 2) The Stargazer can step sideways into the Umbra using only his own inner light. Each success adds one to the character's Strength for the purpose of resisting grapples or initiating holds. Moonpool of Sokhta (Stargazer Rank 2) This Gift enables a Garou to transform clear. small mountain tarns.net/cgi-bin/cgiwrap/eccles/sg. "This place stinks of the Wyrm. the Kailindorani's opponent has the difficulty of all his actions increased by 1. but only those with Humanity scores lower than 7. pools of clear rainwater or even basins filled with water can serve as a conduit for the images. using the Gift multiple times on the same opponent provides no extra advantage. The Garou must concentrate on the event (or series of events) to get a sense of the outcome. This Gift is taught by an Epiphling of Truth. The pool may reflect either literal or symbolic images.

fascinating train of thought.pl appear in the pool. For instance. mundane con artists and temptresses have no power over the Stargazer. The Gift is taught by a Wind spirit. opening the Garou up to normally unseen perceptions concerning others. mental and spiritual temptations.Stargazer http://www. 3 of 7 09/04/2005 7:20 AM .net/cgi-bin/cgiwrap/eccles/sg. Surface Attunement (Stargazer Rank 2) The Garou may attune herself to the surrounding environment. An avatar of the Chimera teaches this Gift. each success lowers difficulties on any rolls to sway that person. Against non-supernatural coercion. while a Bone Gnawer might try to reason why. mice) animals usually overlooked by the other Garou. Anahata (Stargazer Rank 3 . pitch darkness and even recognise illusions or invisibility. Each Willpower point the target spends reduces the effectiveness of this Gift by 1. the Stargazer can sense the surface emotions (anger. sparrows. For the rest of the scene.arsimagica. and he will be especially receptive to wisdom or advice from the Stargazer. Clarity (Stargazer Rank 3) The Garou is able to see through fog. the player may make a Perception + Empathy eoll. This. etc) or those who directly interact with her. This Gift is taught by an Earth-spirit. Taught by: Sokhta Book: RatH Reason (Stargazer Rank 2) Using gestures to her chakras. did the chicken cross the road. 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 Garou rolls Perception + Enigmas (difficulty 7). frustration. The number of successes indicates the complexity of the problem and the extent to which the target is distracted. System: The players rolls Charisma + Empathy and spends one Gnosis point. the number of successes must match or beat that which were achieved when establishing the illusion. After three or more turns of interacting with that person. thereby gaining the ability to walk at normal speed across such surfaces as mud. The Storyteller should determine the clarity and accuracy of the visions. a vampire trying to Dominate the Garou would find it harder to succeed. Each success also subtracts one die from the target's Dice Pools for an equal number of rounds. System: The Garou concentrates for a turn and rolls Dexterity + Athletics (difficulty 6).Kundalini) The heart center stirs. If the Stargazer attempts to see through someone else's illusion. this Gift automatically succeeds. the Stargazer can resist wordly. water. snow and quicksand without falling through or leaving tracks. but the Garou must first solve her instructor's puzzle. The effect varies with every individual. the target could be completely immobilised by her new. indeed. The Stargazer can also attempt to avert any angry action against herself in such ways. No successes indicate a failure of the Gift. Conundrum (Stargazer Rank 3) A Stargazer with this Gift can introduce an unsolvable problem into a victim's mind. but it usually derives from the target's personality: A computer hacking Glass Walker might try to discover the last digit of pi. including corruption. but honoured by the Stargazers. This Gift is taught by the spirits of small animals (rabbits. System: The Stargazer rolls her Manipulation + Subterfuge (difficulty of the opponents Wits + Enigmas). Each success raises others' difficulties to ensorcel or supernaturally coerce the character bye one. as Klaital did. Depending on the effectiveness. while a botch produces false visions or an extremely chaotic jumble of meaningless images. joy. System: The player rolls Wits + Rituals and spends one Gnosis point.

buffeting her with debris and hurling her aside. Gathering Storm (Stargazer Rank 3 . System: The player rolls Wits + Expression and spends one Gnosis point. attuning himself to the body of his foe. A botch allows the character to get midway through her journey before the moon's light fails. This Gift is taught by a Crow spirit or a Chimerling. Any illusion designed to foll others is revealed as such . This Gift is taught by a Mongoose spirit.Kailindorani) This Gift summons a group of Wind spirits that engulf one opponent in a cyclone. the effects of the Gift end and the Garou may have to swim or wade to shore. The Garou travels across the water with supernatural speed. This Gift is taught by various Enigmatics. System: The player spends a Gnosis point and rolls Manipulation + Primal Urge. Only one success is needed for the character to gain the ability to travel the "moonriver". System: The Garou spends one Gnosis point. the Garou may swiftly travel across the surface of a body of water which reflects the moonlight. etc) + 4. Moonriver (Stargazer Rank 3) By using this Gift. the Garou may then roll Perception + Medicine (difficulty of the opponents Wits + Dodge). The Gift user also automatically gains as many successes to his initiative roll as her gained on his roll. System: The players rolls Dexterity + Occult. 4 of 7 09/04/2005 7:20 AM . Melee. the effect of the Gift is canceled and the spiders will come.pl Conundrum (Stargazer Rank 3) The character can cut through any falsity. In addition. The words cannot be profane and must come in the form of a short haiku poem or koan. typically three times her normal movement rate. The Kailindorani receives a -1 to his difficulty to attack his opponent next action (in addition to any other modifiers).Kailindorani ) This Gift allows the Kailindo practitioner to know what his opponent's next combat maneuver will be. they are at a -2 dice penalty to all actions. The spirits of the wind whisper the opponent's attack plan to the Garou. System: No expenditure is necessary. If the light becomes obscured at any point (such as when a cloud passes across the moon). If his next blow (hand or weapon) strikes and does damage before a soak is rolled. thus stranding the character in mid-stream. if the Stargazer takes direct action against any Weaver minions. and spends a Gnosis point. 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. anyone trying to lie at that moment is revealed as a liar . The Garou must chant a mantra through sub-vocalisation. She can follow a river or cross a lake so long as she follows the "trail" of the moon's light. One or two successes on this roll cause the opponent to keep over helpless for the next turn. Taught by: Sokhta Book: RatH Walk the Web (Stargazer Rank 3) The Stargazer can walk through Weaver Realms without attracting attention. However. illusion or bullshit with a few choice words. Kailindo. System: The player must roll Perception + Kailindo. three or more paralyse the foe for the entire scene.net/cgi-bin/cgiwrap/eccles/sg. Pattern spiders will ignore her and go about their business. difficulty equal to his opponent's combat skill (Brawl.even Bastet Den-Realms can be discovered with this Gift.his words instead speak his true intent.Stargazer http://www. reflecting the concentration needed to maintain the effect.arsimagica. The opponent is thrown two yards for each success scored and also loses one Health Level per success. Whispering Wind (Stargazer Rank 3 . Merciful Blow (Stargazer Rank 3) The Garou can subdue a for in combat without harming him. however while the Stargazer is chanting the mantra. The opponent may soak this damage normally.

Through a preternatural connection between herself and the universe. This applies even if the Garou cannot see the attack coming. Visuddha (Stargazer Rank 4 . any fae are revealed in their true forms. The effect lasts for one scene.Stargazer http://www. In addition. Ultimate Argument of Logic (Stargazer Rank 4) Those who speak with the Garou leave convinced of some fact might otherwise have disbelieved. System: The Garou spends one Gnosis point and rolls Perception + Dodge (difficulty 7). the ability to absorb information through her whiskers and extreme flexibility of movement . This Gift is taught by a Wind spirit. While in cat form. THis ability can prove useful for getting into small places (or escaping from such) and remaining hidden. For the next scene.from the "fact" that the sun revolves around the Earth to the "truism" that the wolf's inherent nature is that of the pawn. including good night sight. System: The Garou needs three successes on a Manipulation + Performance roll (difficulty of the target's Wits + Enigmas). the Garou retains her Lupus-form Attributes. any Banality is banished for one scene. During the chanting. Imaginal Mantra (Stargazer Rank 4) The Stargazer can chant a mantra to banish Banality from the area and awaken Glamour. seeing the rocks. The Garou has the senses of a cat for the duration of the Gift. Each success on the roll lowers the 5 of 7 09/04/2005 7:20 AM . A cat spirit teaches this Gift to Garou. System: The player rolls Wits + Rituals and spends one Gnosis point. He can halt others with a bellow or command them to heed his words. she also retains the power of a full-fledged Garou. while a botch results in a transformation into a misshapen creature somewhere between a cat and a wolf. the Garou can cause the target to believe implicitly in one aspect of existence (true or false) . although she can end the gift at any time before the duration runs out. Each success allows the character to remain in cat form for one scene. the Stargazer can dodge the wheels of fate for the moment.net/cgi-bin/cgiwrap/eccles/sg. and is much more dangerous than she looks. System: The players rolls Manipulation + Expression and spends one Gnosis point.Kundalini) The throat chakra stirs. 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. thereby becoming preternaturally aware of her opponent's doings and allowing her to anticipate them somewhat.however. allowing the character immense control over his voice and breath. All opponent's Dice Pools to hit the Garou are reduced by a number of dice equal to the number of successes. anything the Stargazer says has a commanding quality to it. If successful.he must pretend to dream while awake. he must imagine the area is being inherently magical. Taught by: Sokhta Book: RatH Preternatural Awareness (Stargazer Rank 4) The Garou attunes all her senses to her surroundings.pl Avoid Fate (Stargazer Rank 4) With this Gift. stones and buildings as living things . The character may choose to end the Gift immediately if this happens. This Gift is taught by a Coyote-spirit. If successful. Mooncat (Stargazer Rank 4) This Gift allows the Garou to assume form of a small white cat (one of Sokhta's favoured animals).arsimagica. System: The player spends a point of Gnosis and rolls Dexterity + Animal Ken (difficulty 7). may soak silver as if it were ordinary damage (although silver damage is still aggravated). the player can spend a Gnosis point to reroll any failed roll. No successes means that the Gift fails. and can inflict aggravated damage with claw and bite attacks as usual. she avoids certain disaster. This Gift is taught by a Chimerling. System: Once per scene.

Stargazer

http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl

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; chracters 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 (Discplines, 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 cancelled. 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
6 of 7 09/04/2005 7:20 AM

Stargazer

http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl

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 favour. 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 involes 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 successses means that the character receives no dream while a botch gives the character an eight-hour long nightmre 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.

7 of 7

09/04/2005 7:20 AM

Uktenna

http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl

Gifts for Uktenna
Tribe- Uktenna
Fast Track (Uktenna 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 (Uktenna 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 (Uktenna 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 (Uktenna 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 (Uktenna 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

1 of 9

09/04/2005 7:23 AM

While they hold their breath. Taught by: Hakahe Book: RatH Breath of the Dragon (Uktenna Rank 2) By invoking this Gift. and consequently are briefly weakened. Taught by: Packrat-spirit Book: Wild West Companion Medicine Dreams (Uktenna Rank 2) When the humans began hunting animals.they have burned up some of their reserves faster than they should. fog. shadow. the animals retaliated by sending disease amongst the humans to kill them. if multiple secrets exist to be sought out.net/cgi-bin/cgiwrap/eccles/sg. Dexterity and Brawl ratings as the Garou who summons it. The fetish appears in her hand as if from thin air. A Packrat-spirit teaches this Gift.each invocation doubles the negative repercussions of the Gift's use. Just one hiding spot can exist at any one time. System: The character spends an action filling their lungs with air. System: The player rolls Perception + Investigation (difficulty 8). and the negative effects are banished while the new invocation is in effect. If the character is reduced to 0 stamina dice pool. The player spends one Gnosis and buries or covers her items. however.this trick reveals only that a deception is present. The Gift can be reinvoked after one turn. allow the Garou to seek beneath the disguise. but the Uktena can create a new spot at any time. When the Gift's effect ends. she needs to spend a Gnosis point to summon any or all of her fetishes. Each success beings forth one one coil from the prevailing element (darkness. System: The player rolls Dexterity + Occult (difficulty 7).for each success rolled the character is treated as having an extra two dice in any Stamina and Willpower rolls for a turn. at the ST's discretion. the user is at -1 to all Stamina rolls for two full turns . Once they saw that their diseases killed good people as well as bad. mist. but at the end of the second use of the Gift. they aren't capable of greater manipulation. The Garou must concentrate on the target in order to invoke this Gift. determine the nature of a concealed weapon or tell what lies within a hidden wall safe . The Garou must direct the coils' attacks if she wishes to target multiple opponents. pass out. Extra successes might reveal more facts about the subject. The coils may only grasp to immobilise. the werewolf is capable of feats of stamina and will beyond even a Garou's normal abilities. they relented 2 of 9 09/04/2005 7:23 AM . concentrating on drawing in strength from their surrounds. 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.Uktenna http://www. dust). Fetish Fetch (Uktenna Rank 2) The Uktena need not carry her fetishes with her at all.arsimagica. The Gift does not. System: The first part of the Gift involves creating the secret hiding spot for the fetishes.pl passage. the escaping lungfull of breath steams and curls as if it were a frosty morning. Taught by: Dragon spirits Book: Damien Coils of the Serpent (Uktenna Rank 2) The Garou may summon serpentine ropes of darkness. the coils focus on the person or creature closest to their manifestation. "The floor contains a hollow beneath the floorboards"). Each coil is four feet long and has the Strength. She may draw them from a hidden cache whenever she needs them. the user is at -2 to all Stamina rolls for 4 turns . Once this ritual is complete. they may. The player rolls Stamina (as determined by their current form) against a difficulty of 8 . At the end of this time. mist or fog to grasp enemies and render them immobile. The Storyteller should inform the player of her characters' knowledge in general terms ("That man has some sort of disguise". A Snake-spirit teaches this Gift. no matter the distance. otherwise.

but becomes like an unnoticeable feature of the landscape. Unlike the Ragabash Gift: Blissful Ignorance. Maneuvering requires a roll of Dexterity + Occult. difficulty 8. swamp). dark shape that can slither and flow almost anywhere. To do so. are increased by two. If the roll is successful. The Garou may spend a Gnosis point to negate being seen in this fashion. System: This Gift is used when an Uktena is attempting to heal someone seriously ill.pl and herb-spirits came to medicine men in dreams to tell them how to heal the sick. Should this grant the Uktena more than ten dice on his Medicine dice pool. Spirit of the Fish (Uktenna Rank 2) The Garou may breathe underwater and swim as fast as he can run in Hispo form. Before the Uktena goes to sleep. even one success can give the character the advantage of surprise in a battle. Even slow movement while the searcher is looking in the Garou's direction will break the illusion. The physical form of the Garou fades to a murky. Someone searching for the Garou must roll Perception + Alertness (difficulty 9) to see through the camouflage. Unless someone is actively searching for the Garou. The effect lasts for one hour per success.such as a brightly lit room (or a room in total darkness. Taught by: Aloe plant Book: PG3e Natural Camouflage (Uktenna Rank 2) By crouching down and remaining still in a natural environment (woods. the Garou may remain camouflaged while moving slowly toward or away from the searcher. This Gift is taught by a taught by a Chameleon spirit. Each success allows the character to assume the shadow-form for one scene (or one combat round). Taught by: Hakahe Book: RatH Spirit of the Bird (Uktenna Rank 2) The Garou may hover and float in the air. System: The Garou spends one Gnosis point. Each success on the Occult roll adds one dice to any Medicine rolls for that day. he may even attempt to cure incurable illnesses such as terminal cancer or HIV/AIDS. however. This Gift does not function in bright daylight or in places where no shadows exists . such as combat. If mostly unobserved (ie: the searcher may be scanning the area but has his back to the Garou. stopping whenever the searcher looks her way. This Gift is taught by any Bird-spirit. tree stump or some other natural feature. and the difficulties of all complex actions. the player spends one point of Gnosis and rolls Charisma + Occult. six or more successes are needed on appropriate Medicine rolls. she will be dismissed as a hummock. System: The Garou merely needs to hunker down and think of blending in.net/cgi-bin/cgiwrap/eccles/sg. desert. Wise Uktena still know that medicine comes from these spirits in dreams. then the Uktena will awaken with new insights in how to heal the sick person. Although others can use certain Gifts to spot the "shadow" werewolf. only occasionally turning her direction). This Gift is taught by any Fish spirit. and this Gift allows them to call forth the herbs for wisdom. the Garou does not actually become invisible. System: The Garou spends one Gnosis point and rolls Stamina + Animal Ken (difficulty 6).arsimagica. the Garou may appear as part of the landscape. for that matter).Uktenna http://www. System: The player spends a point of Willpower and rolls Appearance + Occult (difficulty as assigned by the Storyteller depending on the surroundings). It is taught by the spirit of an aloe plant. Shadow of the Ebon Whisperer (Uktenna Rank 2) This Gift makes the Garou as insubstantial as a shadow and as hard to see. anyone wishing to do so must first have a reason to suspect the presence of the Gift's user. 3 of 9 09/04/2005 7:23 AM . He may move at 20 mph. and the duration is one hour.

arsimagica. blasting it in a great explosion as it departs the material world. the player must spend a point of Gnosis to learn it. System: The Garou spends one Gnosis point and rolls Manipulation + Occult (difficulty 8). This Gift is taught by an avatar of Uktena. Once in the Umbra. System: The player rolls Perception + Survival (difficulty 7). This might uncover hidden lore of the tribe or simply reveal everyday information not generally known by outsiders. it seems to urge the Garou toward a direction she needs to travel. If the Garou can access hidden or forgotten lore. Should the Garou using Umbral Compass botch her roll to cross through the Gauntlet.Uktenna http://www. Banish Totem (Uktenna Rank 3) By speaking words of forbiddance. she is allowed to make a single Gnosis roll (difficulty 8) to escape the effects of the botch. the Uktena can paralyse a foe merely by staring into its eyes. the Earth Guides can "recall" pertinent information about tribal practices or traditions that may have been lost over time.Sky Dancer Camp) This Gift helps the Garou cross the Gauntlet and traverse the Umbra more easily. then her player rolls Manipulation + Intimidation (difficulty of the opponent's Willpower). This could be a good thing or very inconvenient and potentially deadly. Taught by: Ancestor spirits Book: WW3e Call Flame Spirit (Uktenna Rank 3) The Garou may summon a spirit of fire to perform one task for her. use of this Gift will point the Garou right toward it. and they cannot use pack tactics or act in concert for the remainder of the scene. If successful. and he must know which totem his victim's follow. The Garou using this Gift need not have Past Life. A spirit's explosion inflicts two dice of aggravated damage plus another dice for each success rolled. 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. A botch on 4 of 9 09/04/2005 7:23 AM . Umbral Compass (Uktenna Rank 2 . while a botched means the caught Garou is difficult for others to find and free. This Gift is taught by a Bird spirit.If the Uktena is rendered unconscious or killed. An ancestor spirit teaches this Gift. The fire spirit will ignite flammable objects or hurl itself at her foe. the Uktena can bar pack or personal totems from giving their children aid. making it difficulty for them to execute pack tactics or work in concert.net/cgi-bin/cgiwrap/eccles/sg. depending on the Garou's point of view and her ability to talk or fight her way out of difficult situations. System: The Garou must meet the eyes of whoever she wishes to paralyse. 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). Further. she may roll her Gnosis (difficulty 6) to find her way. The player then rolls Perception + Enigmas (difficulty 7). the Gift helps the Garou orient herself so she has less chance of becoming lost or confused as to where she is.Earth Guide Camp) By accustoming themselves to a particular area or tribal group. The Gift is taught by an Uktena Ancestor spirit. System: The Uktena must concentrate for a full turn. the Gift is cancelled. even if it is only a cigarette lighter. She must have a fire source for this Gift. Ancestral Recall (Uktenna Rank 3 . System: The Garou must have spent at least 24 hours in the presence of those whose tribal memories she is trying to access. If she then needs guidance while in the Umbra. This Gift is taught by a fire elemental. The paralysis lasts one scene or until the foe is physically or magically attacked.pl Uktena's Freezing Stare (Uktenna Rank 2) Like a snake mesmerising its prey. The number of successes determines the strength and obscurity of the information available. Doing so also disrupts the spiritual rapport between packmates. Failure on this roll means the botch takes effect as normal. the pack members lose all Traits associated with their totem. Thus. if something terrible is happening in the Umbra.

After describing the trigger. much less a secret. Hidden Heart (Uktenna 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. she may resist with a Willpower roll (difficulty 8). The effect of the Gift lasts until the hidden information is triggered. Sing Down the Rain (Uktenna Rank 3) By intoning a ritual chant.arsimagica. the Garou must set the conditions which will cause the information to become available to her. may have defenses against this Gift. The Uktena can see everything as if she was the proverbial fly on the wall. This Gift may be one reason it is so. the Garou must touch the target.pl the summoning roll calls a hostile spirit. System: After spending one Gnosis point. This Gift is taught by a spirit servant of Uktena. System: The Garou concentrates for a turn and spends a Gnosis point.after all. The number of successes must be recorded. She must also roll Perception + Enigmas (difficulty 8) and spend one Gnosis point. A Dream-spirit can teach this Gift after being caught. Only one success is necessary for the Gift to take effect. The concealed information cannot be taken from her through mental powers or coercion. If the target is aware of the mental intrusion. System: Before using this Gift. She can follow a comrade's progress into a dangerous ambush or sneak a peak into a Tremere chantry house.such as "Where is the vampire. Scrying (Uktenna Rank 3) By starting into a mirror or other reflective surface. the player must roll Perception + Occult (difficulty 7). the Garou must concentrate on its use at all times. the target knows the answer in the first place. which is taught by a Fly-spirit.Uktenna http://www. Taught by: Fly-spirit. Until someone speaks the trigger word. the more successes are required. nor may he do anything that would distract her. an Uktena can have one specific questions answered by touching somebody who knows the answer. The difficulty increases to 10 if the Garou does not possess an item owned by the target or something taken from the chosen area. With Secrets. the Garou may not move any faster than half speed. Other supernaturals. the Uktena can witness distant events or spy on rivals.net/cgi-bin/cgiwrap/eccles/sg. the Garou can call down rain for the purpose of cleansing or watering the 5 of 9 09/04/2005 7:23 AM . Secrets (Uktenna Rank 3) Uktena are said to possess more hidden knowledge than any other tribe. in fact. Learning a target's favourite colour requires only one success. she can neither access the information nor remember that she has something hidden away in her mind. The answer to any question .s lair?" . He then rolls his Intelligence + Occult against a difficulty set by the Storyteller (based on conditions). the player spends a point of Gnosis and rolls the character's Willpower (difficulty 8). performs the appropriate jesture 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. This information should be given a trusted ally . Taught by: Hakahe Book: RatH Invisibility (Uktenna Rank 3) This Gift makes the Garou invisible to sight and difficult to hear or smell. The deeper the secret. whereas uncovering his secret lair might be four or more. the Garou herself won't even remember that she has a key word. When employing this Gift. System: After formulating a mental question.leaps into the Garou's mind if. 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. especially ones with similar abilities.

This Gift is never used simply to overcome a Bane met by chance .Uktenna http://www. Stamina. While doing so. This loss remains for 24 hours. but only if that person has evil intent (ie: intends to commit some evil . The Earth Guides use this Gift to examine Bane Tenders for signs of Wyrm-taint.even if goes beyond normal maximum. this Gift gives the Uktena insight into the thoughts of Wyrm creatures. System: The player rolls her Perception + Enigmas (difficulty 8). When used. she can detect nearby sentient Wyrm creatures. A Dream-spirit teaches this Gift. The player then rolls Perception + Empathy (difficulty 6). but he would unmask someone intending to clear-cut a virgin forest).arsimagica.net/cgi-bin/cgiwrap/eccles/sg.it is too costly. and the Garou must use this to regain control over the loosed Bane. the Uktena can look beyond outward manifestations. Regular use of this gift can cause Derangements or even Wyrm-taint. Occasionally. This is usually used against a Bane that the Garou is responsible for overseeing. for if they then fall below zero. This Gift is taught by a Frog spirit. System: The player rolls Gnosis (difficulty 6). if the Garou can hold her stomach. or. One success calls down a light drizzle. For every additional success. Charisma. she telepathically reads one complete thought from the creature's mind. internal manipulations and even magical disguises that might mask Wyrm-taint. Raising one's Attributes beyond their normal doubling is very dangerous.Earth Guide Camp) This Gift is only taught to those who join the Earth Guide camp and utilises the Uktena's noted penchant for delving into the deepest secrets. Thus a Garou who gets five successes might raise her Willpower by 2. The Uktena can read even the most vile thoughts of Banes.while so disguised. return moisture to a parched field or cause rivers to overflow their banks. Thus.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. if a bank robbery was in the offing. The Gift is taught by a Wolf-spirit. Depending on the affected terrain and the Garou's intent. If she receives five or more successes. adversely. The effect lasts for one scene. Using the clear sight granted to him by this Gift. corruption or evil intent and pierce straight to the heart of the truth. to cause flooding or mudslides. Wyrm Whispers (Uktenna Rank 3) Considered too dangerous by the other tribes. the Garou might not see through the mask unless he cares about that bank. the Garou dies unless immediately healed with Mother's Touch. although the Garou may extend the duration by continuing to spend Gnosis. her Charisma by 1 and her Strength by 2. this Gift can cleanse a piece of ground ravaged by acid rain. System: The Garou using this Gift must spend at least one turn intently observing the person he wishes to examine. Strength of the Guardian (Uktenna Rank 3 . and spend two points of Gnosis. three successes results in a full rain shower. she must make a frenzy roll. This Gift is taught by an Incarna avatar. Even more rare are those instances when a Garou is asked to locate and bind a particular Bane. The cost of this over-exertion is a conmeasurate exhaustion. Taught by: Dream-spirit Book: Wild West Companion Bare the Heart (Uktenna Rank 4 . the truth of the heart. System: The player spends a point of Gnosis and rolls Wits + Occult (difficulty 7). he attunes himself to the person's innermost core. For or more successes causes a torrential rain to fall. the Garou decides whether she wishes to increase her Strength. When the Gift comes to an end. Garou using the Gift could also determine that someone is disguised (via cosmetic means or magical change). the Garou might note that an otherwise normal-looking person is really a fomor or a Black Spiral Dancer by use of this Gift. another Bane Tender will be overcome. The number of successes indicates the amount of rainfall summoned. the Garou loses an equal number of points from the Attributes and Willpower raised as she gained. Manipulation and/or Willpower to aid her in the battle.pl ground. Even one 6 of 9 09/04/2005 7:23 AM . With one success. Thus. Each success allows her to boost a chosen Attribute by one point .as defined by the Garou's concept of evil .

and unforeseen manner.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. a Garou can summon the Wyld in its raw essence to disrupt manifestations of the Weaver. Not that items cease to function. Two successes pinpoint how deeply the taint runs and the exact nature of the hidden heart (ie: the target is Wyrm-corrupted. This Gift is taught by an Incarna avatar.pl success uncovers a falsehood if one exists and the nature of the mask (cosmetic. She then spends two points of Gnosis and rolls Manipulation + Intimidation (versus a difficulty equal to her target's Gnosis). etc). while more successes cause more serious afflictions or ones that constantly affect the target throughout the length of the curse. cars only function underwater). 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).net/cgi-bin/cgiwrap/eccles/sg. magical. missiles reprogram themselves to hit a random target after initiating their own countdown and firing sequence. System: The player must roll Manipulation + Repair (difficulty 6) and spend a Gnosis point to use the Gift. This Gift is taught by an elemental spirit. One success inflicts a minor effect. System: The Garou spends one Gnosis point and rolls Gnosis (difficulty of the area's Gauntlet) to summon the elemental. refusing to obey orders or cooperate with one's pack. Devices may function in reverse of normal (clocks run backward. Rather than merely creating a glitch.make her bones brittle and likely to shatter or cause paralysis. Obviously. inflict the target with a permanent nausea. being insulting to those of greater rank. but fair. Curse of Corruption (Uktenna Rank 4 . System: The Garou spends one Gnosis point and rolls Dexterity + Occult (difficulty 6). Call Forth the Wyld (Uktenna Rank 4 . Effects last for one full lunar cycle from the time the curse is inflicted. This energy must be concentrated to interfere with the working of machinery or technological items to be effective. This Gift is taught by an earth elemental and an air elemental.Uktenna http://www.Wyld Chyldren use it with glee and teach it to any one who asks who is not too tainted with Weaver or Wyrm energy. He must then roll Manipulation + Occult (difficulty 7) to cause the elemental to look favourably upon him. complete unreasoning cowardice) or reduce the target to idiocy. or one that only functions sporadically. It can also cause unstable personality quirks (foolish risk-taking. Unlike the Homid Gift: Jam Technology. One success is sufficient to discombobulate most small technological targets. At the end of the scene. water. when assigning curses. After gathering the 7 of 9 09/04/2005 7:23 AM . Call Elemental (Uktenna Rank 4) The Garou is able to call one of the four classical elementals (air. this Gift can be highly dangerous . cars only drive in reverse. fire) of his choice to him. it may whither limbs. Call Forth the Wyld permanently disrupts the devices it affects. earth. The effect lasts one turn per success. Point the Bone (Uktenna Rank 4) The Garou can inflict ranged damage simply by pointing a bone at an opponent.arsimagica. the elemental will return from whence it came. Barring costly repairs and replacements of fizzled parts. Storytellers should be creative. computers print out information upside down) or may function in some totally random fashion (guns explode when used. This takes the form of some physical loss or mental instability that makes functioning much more difficult. Creative anarchy should reign. the item will never work properly again. this Gift actually disrupts Weaver energy by overpowering it with the chaos of the Wyld. System: The Garou must choose to afflict her target either mentally or physically. a vampire. a Bane.Wyld Children) Using this Gift. Hand of the Earth Lords (Uktenna Rank 4) The Garou can telekinetically move substances weighing up to 500lbs. Storytellers may require more successes or higher difficulties to affect larger or more complex targets. they just work in an odd.

Its intention is primarily to give honour to an ancestor by allowing her the ability to experience fleshy pleasures and meet her tribal descendants. frogs. A vulture spirit can teach this Gift in exchange for a few scraps. 8 of 9 09/04/2005 7:23 AM . Sideways Attack (Uktenna Rank 4) The Uktena. This acts like the Bone Gnawer Gift: Infest in every way. the damage may suddenly occur a number of days after the attack equal to the successes rolled.arsimagica. the host Garou makes a final Willpower roll (difficulty 7) to remember what happened while her body served as the Spirit's Horse. This Gift is taught by a spirit servant of Uktena. 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. No successes indicates that no ancestor head the summons or the called spirit refuses the invitation. Other characters may converse with the ancestor. This Gift is taught by an Ancestor spirit. This can be extremely unnerving to enemies or even allies. but any properly harvested bone will suffice. This is most common when the Gift is used to execute an offender. Three or four successes allows the Ancestor spirit to remain for a longer time (several scenes).Uktenna http://www. The number of successes equals the number of aggravated Health Levels the attack causes to the target (this damage can be soaked as normal). cockroaches. Strange Rain (Uktenna Rank 4) The Garou can evoke a rain of something truly strange and unnatural. It differs from the manifestations of Past Life in that the host does not merely gain the Attributes. Note that a Garou need not possess the Past Life Background to use this Gift. Alternative Versions From: PG3e (Uktenna Rank 4) System: This Gift may also be used to inflict a delayed damage upon the victim. 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. are reduced to simply walking aimlessly in this time. including spirits that are not materialised. By spending an additional Gnosis point. have learned the secrets of attacking Banes in the spirit world without ever leaving the physical realm. 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. She rolls her normal attack maneuver (Dexterity + Brawl). The bone shatters after one use. slugs. One or two successes summons an Ancestor-spirit for a brief sojourn (a scene). Abilities and memories of the inhabiting spirit . Spirit's Horse (Uktenna 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. 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. System: The player rolls Perception + Athletics (difficulty 7) and spends one Gnosis point. the Uktena can change it into a devastating weapon. Many victims. She may then spend a Gnosis point to attack anything she sees in the Penumbra. Once the spirit departs.net/cgi-bin/cgiwrap/eccles/sg. The Uktena usually combine this Gift with the Rite of Invitation to the Ancestors (See below). ever delving into spirit matters. The attack difficulty is two higher. thus benefiting form her advice and counsel. and rarely practice it outside of moots or council gatherings. certain of their own death. etc.she actually "becomes" the spirit for the Gift's duration. The Uktena's arms seem to blur and vanish as she strikes into the Umbra. Five successes allows such a complete rapport between spirit and host that the spirit remains until politely asked to return to the Umbra. 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. System: The werewolf must first use the Gift: Umbral Sight or some other method to locate their opponent.pl bone from a corpse herself.

She can create any form of life she can imagine. Failure means that the character learns nothing. the doll is so mutilated that no further damage is possible. the Dream Being takes form and requires the Garou to spend Gnosis to keep it manifested. up to a maximum of 10 .beyond 10. Thus. the Garou rolls Intelligence + Medicine (difficulty of the victim's Willpower). assigning it one point of Traits for each success gained on the roll. System: The Garou spends a week and rolls Perception + Repair (difficulty 8) to construct the doll. Each failure on the roll subtracts one from the 10 possible dice and a botch destroys the doll without harming the victim.arsimagica. He must then construct a mannequin in the shape of the victim. 9 of 9 09/04/2005 7:23 AM . 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. 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). Taught by: Hakahe Book: RatH Fabric of the Mind (Uktenna Rank 5) Garou with this Gift can bring their imaginations to life. but once she stops. either by holding it over the victim's head or making the information public. System: The Garou makes and extended roll of Intelligence + Performance (difficulty 8). Whisper in the Dark (Uktenna Rank 4) This Gift allows the Garou to determine a fact detrimental to an individual. Botched rolls manifest an uncontrolled (and often hostile) Dream Being. This Gift is taught by a Chimerling. He must have a part or article from the being against whom he plans to employ this Gift. Fetish Doll (Uktenna Rank 5) The Garou may harm a victim from afar by mutilating a doll he constructs in the victim's image. To harm the victim. This Gift is taught by a strange Umbral spirit. these cost no Gnosis but will stay as long as they desire.pl System: The Garou spends one Gnosis point and rolls Manipulation + Animal Ken (difficulty 7).net/cgi-bin/cgiwrap/eccles/sg. Each success inflicts one die of aggravated damage. The size of the horde is determined by the number of successes. or one point per turn if the Being engages in combat. The Garou may then use that piece of knowledge against the target of the Gift. The Garou can take as long as she wants to form the creature. accumulating successes from turn to turn. hides a murder in his past or funds a company that systematically pollutes the rivers in a particular state. a character can learn that an individuall owes millions of dollars in gambling debts. while a botch provides the character with erroneous information leading to the character's possible embarrassment or dishonour. System: The player rolls Perception + Empathy (difficulty 8). creating a Dream Being from the fabric of their thoughts.Uktenna http://www. Each success enables her to grasp one piece of heretofore-unknown information about the target of the Gift.

while a botch always declares the packmate dead. This Gift is taught by a Bear-spirit. may ignore all wound penalties for the duration of the scene. System: The Garou. where the remains lie. If not. This becomes useful when travelling in some of the more alien reaches of the Umbra where familiar objects take on strange appearances. and the pain of losing a packmate digs deep.Wendigo http://www. by spending one Willpower point. The Garou must concentrte to detect the pulsations of power that emanate from even a dormant energy source. the Garou is able to ignore the pain of his wounds and continue acting normally.Wendigo Call the Breeze (Wendigo Rank 1) The Garou may summon a strong (20 mph). chill breeze and direct it at whim. Camouflage (Wendigo Rank 1) When in the wilderness. This Gift lasts for once scene. System: The difficulties of all rolls to spot the Garou are increased by three. The Wendigo stabs a stick into the ground and waits till morning. A simple success is all that is needed for a correct divination. If the packmate is alive. System: The player spends one point of Gnosis and rolls Perception + Alertness (difficulty 7). difficulty 7. the stick will heavily lean in the direction of his body. Taught by: Katanka-Sonnak Book: RatH Resist Pain (Wendigo Rank 1) Through force of will. This Gift is taught by a Deer spirit. provided the Garou is in the wilderness. This Gift is taught by a spirit servant of Wendigo. But it remains better to know for certain than wonder and futilely hope he might return. A failure will lead to the stick being blown out of the ground. and if so.net/cgi-bin/cgiwrap/eccles/sg. the stick will stand perfectly upright. and will chill anyone not prepared for the cold. System: The player rolls Perception + Occult. The breeze will disperse clouds of vapours or insects. This Gift allows the Wendigo to know if a packmate is indeed dead. A single success identifies power sources that lie within 50 feet of the Garou. for she can blend into the woods. Anyone relying at all on hearing will have one fewer die of any Perception roll related to that sense.arsimagica. Book: PG3e Find the Heart's Flame (Wendigo Rank 1) With this Gift the Garou can identify sources of energy or power. This Gift also enables the Garou to identify machinery such as generators or solar batteries regardless of their appearance or attempts to conceal them. Additional successes allow the character to extend her range to locate distant sources. System: The Garou may call this breeze merely by whistling. the falling of any Garou is tragic. and never points in the right direction. the Garou is extremely hard to see. even when they are hidden or unfamiliar.pl Gifts for Wendigo Tribe. Book: WW3e 1 of 7 09/04/2005 7:24 AM . Dead Stick (Wendigo Rank 1) In these last days. Spirits tht serve as energy or power foci also register to the Garou's senses when this Gift is in effect.

People caught in the Gift's spell see "spirits of the dead" rise from their graves and advance. The number of successes indicates the number of people affected. tired. wounded). Much like the Past Life Background. System: The Garou spends one Willpower point. The wind might also knock foes off ledges. weight. All of the clues an accomplished tracker notices become blatantly obvious to the user of this Gift. System: The Garou rolls Gnosis against a variable difficulty (4 near the sea. including the intense cold of the far reaches of the Aetherial Realm and the freezing damage inflicted by certain creatures of the Wyrm. these dice can even be used to soak silver. 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. general health (healthy. the Wendigo use this Gift to seed doubt and guilt amongst the invaders. which he may direct at foes. The Warpath camp acquired a Gift similar to the Black Furies' to cover their ecoterrorist activities.arsimagica.). he rolls Dexterity + Occult (difficulty 6). Garou and other supernaturals may try to interact with or even fight the visions. System: The player spends a Gnosis point to make the Gift active. state of mind (panicked. the Ghost Pack can aid the Garou when she is in trouble or needs advice. The range is calculated according to the modifiers for firearms.Warpath) As the Black Fury Gift: Curse of Aeolus. Additionally. Taught by: Katanka-Sonnak Book: RatH Fog (Wendigo Rank 2 . the Garou gains two dice to add to all soak rolls. System: The player spends a point of Gnosis and rolls Stamina + Occult (difficulty 7). -1 to all Willpower rolls. System: The player rolls Perception + Survival (difficulty 7). Each success lowers the difficulty for soaking damage from cold by one. 5 near open water.Wendigo http://www.pl 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. 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. etc. Targets within a yard of the Garou are considered point-blank (difficulty 4). They learn this Gift from the Rain-spirits.height. Taught by: Wolf-spirit Book: Wild West Companion Cutting Winds (Wendigo Rank 2) The Garou may summon a painfully bitter blast of wind. etc.net/cgi-bin/cgiwrap/eccles/sg. This Gift is taught by a spirit servitor of Wendigo. but all others halve their Perception rolls. 6 normally. Multiple successes eliminate false trails and provide more detail . THe effects last for one scene. etc. speed. The wind lasts for a scene. the mist is creepy and unnerving to enemies. 9 in a desert). Anyone hit by the wind loses two dice from all actions taken that turn and has one fewer die on actions the next turn. In addition. calm. He rolls Wits + Occult (difficulty 7). The Garou's vision is unhindered by the mist. which is taught by a Wolf-spirit. into pits. The Gift reveals course. The Ghost Pack 2 of 7 09/04/2005 7:24 AM . Most humans flee from the illusion. In addition to serving as a form of armour. He needs only one success to follow the target precisely. causing them to panic and flee. An Ancestor-spirit teaches this Gift. A vision of the walking dead clouds the judgment of the targets. size and even the health of the target. Ghost Dance (Wendigo Rank 2) Preying on the fears of the European settlers. the flame also offers protection from cold. The medium range is 20 years. To direct the wind in combat.

System: The player must spend one Gnosis.Wendigo http://www. Taught by: Buffalo Alternative Versions From: PG3e (Wendigo Rank 2) System: And one Rage. of course. The player then rolls Gnosis at a difficulty of the opponent's Stamina +3 (max 10). Anyone without a natural fur coating subtract two from all Dice Pools and may suffer damage from the bitter cold. and his victim must be something that bleeds. Taught by: Wendigo Book: WW3e Chill of Early Frost (Wendigo Rank 3) The Garou invokes the spirits of winter in a great ritual. If his opponent has toxic blood or none at all. Bloody Feast (Wendigo Rank 3) Great Wendigo. lake or any other body of water as he does on land. the Garou must spend one Gnosis point and roll Manipulation + Expression (difficulty 7). The number of successes indicates the accuracy of the information. 6 on a 20C spring day.they are simply memories and not actual wraiths -they can provide information and skills as per the Past Life Background. Success drops the temperature in a five-mile radius to below freezing (or even further if it was already winter). She then rolls Intelligence + Occult against a difficulty depending on the temperature (4 if it is already winter. 9 in the midst of a summer heat wave). Although the ghosts cannot affect the physical world . Speak with the Wind-Spirits (Wendigo Rank 2) The Garou can understand and speak with Wind-spirits. Salmon Swim (Wendigo Rank 2) The character may move upon a river. flesh and blood can be addictive . In addition. summoning biting winds that whistle and shriek through the area. this Gift will not work. In addition. A Buffalo spirit teaches this Gift. System: The Garou does not need to spend points or roll to understand or speak with wind-spirits. the spirits lie. taught by any aerial spirit. the Garou must first bite his opponent and be able to taste blood meaning he must inflict at least one health level of damage. as a hungry cannibalistic spirit. on a botch. The chill is as much mystical as it is physical. System: To activate this Gift. as long as he starts and ends on water.arsimagica. However. The Wendigo gains one extra dot in Strength for every two health levels inflicted by the bite (maximum of +5). he may perform a jump similar to that provided by the Lupus Gift: Leap of the Kangaroo.the Wendigo's player must make an immediate frenzy roll the turn after activating the Gift. 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). however.net/cgi-bin/cgiwrap/eccles/sg. sent from the domain of great Wendigo himself. The extra Strength bonus lasts for one turn per success on the Gnosis roll. An avatar of Great Wendigo teaches this Gift. This Gift is. System: The Garou chants for an hour and spends one Gnosis point.pl whispers secrets to the Wendigo and often follows her around even after the Gift expires. The number of successes equals the number of ancestor spirits that come to the user's aid. The effect lasts for one hour per 3 of 7 09/04/2005 7:24 AM . The question must have something to do with the nearby area (they quickly forget what they see). 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). To ask a question. and roll Charisma + Occult (difficulty 7). can teach his favoured children the ability to gain added strength from an enemy's flesh and blood.

the emotional impact is more guilt than horror. An Ancestor-spirit teaches this Gift. The amount of information gained depends on the number of successes.arsimagica.rough population. By standing in a particular area. On a botch.Wendigo http://www. the spirits lie. 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. -1 for each point of Past Life the Garou possesses). 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. The Garou then rolls Gnosis (difficulty 9. lessening travel time between locations within the Aetherial Realm. but may be used only in the wilderness. 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.) The Garou summons her hereditary instability and focuses it into her stare. a journey of one month would only take two weeks. System: The user must spend a turn in concentration to focus her will. thus getting an overview of what exists or what has happening in the area . This Gift is taught by an Owl spirit. Upon making eye contact. Wisdom of the Ancient Ways (Wendigo Rank 3) All Garou have an innate connection to their ancestors. A single success allows the character to ride the winds successfully to her destination (or until she decides to end her journey). can remember ancient facts and lore. but the Gift takes effect immediately. The Garou leaves a track of fire in the sky as he runs. concentrating on the past. Going into the eyes of the metis leaves the victim choking with horror. the character can commune with the spirits of the area. The difficulty to use Haunting Stare increases by one against Garou who are insane (including Silver Fangs). Taught by: Ancestor spirit Book: WW3e Attunement (Wendigo Rank 4) This Gift is similar to the Bone Gnawer Gift. The Gift lasts for four hours and may be replenished by further Willpower expenditure. the victim must successfully roll her Willpower (difficulty 8) or be unable to act during her next turn. System: The player spends a point of Gnosis and rolls Wits + Alertness (difficulty 7). Taught by: Katanka-Sonnak Book: RatH Sky Running (Wendigo Rank 3) The Garou gains the ability to run at 80kph through the skies. This Gift is taught by a Garou Ancestor-spirit. This Gift is taught by a spirit servant of Wendigo. by tapping into these deep memories. Thus. Haunting Stare (Wendigo Rank 3) (For Wendigo. System: The Garou concentrates for one turn and spends one Willpower point.net/cgi-bin/cgiwrap/eccles/sg. System: The Garou must meditate for a short time.pl success. a form of racial unconscious accessible through intense meditation. Use of this Gift also increases the Garou's movement rate. while two additional successes reduces the journey to a week. with one additional success. 4 of 7 09/04/2005 7:24 AM . System: The Garou spends one Gnosis point and rolls Perception + Survival (difficulty 6). secret trails. the need to remain "in touch" with the ever-changing currents of these spirit winds requires concentration and attunement rather than physical agility. places of note and so on. The Garou. The Garou must continually remain in motion of he falls.

such as buildings. The target feels the tragic history of all the world's oppressed peoples. including the Garou themselves. System: The Garou spends a Gnosis point and one Rage point. although the Garou may extinguish it beforehand if she so chooses. 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. one Gnosis and one Rage point to summon the stampede. Vampires ignite when touched by the Hand of the Sun. Great Bison (Wendigo Rank 4) For centuries. No roll is necessary for the Gift to take effect. If the roll botches. The stampede.pl 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. System: The Garou spends a point of Rage and then a point of Gnosis. tramples everything in its path and causes 10 dice of damage. The Garou may touch an individual and mark them indelibly (and painfully) with a brand of shame. but doing no actual damage. Counting Coup (Wendigo Rank 4) The Garou invoking this Gift can steal Renown from another Garou by touching them. 50 yards wide and 100 yards long. The fire lasts for one scene.arsimagica. the bison provided the Pure Ones and their Kinfolk with all they needed.they make an attack roll with a +2 difficulty penalty (it is harder to know when to pull the blow). a Wendigo avatar will answer the summons. both Garou and human. If the summons is successful. 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. or by climbing trees and the like. and only did not because he chose so. The scar cannot be removed by any means short of amputating the part of the body which contains the scar. With the incursion of the Europeans. dishonour or other grave crime. The targets can find safety out of the bison's path. Then onward. A victim touched by the Hand of the Sun takes two health levels of unsoakable aggravated damage and receives a permanent circular scar. System: Before a combat. System: The player spends one Willpower. The bison are spirits and pass through man-made obstacles. Any Garou who encounters the victim in the future immediately recognise the mark as a sign of that person's treachery.Wendigo http://www. the player must spend a Gnosis point to activate this Gift. to either side of the stampede. but the character must make a standard attack roll in order to mark her victim. Taught by: Katanka-Sonnak Book: RatH Harano (Wendigo Rank 4) The Wendigo can inflict a state of Harano on a single victim. to crush anyone inside.net/cgi-bin/cgiwrap/eccles/sg. A Bison-spirit teaches this Gift. they effectively pull one point of temporary Glory from their opponent for themselves. or the Wendigo avatar is thwarted in its mission. If the attack succeeds. the Wendigo summons a ghostly stampede of spirit bison to trample his enemies. She then rolls Charisma + Occult (difficulty 8). similar to a branding iron. With this Gift. Great Wendigo sends an avatar to his most worth Children to teach them this Gift. Rumours that this power would not 5 of 7 09/04/2005 7:24 AM . the bison population dwindles and the open plains vanish. they can declare that they are trying to count coup against their opponent . The Garou is in effect demonstrating that he could have severely damaged his opponent. it will return to kill the summoner.

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. During the duration the victim is too depressed to perform any actions without a successful Willpower rolls (difficulty 6). or lose their Wyrm-taint and its accompanying Derangement.arsimagica. the suffering lasts for the rest of the scene. System: For one scene. The Shadow Lord has not been heard from in recent days. System: The Garou rolls Willpower (difficulty 8).net/cgi-bin/cgiwrap/eccles/sg. Each success grants her one extra die to all her Dice Pools. although she need not know precisely. she may not be surprised. System: The player sacrifices a permanent point of Rage and rolls her Willpower. and all attacks against her are considered frontal. To target an individual. Alternative Versions From: PG3E (Wendigo Rank 4) System: The player spends one point of Rage and rolls Manipulation + Expression (difficulty 8). the difficulty of the Willpower roll equals the victim's Willpower.pl affect Native Americans have been dispelled by a Shadow Lord who swindled the Gift out of a naive Wendigo . essentially becoming one with the earth. for example. More than five successes inflicts permanent Harano upon the victim. they may well fall again to corruption. 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. the Garou can inflict an artificial Harano with a Manipulation + Expression roll (difficulty 8). The Wendigo must know roughly where her opponent is. Five or more successes can result in permanent mental injury. 6 of 7 09/04/2005 7:24 AM . 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. Additionally. if the Garou targets a house occupied by a Pentex official. A wind-spirit teaches this Gift. The difficulty is 8 to affect and area. otherwise. For instance. Living or undead creatures set on fire must roll their Stamina (difficulty 9) or die from the shock. "a few feet down that alley over there" can suffice. The range of the weapon does not change. System: The player spends a Gnosis point and rolls Perception + Archery (difficulty 9). gripped by the curse of Wendigo. Only when all foes are defeated may she retreat or leave. She may not retreat or even move from her chosen "turf" (and no force on Earth can make her). The flame destroys fomori utterly. but they are given a second chance. The first does not spread beyond the target area of person and can not be quenched by normal means. Subsequently. 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 fire blazes through the house destroying any vestige of the Wyrm's corruption and leaving untouched anything not tainted by the Wyrm. This Gift is taught by an earth elemental. Such purified Garou are stripped of all Rank and Gifts. difficulty 9.Wendigo http://www. but she gains many powers thereby. 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. the area cannot be larger than a large house. This Gift is taught by a spirit servant of Wendigo. the victim's heart of other internal organs begin to turn to ice. Black Spiral Dancers who survive the Stamina roll must make Gnosis rolls. An Ancestor spirit teaches this Gift. and must whisper it to the vengeful winds. (See rules for Harano). Any supernatural attempts to make her leave must obtain twice as many successes as the Garou did on the Willpower roll.who found himself the victim of a Gift he'd just taught.

accumulating at one per turn until the number of Health Levels lost equals the number of successes. whatever.net/cgi-bin/cgiwrap/eccles/sg. each success causes one automatic Health Level of damage. a pea-soup fog. they enter torpor. a monsoon. This Gift is taught by a spirit servant of Wendigo.pl System: The Garou spends on Gnosis point and rolls Wits + Enigmas (difficulty of the target's Stamina + 4). 7 of 7 09/04/2005 7:24 AM . each additional Gnosis point spent allows the Garou to call down a lightning bolt or tornado on his enemies (Dexterity + Occult. to hit. a thunderstorm. Invoke the Spirits of Storm (Wendigo Rank 5) The Garou may summon just about any weather effects he desires. losing five Blood Points per success. This damage is aggravated and may not be soaked. if this reduces them to zero. difficulty 6. 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).Wendigo http://www. 10 dice normal damage). Vampires affected by this power have their blood coagulate. if a thunder-storm is called. The effects cover a 10-mile area per success rolled. a blizzard.arsimagica. a tornado.

Related Interests