Professional Documents
Culture Documents
1
Introduction
The gifts used by the garou and fera are often old classics. Secrets passed down from generation to
generation or learned from ancient spirits. Sure, the Glass Walkers and the Bone Gnawers and
some others barter with the spirit of Skyscraper instead of Mountain but it is still just animism.
Only rarely does Gaias defenders look around at their supernatural neighbors in the shadows and
go ”That is neat, I want some of that”. But sometimes they do. Most of them lie afterwards,
claiming that this or that rare spirit thought them instead of them learning it from the fae or the
witches or the blood suckers. But that they are a little bit shameful does not make these gifts any
less useful or powerful.
Colour coding
In order to make this document easier to use the gifts within it have been coloured according to
rank.
Rank 1 gifts are blue.
Rank 2 gifts are green.
Rank 3 gifts are red.
Rank 4 gifts are purple.
Rank 5 gifts are black.
2
Rank 1 Gifts
The results of back alley deals, forbidden love affairs, raids of libraries or crypts. Just scraps of
power, but power nonetheless.
Leech
Rank 1 gift
The blood drinkers are so common this close to the apocalypse that a garou pack can spend a
lifetime fighting nothing else. The vampires are tough to put down and their ability to reinvigorate
themselves with the blood of their enemies is enviable. And where there exists envy there exists a
will to copy. And where there is a will...
System: When drinking enough of the blood of a mortal to seriously hurt the mortal the garou
gains one point of rage and one point of gnosis.
A vampire or another garou teaches this gift.
Gun!
Rank 1 gift
Sometimes a willworker just make changes happen in a way that makes no sense. The world is just
suddenly different and everybody else have to move if they want to keep up. Some of them thinks
that gnosis is the thing that makes up the reality, and some of them think that it can be used to
change reality. People are already afraid of there being an active shooter in their school, workplace
or nearby supermarket. This gift blends that fear with gnosis and makes it a little bit more real,
System: The user of the gift points at someone, spends one point of gnosis and shouts ”Gun!”.
That person is now holding a loaded gun pointed at someone's head.
A mage or another garou teaches this gift.
3
Rank 2 Gifts
Real familiarity or real contempt creates the circumstances for gifts of this level to exist.
Werewolves who have fought besides or against enemies for generation develop these deadly twists
on their enemies or allies abilities.
Dream talons
Rank 2 gift
The changelings and fey talk a big game about being champions of dreams and wonder. But they
fall to the Wyrm like everybody else. They are just a whole lot harder to stop when they do. This
little trick makes things a lot easier.
System: The garou spends on point of rage and her teeth and claws turns into cold iron for the rest
of the scene.
A dark fey creature or another garou teaches this gift.
Dream portal
Rank 2 gift
The dreams of mortals are potent portals to the other side, if you know how to use them right.
With this gift the garou can hijack the dreams of a nearby sleeping mortal and use them to travel to
the umbra without the use of a mirror.
System: If the garou is in the same scene as a sleeping mortal she can travel to the umbra as if she
had the use of a mirror.
A changeling or mage teaches this gift.
Asp tongue
Rank 2 gift
The vampires come in many different types, some seem to belong to an entirely different species.
The egyptian breed seems especially vicious with almost as many natural weapons as the garou,
weapons that can be stolen and used against them.
System: The garou spends one turn changing her tongue into a deadly weapon. She can then use
this impossibly long and sharp tongue as a weapon, no matter her form. The tongue uses the same
rules as claws in Crinos form but can be used at medium range.
A snakelike vampire or another garou teaches this gift.
4
Rank 3 Gifts
At this point just being exposed to the use of a different type of beings magics is not enough. These
are gifts developed from knowledge gained from dissection tables and spirit quests. Real
knowledge, will and time have been used in crafting them.
Sterilize
Rank 3 gift
When fighting witches there is nothing more important than to not leave parts of yourself behind.
Blood, fur or knocked out teeth can all be used against you. This gift cleans up all evidence that
you having been present making it both harder to track you and harder to use ritual magicks
against you.
System: The garou spends one point of gnosis and dedicates one round to concentrating. This
cleans up everything that can link them or anybody else to the place where the gift is used.
Another garou teaches this gift.
Alchemy
Rank 3 gift
This gift was designed to combat changelings and fey hunters who desires captured Garou as slaves
or pets. It gives them a taste of their own medicine.
System: The garou spends one round and one point of gnosis and one silver object they focus on
turns into cold iron.
Another garou teaches this gift.
5
Rank 4 Gifts
If rank 3 gifts are the results of study then rank 4 gifts are the sign of mastery. Someone has taken
apart the metaphysics of a cantrip or spell and learned how to put it together in a new way. If you
change the working parts what you get is a different machine, and these gifts are machines built for
the garou.
Mistform
Rank 4 gift
The werewolf have stolen one of the greatest tricks from the animalistic vampires who sometimes
challenge them for their territory and made it their own. The werewolf turns from flesh and blood
into mist and can escape situations that should be the end of them
System: The garou spends one point of rage and turns into a cloud of mist for the rest of the scene
or she ends the power. While in mistform the garou can not attack but can only be hurt by fire.
A truly ancient vampire or another garou teaches this gift.
Umbral reality
Rank 4 gift
The changelings talk about making dreams and phantoms come alive and dance with the mortals.
Their power was the key to creating this gift, for what is the spirits if not dreams and phantoms?
The garou using this gift rips a hole in the umbra and let’s the local spirits into the world, if only
for a few moments.
System: The garou spends one point of gnosis and one point of willpower and rolls intelligence +
occult, difficulty 6. For each success each spirit present in the local umbra can act freely in the
scene for one round.
A truly ancient fae or another garou teaches this gift.
Banality beam
Rank 4 gift
Bills to pay, chores to do, dreams to let go off, talent wasted in dead end jobs and cynical skepticism
can all slowly break down the magics of changelings and mages. This gift weaponises that fact. It
takes everything ugly and mundane and boring in life and focuses it into a laser beam of banality
that unmakes dreams and makes magick impossible.
System: The garou spends 1 point of gnosis and rolls current willpower to hit the target who can
dodge the attack as normal. If hit a changelings instantly suffers horrible pain and gains 3 points of
permanent banality. If the beam hits a mage that mage can not use any magick for the rest of the
scene.
A technomancer, Drone or another garou teaches this gift.
6
Rank 5 Gifts
Sometimes gaining the height of power is more about being in the right place at the right time.
Gifts of this magnitudes all have a story behind them. The story of how some legendary garou
almost succumbed to the curse of the blood drinkers or when old One-Eye-Two-Fists merged
together with the soul of an ancient troll lord. The gifts are prizes from such encounters won by
the garou.
Warform
Rank 5 gift
The vampires have many different warforms. Several different clans and bloodlines have their own
unique strain or type. This gift have taken the power behind them and adds that power to the
werewolf Crinos form. It looks like a twisted hulked out version of the Crinos form. Simply more
of everything.
System: The garou, while in crinos form, spends 1 rage and rolls stamina + primal urge and spends
one round entering the warform. The amount of success is the amount of rounds the garou can
spend in the Warform. The warform increases all the werewolves physical attributes by 10and gives
her 10 extra soak dice capable of soaking aggravated damage.
Another garou teaches this gift.
Reincarnation
Rank 5 gift
The changelings are just fey beings hiding in mortal flesh, reincarnating over and over again. They
are not so different from the garou really. But the changelings do it a lot more efficiently. This gift
combines the changeling way with the arts of the spirit practiced by the garou and enables mighty
garou warriors to return from the dead as soon as the moon is full.
System: Upon dying the garou spends 1 gnosis. As long as she has a blood related kinfolk that lives
her soul and spirit is sent straight into that kinfolk. The kinfolks body falls unconscious until the
next full moon when it transforms into a copy of the dead garou’s and the garou awaken. The
garous gnosis, willpower and rage is permanently reduced by 1 and cannot be raised ever again.
Another garou teaches this gift.
7
Weapons bane
Rank 5 gift
Mages break things. They talk and talk and talk but the essence of magic is destroying that which
should not be destroyed. The garou knows that this is sometimes the only way. But this gift takes
this power and channels it into destroying the sacred weapons of the garou. An inherently heretical
act. But when you are alone and they come after you with their fathers grand klaives you will need
it.
System: When hit by a fetish weapon the garou spends one point of rage and the weapon is
instantly destroyed
Another garou teaches this gift.