This document summarizes several Homid gifts, including abilities related to enhanced accuracy, fire resistance, persuasion, disguising scents, and causing technological devices to malfunction. The gifts are taught by various spirits and can be activated by spending willpower or gnosis points. Effects include rerolling weapon rolls, healing fire damage as bashing, increasing or decreasing social difficulty, and temporarily disabling nearby devices.
This document summarizes several Homid gifts, including abilities related to enhanced accuracy, fire resistance, persuasion, disguising scents, and causing technological devices to malfunction. The gifts are taught by various spirits and can be activated by spending willpower or gnosis points. Effects include rerolling weapon rolls, healing fire damage as bashing, increasing or decreasing social difficulty, and temporarily disabling nearby devices.
This document summarizes several Homid gifts, including abilities related to enhanced accuracy, fire resistance, persuasion, disguising scents, and causing technological devices to malfunction. The gifts are taught by various spirits and can be activated by spending willpower or gnosis points. Effects include rerolling weapon rolls, healing fire damage as bashing, increasing or decreasing social difficulty, and temporarily disabling nearby devices.
This document summarizes several Homid gifts, including abilities related to enhanced accuracy, fire resistance, persuasion, disguising scents, and causing technological devices to malfunction. The gifts are taught by various spirits and can be activated by spending willpower or gnosis points. Effects include rerolling weapon rolls, healing fire damage as bashing, increasing or decreasing social difficulty, and temporarily disabling nearby devices.
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The document describes various Werewolf Gifts organized by rank that allow supernatural abilities like enhanced skills, elemental control, and weather manipulation.
Some Homid Gifts described include Dead-Eye which allows rerolling firearm rolls, Master of Fire which allows treating fire damage as bashing, and Persuasion which reduces social difficulty.
The Gift 'Divide' exacerbates divisions between individuals or groups and can increase Rage rolls against targets. It is taught by a Dog spirit.
Homid Gifts
Dead-Eye (Homid Rank 1)
Survival in the Savage West may depend on a single lucky bullet. With this Gift a Garou makes her o!n luck. "ven the most difficult shots can be accomplished !ith the assistance of this po!er. # Raven$spirit teaches this Gift. System% &y spending one Willpo!er the player can reroll any one 'irearms #rchery or other missile !eapon roll. Taught by% Raven$spirit Book% Wild West (ompanion Master of Fire (Homid Rank 1) )nce humans tamed fire to keep them !arm and to drive off the !ild beasts they !ere on their !ay to civili*ation. Were!olves !ith this Gift invoke humanity+s ancient pact !ith the spirits of fire. ,he spirits of flame agree to hold back their hunger !hen the !ere!olf touches them. #n ancestor spirit or fire spirit grants this Gift. System% ,his Gift allo!s a !ere!olf to heal fire damage as if it !ere bashing. ,his re-uires the e.penditure of a Gnosis point/ the effects last a scene Taught by% fire spirit ancestor spirit Book% WW0e Persuasion (Homid Rank 1) ,his Gift allo!s a Homid to become more persuasive !hen dealing !ith others/ his statements and arguments are imbued !ith meaning or credibility. ,his Gift is taught by an #ncestor$spirit. System% ,he Garou rolls (harisma 1 Subterfuge (difficulty 2). 3f successful the difficulties of all Social rolls are reduced by one for the remainder of the scene. Alternatie !ersions From: Damien (Homid Rank 1) System% ,he Garou rolls (harisma 1 Subterfuge (difficulty 4). 3f successful the difficulties of all Social rolls are reduced by one for each success for the remainder of the scene. Smell of Man (Homid Rank 1) (reatures of the !ild have learned !ell that man if often a bringer of death. With this Gift the Garou greatly enhances the human scent around him causing animals to feel uneasy and nervous. ,his Gift is taught by an #ncestor$spirit. System% #ll normal animals (not including supernatural creatures in animal form) lose one die from their 5ice 6ools !hen !ithin 78 feet of the Garou and are likely to flee. ,he Garou may use this Gift at !ill/ she simply states !hen she is activating it or turning it off. Diide (Homid Rank 7) 6erhaps more than any other species humans are e.cellent at making tiny differences into massive gulfs. ,his can be seen in racism se.ism homophobia and even in the -uickly distancing term used to describe some criminals% monsters. Garou !ho are part human have picked up neatly on these sorts of activities and even perhaps e.ceed humanity9s capacity for them. ,his Gift !hich raises up hatred and suspicion is an e.ample of that. 3t is taught by a dog spirit. System% &y spending one Gnosis point and rolling :anipulation 1 &ra!l difficulty ; the Garou can e.acerbate divisions bet!een individuals or groups. <ote that the Gift cannot actually create anger and divisions/ they must already e.ist to be e.ploited. 3f used on the theoretical =perfect family= the Gift !ould fail. #mong humans the Gift simply prevents any resolution of issues and difficulties possibly breaking into violence. )ne success might cause targets to raise voices at one another three !ould spell la!suits and five might bring them to blo!s. #mongst Garou and other shapeshifters !ith Rage ho!ever the Gift is even more po!erful. "very 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 ne! troubles !ill emerge. Taught by% 5og spirits Book% 6G0e "am Te#hnology (Homid Rank 7) ,he Garou can cause technological devices to cease functioning albeit temporarily. ,his Gift is taught by a Gremlin a type of Wyld spirit that en>oys breaking things. System% ,he Garou spends one Gnosis point and rolls :anipulation 1 Repair. ,echnological devices !ithin ?8 feet cease functioning for one turn per success though the devices are unharmed. ,he difficulty of the roll is based on the follo!ing chart% 5evice 5ifficulty (omputer @ 6hone 2 #utomobile 4 Anife 18 S$ee#h of the %orld (Homid Rank 7) ,hose !ho !ander can encounter a ne! human dialect in every valley. ,his Gift allo!s the Garou to speak any human language he encounters although his speech is slightly accented in any tongue but his o!n. Bnlike the Rank ,hree Gift% ,ongues (a Warder Gift/ also Were!olf 6layers Guide pg. 0?) this Gift does not convey literacy. ,he Gift is taught by an )!l$spirit. System% ,he player rolls 3ntelligence 1 Cinguistics difficulty ;/ the effects last for the entire scene. Taught by% )!l$spirit Book% Were!olf% ,he 5ark #ges Staredo&n (Homid Rank 7) &y staring into the eyes of a human or animal the Garou can cause the target to flee in terror. ,his Gift can be used against Garou but the Garou !ill free*e in place rather than flee. ,his Gift is taught by a Ram$spirit or a Snake$spirit. System% ,he Garou rolls (harisma 1 3ntimidation (difficulty 2). ,he 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 !ill not flee but they cannot attack !hile this Gift is in effect although they can defend themselves. 'nnatural (amouflage (Homid Rank 7) ,his odd Gift allo!s the Garou !ho employs it to merge in !ith the Homids around him not appearing out of place or unusual in the circumstances in !hich they find themselves. Ho!ever the Garou is not able to interact !ith any of the people around them !ithout the illusion dropping. ,he Gift !ill even seem to clothe the Garou appropriately for the current environment and subtly change that appearance if the Garou moves. So a Garou !ho !as in a lift !ith a number of corporate drones !ould appear to be !earing a similar sort of suit to their companions but if they then >oined a group of skaters their apparently clothing !ould change to >eans and baggy tops. ,his Gift has been of great use in the past to Garou !ho find themselves !ith insufficient amounts of dedicated clothing !hen forced to change form or step side!ays. System% ,he player spends a Gnosis point to activate the Gift. 'or the rest of the scene the character is shrouded in an illusion of the appropriate appearance even as far as hiding tattoos or scars. 3f the S, feels that they are in a situation !here a surrounding Homid might interact !ith them the player can roll Wits 1 Subterfuge (difficulty as appropriate) to avoid the contact $ else the Gift drops immediately revealing the Garou for !hat they are. ,his Gift only !orks on characters in Homid form. Taught by% Spirits of illusion or trickster spirits Book% 5amien Dis)uiet (Homid Rank 0) ,he Garou causes the sub>ect of this Gift to feel ine.plicably depressed and !ithdra!n. ,he sub>ect !ill find it hard to use his anger (Rage) or concentrate effectively on tasks. ,his Gift is taught by an #ncestor$spirit. System% ,he Garou rolls :anipulation 1 "mpathy against a difficulty e-ual to the Willpo!er of the opponent. 3f successful that opponent !ill not be able to recover Rage for the duration of the scene/ furthermore all difficulties for e.tended actions (not combat) are increased by one. *esha$e +b,e#t (Homid Rank 0) ,he Garou can instantly shape once$living material (but not undeadD) into a variety of ob>ects $ thus trees may become shelter buck antlers become spears animal hides become armor and flo!ers become perfumes. ,he item !ill in some !ay resemble the ob>ect from !hich it !as created (the spear is made of antler not !ood). ,his Gift is taught by a Weaver$spirit. System% ,he Garou rolls :anipulation 1 Repair against a variable difficulty (? to turn a broken tree limb into a spear 4 to turn a plank into a floatable raft etc). ,he created ob>ect is not necessarily permanent/ it !ill last a length of time according to the chart belo!. ".pending a Gnosis point allo!s a created !eapon to inflict aggravated damage (this effect is not permanent unless a permanent Gnosis point is spent). Successes 5uration )ne ? minutes ,!o 18 minutes ,hree )ne Scene 'our )ne Story 'ive 6ermanent Tongues (Homid Rank 0) ,his Gift allo!s the user to read or !rite any human language encountered no matter ho! ancient or obscure. Galliards often use this Gift !hen translating ancient te.ts to revive old legends or compose ne! songs for :oots. ,his Gift is taught by a Raven$spirit. System% #fter spending one Willpo!er point the player rolls her 3ntelligence 1 Cinguistics. ,he obscurity and relative age of the language determines the difficulty. # common modern language such as Spanish is difficulty @. #n ancient and obscure tongue such as "truscan !ould be difficulty 18. ,he number of successes determines the character+s fluency !ith the language. Body Shift (Homid Rank @) ,his Gift allo!s the Garou !ho possesses it to e.tend their shapeshifting abilities to a ne! plane. ,hey can alter their physical form to improve their strength or to gain increased speed above and beyond the ability to change to (rinos by borro!ing from one aspect of themselves to temporarily give to another. System% ,he player !ho !ishes to use this Gift must spend a point of Rage and roll Stamina 1 6rimal Brge (difficulty ;). "ach success allo!s them to move a point from one physical attribute to another $ from Stamina to Strength or from 5e.terity to Stamina. (o#oon (Homid Rank @) ,he Garou causes a thick opa-ue epidermis to surround him. ,he Garou is immune to fire starvation gas et al. ,his Gift is taught by an 3nsect$ or Weaver$ spirit. System% ,he Garou spends one Gnosis point. While in the cocoon attacks must do an amount of damage e-ual to the Garou+s Stamina 1 Rituals to affect him at all. ,he cocoon lasts for one scene. ".tra time may be gained by spending more Gnosis points allo!ing Garou to stay protected for days. Ho! long a Garou can ultimately spend in the cocoon is up to the Storyteller. Gaia-s Embra#e (Homid Rank @ $ Pure Ones) Ano!n only to the 6ure )nes this Gift allo!s the Garou to become one !ith the land. 3f seriously !ounded the Garou may =cra!l into= the earth to seek Gaia+s aid. )nce protected !ithin Her !omb the !ounded child is mended by the po!er of the Goddess. #n "arth$spirit teaches this Gift. System% #fter suffering aggravated !ounds the Garou must be buried alive or dig his o!n !ay under the soil. ,his Gift sustains an interred Garou and heals his aggravated !ounds at a rate of one per hour instead of one per day. Taught by% "arth$spirit Book% Wild West (ompanion S$irit %ard (Homid Rank @) ,his Gift allo!s a Garou to protect himself from spirits by performing a -uick !arding rite. ,he Garou by dra!ing an invisible pictogram into the air scares and unnerves any nearby spirits (e.cept the pack totem). ,his sign travels !ith the Garou !herever he goes for the duration of the Gift. ,his Gift is taught by an #ncestor$spirit. System% ,he Garou spends one Gnosis point and rolls :anipulation 1 Rituals (difficulty ;)/ spirits !ithin 188 feet of the Garou (again e.cept for the pack totem) must subtract one from their 5ice 6ools for each success. ,his Gift lasts for one scene. Assimilation (Homid Rank ?) ,he Garou is able to blend smoothly into any culture not matter ho! strange or alien the culture is. ,he Garou can slip in among &edouin nomads as if he !ere one of them or shop in a (hinese market !ithout anyone noticing he does not belong. ,his Gift !ill not hide racial differences but the behaviors and mannerisms of a native can be mimicked. ,his also allo!s the Garou to speak and understand the culture+s language although it !ill be forgotten !hen the Gift !ears off. ,his Gift is taught by an #ncestor$spirit. System% ,he Garou rolls :anipulation 1 "mpathy. 3f successful he is able to interact !ith members of another culture as if he !ere from that culture. ,he difficulty depends on ho! alien the culture is/ the difficulty !ould be ? for another Garou sept but it could be as high as E !hen trying to assimilate into a &lack Spiral Hive. ,he Garou !ill not suffer Social roll penalties !hen interacting !ith members of the culture although she !ill not receive any special benefits. ,he Gift lasts for one scene plus one day per Willpo!er point spent !hen activating it. Part the !eil (Homid Rank ?) ,he Garou may immuni*e any human from the 5elirium for a scene. 3n this !ay the human can interact !ith the Garou !ithout deleterious effects. Ho!ever the human !ill forget much of !hat he kno!s if the 5elirium is induced in him at a later date (he sees a (rinos etc). ,his Gift is taught by an #ncestor$spirit. System% ,he Garou spends a Gnosis point and rolls (harisma 1 "mpathy (difficulty 2). 'bermen#h (Homid Rank ?) ,he Garou is human plus. Human plus strength agility and health. Human plus devoted assured spirituality and meaning. Human instinct plus !olf instinct and lightning refle.es. He is as man but greater and more !hole. "very Garou radiates this to some e.tent causing humans to fear and avoid them instinctively. ,his Gift !arps this perception turning the Garou from a figure to be avoided into a figure to be admired or adored. System% )nce learned this Gift is al!ays active. Human dealing !ith the character !ill immediately pick her out as more desirable attractive smarter or more charismatic compare to those around them regardless of their actual capacity in such matters. ,he (urse still applies but rather than being instinctively feared as a predator the !ere!olf is dreaded as an intimidating figure of great presence. #lso the character may boost his Social #ttributes by spending Rage or Gnosis each dot of either spent raises one Social #ttribute by one point for a single scene. Book% 6G0e Metis Gifts (reate Element (:etis Rank 1) ,he Garou can create a small amount of one of the four basic elements $ fire air earth or !ater. 3n this !ay a Garou can replenish the air supply in an airtight room make a rock to thro! at someone create a fire !ithout matches or !ood or fill a bathtub !ithout any faucet or pipes. 6recious metals (especially silver) cannot be created nor can lethal gases or acid. ,his Gift is taught by an elemental. System% ,he Garou spends one Gnosis point and rolls Gnosis (difficulty 2). )ne cubic foot of the desired element is created per success to a ma.imum !eight of 188lbs. ,he element is no! permanent until used up (breathed in the case of air or burned up in the case of fire !ithout any fuel to keep it going). Primal Anger (:etis Rank 1) ,he metis learns to focus the anger !ithin her heart and use it to increase her Rage. ,he anger takes a physical toll on the !ere!olf and it is up to her to unleash it on her enemies. ,he spirits of ancient metis teach this Gift. 'e! members of other breeds have suffered enough shame and suffering to learn this Gift. System% # character !ith this Gift may sacrifice a single health level once per scene and gain t!o e.tra points of Rage in e.change (even if doing so takes her above her permanent Rage rating). ,he health level is treated as aggravated. Taught by% ancestor Book% WW0e Sense %yrm (:etis Rank 1) ,he Garou can sense manifestations of the Wyrm in the nearby area. ,his Gift involves a mystical sense not a visual or olfactory image although Garou using this Gift are likely to say =,his place stinks of the Wyrm.= ,his po!er re-uires active concentration. ,his Gift is taught by any spirit servant of Gaia. System% ,he Garou rolls 6erception 1 )ccult. ,he difficulty for this Gift is based on the concentration and strength of the Wyrm+s influence (sensing a single fomori in a room !ould have a difficulty of 2). Fampires can be sensed using this Gift but only those !ith Humanity scores lo!er than ;. Shed (:etis Rank 1) ,he Garou kno!s the trick of shedding and gro!ing fur at an alarming rate. ,his gift makes the Garou especially hard to grapples successfully/ opponents find themselves holding tufts of fur instead of their target. ,he Garou can also slide through tight spaces using his shedding fur as natural lubrication. # Ci*ard$spirit or Snake$spirit teaches this Gift. System% ,he Garou may use his slick outer coating to avoid being grappled. With a successful 5e.terity 1 6rimal Brge roll (difficulty ;)/ he can free himself from any successful grappling attack. ,he fur also reduces by t!o the !ere!olf+s difficulty !henever he s-uee*es through tight spaces or slips restraints such as handcuffs. Burro& (:etis Rank 7) ,he Garou can burro! a tunnel into the earth. ,he tunnel is relatively permanent and other can follo! the Garou through it although it is tight and only one person at a time can go through. Ho!ever no being larger than the Garou can travel the tunnel. ,he Garou must be in (rinos Hispo or Cupus form to use this Gift but the tunnel !ill only be as large as the form he assumed !hile burro!ing it (only Cupus$ or smaller$si*ed beings can travel a tunnel burro!ed by a Garou in Cupus form). ,he tunnel is not structurally sound and !ill collapse over time. ,his Gift is taught by a :ole$spirit. System% ,he Garou rolls Strength 1 #thletics against a difficulty depending on the substance to be e.cavated (@ for loose mud E for solid rock). )ne yard per turn can be burro!ed for each success. (urse of Hatred (:etis Rank 7) ,he Garou may verbali*e the hatred in her heart disheartening opponents !ith the intensity of her emotion. ,his Gift is taught by a spirit of Hate. System% ,he Garou spends one Gnosis point and rolls :anipulation 1 ".pression (difficulty of the opponent+s Willpo!er). 3f the Garou succeeds her opponent loses t!o Willpo!er points and t!o Rage points. ,his may only be used on an opponent once per scene. Groel (:etis Rank 7) &y calling upon the behavior ingrained into Garou by the Citany the possessor of this Gift can all but force an attacker to accept their surrender. ,his does not mean the attacker !ill leave the Gift user alone. ,hey may continue to !atch you and may verbally berate you but they !ill not harm your as long as you do not initiate any attack. ,his Gift lasts for a scene and is taught by any (anine spirit. System% &y spending an Gnosis point and rolling (harisma 1 6erformance (difficulty 2 resisted by the other+s Rage) the character may effectively surrender. 3n certain situations the use of this Gift may induce an Honor loss or an increase in Social difficulties for a time. Haunting Stare (:etis Rank 7) ,he Garou summons her hereditary instability and focuses it into her stare. Going into the eyes of the metis leaves the victim choking !ith horror. #n #ncestor$ spirit teaches this Gift. System% ,he user must spend a turn in concentration to focus her !ill but the Gift takes effect immediately. Bpon making eye contact the victim must successfully roll her Willpo!er (difficulty 4) or be unable to act during her ne.t turn. ,he difficulty to use Haunting Stare increases by one against Garou !ho are insane (including Silver 'angs). Taught by% #ncestor$spirit Book% Wild West (ompanion %riggle (:etis Rank 7) :etis sometimes have to hide in all the !rong places at the !rong times. With this Gift they can take best advantage of their surroundings to get a!ay and take a breather. ,he spirit of a (ockroach teaches this gift. System% Spend a Gnosis point and the Gift takes effect immediately. 'or the rest of the scene no matter !hat her form the metis can s-uee*e into a space no less than half the si*e of her body. Storytellers should make >udgments on space limitations. Taught by% (ockroach Book% Got( A&aken Beast (:etis Rank 0) ,his is the old ability out of legends and folklore/ the po!er to change someone else into a !ere!olf by biting him. 3f the Gift is successfully used on a victim their &east a!akens and they begin to 'ren*y. ,he effect lasts for a single scene although a human bit !ith this Gift may develop permanent derangements. System% #fter a successful bite attack the metis+ player may spend a Gnosis point and roll :anipulation 1 6rimal Brge (difficulty 2) against a resisted roll of the target+s Willpo!er (difficulty ;) $ &+et+e may add their 6rimal Brge score to the Willpo!er pool. 3f the attack is successful the victim begins to 'ren*y and !ill come to believe they are a !ere!olf. (hameleon (:etis Rank 0) Cike the Gift+s reptilian namesake the Garou can blend !ith her natural surroundings. Bnlike the li*ard ho!ever the Gift user shifts fluidly !ith changing backgrounds thus allo!ing the Garou to move about and even attack. # (hameleon$spirit teaches this Gift. System% ,he player spends one Gnosis point to activate the Gift. #nyone trying to see the Garou even in open ground must make 6erception rolls (difficulty e-uals the Garou+s Wits 1 Stealth). 'ailure indicates that the Garou remains undetected. )nce the Garou attacks the difficulty drops by three. <ote that the Gift affects only visual senses and it provides no camouflage for sound or scent. Taught by% (hameleon$Spirit Book% Wild West (ompanion Eyes of the (at (:etis Rank 0) ,he Garou may see clearly in pitch darkness. ,he Garou+s eyes !ill glo! a lambent green !hile this po!er is in effect. ,his Gift is taught by a (at$spirit. System% ,he Garou must state !hen this Gift is in effect but there is no roll or cost e.penditure. ,he Garou suffers no difficulty or 5ice 6ool penalties from darkness. Fro.en Form (:etis Rank 0) Homids and lupus have no idea !hat its like to gro! up as a metis never changing from (rinos form for years upon years. ,his Gift taught by any aerial spirit lets a metis give others a taste of !hat spending e.tended time in (rinos is really like. System% Spend a Willpo!er point and roll Stamina 1 6rimal Brge difficulty 2. 'or each success the target must spend one full day in (rinos consecutively if more than one success is rolled. ,his Gift !orks only on other Garou including &lack Spiral 5ancers. Taught by% #erial spirits. Book% Got( Mental S$ee#h (:etis Rank 0) ,he Garou may mentally communicate !ith another being over great distances. ,his does not allo! mind$reading but does allo! the Garou to use Social #bilities such as 3ntimidation from a distance. ,he Garou must kno! the person !ith !hom he is attempting to communicate (although he does not have to be friends !ith that person). 3f he does not kno! the person he must have something that belongs to that person such as a lock of his hair. ,his Gift is taught by a &ird$spirit or any spirit affiliated !ith intellect. System% ,he Garou rolls (harisma 1 "mpathy (difficulty 4). ,he Garou may transmit a ma.imum distance of 18 miles per success. Shell (:etis Rank 0) (onsider the state of the :etis cub. He is outcast from birth kno!s this from the moment he can talk and is trapped !ithin a body that reacts po!erfully to his slightest emotional t!inge. )nce you appreciate this state it becomes easy to understand ho! this Gift !as first learned. Shell places an emotional and instinctual barrier around the metis. # turtle spirit teaches this Gift. System% While active the metis cannot use Rage nor achieve any successes on Rage rolls nor !ill mind$altering Gifts or magic affect him. Ho!ever he can also not attempt any rolls using "mpathy or 6rimal Brge and suffers a $1 dice penalty on all initiative rolls. Taught by% ,urtle Book% 6G0e S$lintered (la& (:etis Rank 0) ,his painful Gift causes the metis+ cla!s to splinter as they piece flesh. ,iny bits of cla! imbed themselves deep in the victim+s body thus causing tremendous irritation. Healing such a !ound !ithout first removing the splinters is both painful and stupid. Bnfortunately the Gift+s user loses her cla!s until she spends a round regenerating ne! ones. # ,ree$spirit teaches this Gift (especially one !ith thorns or spiky seedpods). Glass Walkers or &one Gna!ers can learn this Gift from spirits living in houses or other !ooden constructs. System% #fter a successful attack that causes at least one Health Cevel of damage the Garou may spend a Rage point to activate the Gift. #ny damage that the target does not soak cannot be healed until he removes the bits of cla!. #s !ith all other !ere!olf cla! attacks the !ounds are aggravated. ,he attacking Garou receives one automatic non$aggravated !ound. ,he !ere!olf cannot soak this !ound but can heal it as normal. Bntil the Garou heals the !ound he has no cla!s. Badger-s Heart (:etis Rank @) :etis often possess angry hearts and in their o!n !ay they have a keen understanding of Rage no matter !hat their auspice. ,his Gift allo!s them to affect the Rage of other !ere!olves causing their enemies to e.pend more of it than necessary. # &adger spirit teaches this Gift. System% Spend a Gnosis point and roll Willpo!er difficulty ;. ,hree successes are necessary but if the roll is made the target e.pends t!ice as many Rage points as he normally !ould. 'or e.ample if :erryk Winterchase successfully uses this Gift on :ari (abrah !hile they+re in combat each time she spent one Rage point she !ould actually use t!o !ithout gaining any benefit of the second Rage point. ,his Gift lasts an entire day. Taught by% &adger spirits Book% Got( Gift of the Por#u$ine (:etis Rank @) ,his Gift allo!s a Garou+s fur to become bristly and sharp like the -uills of a porcupine. ,he Garou must be in (rinos Hispo or Cupus form. ,his Gift is of course taught by a 6orcupine$spirit. System% ,he Garou spends a Gnosis point to sharpen his fur. #nyone !hom the Garou body slams grapples or immobili*es takes aggravated damage from the Garou+s sharp fur (Strength 1 1). 'urthermore anyone !ho hits the Garou !ith bare flesh and scores fe!er than five successes takes damage based on the attacker's Strength although the Garou still takes normal damage. ,his Gift lasts for one scene or until the Garou deactivates it. %ither /imb (:etis Rank @) ,he Garou can cause a target+s limb to !ither making it useless. Which limb is !ithered is the Garou+s choice but is must be an arm or leg. 3f the victim is a creature !ith regenerative properties such as a Garou or vampire the limb !ill regenerate !hole after one scene. ,his Gift is taught by a venomous animal spirit or a spirit of 5isease. System% ,he Garou spends a Gnosis point and rolls Willpo!er (difficulty of the victim+s Stamina 1 @). Madness (:etis Rank ?) ,he Garou can induce madness in others. ,he madness !ill take a form decided by the Storyteller but should be severe. ,his Gift is taught either by a Cune or by a spirit of :adness or ,rickery. System% ,he Garou spends a Gnosis point and rolls :anipulation 1 3ntimidation (difficulty of the victim+s Willpo!er). ,he number of successes determines the number of days that the insanity lasts. Totem Gift (:etis Rank ?) ,he Garou is in touch !ith the totem of her tribe and can actually plead !ith the totem gaining some of its po!er. ,he effects of this po!er are up to the Storyteller but should be in keeping !ith the totem/ thus (himera (totem of the Starga*ers) might grant the Garou increased insight or the ability to shapeshift into anything desired !hile Rat (totem of the &one Gna!ers) might send s!arms of rats to attack the Garou+s enemies and Grandfather ,hunder (totem of the Shado! Cords) might smite the Garou+s enemies !ith a blast of thunder and lightning. ,his gift is taught by the Garou+s tribal totem. System% ,he Garou spends one Gnosis point and rolls (harisma 1 Rituals (difficulty E). T&ist of Fate (:etis Rank ?) Some Starga*er metis have used this Gift to deliver a fatal blo! to unsuspecting enemies even kno!ing that the cost !ill be their o!n lives. #fter a Garou has been dealt her o!n deathblo! if she invokes this Gift she may strike her enemy once more ere she dies. 3t+s bitters!eet but often leads to an enemy falling dead alongside the metis !arrior. ,his Gift is taught by a (obra spirit. System% ,he player need only spend one Rage point to get that final shot/ no !ound penalties apply. ,he attack doesn+t automatically land although the metis may spend Willpo!er to add to the attack roll+s successes (even though she+s already spent Rage in the turn). ,he metis+ damage pool is increased by ten dice $ a metis+ parting shot channels a lifetime of Rage and is almost al!ays lethal. Taught by% (obra spirits Book% Got( 'mbral Body (:etis Rank ?) ,he metis body is strange. &orn in a form not intended by Gaia or nature deformed and occasionally sho!ing signs of animals entirely unrelated to man or !olf it is little !onder the breed has been outcast and hated. &ut some metis have used this body to their advantage and it is perhaps this strangeness that allo!s their body to !ithstand the pressures this Gift inflicts. With this Gift the metis can partially reach into the Bmbra sending certain body parts into the Bmbra !hile maintaining others in the physical !orld. 5oing so makes the metis difficult to hit in combat to say the least. # 6attern spider teaches this Gift. System% ,he metis rolls Gnosis (difficulty of the local Gauntlet) and if the roll succeeds spends 1 Gnosis. 'or the rest of the scene the metis receives one e.tra automatic success on all 5odge rolls. Taught by% 6attern spider Book% 6G0e Alternatie !ersions From: Damien (:etis Rank ?) System% ,he metis rolls Gnosis (difficulty of the local Gauntlet) and if the roll succeeds spends 1 Gnosis. 'or the rest of the scene the metis receives one automatic success to avoid any blo! directed at themselves !hether !ith !eapons cla!s or missiles. 3n addition if they choose to spend an action avoiding a blo! they automatically succeed !ithout the need to roll. /u$us Gifts Find %ater (Cupus Rank 1) ,his gift allo!s a Garou to locate any body of !ater !ithin 78 miles. ,his Gift is taught by a 'rog spirit System% ,he Garou makes a 6erception 1 Survival roll against a difficulty of 2 to use this Gift. )ne or t!o successes !ill indicate the genera direction of the !ater. ,hree or four success !ill indicate the distance and five successes !ill allo! the Garou to determine if the !ater is contaminated in any !ay. Heightened Senses (Cupus Rank 1) ,he Garou may vastly increase her sensory input for a short time. When in Homid or Glabro form her senses become as sharp as those of a !olf !hile in her !olf forms her senses become preternaturally potent. ,his gift is taught by Wolf$ spirits. System% ,he Garou spends a Gnosis point. ,he effects last for one scene. Homid and Glabro forms% 6erception difficulties are reduced by t!o/ roll 6erception 1 6rimal$Brge (difficulty 2) to perform sensory feats impossible to humans. (rinos Hispo and Cupus forms% 6erception difficulties are reduced by three/ 11 to 6rimal$Brge 5ice 6ools. /ea$ of the 0angaroo (Cupus Rank 1) ,his Gift !as originally developed by the lost &unyip tribe. &y invoking the Gift Garou may leap incredible distance. 5espite its name this Gift is taught by Hare$ or (at$spirits (marsupial$spirits seem loath to aid the Garou these days...). System% ,he Garou rolls Stamina 1 #thletics (difficulty ;). 3f successful she may double her normal >umping distance. See the Gumping (hart pg717. Prey Mind (Cupus Rank 1) ,he !olf is not al!ays the predator as lupus sorely reali*e. Humans+ capability for destruction gro!s ever greater and more !olves die at their hands every day. When the predator becomes prey it is this Gift that comes to the fore and assists the Garou in evasion sho!ing them places to hide !ays to run and even chances to attack back. # lamb or deer spirit teaches the Gift System% ,he player rolls Wits 1 6rimal Brge (difficulty ; in the !ild E in urban lands). Success guides the !olf in ho! to best evade her pursuers/ she gains three dice to any pool made to escape outdistance or evade pursuit. ,he Gift+s effects last for one turn per success so if the lupus hasn+t thro!n pursuit by then she+s on her o!n. Taught by% Camb and deer spirits Book% 6G0e Sense Prey (Cupus Rank 1) Were!olves used this ancient Gift during hard !inters to feed their packs. ,he Gift lets Garou locate enough prey to feed a pack. 3n the urban environment ,his Gift guides the lupus to prey !ithin the city usually in parks se!ers animal shelters and even *oos. ,he Gift !ill tell the !ere!olf the location of large numbers of prey !ithin ?8 miles in the !ilds and !ithin the limits of a city and its suburbs. Humans and !olves do no register as prey animals (as per the Citany) but it is said that the Red ,alons kno! a variant of this Gift that acts other!ise. # !olf spirit teaches this Gift. System% ,he Garou makes a roll using 6erception 1 6rimal$Brge against a difficulty of ;. Success !ill lead the Garou to a suitable animal sufficient to feed a pack of up to 17 !olves. ,he range e.tends up to ?8 miles. Taught by% Wolf spirit Book% WW0e Sense %yld (Cupus Rank 1) ,he Garou invoking this Gift may sense Wyld energies or spirits in the nearby area. ,his Gift is taught by a Wyld$spirit System% ,he player must roll 6erception 1 "nigmas. ,he difficulty is based on the strength of the local influence (a Garou in a forest !ould be difficulty ?). A1is Mundi (Cupus Rank 7) ,he Garou !ith this Gift can center herself in relation to Gaia and al!ays kno! !hich direction she is traveling in or facing no matter !here she may be in the Gaia realms. 3n addition the !ere!olf carries her =territory= around !ith her in a mystical sense. Wolves !ill detect this and concede her right to travel through their territories and hunt there. )ther animals !ill also recogni*e this and not attack the intruder. System% ,o activate this Gift the player must e.pend a point of Gnosis. #nimals !ill automatically sense the presence of the Garou and leave her be and even other lupus must make a Willpo!er roll not to recogni*e this right. Eye of the Eagle (Cupus Rank 7) ,his gift allo!s the user to see long distance over =t!o looks a!ay=. ,his gift !ill not !ork !ell in the city as buildings tend to get in the !ay. 3t is eerily enough taught by an "agle spirit. System% Roll 6erception 1 #lertness against an 4 difficulty. ,he number of successes is the number of miles a!ay one can see as normal. S#ent of Sight (Cupus Rank 7) ,he Garou can use his sense of smell to compensate completely for his eyes/ thus he could attack invisible creatures normally or roughly navigate in absolute darkness. ,his Gift is taught by a Wolf$spirit. System% ,he Garou rolls 6erception 1 6rimal$Brge against a Storyteller$ determined difficulty (depends on ho! po!erful local smells are). ,he Storyteller should not re-uire rolls every turn but only !hen something could cause the Garou to lose his opponent+s scent (he ran through !ater they are fighting in a smelly alley etc.) Sense the 'nnatural (Cupus Rank 7) ,he Garou can sense any unnatural presence and determine its appro.imate strength and type. supernatural presences can include% magic spirits the Wyrm !raiths etc. ,his !ill detect vampires but only those !ith Humanity scores belo! ;. ,his Gift is taught by any spirit servant of Gaia. System% ,he Garou rolls 6erception 1 "nigmas (difficulty 2). ,he more successes rolled the more information is gained. Ho!ever understanding the information might re-uire an 3ntelligence 1 )ccult roll (Storyteller+s option). %yld Fero#ity (Cupus Rank 7) ,he harsh untamed !ilderness fre-uently brings death to humans !ho venture into it unprepared. With this Gift the Garou can heighten the fear humans have of the !ild. # panic$stricken human may be unable to act or have to flee the area. #n #ncestor$spirit teaches this Gift. System% ,he Garou must spend one Rage point to activate the Gift and must gro!l (even in human form) for the effect to !ork. #ll normal humans lose one die from their 5ice 6ools !ithin 78 feet of the Garou. ,hose humans not used to dealing !ith !ild animals must make a Willpo!er roll (difficulty e-uals the Garou+s Rage) or flee the area. Taught by% #ncestor$spirit Book% Wild West (ompanion (atfeet (Cupus Rank 0) ,his Gift gives the Garou the agility of a cat making him immune to falls under 188 feet (he lands on his feet >ust right). He also has perfect balance even on the most slippery surfaces and the difficulties of all combat actions involving body slams and grappling are reduced by t!o. ,his Gift is taught by a (at$spirit. System% ,he Garou does not need to e.pend points or roll for this ability/ it becomes innate to those !ho learn the Gift. Death %his$ers (Cupus Rank 0) ,he ancient Greeks associated the !olf !ith death. Hecate !ore three !olf heads !hile (haron !ore !olf ears. Cupus !ith this Gift echoes that connection. &y standing entirely still near a recently dead body the lupus can hear the final !orlds of the deceased. ,hese !ords are often rambling and incoherent but can provide clues and understanding of !hat happened at the moment of their death or of their most prominent thoughts at the moment of their demise. System% ,he lupus must stand ne.t to the corpse and stay entirely still trying to hear the very soft !hispers. ,he player then rolls 6erception 1 )ccult (diff ;). ,o successfully hear the death !hispers the lupus must obtain more successes than the number of hours the body has been dead. :ore successes than re-uired increase the clarity of the !hisper. ,his Gift may be attempt only once per dead body. Taught by% Wolf Book% 6G0e Monkey Tail (Cupus Rank 0) #lthough the lupus+ tail retains the appearance of a regular !olf+s tail it gains far more agility and fle.ibility. #lthough incapable of fine manipulation the tail can grasp ob>ects !rap around branches or allo! the Garou to hang upside do!n. ,he tail can also attack from an une.pected direction. # :onkey$spirit must be persuaded to teach a Garou this Gift System% #fter learning this Gift the Garou+s tail automatically becomes prehensile !henever she likes. 3n order to manipulate the tail successfully the player must make a 5e.terity 1 #thletics roll (difficulty 2). ,he difficulty can increase for very delicate operations. 3f the Garou+s strength e.ceeds her Stamina she can use the tail to hang or s!ing. When attempting to lift ob>ects !ith her tail the Garou+s strength rating is halved. 3f used as an attack the damage from the tail is Strength$1. 2ame the S$irit (Cupus Rank 0) ,he Garou is able to detect the type of appro.imate ,rait levels (Rage 6o!er etc) of a spirit. ,his Gift is taught by a spirit servant of the Bktena totem. System% ,he Garou spends one Willpo!er point and rolls 6erception 1 )ccult (difficulty 4). Strength of Gaia (Cupus Rank 0) ,he Goddess blesses her child !ith enhanced strength to defeat her enemies. ,he Garou must maintain her Cupus form but she retains the might of the (rinos. System% ,he player must spend one Rage point to activate the Gift. Her base strength increases by four rather than the normal one in her Cupus form. ,he Gift !orks only in Cupus form and its effects cease if she shapeshifts. 3n any case the Gift+s effects last one scene. Book% Wild West (ompanion Beast /ife (Cupus Rank @) ,he Garou may not only communicate !ith animals but can attract and command them. 3f there are no animals of the sort desired in the vicinity none can be called. ,his Gift is taught by any #nimal$spirit. System% ,he Garou spends one Gnosis point and rolls (harisma 1 #nimal Aen (difficulty ;). )ne success causes animals !ithin a 18$mile radius to be affected. "ach additional success adds 18 miles (t!o successes indicate a 78$mile radius). ,he effect lasts for one scene but the time may be e.tended by spending one Gnosis point per e.tra scene. Gna& (Cupus Rank @) ,he Garou may strengthen her >a!s to the point that given time she can che! through >ust about anything. 3n addition her >a!s do more damage in combat. ,his Gift is taught by a Wolf$spirit. System% ,he Garou spends one Willpo!er point and rolls Stamina 1 @ against a variable difficulty (0 for !ood 2 for steel cables E for a titanium door). ,he length of time it takes to gna! through something is up to the Storyteller. When employing this po!er in combat the Garou+s bite does an e.tra die of damage. !enom (Cupus Rank @) # common trick of desert$d!elling Garou this Gift allo!s the user to produce a no.ious venom. ,he !ere!olf+s bile can incapacitate or even kill a victim. ,he Garou is immune to her o!n poison but she can be incapacitated by another Garou+s venom attack. # venomous snake spirit teaches this gift. :ost Garou hesitate to make deals !ith snakes or serpents but sometimes necessity out!eighs pre>udice. System% #fter making a successful bite attack the Garou must roll Stamina 1 6rimal Brge in a resisted roll against the target+s Stamina1@. 'or every additional success the attacker gets the victim receives an additional nonsoakable aggravated !ound along !ith !hatever damage the bite caused. "ach success also reduces the target+s Stamina by one level until the victim loses consciousness. #dditional poison bites can force the victim into a coma and eventually kill her. Taught by% Snake spirits Boon of the Animal Fathers (Cupus Rank ?) &y entreaty to a specific to a specific #nimal 'ather the Garou can gain that specific animal totem for a scene. 3f the Garou entreaties 'ather :oose the Garou can gain :oose as his totem for that scene gaining all the benefits as if she !ere allied to that totem. ,his does not give the special po!ers granted by the metis gift ,otem Gift only the regular benefits of a totem alliance. ,he #nimal 'athers are believed to be different more specific aspects of the animal totems. ,his gift only !orks !ith totems that embody =real= animals/ Bnicorn or 6egasus cannot be entreated !ith this gift. System% ,he Garou must spend 7 Gnosis and make a successful (harisma 1 6rimal$Brge roll. ,his gift may only be used once per scene. Elemental Gift (Cupus Rank ?) ,he Garou may call upon the primal force of Gaia Herself thereby commanding the spirits of the elements. ,he Garou can cause the elements to rise up undulate for!ard and even engulf foes. ,his Gift summons an elemental spirit not merely the ra! matter of the elements. ,his Gift is taught by an elemental. System% ,he Garou spends one Gnosis point and rolls (harisma 1 )ccult (difficulty 4). 3f successful he may control a large volume of air earth !ater or fire $ appro.imately 78+ by 78+ per success. ,he effect lasts for one scene. Song of the Great Beast (Cupus Rank ?) ,he Garou must be in the deep !ilderness to employ this Gift. 3f so he can by ho!ling at the sky call one of the Great &easts $ the ancient creatures that used to !alk the "arth in ages past $ to his aid. ".amples of &easts are the Sas-uatch (&igfoot) the Willa!au (giant o!l) the Heti the great megalodon sharks that s!am the seas eons ago and other legendary creatures. Who kno!s $ there are rumors of surviving dinosaurs in the deep (ongo... ,his Gift is taught by a <ature$spirit. System% ,he Garou spends on Gnosis point and rolls (harisma 1 6rimal$Brge (difficulty E). :ore successes improve the &east+s disposition. *agabash Gifts Blur of the Milky Eye (Ragabash Rank 1) ,he Garou+s form becomes a shimmering blur allo!ing him to pass unnoticed among others. )nce the Garou has been seen ho!ever this Gift is negated until the vie!er has again been distracted. ,his Gift is taught by a (hameleon$spirit. System% ,he Garou rolls :anipulation 1 Stealth (difficulty 4I2J). "ach success increases by one the difficulties of all 6erception rolls made to detect him. +$en Seal (Ragabash Rank 1) With this Gift the Garou can open nearly any sort of closed or locked device. ,his Gift is taught by a Raccoon$spirit. System% ,he Garou rolls Gnosis (difficulty of the local Gauntlet rating). S#ent of *unning %ater (Ragabash Rank 1) ,he Garou can completely mask her scent making her virtually impossible to track. ,his Gift is taught by a 'o.$spirit. System% ,he difficulties of all rolls to track the Garou are increased by t!o. ,his Gift becomes an innate ability to the Garou !ho learns it. She need not e.pend any points or make any rolls. Sense /imits (Ragabash Rank 1) ,he Garou can determine appro.imately the amount of Rage Gnosis or Willpo!er !ithin an individual. ,his ability enables the Garou to >udge !hether or not her target can resist an attempt to influence her actions or !hether she is likely to dra! upon her supply of Gnosis or Rage. ,his Gift also allo!s a Garou to gauge !hether or not other supernaturals are currently !eak$!illed or drained of some other source of po!er. 'or e.ample a Garou may be able to tell that a vampire has little po!er but may not reali*e that the Ceech+s blood supply is lo!. ,his Gift also enables a Garou to sense !hether an Bmbral spirit+s 6o!er is !eak or near depletion. System% ,he player rolls 6erception 1 )ccult (difficulty 4). "ach success enables the character to determine the general levels of Rage Gnosis and Willpo!er for one targeted individual. #dditional successes allo! the character access to more specific information about a single target or else gives her general information about another target. ,he Storyteller should not give the player precise numbers but should relay information in relative terms (=,he &lack Spiral 5ancer has used most of his Rage but still has a lot of Willpo!er and Gnosis left= =,he mage has plenty of magical energy left inside her=). Taught by% Cu$&at Book% RatH Alternatie !ersions From: Damien ((hild of Gaia Rank 1) System% ,he player rolls 6erception 1 )ccult (difficulty 4). :ore successes allo! for a more accurate measure of the traits of the victim $ one may only allo! for a general impression !hereas 0 successes could give the Garou a fairly accurate idea of the balance !ithin that victim and ? might give a more absolute impression. ,he Storyteller should not give the player precise numbers but should relay information in relative terms (=,he &lack Spiral 5ancer has used most of his Rage but still has a lot of Willpo!er and Gnosis left= =,he mage has plenty of magical energy left inside her=). Sno& *unning (Ragabash Rank 1) ,he severe !inters in much of "urope can immobili*e a village or greatly impair a !olf pack. ,his Gift allo!s a !ere!olf to circumvent the problems caused by heavy sno!fall. ,he Garou using this Gift can run across sno! or ice as if it !ere solid ground !ithout sinking in or leaving footprints. ,he Silver 'angs are said to have a version of this Gift that lends them more supernatural grace !hile treading on ice or sno! but leaves their tracks behind. ,he Gift is taught by an 3ce elemental. System% ,he Garou need only spend a Gnosis point. ,he effects last for a day. Taught by% 3ce elemental Book% Were!olf% ,he 5ark #ges S$eed of the Messenger (Ragabash Rank 1) ,his Gift increases the movement rate of the Garou so that he can travel long distances in short periods of time. ,he character+s body seems to flo! like -uicksilver enabling him to accomplish astounding feats of agility !hile under the effects of this Gift. ,hus the Garou can travel rapidly across a tree limber along a narro! !ooden beam !ithout slo!ing do!n or faltering. System% ,he player spends one Gnosis point and rolls 5e.terity 1 #thletics (difficulty 4). )ne success allo!s the character to move at t!ice her normal speed/ t!o successes give her three times normal speed !hile three successes allo! the character to move four times as -uickly. :ore than three successes cause the character to assume a blurry form that confers t!o e.tra dice to any rolls involving 5e.terity !hile the character is in motion. ,he effect lasts for one turn or one scene depending on the circumstance. ,his Gift affects movement only and cannot allo! a character to stop to deliver blo!s in combat !ithout ending the Gift+s duration. ,hus a character can use the Gift to get to a combat more -uickly but once she engages in battle she loses the benefits conferred by the Gift. Taught by% :itanu Book% RatH Trailbla.er (Ragabash Rank 1) With this Gift the Garou can !end his !ay through thick underbrush as if !alking on the open plains. ,he Ragabash also finds the fastest trails and shortest routes from one location to another. When used in a to!n or city the Garou can still find the shortcuts through alleys and dart through cro!ded streets !ith ease. # (ro!$spirit teaches this Gift. System% ,he player must roll her 6erception 1 Survival or Carceny in cities (difficulty ;). ,he number of successes e-uals the -uality of the ne! route and decreases travel time. "very success reduces travel time appro.imately 18 percent up to a ma.imum of half the original travel time. ,he difficulty of any rolls to track the user increase by t!o !hen this Gift is active. Taught by% (ro!$spirit Book% Wild West (ompanion Alter S#ent (Ragabash Rank 7) ,he Garou can change his scent trail to evade a hunter or leave a false trail. ,he Garou can reproduce any scent he has encountered from deer to diesel trucks. # Skunk$spirit teaches this Gift. System% ,he player rolls Wits 1 6rimal Brge to reproduce any scent the Garou has encountered (difficulty 2). ,he number of successes determines the accuracy of the false scent. Garou !ith this Gift can reproduce the aroma of other Garou or even inanimate ob>ects. Blissful 3gnoran#e (Ragabash Rank 7) ,he Garou can become completely invisible to all sense spirits or monitoring devices by remaining still. ,his Gift is taught by a (hameleon$ spirit. System% ,he Garou rolls 5e.terity 1 Stealth (difficulty ;)/ each success subtracts one success from the 6erception 1 #lertness rolls of those actively looking for the character. 3f no one is so doing then one success indicates complete concealment. +bs#ure the Truth (Ragabash Rank 7) <ot many Garou can look a 6hilodo. in the eye and get a!ay !ith bald$faced lies. ,he Ragabash !ith this Gift has an edge over all his kin. She can calmly e.plain that the sky is green or gleefully regale her comrades !ith the e.ploits of a lone heroic Ragabash and have no fear of being called on her prank. System% &y spending a Gnosis point the Ragabash gains an air of sincerity that is nearly impossible to penetrate. )nce activated consider the Ragabash+s Subterfuge to be double its normal rating. Pea#e of the (ounselor (Ragabash Rank 7) ,his Gift enables a Garou to bring even the most heated discussion to a peaceful conclusion. ,hough it does not preclude more hostilities from erupting at a later time the Gift creates an atmosphere of temporary true among enemies or prevents tribe leaders from coming to blo!s over volatile issues. 5uring the grace period the Garou can attempt to resolve the circumstances underlying the state of enmity $ such as encouraging the participants in a dispute to begin negotiations or achieving a compromise System% ,he player spends a Willpo!er point and rolls (harisma 1 "mpathy (difficulty of the highest Willpo!er among the -uarreling individuals). )ne success causes combatants to stop fighting (or prevents them from initiating combat) for one turn. "ach e.tra success increases the length of time in !hich peace prevails by an additional turn/ five successes e.tends the Gift to an entire scene. Taught by% Cu$&at Book% RatH Sense of the Prey (Ragabash Rank 7) ,he character if he kno!s anything about his prey can track it do!n as rapidly as he can travel. ,his unerring sense of direction operates any!here and is used to track spirits through the Bmbra as !ell as to find beings on "arth. ,his Gift is taught by a Wolf$ or 5og$spirit. System% <o roll is re-uired unless the target is actively hiding in !hich case a 6erception 1 "nigmas roll is made against a difficulty of the target+s Wits 1 Stealth. 3f the target is a spirit the difficulty is the spirit+s Gnosis. Shado& Pu$$etry (Ragabash Rank 7) ,his strange Gift is not commonly kno!n amongst the Garou. ,he Gift allo!s the Garou !ho possesses it to effectively steal the shado! of another being and use it to determine !hat they may be doing once they have left the Garou+s presence. System% Stealing another+s shado! is not a subtle process. ,he Ragabash must pounce on the shado! of the victim (roll 5e.terity 1 &ra!l diff 4) and if successful spend a Gnosis point to +tear it off+. )nce the shado! is detached the Ragabash must continue to hold it firmly else it !ill fly a!ay (lose 7 dice off all actions). Ho!ever until sundo!n of that evening the shado! of the victim (usually held up against a !all) !ill continue to silhouette the victim+s actions perhaps giving clues to their current activities. # victim may feel strange for the time during !hich their shado! is held by the Garou and others may notice its loss (6erception 1 #lertness difficulty ;) simply by being in the presence of the victim. Taught by% Shado! and cat spirits Book% 5amien Sti#ky Fingers (Ragabash Rank 7) ,his trick coats the fingers of a Garou !ith a silvery substance that adheres to anything making it possible to climb slick vertical surfaces !ith ease. 3n addition this Gift also assists a Garou in pilfering small items such as credit cars keys or loose change. System% ,he player spends a point of Gnosis. ,he ability to cling to sheer surfaces is automatic. 3n addition the character gains t!o e.tra dice to any Street!ise or other roll the Storyteller deems appropriate/ he might get e.tra dice on a pick pocketing attempt but not !hen trying to hot$!ire a car. ,he effect lasts for one scene Taught by% :itanu Book% RatH Taking the Forgotten (Ragabash Rank 7) <ot only is the Ragabash an accomplished thief but those from !hom she steals often never reali*e they have been robbed. 3f the character succeeds in stealing something her victim !ill forget he ever possessed the stolen item. ,his Gift is taught by a :ouse$spirit. System% ,he Garou must score three successes on a Wits 1 Stealth roll (difficulty of the victim+s 3ntelligence 1 Street!ise). Deliberate Misinformation (Ragabash Rank 0) ,he Garou can slip confusing and contrary information into his target+s conversation making their plans fall apart or other!ise causing them to suffer from a gross breakdo!n in communications. )pponents in the immediate vicinity of the Garou mishear each other or misinterpret instructions. ,he information affected by this Gift must be communicated verbally $ either in person or through the use of a direct communication device such as a telephone or other transmission device. System% ,he player rolls 6erception 1 Cinguistics (difficulty of the target+s Willpo!er or the highest Willpo!er in the target group). "ach success allo!s the character to sub>ect one opponent to the effects of this Gift. #ll actions that result from information communicated verbally receive a 17 difficulty/ simple orders such as proceeding to a certain address or moving to the left or right flank in battle automatically go a!ry. ,he Gift lasts for one scene. Taught by% :itanu Book% RatH Em$ty Hand (Ragabash Rank 0) ,he Garou+s hand may seem to grasp the air !hile in reality it may hold a pistol or even a stick of dynamite. ,his Gift obscures one possession for the Garou making it completely undetectable to others. # Raccoon$spirit teaches this Gift. System% ,he player grasps the item and spends one Willpo!er point to make the ob>ect undetectable. ,he ob>ect must be hand$held and should not be larger than the Garou+s arm. 'or one scene the item remains undetectable to all senses (including peeking from the Bmbra) e.cept touch even if the Garou drops it. Bnfortunately even the Gift user can+t see the item so dropping it is bad. Taught by% Raccoon$spirit Book% Wild West (ompanion Fly Feet (Ragabash Rank 0) Cike an insect the Garou can no! cling to vertical surfaces. She can !alk along !alls or hang from a ceiling. ,he adhesive grip of the Garou can even assist her !hen catching falling ob>ects or sei*ing handholds !hen she is falling. # fly$ spirit naturally teaches this Gift. System% ,he Garou can automatically activate this Gift !ith a 5e.terity 1 #thletics rolls. ,he difficulty depends on the surface. 'or instance !ood or stone is difficulty ?/ glass or ice is difficulty E. :oving along the ceiling increases the difficulty by 1. ,he Storyteller should halve all movement rates unless the player rolls five or more successes. Gremlins (Ragabash Rank 0) ,he Garou can cause a technological device to malfunction merely by touching it. Bse of this Gift actually intimidates the spirit that inhabits the device and causes it to function. 3f the Garou can sufficiently frighten the spirit it !ill flee the device causing it to malfunction permanently. ,his Gift is taught by a Gremlin a type of Wyld spirit that en>oys breaking things. System% ,he Garou rolls :anipulation 1 3ntimidation/ the difficulty is determined by the comple.ity of the item (see belo!). ,he more successes the Garou obtains the more the device is damaged. 'ive successes permanently disable the device (the spirit has fled). Good role$playing might certainly !arrant one to three additional dice at the discretion of the Storyteller. 5evice 5ifficulty (omputer @ 6hone 2 #utomobile 4 Anife 18 /aughter (Ragabash Rank 0) ,hose !ho learn this Gift can cause others to reali*e the humor of any situation $ in fact the uproarious hilarity of any situation. ,his Gift is taught by ,ulu the Aookaburra System% #fter spending a Gnosis point the player rolls (harisma 1 ".pression (difficulty of the target+s Willpo!er). 3f successful the target is struck by ho! funny the situation is and breaks into peals of laughter. #ny attack made by the target against the ,ulu (hild suffers a penalty of the number of successes rolled to the dice pool (>ust looking at the (hild is enough to cause spontaneous belly laughs). +$en Moon Bridge (Ragabash Rank 0) ,he Garou has the ability to open a :oon &ridge !ith or !ithout the permission of the totem of that caern. ,his Gift is taught by a Cune. System% ,he Garou spends one Gnosis point. See the Rite of the )pened &ridge (pg. 1@1) for more information on opening :oon &ridges. ,he ma.imum distance that can thereby be covered is 1888 miles. Pall of Des$air (Ragabash Rank 0) ,his Gift inflicts a !ave of despair upon a targeted individual making the victim incapable of action due to feelings of profound melancholy. System% ,he player spends a point of Gnosis and rolls :anipulation 1 "mpathy (difficulty of the victim+s Willpo!er). # successful roll causes the victim to e.perience a feeling similar to Harano (or in the case of humans clinical depression). ,his state of mind forces the victim to roll her Willpo!er in order to take any action !hile combat becomes almost impossible. ()ptionally the Storyteller can enforce the limitations of Harano found in the Were!olf 6layers guide pg 78;). ,he effects of this Gift last for one scene. Taught by% Cu$&at Book% RatH *eynard-s /ie (Ragabash Rank 0) ,he Ragabash can tell the most blatant lies and have them accepted as truth at least for a little !hile. "ven the most stern$faced priest or suspicious baron !ill believe the Garou+s pleas of innocence no matter ho! guilty she may be. ,his Gift is taught by a 'o.$spirit. System% ,he player tells the lie and rolls Wits 1 Subterfuge (difficulty is the target+s Wits 1 Subterfuge or the highest rating in a cro!d). ,!o successes convince a single individual/ three are re-uired to dupe multiple listeners at once. 3n any event convinced listeners believe the lie for the duration of the scene. Ho!ever the roll must al!ays be made after the lie has been told/ it+s easy to get into trouble by trusting this Gift to protect you. # failed roll raises suspicion/ a botch makes the listeners outright hostile. Taught by% 'o.$spirit Book% Were!olf% ,he 5ark #ges *iddle (Ragabash Rank 0) ,aking their cue from numerous trickster legends some Ragabash love to confuse their targets !ith unusual -ui**es and mysterious pu**les. ,hose !ith this Gift add a little spiritual punch into the mi. slo!ly driving their targets mad !ith riddles. # spirit servant of Sphin. teaches this Gift. System% ,he player must first create (or find) a riddle to be told. 3t must have a solid ans!er that can be understood by most people. #fter telling it to the victim the player spends one Gnosis. 'rom then on the victim !ill be driven to distraction by the riddle and until he can solve it he suffers a 11 difficulty to all rolls. 3n addition every morning the victim loses one Willpo!er. Should this drain him entirely of Willpo!er he !ill go a little cra*y most commonly by barricading himself in his room for a day and refusing to come out. #t the end of the day ho!ever the riddle !ill no longer concern him. Taught by% Spirit servant of Sphin. Book% 6G0e Shado& Tra#king (Ragabash Rank 0) Shado! ,racking allo!s a Garou to grapple and pin the shado! of a victim holding it in place. 3f the victim flees their shado! is stretched and lengthened but remains pointing to!ards their current direction until sundo!n or until the Garou lets go of the pinned shado!. System% Stealing another+s shado! is not a subtle process. ,he Ragabash must pounce on the shado! of the victim (roll 5e.terity 1 &ra!l diff 4) and if successful spend a Gnosis point to pin it do!n. ,he Garou must remain holding the shado! to the ground !ith at least one hand and cannot move about !hile the Gift is enacted. Taught by% Shado! and cat spirits Book% 5amien Silen#e (Ragabash Rank 0) &y invoking this Gift the Ragabash can cause all sounds made !ithin their presence to vanish into the Gauntlet thus silencing the area around them. <o normal sounds may be made by anyone !ithin the effect including the user. System% With the e.penditure of t!o Gnosis points and a roll of :anipulation 1 Stealth (difficulty ;) the Garou can completely silence an area. "ach success adds another ? yards to the area of affect. #ny Gifts !hich re-uire the use of sound (e.g.% (lap of ,hunder) re-uire the t!o Garou to make a resisted Gnosis roll against difficulty 2. ,he !inner+s Gift takes precedence over the loser+s. Fool-s /u#k (Ragabash Rank @) ,his Gift allo!s the Garou to tamper !ith 'ate $ !hen things go catastrophically !rong for the !ere!olf they can insist that there must have been some mistake. System% &y spending one Gnosis point the character can choose to disregard one botched roll per scene and roll again. ,his can only be done !hen the roll concerned the Ragabash+s #uspice roll $ a roll for stealth trickery or such and not combat tracking singing or spirit interaction. Harmonious Slumber (Ragabash Rank @) ,his Gift enables the Garou to create a perfect environment for sleep even in the most difficulty circumstances. Bnder the influence of this Gift the Garou receives the e-uivalent of eight hours of restful sleep and a!akens refreshed and !ith his spirits revived. System% ,he player spends a point of Gnosis and rolls Stamina 1 "nigmas (difficulty ;). )ne success is necessary to affect the character. "ach additional success allo!s him to include another individual in the effects of the Gift. # failure means that the Gift does not !ork !hile a botch inflicts restless sleep on the character !ith no benefits. When a character a!akens from a successful use of this Gift he finds that his Gnosis is fully replenished. ,he nap can last for up to eight hours although only t!o hours are necessary to reap full benefits. Taught by% Cu$&at Book% RatH Alternatie !ersions From: Damien (Ragabash Rank @) System% ,he player rolls Stamina 1 "nigmas (difficulty ;). "ach success allo!s the character to regain a point of Willpo!er and Gnosis !hile they sleep or to include another individual in the effects of the Gift (a connection of some sort physical or spiritual is necessary to include others in the Gift+s effects). # failure means that the Gift does not !ork !hile a botch inflicts restless sleep on the character and they lose a Willpo!er point. ,he nap can last for up to eight hours although only t!o hours are necessary to reap full benefits. /una-s Blessing (Ragabash Rank @) When the moon is visible in the night sky silver refuse to cause the Garou aggravated !ounds. 3ndeed if the moon !a.es full silver !eapons may !ell turn on those !ho !ould !ield them against the character. ,his Gift is taught by a Cune. System% 'or each strike against the Garou the !ielder of the !eapon must roll three e.tra dice on the attack/ these dice are read only to check for botches. ,he Garou can soak and regenerate silver as if it !ere normal damage but only !hen the moon is visible. ,hus the Garou is still vulnerable during a ne! moon. Mer#urial Messenger (Ragabash Rank @) ,his Gift enables a Garou !ho overhears a conversation or !ho is entrusted !ith a message to remember !hat she has heard. #t a later time the Garou may repeat back verbatim everything heard over a single scene as if she had total recall. ,he Gift allo!s the Garou to reproduce voice intonations accents and speech patterns or mannerisms !hich match those of the original speaker. 3n addition the Garou can appro.imate the speaker+s actual voice. System% ,he player spends a point of Gnosis and rolls Wits 1 Cinguistics (difficulty ;). "ach success increases the accuracy of the character+s delivery of the remembered conversation or message. 3f necessary the Storyteller may repeat the conversation for the benefit of the character+s audience. # failure means that the character remembers only !hat the player remembers. # botch introduces a series of discrepancies into the repetition. Taught by% :itanu Book% RatH The (ra&ling Hand (Ragabash Rank @) ,his eerie and some!hat macabre Gift allo!s the Ragabash to detach their hand allo!ing it to cra!l off and perform tasks. (ontrolling this disembodied hand re-uires more concentration than usual $ it is an odd feeling to feel items 78 feet a!ay at first. System% ,he Garou must roll 5e.terity 1 6rimal Brge (difficulty E) to detach the hand $ only one success is necessary. #t least one die must be allocated from any 5ice 6ool to the hand per turn. ,o perform find manual tasks the player must make a 6erception 1 #thletics roll (difficulty ?) to ad>ust to the !eird situation. ,he character must retrieve their hand to reattach it (!ithin the scene) or regenerate another (as if they had four aggravated Health Cevels of damage !hich heal at the rate of one per !eek). ,he hand may travel up to Wits K 0 yards a!ay from the !ere!olf. %hel$ Body (Ragabash Rank @) With this Gift a Garou may deliver a devastating curse upon a foe+s body causing it to !eaken or palsy. :any consider the use of this po!er on a foe to be a declaration of unending !ar. ,his Gift is taught by a 6ain$ spirit or a spirit of 5isease. System% ,he Garou spends one Gnosis point and rolls Gnosis/ this roll is resisted by the target+s Gnosis roll. ,he Garou+s difficulty is the opponent+s Willpo!er !hile her victim+s difficulty is the Ragabash+s Gnosis. "ach success scored by the Ragabash allo!s him to remove one point from any of the victim+s 6hysical #ttributes. ,he effect is permanent although the victim may restore these #ttributes via e.perience. ,his Gift may be used only once per scene against a given opponent. Blank (Ragabash Rank ?) =(onsider it a bio$electrical blackout.= ,hat+s ho! 6at )+Reidy described this Gift and it remains the best description there is for it. 'or a short period everyone in the room simply goes blank. ,hey still stand upright (unless they !ere laying do!n to begin !ith but eyes close senses go dead and nobody moves. :ean!hile the Ragabash can move about !ithout being seen or can take actions they other!ise couldn+t. #ny actual attempt to harm someone !ill break the communal trance so slitting their throat !hile they remain unconscious !on+t !ork. &ut you could certainly pick someone up put him in the trunk of a car and take him else!here. # spirit of electricity or an electric eel spirit teaches this Gift. System% ,he player spends three Rage and rolls Gnosis (difficulty 4). "ach success =blanks= every person in a room for one turn. Supernatural creatures (including vampires mages and imbued hunters) can make a resisted Willpo!er roll (again difficulty 4) against the Ragabash+s Gnosis roll. "very e.tra success the Ragabash gains over his target blanks the victim for one turn. Taught by% "lectricity or electric eel spirits Book% 6G0e Burden of 0no&ledge (Ragabash Rank ?) ,he Garou floods an individual !ith the kno!ledge of all her o!n limitations making the victim a!are of every fla! or failing and reminding her of all the !rongs she has committed or caused. ,he !eight of this enlightenment can either change an individual for the better or drive her into suicidal despair or murderous fren*y. 'e! individuals survive the effect of this Gift unscathed. ,his Gift can sometimes bring an errant Garou back from the edge of corruption or cause an enemy of the Garou to be =born again=. System% ,he player spends a point of Gnosis and rolls 3ntelligence 1 "mpathy (difficulty of the victim+s Willpo!er). Success causes the victim to e.perience every negative aspect of her personality and past including secret vices shortcomings failures and other similar faults. ,he Storyteller should decide !hat ultimate effect the Gift produces in the victim $ either a desire to reform her !ays and correct her failings an impulse to kill her out of shame and despair or some course of action in bet!een the t!o e.tremes. )nce the victim has e.perienced the total effect of the Gift the intense a!areness begins to fade $ but residual memories may plague the victim for a long time after!ard. Taught by% Cu$&at Book% RatH Madthought (Ragabash Rank ?) ,his trick literally makes the !ere!olf+s foes too clever for their o!n good. ,he Garou can cause her enemies+ thought processes to speed up so radically that they literally think too rapidly to put any one plan into motion. ,he victim of the Gift can only stand still as his thoughts run a!ay !ith him rushing madly from one brilliant plan to another or considering all the multiple alternatives for their =ne.t= action. System% ,he player spends a point of Willpo!er and rolls Wits 1 Subterfuge (difficulty of the victim+s Willpo!er). ,he number of successes determines ho! many turns the victim stands =lost in though=. When the victim recovers from the Gift he is most likely highly disoriented and may need to regain focus and other!ise discover !hat+s been happening !hile he =!as out=. # failure simply means that the Gift does not !ork !hile a botch gives the victim not only rapid thought but the ability to translate those thoughts into immediate action $ usually to the detriment of the character. Taught by% :itanu Book% RatH Steal S$irit (Ragabash Rank ?) ,he Ragabash can steal an opponent+s strength of spirit or her Rage. With her ill$ gotten gains she can pummel her drained opponent. System% ,he player rolls her Wits 1 Carceny (difficulty e-uals the target+s Willpo!er). ,he number of successes indicates the number of temporary Rage or Willpo!er points (not both) that the victim loses. ,he player receives that number of points to the appropriate statistic up to her permanent ma.imum. 3f she receives Rage in e.cess of her permanent rating she must make an immediate fren*y roll. Book% Wild West (ompanion The Thousand Forms (Ragabash Rank ?) :ost trickster archetypes are shapeshifters and the Ragabash is no different. ,he Garou !ith this Gift may change herself into any animal bet!een the si*es of a small bird and a bison. ,he Garou gains all the natural abilities of that animal (flight poison bite etc) She may not take the form of Wyrm$beasts (not that they !ould !ant toD) but she may take the form of mythical beasts !ith some e.tra effort. System% ,he Garou spends a Gnosis point and rolls 3ntelligence 1 #nimal Aen. ,he difficulty varies rising higher the farther removed from the Garou+s natural form the desired animal is. 'or e.ample an ape or panther (mammals of roughly similar mass) might be difficulty ? !hile an alligator (a reptile of larger mass) might be difficulty ; and a frog might be difficulty E. :imicking mythical animals is al!ays difficulty 18. Book% WW0e Thieing Talons of the Mag$ie (Ragabash Rank ?) ,he Garou can steal the po!ers of others and use them herself. ,hese po!ers can be Garou Gifts spirit (harms vampiric 5isciplines mage Spheres etc. ,his Gift is taught by of course a :agpie$spirit. System% ,he Garou must gain three successes on a Wits 1 Stealth roll (difficulty of the target+s Willpo!er). 3f successful the Garou can use the specified po!er for each successive turn she is !illing to spend a Gnosis point. !iolation (Ragabash Rank ?) ,hose fe! Garou privy to the secret of Fiolation !ell kno! the hate and revulsion of others. ,his po!er re-uires the Garou to make physical contact !ith the target but once that has happened/ the victim is -uickly over!helmed by feelings of defilement. ,o learn this Gift the Garou must confront a malevolent spirit (not necessarily a &ane) in spirit combat/ if he !ins he may !rest the kno!ledge of the Gift from it. System% ,he Garou rolls :anipulation 1 6rimal$Brge (difficulty of the target+s Willpo!er). 'or the ne.t turn and for a number of turns e-ual to the number of successes the victim cannot spend Rage or Willpo!er. #dditionally the difficulties of all Willpo!er rolls are increased by t!o !hile the difficulties of Rage rolls are decreased by t!o (the victim may not be able to direct his anger but he definitely feels it). Theurge Gifts Find the Portent (,heurge Rank 1) With this Gift a Garou can call for and receive some omen or portent !hich can help her determine her ne.t course of action. ,he Garou must meditate for a fe! minutes in order to place herself in a receptive state so that she can recogni*e the sign that comes to her. System% <o roll is necessary but the player must spend a point of Gnosis. ,he Storyteller then produces some sort of omen or portent to serve as a hint for the character about !hat lies in the future. (=# black bird carrying something in its beak flies north=/ =Hou feel a sense of dread about entering this part of the forest=). Taught by% Ruatma Book% RatH /ambent Sight (,heurge Rank 1) ,his Gift allo!s the Garou the ability to see under circumstances !here sight !ould normally be impossible such as in conditions of total darkness (inside a deep cave for e.ample) or if the Garou is blindfolded. ,his Gift provides illumination for the Garou e-uivalent to that of a full :oon. System% ,he player spends a point of Gnosis/ no roll is necessary. ,he effects of this Gift last for one scene. ,his Gift cannot grant sight to one !ho is naturally blind. Taught by% Sokhta Book% RatH Mother-s Tou#h (,heurge Rank 1) ,he Garou is able to heal the !ounds of others aggravated or other!ise simply by laying hands over the afflicted area. ,he Garou may not heal herself !ith the Gift. ,his Gift is taught by a Bnicorn$spirit. System% ,he Garou spends on Gnosis point and rolls 3ntelligence 1 :edicine (difficulty of the !ounded individual+s Rage or 2 for non$Garou). "ach success heals one Health Cevel. "ven battle scars may be cured in this manner but this must be done in the same scene the scar !as obtained and re-uires the e.penditure of a Gnosis point. ,here is no limit to ho! many times this may be used on a person but each use re-uires a Gnosis point. Sense %yld (,heurge Rank 1) ,he Garou invoking this Gift may sense Wyld energies or spirits in the nearby area. ,his Gift is taught by a Wyld$spirit System% ,he player must roll 6erception 1 "nigmas. ,he difficulty is based on the strength of the local influence (a Garou in a forest !ould be difficulty ?). Sense %yrm (,heurge Rank 1) ,he Garou can sense manifestations of the Wyrm in the nearby area. ,his Gift involves a mystical sense not a visual or olfactory image although Garou using this Gift are likely to say =,his place stinks of the Wyrm.= ,his po!er re-uires active concentration. ,his Gift is taught by any spirit servant of Gaia. System% ,he Garou rolls 6erception 1 )ccult. ,he difficulty for this Gift is based on the concentration and strength of the Wyrm+s influence (sensing a single fomori in a room !ould have a difficulty of 2). Fampires can be sensed using this Gift but only those !ith Humanity scores lo!er than ;. S$irit S$ee#h (,heurge Rank 1) ,his Gift allo!s the Garou to communicate !ith encountered spirits. ,he Garou is thus able to address them !hether they !ish to be addressed or not. )f course nothing (usually) prevents the spirit from leaving. ,his Gift can be taught by any spirit. System% )nce learned this Gift allo!s the Garou to understand the communication of spirits intuitively. Some spirits such as &anes may not al!ays be understood. 'n#loak the Hidden (,heurge Rank 1) &y concentrating on a person ob>ect or area the Garou can determine !hether or not her target is hiding anything. ,he Garou can spot disguises concealed !eapons and !ires/ determine if a room contains trapdoors hidden cameras microphones and !ire taps/ or if someone lurks in a hidden passage. ,he Gift does not ho!ever allo! the Garou to seek beneath the disguise determine the nature of a concealed !eapon or tell !hat lies !ithin a hidden !all safe $ this trick reveals only that a deception is present. ,he Garou must concentrate on the target in order to invoke this Gift. System% ,he player rolls 6erception 1 3nvestigation (difficulty 4). ".tra successes might reveal more facts about the sub>ect if multiple secrets e.ist to be sought out. ,he Storyteller should inform the player of her characters+ kno!ledge in general terms (=That man has some sort of disguise=/ =The floor contains a hollow beneath the floorboards=). Taught by% Hakahe Book% RatH (ommand S$irit (,heurge Rank 7) ,he character can manipulate encountered spirits giving simple commands and e.pecting their compliance. While she cannot summon spirits by name !ith this Gift she can interact !ith those she meets. ,his Gift is taught by any 3ncarna avatar. System% ,he Garou must spend a Willpo!er point and roll (harisma 1 Ceadership (difficulty of the spirit+s Gnosis). "ach successive command re-uires the e.penditure of another Willpo!er point. <ote that the Garou cannot command spirits to leave areas to !hich they have been bound/ that re-uires the ".orcism Gift (see belo!). Hidden De$ths (,heurge Rank 7) ,his Gift allo!s a Garou to uncover some hidden piece of information or to decipher some cryptic passage of te.t. ,he Gift can also enable a Garou to figure out !ho the real po!er behind the scenes is in a given situation System% ,he player spends a point of Gnosis and rolls 6erception 1 "nigmas (difficulty 4). "ach success allo!s the character to learn one hidden or concealed fact about the person place or thing targeted by the Gift. 'or e.ample one line of prophecy may be e.plained for each success. ,he Storyteller should decide the overall effects of this Gift so that players do not attempt to avoid pursuing other avenues of investigation. Taught by% Ruatma Book% RatH Moon$ool of Sokhta (,heurge Rank 7) ,his Gift enables a Garou to transform clear standing !ater into a pool !hich offers visions of possible futures. Wilderness ponds small mountain tarns pools of clear rain!ater or even basins filled !ith !ater can serve as a conduit for the images. ,he scenes that appear !ithin the pool depict !hat might happen unless something occurs to change the course of events. ,he Garou must concentrate on the event (or series of events) to get a sense of the outcome. ,he pool may reflect either literal or symbolic images. System% ,he player spends a point of Gnosis and rolls Wits 1 "nigmas (difficulty ; for near future events difficulty 4 for more distinct occurrences). "ach success causes one vision of the future to appear in the pool. ,he Storyteller should determine the clarity and accuracy of the visions. <o successes indicate a failure of the Gift !hile a botch produces false visions or an e.tremely chaotic >umble of meaningless images. Taught by% Sokhta Book% RatH 2ame the S$irit (,heurge Rank 7) ,he Garou is able to detect the type of appro.imate ,rait levels (Rage 6o!er etc) of a spirit. ,his Gift is taught by a spirit servant of the Bktena totem. System% ,he Garou spends one Willpo!er point and rolls 6erception 1 )ccult (difficulty 4). Shado& of the Ebon %his$erer (,heurge Rank 7) ,his Gift makes the Garou as insubstantial as a shado! and as hard to see. ,he physical form of the Garou fades to a murky dark shape that can slither and flo! almost any!here. #lthough others can use certain Gifts to spot the =shado!= !ere!olf anyone !ishing to do so must first have a reason to suspect the presence of the Gift+s user. ,his Gift does not function in bright daylight or in places !here no shado!s e.ists $ such as a brightly lit room (or a room in total darkness for that matter). System% ,he player spends a point of Willpo!er and rolls #ppearance 1 )ccult (difficulty as assigned by the Storyteller depending on the surroundings). "ach success allo!s the character to assume the shado!$form for one scene (or one combat round)/ even one success can give the character the advantage of surprise in a battle. Taught by% Hakahe Book% RatH Sight from Beyond (,heurge Rank 7) When danger stalks the Garou or momentous events are in the offing visions being striking the Garou !ithout !arning. Her dreams are haunted by images of the (ainite elder stalking her/ she begins seeing symbols of the Wyrm !herever she looks/ the sky itself opens to sho! her images of the glorious battle to come. ,his Gift is taught by a (ro!$spirit. System% 3nterpreting these signs is best handled through role$playing but the Storyteller can re-uire the Garou to roll Wits 1 )ccult (difficulty ;) if appropriate. S$irit Blo& (,heurge Rank 7) # Garou using this Gift is able to +deflect+ an incoming physical blo! such that it affects them spiritually rather than physically. ,he attack still hits but instead of taking physical damage the Garou loses some spiritual energy. ,his Gift is only useable against physical attacks (such as cla!s or bullet !ounds) but it also !orks against aggravated attacks. System% ,his Gift is activated by spending a point of Willpo!er after an attack has been successful but before the damage has been resolved. 3nstead of taking !ound levels the Garou loses as many temporary gnosis (after soak) as they !ould have lost !ound levels. 3f they have less temporary gnosis than damage the remainder is taken as !ound levels. Taught by% #ny animal spirit that leaves part of its body behind (like 5rop$tail skinks). Book% 5amien S$irit Skin (,heurge Rank 7) Generally spirits are fairly friendly to Garou at least ones that aren+t automatically hostile to anything. ,hat doesn+t mean ho!ever that they treat a Garou e.actly the same as they treat other spirits and that+s !here this Gift comes in handy. &y activating it !ithin the Bmbra the ,heurge disguises herself as a spirit (usually a !olf spirit) to all concerned. She still physically looks e.actly like her lupus form/ she simply gives the impression of a spirit rather than Garou. Some ,heurge have also used the Gift to thro! off pursuit by hiding in a pack of !olf spirits. # chameleon spirit teaches this Gift. System% ,he player spends one Gnosis and rolls #ppearance 1 Subterfuge (difficulty 2 if imitating a !olf spirit difficulty 4 for anything else). "ach success keeps the disguise in place for one hour. While sometimes imitating a spirit other than a !olf is useful it should be noted that the character !ill still someho! be recogni*able as themselves to those looking for them. "ven though they !ill clearly not look like their Cupus form something about them !ill still give the game a!ay. ,his Gift is obviously of little use outside the Bmbra. Taught by% (hameleon spirit Book% 6G0e Tinker-s Tou#h (,heurge Rank 7) ,he ,heurge can mend a broken ob>ect !ith a touch as long as the item contains metal. ,his Gift is especially useful for emergency !agon repairs or for fi.ing guns during a siege. System% ,he player spends one Gnosis point to activate the Gift. She must place together and continuously touch any separated portions of the item to be mended for one turn. 5uring !hich time slipped nails slither solidly back into place bent rifle barrels straighten shattered blades re$form and so forth. 3tems blasted to bits (such as an e.ploded artillery shell) are beyond the scope of ,inker+s ,ouch. # :etal$spirit teaches this Gift. Taught by% :etal$spirit Book% Wild West (ompanion 'mbral Tether (,heurge Rank 7) #lthough most ,heurges !ould never admit it even they can become lost in the spirit !orld from time to time. ,his Gift allo!s the !ere!olf to spin a spiritual line resembling spider silk behind her as she e.plores the Bmbra. )nly the Garou using the Gift can see the trail thus increasing the ,heurge+s reputation as master of the spirit !orld. # spider spirit teaches this gift. System% ,he player does not need to roll to create the trail but must spend one Gnosis point for every hour of Bmbral travel to maintain it. #t da!n the player must spend an additional Gnosis point to maintain the trail in the physical !orld. #lthough only the !ere!olf using this Gift can see her trail some Gaffling pests occasionally sever or alter the tail !ithout kno!ing it. Alternatie !ersions From: WW3e (,heurge Rank 1) #s above but rank 1. E1or#ism (,heurge Rank 0) ,his is the Gift of e>ecting spirits from places or ob>ects !hether they are there voluntarily or are bound there. ,his Gift is taught by any 3ncarna avatar. System% 3f a spirit does not !ish to leave the character must make a :anipulation 1 3ntimidation roll (difficulty of the spirit+s Willpo!er). 3f the spirit has been bound to its lodging place (or into a fetish) then the ".orcist must make a Wits 1 Subterfuge roll (difficulty 4) and gain more successes than the binder did !hen tying the spirit to its location. Hidden Heart (,heurge Rank 0) ,his Gift allo!s the Garou to take a dangerous piece of kno!ledge she possesses and lock it a!ay in her mind so that it becomes inaccessible !ithout a key. ,he concealed information cannot be taken from her through mental po!ers or coercion/ she can neither access the information nor remember that she has something hidden a!ay in her mind. Bntil someone speaks the trigger !ord performs the appropriate gesture or enacts the conditions set forth in the activation of the Gift the Garou remains blissfully una!are of the information she has hidden from everyone $ including herself. System% &efore using this Gift the Garou must set the conditions !hich !ill cause the information to become available to her. ,his information should be given a trusted ally $ after all the Garou herself !on+t even remember that she has a key !ord much less a secret. #fter describing the trigger the player spends a point of Gnosis and rolls the character+s Willpo!er (difficulty 4). )nly one success is necessary for the Gift to take effect. ,he effect of the Gift lasts until the hidden information is triggered. Taught by% Hakahe Book% RatH Moonrier (,heurge Rank 0) &y using this Gift the Garou may s!iftly travel across the surface of a body of !ater !hich reflects the moonlight. She can follo! a river or cross a lake so long as she follo!s the =trail= of the moon+s light. 3f the light becomes obscured at any point (such as !hen a cloud passes across the moon) the effects of the Gift end and the Garou may have to s!im or !ade to shore. System% ,he players rolls 5e.terity 1 )ccult. )nly one success is needed for the character to gain the ability to travel the =moonriver=. ,he Garou travels across the !ater !ith supernatural speed typically three times her normal movement rate. <o successes on the roll indicates that the moon is either not visible or does not shine over a body of !ater in the character+s vicinity. # botch allo!s the character to get mid!ay through her >ourney before the moon+s light fails thus stranding the character in mid$stream. Taught by% Sokhta Book% RatH Parting the !elet (urtain (,heurge Rank 0) ,his Gift allo!s a Garou to transport non$Garou into the Bmbra. 3f the non$Garou !ants to resist she must make a resisted Willpo!er roll against the bearer of the Gift. ,his Gift can be used for physical transport through a reflective surface or in combination !ith other Gifts for spirit travel. While in the Bmbra the non$ Garou are connected to the Gift user by silver threads. ,he others brought !ith the ,heurge leave !hen she does or at the !him of the ,heurge. System% ,he player must make their normal Gnosis roll and spend a Willpo!er point for each non$Garou or non$Ainfolk that they !ish to bring !ith them. ,he ,heurge can send others home before herself by spending a Willpo!er point. Pro$heti# !ision (,heurge Rank 0) ,his Gift enables the Garou to receive a vision of the future based on the study of the night sky. ,he vision usually reveals itself in astrological terms (=u!"at's influence suggests an attitude of acce#tance towards the e$ents of the ne%t se$eral days= or =The inter$ention of Shantar indicates that changes may occur ra#idly in the near future=). ,his Gift is taught by a Star spirit. System% ,he Garou spends one Gnosis point and rolls Wits 1 "nigmas (difficulty ;). ,he number of successes indicates ho! precise a vision appears to the character. # single success provides vague information !hile three of more successes allo!s the revelation of specific details. Storytellers should couch their visions in symbols appropriate to the 3ncarna and matter at hand/ the seer should have to interpret the vision rather than be spoon$fed. Taught by% Star spirit Book% RatH Pulse of the 3nisible (,heurge Rank 0) Spirits fill the !orld around the Garou and none kno!s this better than the ,heurge. ,hose Garou !ith 6ulse of the 3nvisible remain constantly a!are of all that spirits do around them and can interact !ith them at !ill. While most of !hat occurs is barely !orth !atching the Garou !ill be a!are of any dramatic changes. ,his Gift is taught by any spirit. System% 3f the Garou+s Gnosis 5ice 6ool e-uals or e.ceeds the Gauntlet he can automatically see into the Bmbra. )ther!ise he must roll to pierce the Gauntlet using 6erception 1 )ccult (difficulty of the Gauntlet). )nly one success is re-uired. ,he effect lasts for an entire scene or until the character enters an area !ith a height Gauntlet. 4uiet Mind (,heurge Rank 0) ,his gift allo!s the user to shield their mental presence. ,o entities !hich rely on a mental +sight+ to perceive others around them the Garou is fundamentally invisible. ,he gift user is not any more resistant to mental attacks once an opponent is a!are that the Garou is present (for e.ample the :indspeak gift relies on line of sight and the Garou using Luiet :ind !ould not gain any benefits from their gift !hen opposing :indspeak) but it is impossible to locate a remote !ere!olf by mental means alone. ,he gift can also shield a Garou from certain types of scrying at the S,+s discretion. #ttempts to magically or mystically find the Garou from a distance can be resisted by the gift o!ner. "ffects such as Luesting Stone !hich rely on a direct contact !ith spirits and the focus of the Rite are not affected but gifts such as the Bktena gift Scrying may be. System% &y spending a Gnosis point the character becomes effectively mentally invisible for a scene. Ho!ever to resist scrying effects the player must roll Wits and Subterfuge against difficulty 4. "ach successes cancels a success from the roll of the scryed. # roll may also be called for if the mental sight of someone searching for the user of the gift is particularly po!erful or perceptive. Taught by% Raven Book% 5amien S$irit Path (,heurge Rank 0) ,he Bmbra can often confuse the senses of even the most perceptive tracker. ,he ,heurge !ho possesses this Gift can track a particular spirit any!here in the spirit !orld. #s long as the Garou kno!s the spirit+s name she can find that spirit no matter !hich Bmbral realm it takes refuge in. # cockroach$spirit can teach this Gift. System% #s long as the Garou kno!s the true name of the spirit she can use this Gift. She must spend a Gnosis point to be able to find the spirit. # successful 6erception 1 "nigmas roll (difficulty 4) reveals the location of the errant Bmbral deni*en. Some Realms and certain (harms can make this Gift more difficulty to use. ,he Gift% <ame the Spirit can be used in con>unction !ith Spirit 6ath. 'mbral (amouflage (,heurge Rank 0) #lthough perfectly visible in the physical !orld this Gift renders the Garou undetectable by spirits. 3n con>unction !ith other Gifts Bmbral (amouflage can make the user vanish from all perception. Garou !ho use this Gift in the Bmbra might as !ell be someplace else entirely. # Wind$spirit teaches this Gift. System% ,he player spends one Gnosis point and for the remainder of the scene she is completely invisible to spiritual senses. She may move about as normal but cannot make any attack actions !ithout disrupting the Gift. 3n the Bmbra the Garou becomes completely undetectable. Taught by% Wind$spirit Book% Wild West (ompanion 'mbral Tra#king (,heurge Rank 0) Bsually only the Garou !ho creates an Bmbral tether can see it. 3f a ,heurge has this Gift that is no longer true. ,his Gift is taught by a fly spirit. System% &y spending one point of Gnosis the Garou can see all active Bmbral tethers around her. She does not kno! to !hom the tethers belong but can tell in !hat direction it e.tends to the Garou. 3f the Garou attempts to break the tether the tether+s creator kno!s immediately and may make a resisted Strength 1 )ccult roll at difficulty 2 against the Garou. 3f the attacker gains more successes the tether is destroyed. Taught by% 'ly spirits Book% 6G0e 'nrael (,heurge Rank 0) ,his Gift allo!s the Garou to put together seemingly random bits of information to form a tentative analysis of a situation and formulate a course of action. ,his is particularly useful in situations !here gathering concrete information is difficult or in e.tremely comple. situations. System% ,he player spends a point of Gnosis and rolls 3ntelligence 1 "nigmas (difficulty ;). )nly on success is necessary to make sense out of even the most confusing situation but each additional success further clarifies matters. (,he player may ask the Storyteller to e.plain to her !hat is actually going on in a given scene and use that information as character kno!ledge). Taught by% Ruatma Book% RatH Blank Slate (,heurge Rank @) ,he Garou can completely remove a single piece of information from her o!n mind or from that of another. ,his Gift becomes useful in situations !here an individual has come across some dangerous kno!ledge that might lead to her death for possessing it. ,he Garou may not only remove the information $ such as the identity of the Garou mole !ithin a hostile group or the location of a safe house for ecoterrorists $ but she may also smooth over the edges of the victim+s memory so that he does not reali*e anything is missing. ,he Garou may also use this Gift to alter her o!n memories in situations !here she feels that this is necessary. System% ,he player spends a point of Gnosis and rolls :anipulation 1 "mpathy (difficulty of the victim+s Willpo!er). # single success allo!s the character to e.cise the desired piece of information. #dditional successes enable the character to make secondary ad>ustments to the target+s memory to hide the fact that something is missing. Taught by% Ruatma Book% RatH Gras$ the Beyond (,heurge Rank @) ,he Garou may take things to and from the Bmbra !ithout having to 5edicate them to herself (see Rite of ,alisman 5edication pg. 1@@). ,his includes humans and animals both !illing and un!illing. Garou often use this po!er to take loyal Ainfolk !ith them on Bmbral -uests or to heal in>ured Ainfolk $ both body and soul $ in mystic Glens. System% ,he Garou must grasp the ob>ect or person he !ishes to take to the spirit !orld. He must then spend a number of Willpo!er points% one for small items t!o for larger items (s!ords etc) and three for huge items (including people). He makes the usual Gnosis roll to pierce the Gauntlet and step side!ays/ if successful both he and the desired ob>ect or person pass into the Bmbra. #n un!illing target may resist !ith a Willpo!er roll/ each success subtracts one from the Garou+s successes. # Garou attempting to abduct an un!illing victim must achieve at least three successes on his Gnosis roll. #ny person taken to the Bmbra unless she has the ability to step side!ays must rely on the Garou to escape or else find an area !ith a very thin Gauntlet such as a caern. ,he Gauntlet rating must be 0 or lo!er for a victim to e.it of his o!n accord. 3f he does e.it he may not reenter the Bmbra no matter !hat the Gauntlet rating. Moon#at (,heurge Rank @) ,his Gift allo!s the Garou to assume form of a small !hite cat (one of Sokhta+s favored animals). ,his ability can prove useful for getting into small places (or escaping from such) and remaining hidden. ,he Garou has the senses of a cat for the duration of the Gift including good night sight the ability to absorb information through her !hiskers and e.treme fle.ibility of movement $ ho!ever she also retains the po!er of a full$fledged Garou and is much more dangerous than she looks. #nyone studying the cat closely can tell that it is not a normal feline because the cat+s eyes al!ays reflect the current phase of the moon regardless of the surrounding light sources. System% ,he player spends a point of Gnosis and rolls 5e.terity 1 #nimal Aen (difficulty ;). "ach success allo!s the character to remain in cat form for one scene although she can end the gift at any time before the duration runs out. While in cat form the Garou retains her Cupus$form #ttributes may soak silver as if it !ere ordinary damage (although silver damage is still aggravated) and can inflict aggravated damage !ith cla! and bite attacks as usual. <o successes means that the Gift fails !hile a botch results in a transformation into a misshapen creature some!here bet!een a cat and a !olf. ,he character may choose to end the Gift immediately if this happens. Taught by% Sokhta Book% RatH +bs#ure the S$irit %orld (,heurge Rank @) ,his Gift allo!s the elder to confuse the minds of young Garou making it impossible for them to step side!ays. ,he victims of this Gift are blind to the spirit !orld and all of its deni*ens. Luite often used as a punishment the Gift has obvious tactical advantages !hen fighting other Garou. # (oyote$spirit teaches this Gift. System% ,he player spends one Gnosis point for every Garou she !ishes to affect. ,he Gauntlet increases by five for those targets. ,he effect lasts for one story. ,he Gift can affect up to five Garou at any one time. Taught by% (oyote$spirit Book% Wild West (ompanion S$irit Drain (,heurge Rank @) ,he Garou may drain po!er from a spirit to feed his o!n resolve. ,his Gift is taught by a spirit servant of the Bktena totem. System% 3f the Garou succeeds in a resisted Gnosis vs. Gnosis roll !hile combating a spirit the spirit loses one 6o!er point per success for the rest of the scene. 'or every t!o points drained the Garou gains a temporary Willpo!er point but loses any e.ceeding her ma.imum at the end of the scene. 'ltimate Argument of /ogi# (,heurge Rank @) ,hose !ho speak !ith the Garou leave convinced of some fact might other!ise have disbelieved. 3f successful the Garou can cause the target to believe implicitly in one aspect of e.istence (true or false) $ from the =fact= that the sun revolves around the "arth to the =truism= that the !olf+s inherent nature is that of the pa!n. ,his Gift is taught by a (oyote$spirit. System% ,he Garou needs three successes on a :anipulation 1 6erformance roll (difficulty of the target+s Wits 1 "nigmas). %his$er in the Dark (,heurge Rank @) ,his Gift allo!s the Garou to determine a fact detrimental to an individual. ,he Garou may then use that piece of kno!ledge against the target of the Gift either by holding it over the victim+s head or making the information public. System% ,he player rolls 6erception 1 "mpathy (difficulty 4). "ach success enables her to grasp one piece of heretofore$unkno!n information about the target of the Gift. ,hus a character can learn that an individual o!es millions of dollars in gambling debts hides a murder in his past or funds a company that systematically pollutes the rivers in a particular state. 'ailure means that the character learns nothing !hile a botch provides the character !ith erroneous information leading to the character+s possible embarrassment or dishonor. Taught by% Hakahe Book% RatH Bring Forth the Future (,heurge Rank ?) ,his Gift allo!s the Garou to call upon ,ambiyah to change one facet of the individual+s future. ,he change must be specific such as preventing the sub>ect of the Gift from encountering a kno!n situation that !ill result in her certain death. While this Gift does not guarantee that a foreseen future !ill be altered it does allo! the Garou to attempt to avert disaster or improve an individual+s lot. System% ,he player sacrifices a permanent point of Gnosis and rolls 6erception 1 "nigmas (difficulty 4). )nly one success is necessary to effect a change in a future event. ,he player should e.plain to the Storyteller !hich element of the future even she !ishes to alter. ('or e.ample =3 !ant my packmate to survive the coming battle against the fomori horde.=). 3f possible the Storyteller should arrange events so that the change takes place e.actly as stated. ,he Gift only affects events that !ill occur !ithin the 7@ hours immediately follo!ing the activation of the Gift/ furthermore characters cannot ensure the death or destruction of their foes !ith this po!er. )nly pleas for preservation meet !ith the Feiled :other+s approval Taught by% ,ambiyah Book% RatH Di$lomati# 3mmunity (,heurge Rank ?) ,his Gift enables the Garou to !alk about in the middle of a hostile group !ithout provoking the outbreak of hostilities. ,he Garou can enter a caern belonging to a rival or !alk openly into the middle of a group of &lack Spiral 5ancers in order to retrieve something or deliver a message. ,he Garou surrounds herself !ith an aura of =neutrality= that negates her enemies+ or rivals+ animosity long enough to accomplish her task and leave !ithout incident. ,he Gift only lasts for one scene after !hich all bets are off. System% ,he player spends a point of Willpo!er and rolls :anipulation 1 Subterfuge (difficulty 4). # successful roll allo!s the character to interact !ith a group of potential enemies for the purpose of delivering a messsage retrieving an item or delivering an ultimatum. Taught by% Ruatma Book% RatH Ebon Binding (,heurge Rank ?) ,his Gift allo!s the Garou to take her kno!ledge of someone+s fault practice or secret vice and bind a fitting punishment to that person. :ost often a target suffers crippling pains !hen he thinks of indulging in the forbidden action. ,he Garou may use this Gift to prevent rapists child molesters murderers or traitors from repeat offenses (assuming the Garou allo!s these individuals to live in the first place). System% ,he player must sacrifice a point of permanent Gnosis and roll her Willpo!er (difficulty of the target+s Willpo!er). )nly one success is necessary to make the binding permanent. Taught by% Hakahe Book% RatH Feral /obotomy (,heurge Rank ?) With but a thought the Garou can devolve an opponent+s mind to that of an animal effectively destroying his intelligence. ,his Gift is taught by a spirit servant of the Griffin totem. System% ,he Garou spends Gnosis (see belo!) and rolls Wits 1 "mpathy (difficulty of the target+s Willpo!er 1 0 (ma.imum 18)). 3f successful the Garou can permanently destroy a target+s 3ntelligence #ttribute. ,!o Gnosis points must be spent for each point of 3ntelligence destroyed and the Garou cannot destroy more points than he rolls successes. #dditionally the target begins acting more animalistic !ith each point removed. Moon Dream (,heurge Rank ?) ,he 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 !hich she e.plores some potential future. ,he Garou may interact !ith the creatures and situations she encounters in the dream and thus learn the possible effects of certain actions upon the sub>ect of the dream. ,he Garou may replay the dream several times in order to test various actions and their conse-uences until she a!akens from the dream eight hours late. )nce the Garou has entered her :oon 5ream she may not be a!akened until the full eight hours has passed. System% ,he player spends a point of Gnosis and rolls Wits 1 "nigmas. ,he number of successes indicates the degree of control the character has over her part in the dream. ,he 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 sub>ect of the dream also involves the character+s park mates). ,he dream should give a reasonably accurate picture of the ne.t t!o or three scenes so that the character may e.periment !ith !ays of handling the future or perhaps changing it. <o successes means that the character receives no dream !hile a botch gives the character an eight$hour long nightmare !hich she cannot remember but !hich results in a $1 penalty to all rolls involving #lertness. Taught by% Sokhta Book% RatH S$irit !essel (,heurge Rank ?) )ne of the best kept secrets of the ,heurge elders is the ability to channel a spirit. 'or a short time Garou and spirit become one creature !ith the abilities of both. Bsually the Garou remains in control adding the spirit+s (harms to her repertoire $ but sometimes things go a!ry. "lementals especially fire elementals understand the !orkings of this Gift but metal elementals can also teach it. &anes can also teach this Gift $ but at a dangerous cost. System% ,he player rolls her character+s Gnosis and spends a Gnosis point to activate the Gift. ,he Rite of Summoning chart determines the difficulty of this Gift. "very success allo!s the Garou to use one of the spirit+s (harms for up to one scene. # botch on the roll indicates that the Garou has lost control of the combined being or perhaps that a &ane !as channeled instead of the e.pected spirit. The Malleable S$irit (,heurge Rank ?) ,he Garou can change a spirit+s form or purpose. ,his Gift is taught by a (himerling. System% ,he Garou must best the spirit in a resisted Gnosis vs. Gnosis roll. ,he difficulty is based on !hat the Garou tries to accomplish (see belo!) !hile the spirit+s difficulty is the Garou+s Gnosis. (hange 5ifficulty (haracteristics (Willpo!er Rage Gnosis/ one point changed per success) 2 5isposition ('riendly <eutral Hostile) 4 ,ype (<aturae "lemental &ane etc.) 18 Philodo1 Gifts Aura of /eadershi$ (6hilodo. Rank 1) Similar to the Cevel ,!o Silver 'ang Gift% #!e this Gift surrounds the Garou !ith an aura of authority that enables her to assume the mantle of leadership for a brief period of time. )thers react to the Garou as if she !as their pack leader $ including the pack leader. )f course there may be repercussions after the effects of the Gift have passed. System% ,he player rolls (harisma 1 "mpathy (difficulty of the highest Willpo!er in the target ground). 3f successful the difficulties of all Social rolls against the target group are reduced by one. )ne success enables the character to affect a single target. #dditional successes increase the number of individuals !ho fall under the effects of the Gift. ,he effects last for one scene. Taught by% Marok Book% RatH Aura of the "ust (6hilodo. Rank 1) When the Gift user commits a >ust act everyone around him kno!s it merely by ga*ing at him. ,he #ura of the Gust proclaims to one and all that this Garou is in the right. Where circumstances or perceptions might cloud the >udgment of !itnesses the Gift clears all doubts. #lternatively those !ho kno! the 6hilodo. can see his guilt !hen the Gift does not activate. # 'alcon$spirit teaches this Gift. System% ,he user spends one Willpo!er point to activate this Gift. When the Garou commits a >ust and fair act all !ho !itness it kno! intuitively that it is so. While this Gift does not guarantee respect anyone !ho sees the aura cannot doubt the 6hilodo.+s merit. Taught by% 'alcon$spirit Book% Wild West (ompanion Ma-at-s Feather (6hilodo. Rank 1) #ccording to "gyptian legend if the heart of one of the dead !as heavier than :a+at+s feather she !ould feed it to the beast #mmit destroying their soul entirely. 3f it !as lighter then the dead person !as admitted to the afterlife. ,his Gift !as first the province of Silent Strider 6hilodo. (and is still most common amongst that tribe) but has spread throughout all of Garou society. 3t allo!s the 6hilodo. to sense the !eight of a fallen Garou+s soul and determine if he died as one of Gaia or had fallen to the Wyrm. 3t is used to determine !hat rituals !ill be undertaken for the deceased and is taught by a bird or lion spirit. System% 3f the Garou died in the service of Gaia the Gift !orks automatically revealing this to be so. 3f ho!ever the Garou had betrayed the :other then a roll of the 6hilodo.+s 6erception 1 )ccult (difficulty of the deceased+s former Gnosis) is needed to correctly determine their guilt. # simple success is sufficient and the Storyteller is encouraged to roll secretly for each use of this Gift to keep the players guessing. Taught by% &ird or lion spirits Book% 6G0e *esist Pain (6hilodo. Rank 1) ,hrough force of !ill the Garou is able to ignore the pain of his !ounds and continue acting normally. ,his Gift is taught by a &ear$spirit. System% ,he Garou by spending one Willpo!er pint may ignore all !ound penalties for the duration of the scene. S#ent of the True Form (6hilodo. Rank 1) ,his Gift allo!s the Garou to determine !hat a sub>ect really is. ,his information is conveyed as an olfactory sensation $ it is actually a scent of the target+s true nature. ,his Gift is taught by any spirit servant of Gaia. System% ,he Garou can automatically tell !hen someone is a !ere!olf can detect vampires and faeries on a 6erception 1 6rimal$Brge roll (difficulty 4). "ven mages can be detected (difficulty E). Threads of the Ta$estry (6hilodo. Rank 1) ,his Gift allo!s the Garou to determine the basic elements of a situation that seems confused or deliberately obfuscated. ,he Garou can discern !hich individual in a group really holds po!er or !hether someone is acting under duress. System% ,he player rolls Wits 1 "nigmas (difficulty ;). "ach success allo!s the character to uncover one basic behind$the$scenes fact usually the leader of a group or the emotional conte.t of an other!ise poker$faced contact. Taught by% Shantar Book% RatH Truth of Gaia (6hilodo. Rank 1) 6hilodo. as >udges of the Citany have the ability to sense !hether others have spoken truth or falsehood. ,his Gift is taught by a 'alcon$ Gaffling. System% ,he Garou rolls 3ntelligence 1 "mpathy (difficulty of the sub>ect+s :anipulation 1 Subterfuge). ,his Gift reveals only !hether the target speaks the truth or lies. (all to Duty (6hilodo. Rank 7) ,he Garou can summon spirits if she kno!s their names and may give them one command. )nly one command may be given/ after it is carried out the spirits !ill depart. Spirit names can be discovered either through personal ac-uaintance or the Gift% <ame the Spirit (Cupus and ,heurge). ,his Gift is taught by an 3ncarna avatar. System% ,he Garou rolls (harisma 1 Ceadership (difficulty of the spirit+s Willpo!er). 3f the Garou spends a Gnosis point she can summon all spirits !ithin one mile to protect or assist her even if she does not kno! their names. Fi1it (6hilodo. Rank 7) ,he Garou can figure out !hat+s !rong !ith a device and make on$the$spot repairs !hich allo! the item to run or function for a short time. System% ,he player rolls 3ntelligence 1 Repair (difficulty ;). )ne success allo!s the character to repair the targeted item so that it functions for one turn. ,!o successes enable it to !ork for one scene !hile three or more successes indicates that the item has been permanently repaired barring e.cessive use or subse-uent damage. Taught by% Shantar Book% RatH 0ing of the Beasts (6hilodo. Rank 7) Specific animals generally ones !ith !hich the Garou regularly associates follo! his commands !illingly and unconditionally. ,hey understand him and !ant to help. ,he Gift is taught by a Cion$ or 'alcon$spirit. System% ,he target must be !ithin 188 feet and the Garou rolls (harisma 1 #nimal Aen against a difficulty based on his relationship !ith the animal (see belo!). ,his po!er only !orks on one animal at a time and it does not attract animals to the Garou+s vicinity (see the Cevel 'our Cupus Gift% &east Cife). Relationship 5ifficulty # sibling 0 'eed and care for 2 Stranger 4 Hostile 18 Pro#lamation of A#tion (6hilodo. Rank 7) ,his Gift enables the Garou to force an end to discussion and take the course of action the character thinks is best. ,he !ere!olf can literally command others to act as he bids although only if they had been previously dithering over a course of action System% ,he player spends a Willpo!er point and rolls (harisma 1 Ceadership to put a damper on discussions that have gone on too long. (&'nough talk( et's do it&). "ach success allo!s the character to affect a single target. # character desiring to resist the effects of the Gift must make a Willpo!er roll (difficulty of the Gift user+s Willpo!er 1 1 up to a ma.imum of 18). ,his Gift lasts for one scene. Taught by% Marok Book% RatH Strength of Pur$ose (6hilodo. Rank 7) Some Garou feel so strongly about their place in the pack the tribe and the !orld that they can dra! on this resolve in times of need. ,he Garou can pull ne! resolve from his deepest reserves. ,his Gift is taught by a Wolf$spirit. System% )nce per scene !hen the character feels she needs Willpo!er she can roll Stamina 1 Rituals (difficulty ;). 'or every t!o successes she recovers one point of Willpo!er up to her ma.imum. Alternatie !ersions From: Damien (6hilodo. Rank 7) System% )nce per day !hen the character feels she needs Willpo!er she can roll Stamina 1 Rituals (difficulty ;). 'or every t!o successes she recovers one point of Willpo!er up to her ma.imum. Bonds that Tie 's (6hilodo. Rank 0) ,he 6hilodo. is mediator and >udge but is also investigator. ,he Gift assists a 6hilodo. !ith such matters by revealing any emotions and opinions that e.ist bet!een t!o people. :any Garou detest this Gift since it is indiscriminate revealing any emotion that may e.ist. 3t is taught by an #nt spirit. System% ,he player spends one Rage as the 6hilodo. taps deep into his o!n !ellspring of emotion connecting those emotions to those of his target. #fter this the 6hilodo. !hispers the name of a person !ith !hom the target has a relationship and the 6hilodo. !ill immediately feel every emotion to!ard that person that the target has. ,hese emotions aren+t real (at least to the 6hilodo.) but they certainly feel it and it is !ise to avoid the person to !hom those emotions are directed for as long as the effect lasts (one scene). # Garou or other supernatural that does not !ish to cooperate !ith the Gift may roll their Willpo!er (difficulty of the 6hilodo.+s rage) !ith a success preventing use of this Gift. Taught by% #nt spirits Book% 6G0e (urse the Betrayer (6hilodo. Rank 0) #nyone !ho cheats the 6hilodo. pays for his dishonesty. #fter entering a pact !ith the Garou bad luck follo!s anyone !ho violates the agreement (including the user). System% ,he Garou must enter a pact !ith someone. ,o seal the bargain and make the Gift active the participants must shake hands share a smoke or make a toast to seal the arrangement. Should either individual break the bargain double every 1 he rolls for the rest of the story !hen calculating botches. #n Honor$spirit teaches this Gift. Taught by% Honor$spirit Book% Wild West (ompanion Sense Balan#e (6hilodo. Rank 0) #s the arbitrators of the Garou <ation the 6hilodo. have developed an attunement !ith the precarious forces that balance the !orld and the individual alike. ,his Gift allo!s the user to detect an overabundance of any of the prime forces of the universe !hether Wyrm Wyld or Weaver. 3t can point out a &ane manifestation at an industrial plant or mental instability in a packmate. # (at$ spirit teaches a friendly Garou this Gift in e.change for a !arm fire and a promise not to chase her kin. System% ,he Gift re-uires the e.penditure of one Gnosis point. With a successful 6erception 1 "nigmas roll (difficulty 4) the Garou can feel the balance (or lack thereof) !ithin an area person or inanimate ob>ect. Wyrm manifestation feels dense and oily Weaver presence feels cold and unyielding and Wyld energies feel !arm and trembling. Such manifestations are more subtle than the ones detectable through such Gifts as Sense Wyrm. ,he 6hilodo. must focus and be at peace for this Gift to !ork properly. 5istractions such as combat or e.haustion disrupt any benefits of the Gift $ the Garou can only find her o!n imbalance in such situations. Tangling the Skein (6hilodo. Rank 0) ,his Gift enables the Garou to cause confusion among her enemies by mi.ing up their perceptions so that they cannot decide !ho to follo! or !hat to do ne.t. ,he effect resembles that of the Gift% :itanu+s 5eliberate :isinformation e.cept it distorts !hat others discern through sight or memory rather than through !hat they hear. Fictims may mistake one person for another and follo! the !rong leader or they may go to the !rong meeting place in the mistaken impression they are proceeding to the correct spot. System% ,he player spends a point of Gnosis and rolls :anipulation 1 "nigmas (difficulty of the victim+s Willpo!er). "ach success allo!s the character to alter one visual or remembered perception for her victim. She can cause a &lack Spiral 5ancer to confuse the !eakest member of his pack for the pack leader or make a rival sho! up at the !rong caern for an important meeting. Taught by% Shantar Book% RatH 'ndis$uted *uler (6hilodo. Rank 0) ,his Gift allo!s a Garou to take over the leadership of a small gathering of humans (!hether a paramilitary group of to!n council) or a group of spirits for a period of up to 2 months. 5uring this time the targeted group accepts the Garou as their leader rendering her the honor respect and obedience due her position. ,he group demonstrates a high degree of loyalty obeying the Garou+s instructions in a manner appropriate to her position (as orders if they are paramilitary or as legally binding decisions if the position is akin to that of a to!n mayor for instance). 3f the Garou uses this Gift in the Bmbra the targeted group of spirits !ill follo! the Garou+s commands as if she !ere a greater spirit such as an 3ncarna. ,his Gift lasts any!here from a !eek to si. months. System% ,he player spends a point of Gnosis and rolls (harisma 1 Ceadership (difficulty of the highest Willpo!er in the target group). ,he Gift lasts for a period of time as follo!s. Su##ess Duration )ne )ne !eek ,!o )ne month ,hree ,!o months 'our 'our months 'ive Si. months ,his Gift is only successful against mortals and spirits of no greater than Gaggling status although =borderline= supernaturals such as ghouls and Ain are susceptible. Taught by% Marok Book% RatH %eak Arm (6hilodo. Rank 0) 6hilodo. are more attuned to others than are most Garou. #ccordingly they can use this perceptiveness against their foes. :erely !atching an opponent+s fighting style lets the Garou determine its strengths and !eaknesses. ,his Gift is taught by a Snake$ or Wind$spirit. System% ,he Garou rolls 6erception 1 &ra!l (difficulty 4). # number of bonus dice e-ual to her successes may be divided bet!een (or among) her attack and damage rolls. ,his Gift can be only be used against a given foe once per scene and the benefits are lost at the end of the scene. ,he Garou must concentrate for a full turn to use this Gift. %isdom of the An#ient %ays (6hilodo. Rank 0) #ll Garou have an innate connection to their ancestors a form of racial unconscious accessible through intense meditation. ,he Garou by tapping into these deep memories can remember ancient facts and lore. ,his Gift is taught by a Garou #ncestor$spirit. System% ,he Garou must meditate for a short time concentrating on the past. ,he Garou then rolls Gnosis (difficulty E $1 for each point of 6ast Cife the Garou possesses). Enthronement (6hilodo. Rank @) ,he Garou can create small or simple ob>ects out of thin air $ including mist clouds or !ind. &y shaping the air around him !ith his hands the Garou may form a solid block of matter to serve as a chair create a bo!l or cup for holding li-uid or construct some other useful item. #lternatively the Garou can form small stone$si*ed balls of air to use as hurled !eapons against his enemies. ,he items last until the Garou disperses them. System% ,he player simply rolls 5e.terity 1 Repair (difficulty ;). ,he character may form one small item of solidified air for each success or use t!o or more successes to shape a larger item (such as a throne$like seat). =#ir$stones= used as !eapons do the character+s Strength 1 1 normal damage and dissipate upon contact !ith their target (or any other solid substance). 3n addition the victim must make a Stamina roll (difficulty 4) to remain on her feet !hen the =air$stone= discharges its mass. 3f she fails the Stamina roll the victim is stunned for the remainder of the round and can take no action. Taught by% Marok Book% RatH Po&er of the %ays (6hilodo. Rank @) ,his Gift enables a 6hilodo. to dra! energy to replenish themselves from the ephemera of the Bmbra. )nly one attempt may be made per hour $ the nearby ephemera takes some time to regenerate. System% &y rolling the attribute !hich they !ish to recharge (Rage Gnosis or Willpo!er) against a difficulty of 4 the 6hilodo. may regain one point per success. *oll +er (6hilodo. Rank @) ,he Garou has such a commanding presence that those encountered readily submit to her. Should she succeed in a test of !ills she dominates her foe causing humans to fall to their knees !olves to roll on their backs etc. ,his Gift is taught by a Cion$ or Wolf$spirit. System% ,he Garou must score at least three successes more than the opponent on a resisted Willpo!er contest. S#ent of Beyond (6hilodo. Rank @) ,he Garou can bring all his senses to bear on one spot (even an Bmbral site) !ith !hich he is familiar no matter ho! far a!ay that spot is. ,he Garou sense the site from a point of vie! as if he !ere standing in the middle of the area being scanned. ,his Gift is taught by a &ird$spirit. System% ,he Garou rolls 6erception 1 "nigmas (difficulty 4). 3f the spot is in the Bmbra the difficulty is 4 or the Gauntlet rating (!hichever is higher). Shantar-s /oom (6hilodo. Rank @) ,he use of this Gift allo!s the Garou to craft some item from the energy provided by either Gnosis Rage or Willpo!er. ,he item may not involve multiple parts or have an overly comple. make$up. 'or e.ample a Garou cannot make a gun using this Gift but she can craft a dagger or hunting knife. System% ,he Garou spends either a Gnosis Rage or Willpo!er point and rolls 5e.terity 1 Repair (difficulty 4 for simple items E for more sophisticated ones). )ne success produces the item desired !hile additional successes refine its -uality and durability. ,he Storyteller may re-uire additional successes to make an item from an inappropriate trait $ such as making a child+s blanket from a Rage point. ,he item lasts a day per success. Taught by% Shantar Book% RatH Take the True Form (6hilodo. Rank @) ,he 6hilodo. !ith this po!er can force a Garou into her breed form. ,his Gift is especially useful to abate a fren*y prevent damage from silver or take a combative advantage. # !olf$spirit teaches a !orthy 6hilodo. the !orkings of this Gift. System% ,he player rolls his :anipulation 1 6rimal Brge (difficulty ;). 3f successful the target automatically shifts to her breed form. ,he number of successes e-uals the number of turns the target must remain in her natural form. Dro&n (6hilodo. Rank ?) ,his Gift causes the lungs of an opponent to fill !ith li-uid. ,he victim must receive immediate medical or magical assistance or die !ithin a fe! minutes. ,he target of the Gift can attempt to help herself but can do nothing else e.cept try to e.pel the fluid. ,his Gift can either function as a !ay to capture an opponent render an enemy helpless or inflict punishment on an individual. System% ,he player spends a point of Rage and rolls her Willpo!er (difficulty of the victim+s Willpo!er). )nly one success is necessary to activate this Gift. ,he victim must receive help immediately or else die from dro!ning. ,he victim may attempt to help herself by trying to cough up or other!ise e.pel the fluid but she can take no other actions (including movement a!ay from her surroundings) !hile she is making the attempt. Taught by% Shantar Book% RatH Geas (6hilodo. Rank ?) # Geas causes others to do a Garou+s bidding though the Geas$layer cannot make the targets act contrary to their basic instincts. ,hus she could send a group on a -uest but could not make its members attack and try to kill each other $ unless they !ere psychotics or !ere!olves. ,his Gift is taught by an 3ncarna avatar. System% ,he Garou spends one Gnosis point and rolls :anipulation 1 Ceadership (difficulty of the target+s Willpo!er). 3n the case of a group the difficulty is the highest Willpo!er among its members. Grand "esture (6hilodo. Rank ?) &y besto!ing appropriate gifts on an individual or a group the Garou increases her esteem and reputation in the eyes of the recipients of her largesse. ,he targets of this Gift tend to listen favorably to suggestions made by the Gift+s user and to support her arguments or come to her aid in a battle of !ords or !eapons. ,his Gift lasts for an entire scene. When the effects of the Gift come to an end the individuals affected may still continue to regard the Garou !ith some residual respect depending on their e.periences !hile the Gift !as active. System% ,he player rolls :anipulation 1 "mpathy (difficulty of the highest Willpo!er in the target group). "ach success allo!s her to affect one individual. While the Gift is in effect all Gifts or Social rolls involving persuasion are automatically successful against the affected individuals. Taught by% Marok Book% RatH %all of Granite (6hilodo. Rank ?) 6hilodo. have a stronger relationship !ith the elementals of the earth than do other Garou for >ust as the earth upholds those upon it the 6hilodo. uphold their people+s !ays. While in contact !ith earth or rock the 6hilodo. can invoke a !all to protect himself. ,his !all !ill move !ith the Garou defending him from all angles. ,his Gift is taught by earth elementals. System% ,he Garou spends one Gnosis point. ,he !all+s dimensions are three yards height t!o yards long and one yard thick/ it can soak damage as thought it had 18 dice and 18 Health Cevels must inflicted to penetrate it at any point. ,he !all lasts for one scene or until released into the earth by the Garou. Galliard Gifts Beast S$ee#h (Galliard Rank 1) ,he Garou may speak to animals from pigeons in the park to beavers at their dam or fish in the sea. ,his does not change their basic reactions $ a hungry tiger is still hungry and may !ell attack. ,his Gift is taught by a <ature$spirit. System% ,he Garou rolls (harisma 1 #nimal Aen (difficulty 2). ,his roll must be made for each type of animal and for each encounter. (all of the %yld (Galliard Rank 1) ,he Garou can summon others by ho!ling/ Garou far beyond the range of hearing !ill sense the (all and may come to aid. ,his Gift can enhance the effect of any of the normal Garou ho!ls (see Ho!ls pg0;). ,his ho!l can also be sounded to summon specific Garou for a moot. 'inally (all of the Wyld is often used at the beginning of revels and other events to invigorate the Garou. ,his Gift is taught by a Wolf$ spirit. System% ,he Garou rolls Stamina 1 "mpathy (difficulty 2). ,he number of successes determines ho! far a!ay the (all can be heard and ho! stirring it is to those !ho hear it. ,he actual effects are determined by the Storyteller but they should be linked to the type of ho!l made and the intent of the Garou. Some e.amples are% every t!o successes gives those at a revel e.tra dice to their 6ools/ Wyrm agents are distracted by the call and their difficulties are temporarily raised/ all Garou in the area do not hesitate to respond to the Garou+s (all to Succor. Alternatie !ersions From: Damien (Galliard Rank 1) System% ,he Garou must also spend a point of Gnosis. Dream#haser (Galliard Rank 1) ,he Galliard can tap into the unconscious of a sleeping person and follo! the course of his dreams. #lthough she cannot participate she recalls all of the dream and can vie! it ob>ectively. # 5ream$spirit teaches this Gift. System% ,he player spends one Gnosis point and must remain !ithin =arm+s reach= of the target (i.e. !alls partitions furniture or other #hysical obstacles may come bet!een user and target but no more distance than the length of the user+s arm) for one night+s sleep. 3f the sleeper dreams the Garou can e.perience the chaotic events as they unfold. What information she gleans from the vision is up to the Storyteller. Taught by% 5ream$spirit Book% Wild West (ompanion Earth Sense (Galliard Rank 1) ,he Garou can feel the =aura= of an area and determine if it is healthy or blighted. 'or a brief instant the user of the Gift becomes so attuned to the land immediately around her that she can sense the pain of Wyrm$taint the sickness of pollution or the robust energy of an unspoiled piece of !ilderness. 3n some instances the source of an area+s pain $ or the reason for its health $ may reveal itself to the Garou through the use of this Gift. System% ,he players spends a point of Gnosis. While no roll is necessary the character must concentrate on the target area for several minutes of game time before receiving any information about its condition. ,he amount of information that is revealed is left to the Storyteller and can vary from vague feelings (=The land doesn't feel well) as if it has been #oisoned(=) to e.tremely specific facts (=There is an underground s#ring which channels *nosis into to#soil) making the land #roducti$e and fertile(=). Taught by% "shtarra Book% RatH Find the (hild %ithin (Galliard Rank 1) With this Gift a Garou can play upon an individual+s instinctive response to parental authority or affection and convince that person to follo! a command (=5on+t leave !ithout me=) or respond favorably to a suggestions (=Cet me take you some!here safe=) that they might other!ise rebuff. ,he target of the Gift cannot already be engaged in battle !ith the Gift+s user or !ith another opponent. ,he Garou can ho!ever use this Gift to forestall an impending battle or elude a situation that might turn dangerous. System% ,he player makes a resisted (harisma 1 "mpathy roll vs. the target+s Willpo!er. )ne success allo!s the character to make as simple suggestion to the victim/ the suggestion must be one that a young child !ould find reasonable. #dditional successes either e.tend the duration of the effect or else enables the character to convince her victim to do something he might not be other!ise inclined to do $ such as coercing a Get #hroun to back do!n from a fight he !ould certainly lose. 'ailure means that the suggestion has no effect !hile a botch angers the victim and makes him impervious to further attempts to use this Gift for 7@ hours. Taught by% ,ambiyah Book% RatH Memory (ir#le (Galliard Rank 1) ,he Galliards are the Garou+s historians charged !ith committing the legends and tales of their people to memory perfect memory. <ot all of them are particularly good at it. ,hankfully this Gift gives those Galliards a chance to make up for their !eakness by planting Bmbral =reminders= on their person. ,his Gift is taught by an elephant spirit. System% ,his Gift is performed in t!o parts. When hearing !ords the Galliard !ants to remember perfectly he spends one point of Gnosis. #s this happens the Storyteller should !rite do!n e.actly !hat he+s committing to Bmbral memory. Cater !hen he !ishes to retrieve the memory he may spend one point of Willpo!er and ask the Storyteller to read it back verbatim. ,he use of this Gift leaves tiny clear spheres matted !ithin the Garou+s fur that can be seen !ithin the Bmbra the so$called =memory circles=. Should the Garou !ish to remove a memory circle they may do so simply by pulling it out of their fur !hile in the Bmbra. #lso it is possible that a combat !ithin the Bmbra might break some of the circles (at the Storyteller+s option). Taught by% "lephant spirits Book% 6G0e Minds$eak (Galliard Rank 1) ,hrough the creation of !aking dreams the Garou can place any chosen characters into silent communion. ,his Gift is taught by a (himerling. System% ,he Garou spends one Willpo!er point per sentient being chosen and if the being is un!illing makes a :anipulation 1 ".pression roll (difficulty of the victim+s Willpo!er). #ll those included in the dream may interact normally through the :indspeak though they can inflict no damage through it. ,heir real bodies can still act though all 5ice 6ools are reduced by t!o. ,he :indspeak ends !hen all the participants !ant it to or on the turn the Galliard fails the roll against an un!illing member. ,he beings affected must be !ithin line of sight. Primal Song (Galliard Rank 1) ,he Galliard ingratiates himself !ith strangers by seeming to kno! all of their songs and dances. Having heard only a fe! hummed bars or having glimpsed at >ust a movement or t!o the Garou can sing along or lead the dance. Skilled musicians can create ne! songs appropriate to the style of the culture in -uestion. # Songbird$spirit teaches this Gift. System% #fter learning this Gift it starts automatically !henever the Galliard hears a song or sees a dance. He !ill kno! every !ord note or step as if he+d created the piece himself. Whether or not he can entertain people still depends on the regular rules for 6erformance. Taught by% Songbird$spirit Book% Wild West (ompanion (all of the %yrm (Galliard Rank 7) ,his dangerous Gift actually attracts creatures of the Wyrm. ,his Gift is usually used to create an ambush or to flush prey from hiding. ,his Gift is taught by any spirit servant of Gaia. System% ,he Garou makes a resisted roll of :anipulation 1 6erformance vs. the Wyrm creature+s Willpo!er (both rolls are difficulty ;). 3f the Wyrm creature loses the contest it must come to the caller. (oyote Ho&l (Galliard Rank 7) ,hroughout the long lonely night the Galliard ho!ls !ithout rest. ,his Gift alters the sound of her ho!l to resemble that of a coyote. ,he (oyote Ho!l disturbs the sleep of all those !ho hear it making them edgy the ne.t day. # (oyote$spirit teaches this Gift. System% <o roll is re-uired but the Galliard must stay a!ake all night ho!ling. #ll !ho hear the ho!l lose one die from all :ental rolls for the entire ne.t day. ,he Gift refreshes the Galliard in the morning but does nothing for her packmates. Taught by% (oyote$spirit Book% Wild West (ompanion Distra#tions (Galliard Rank 7) ,he Garou can make annoying yips yelps and ho!ls to divert the attentions of his target. ,his Gift is taught by a (oyote$spirit. System% ,he Garou rolls Wits 1 6erformance (difficulty of the victim+s Willpo!er). "ach success subtracts one from the target+s 5ice 6ool ne.t turn. Dreams$eak (Galliard Rank 7) ,he Garou enters another+s dream and can thereby affect the course of that dream. ,he Garou does not have to be any!here near the target but must kno! or have seen the dreamer. ,his Gift is taught by a (himerling. System% ,he Garou rolls Wits 1 "mpathy (difficulty 4). 3f the dreamer a!akens !hile the Garou is still !ithin the dream the Garou is thro!n out of the dream !orld and loses a Gnosis point. Herb (all (Galliard Rank 7) ,hrough singing or chanting a Garou can find helpful or medicinal plants roots or bark even in poor areas such as deserts. Such plants might be healing herbs substances used in rites or tubers and other plants that provide needed sustenance. ,he song causes the plants to resonate from the music so that the Garou can locate them by follo!ing the sounds. System% ,he player spends a point of Gnosis and rolls 6erception 1 6erformance. # single success enables the character to locate the desired herbs or plants !ithin a mile of her location. #dditional successes increase the range by one mile per success. 'ailure means that the character cannot hear any plants !hile a botch leads the character to harmful herbs or plants. Taught by% "shtarra Book% RatH Mantle of the /and (Galliard Rank 7) ,he Garou dra!s forth a mist or fog from !ater in the atmosphere. ,his misty mantle provides cover in !hich a Garou may hide herself or someone under her protection. ,he Gift may be used !hile the Garou is in motion in order to confuse pursuers by enveloping them in an obscuring fog. ,he mantle can also surround a Garou and her pack in order to allo! them to attack from concealment or ambush. System% ,he player spends a point of Gnosis. ,he fog is dense and heavy obscuring the vision of anyone !ithin even muffling sound. #nyone save the Garou and her pack are at 10 difficulty on all 6erception rolls !hile the mist ensures. ,his Gift lasts one scene. Taught by% ,ambiyah Book% RatH Mimi# (Galliard Rank 7) ,he Garou can alter her voice such that she can imitate any sound or voice she has heard including sirens gunshots musical instruments or even specific -uotations. ,he Gift does not allo! the creation of ne! sounds but ne! combinations can have interesting effects. :agpie and parrot spirits kno! this Gift but learning it from them can be an embarrassing and frustrating process. System% )nce the Garou learns this Gift she can reproduce anything she hears. When simulating another person+s voice (or animal speech) she can only iterate !hat she has heard and cannot improvise ne! speech. (lever Garou create ne! combinations to form ne! sentences but they often sound choppy. ,he player must roll (harisma 1 6erformance (difficulty 2) if the intended audience suspects a ruse or kno!s the original voice very !ell (a relative long$time friend or packmate for instance). Alternatie !ersions From: Damien (Galliard Rank 7) ,he Garou can alter her voice such that she can imitate any sound or voice she has heard including sirens gunshots musical instruments or even specific -uotations. :agpie and parrot spirits kno! this Gift but learning it from them can be an embarrassing and frustrating process. System% )nce the Garou learns this Gift she can use her voice to produce any type of sound that she has heard before. ,o simulate another person+s voice or a type of animal she must of previously heard at least a fe! sentences or minutes of that sound. ,he player must roll (harisma 1 6erformance (difficulty 2 possibly higher if the speech is complicated or they have not heard the original speaker for long). 3f the intended audience suspects a ruse or kno!s the original voice very !ell (a relative long$time friend or packmate for instance) they may make a contested 6erception 1 #lertness (difficulty 2) roll to try and spot the slight difference in the replication. Eye of the (obra (Galliard Rank 0) With but a look the Garou can attract anyone to his side. ,his Gift is taught by a Snake$spirit. System% ,he Garou rolls #ppearance 1 "nigmas (difficulty of the target+s Willpo!er). ,he Garou needs three successes to bring the target to his side/ fe!er at least start the victim moving in the right direction. +aksong (Galliard Rank 0) &y using this Gift a Garou can communicate !ith inanimate ob>ects made of !ood or some other organic substance (i.e.% something that !as once alive). ,he ob>ects do not actually speak but the Garou can sense their thoughts as images or sensations. 'or e.ample a !ooden can might communicate that someone had used it for !ilderness travel by filling the Garou+s mind !ith sounds of a crashing !aterfall the musty odor of bear spoor and the image of cro!ded undergro!th and to!ering pines. # straight$backed !ooden chair might allo! the Garou to =see= the person !ho last occupied it and get a sense of the emotional state of that individual. With practice a Garou can hold an entire !ordless conversation !ith anything from a sturdy help rope or a mat made of !oven reeds to a charred scrap of paper (made from !ood pulp). System% ,he user of the Gift must concentrate on !hat sort of information she !ishes to obtain from the ob>ect as if she !ere asking a -uestion. ,he sensations and images constitute the =ans!er=. ,he player spends a point of Gnosis and rolls 6erception 1 "nigmas (difficulty ;). "ach success allo!s the character to formulate one -uestion and direct it to one item. #dditional successes allo! the character to ask more -uestions (on a one$for$one basis) or else ask the same -uestion of different ob>ects. <o successes indicate a simple failure of the Gift !hile a botch provides the Garou !ith false or garbled information. Taught by% "shtarra Book% RatH S#ent of Distin#tion (Galliard Rank 0) &y invoking this Gift the Galliard can gain a sense of the nature of her surroundings (influenced by the Wyrm Weaver or Wyld) and some of the history of the area. 3t involves a general sniffing of the area follo!ed by a short meditative trance. 'or instance using this Gift at a caern !ould let the Garou kno! !hen the caern !as founded the name of the caern totem changes in leadership and other important pieces of history about the site. System% ,he player must spend a Gnosis point and roll 3ntelligence 1 Survival (for !yldness) or 3ntelligence 1 Street!ise (for !eaver$areas). ,he difficulty is determined by the Storyteller. Scent of 5istinction can be used over large or small areas but information is more generali*ed for larger areas. Sing the S$irits (Galliard Rank 0) ,he earliest incantations to spirits !ere sung and although the ,heurges may be the chosen auspice to deal !ith them the Galliards still kno! some songs !ith po!er in them. Such songs are many but al!ays have a similar construction. ,hey begin by calling out the spirit+s name and ordering it to stay a!ay and finish !ith a threat issued against it if it doesn+t. When done right the spirit !ill be unable to approach the Galliard or anyone she touches. ,he Gift is taught by a bird or fish spirit. System% ,he player spends one Gnosis and rolls Strength 1 6erformance (difficulty ;). ,he spirit named must remain one meter per success a!ay from the Galliard and anyone she is touching. ,he Galliard doesn+t need to kno! the e.act name of the spirit but must be able to name it appropriately (telling !hat sort of spirit such as (at or <e.us (ra!ler is sufficient). ,he spirit may attempt to break through this !ard by rolling their Rage difficulty 4/ they must obtain more successes than the Galliard did on their 6erformance roll. ,his Gift lasts one scene. Taught by% &ird or fish spirits Book% 6G0e Song of *age (Galliard Rank 0) ,his Gift unleashes the &east in others forcing Garou to transform into (rinos form sending vampires into fren*y and turning humans into berserkers. ,his Gift is taught by a Wolverine$ or Wolf$spirit. System% ,he Garou rolls :anipulation 1 Ceadership (difficulty of the target+s Willpo!er). "ach success drives the victim into a violent rage for one turn. !eil of the Mother (Galliard Rank 0) ,his Gift allo!s the Garou to assume a different appearance for a short period of time in order to confuse pursuers or escape detection. 6rimarily useful in Homid form the Feil of the :other alters the physical features of the face causes the user to seem either shorter or taller by up to 2 inches and changes the body si*e to reflect a gain or loss of up to 08 pounds. ,his Gift does not alter the se. or age of the Garou though it can change skin hair or eye color and hair te.ture or length. ,he Garou may use the Gift on herself or on another individual usually someone she is trying to hide or dra! attention from. System% ,he player spends a Willpo!er point and rolls #ppearance 1 Subterfuge (5ifficulty ;). ,he number of successes indicate the degree to !hich the character can alter her appearance or that of another individual. )ne success allo!s only minor details in height !eight facial features skin tone and other similar -ualities. ,hree successes enables the character to effect a drastic change in her physical form even to the e.tent of appearing to be a specific person. (,he Garou must of course be familiar !ith the appearance of anyone !hose form she assumes). ,he effect of this Gift lasts for one scene. Taught by% ,ambiyah Book% RatH Bridge %alker (Galliard Rank @) ,he Galliard has the ability to create minor :oon &ridges through !hich she alone can travel. ,he Garou travels bet!een the ends of this :oon &ridge in one percent of the time it !ould take to travel that distance normally allo!ing her to disappear from in front of a foe and reappear instantly behind it. <ote that these :oon &ridges are not protected by Cunes and occasionally attract the interest of spirit creatures/ these beings have been kno!n to follo! the Garou into the physical !orld. ,his Gift is taught by a Cune. System% ,he Garou spends one Gnosis point to create the &ridge. ,he :oon &ridge lasts for only one passage unless the Garou spends a permanent Gnosis point during its creation in !hich case it lasts until the ne.t full moon. ,he ma.imum distance that can be traversed by the &ridge is the Garou+s Gnosis in miles. /ore of the /and (Galliard Rank @) &y eating smoking or other!ise taking in a portion of the land the Garou can sense things that happened in the immediate vicinity in the past. 'or instance a Garou can mi. dandelions from a meado! into a salad !hich she eats/ as a result she reali*es that a group of hunters passed through the meado! three months ago. &y che!ing on the bark from a tree the Garou can learn that a surveyor for a corporation measured the land around the tree as part of a planned site for a ne! factory or that someone buried a body beneath the tree. System% ,he player spends a point of Gnosis and rolls 6erception 1 "mpathy (difficulty ;). )ne success gives the character a piece of past information (=# group of men passed through here several !eeks ago=). #dditional successes either embellish the first piece of information (=,he men !ore security uniforms=) or else provide ne! information about other events (=# battle took place here last year=). ,he information provided !ill be as pertinent as possible/ the character actually learns the most important (to Garou standards) thing or things that happened !ithin the area most often information that the Garou can act on. Taught by% "shtarra Book% RatH Motherly Guardian (Galliard Rank @) ,his Gift allo!s the Garou to =tag= an individual so that she can keep track of her target+s health and !elfare. ,he Garou gains a general sense of the individual+s location at all times and can sense !hen the target is in trouble and needs assistance. ,he Gift lets the Garou kno! !hat kind of aid the target needs. ,he Garou must concentrate on her target in order to gain these insights. ,he effects of the Gift remain in place for a full cycle of the moon. System% ,he player spends a point of Gnosis and rolls 6erception 1 "mpathy (difficulty of the target+s Willpo!er) to set the =tag= on the designated individual. Whenever she concentrates on that person she receives information about the target+s general state of health and present circumstances. When the character attempts to concentrate on the targeted individual she performs all other actions at a 11 difficulty due to her preoccupation !ith her charge. Taught by% ,ambiyah Book% RatH Shado&s by the Fire /ight (Galliard Rank @) ,he Garou creates interactive stories in !hich others take part !illingly or not. Bsually this po!er is used at a moot !hen telling old stories allo!ing those !ho take part in the story to enact the tales. Ho!ever this Gift can also be used on the un!illing forcing them to participate in a story of the Garou+s choosing. ,his Gift is taught by an #ncestor$ spirit. System% When using this Gift on the un!illing the Garou must spend a Gnosis point and score three successes on a :anipulation 1 6erformance roll (difficulty of the target+s Willpo!er). 3f successful the NplayerN may tell a story and force the victim to perform e.actly as the story+s character does. ,his effect lasts one turn per Gnosis point spent. Song of the Siren (Galliard Rank @) ,he sound of the Garou+s voice can entrance anyone !ho hears it. ,ypically the Garou sings or ho!ls !hile using this Gift although some modern Glass Walkers have taken to poetry recital. ,his Gift can make an opponent pause before a fight but can rarely stop a heated combat already in process. # songbird$spirit teaches this Gift. System% ,he player rolls (harisma 1 6erformance versus the target+s Willpo!er and spends one Gnosis point. "nchanted targets cannot perform any actions for a number of turns e-ual to the number of successes rolled. ,he audience can spend Willo!er to overcome the enchanting effects/ to act freely a listener must spend one point for each of the Galliard+s successes. (all for !engean#e (Galliard Rank ?) When a person+s crimes against Gaia have been too great a Galliard may use this Gift to stir her brethren against him. #s the Galliard ho!ls the name of her enemy to the heavens her cry resounds through the land. #ny !ere!olves !ho hear the cry kno! that a great offender has >ust been named and must be punished. ,his Gift is taught by an #ncestor$spirit. System% ,he player rolls Stamina 1 6erformance difficulty ;. ,he ho!l echoes for a t!enty$mile radius per success. #ny Garou !ho hear the ho!l are not obligated to attack the victim named but if they decide to >oin the crusade their Willpo!er is effectively increased by three for the duration of their hunt (to a ma.imum of 18). 3n addition if the target can hear the ho!l from his current location his Willpo!er is effectively reduced by t!o points for the ne.t !eek $ giving the Garou ample encouragement to hunt him do!n -uickly. ,he Galliard cannot invoke another (all of Fengeance until the target of the first has been >ustly punished in the eyes of Gaia/ the Storyteller decides !hat constitutes >ust punishment and !ill let the player kno! via messenger spirits !hen the deed is done. Taught by% #n #ncestor$spirit Book% Were!olf% ,he 5ark #ges Earth Heal (Galliard Rank ?) ,his Gift allo!s the Garou to help a piece of land recover from blight Wyrm$ taint poisoning or some other type of environmental disturbance. ,he Garou gives part of her essence to the damaged land and thus begins a process of rene!al that spreads to encompass such details as purifying tainted soil causing the gro!th of ne! plant life or purging signs of the Wyrm+s corruption from the designated spot. System% ,he player sacrifices a permanent point of Gnosis and rolls Wits 1 )ccult (difficulty ; for naturally caused damage/ difficulty 4 for Wyrm$taint). "ach success contributes to the overall recovery of the designated piece of land/ the area can be as large as a fe! miles but must constitute a single terrain feature (a lake forest or mountain for instance). )ne success makes minimal but significant improvements in the target area !hile five successes results in the area+s return (over time) to a state of unspoiled health and fertility. #lthough this is a potent Gift it doesn+t prevent the healed land from being polluted once more. "ven so offering up one+s Gnosis to heal a portion of Gaia if often cause for significant re!ards of Honor. Taught by% "shtarra Book% RatH Fabri# of the Mind (Galliard Rank ?) Garou !ith this Gift can bring their imaginations to life creating a 5ream &eing from the fabric of their thoughts. ,his Gift is taught by a (himerling. System% ,he Garou makes and e.tended roll of 3ntelligence 1 6erformance (difficulty 4). She can create any form of life she can imagine assigning it one point of ,raits for each success gained on the roll. ,he Garou can take as long as she !ants to form the creature accumulating successes from turn to turn but once she stops the 5ream &eing takes form and re-uires the Garou to spend Gnosis to keep it manifested. ,he cost is one point per scene if the 5ream &eing remains relatively inactive (such as cleaning the Garou+s home or sitting as a gargoyle on the roof) or one point per turn if the &eing engages in combat. &otched rolls manifest an uncontrolled (and often hostile) 5ream &eing/ these cost no Gnosis but !ill stay as long as they desire. Head Games (Galliard Rank ?) )ther !ere!olves al!ays accuse Galliards of being manipulative and playing !ith their emotions but those Garou !ith the Gift of Head Games do it like nobody else. ,he Galliard can change and control the emotions of those to !hom she speaks. She could cause someone to fall in love !ith her (this !on+t last and the victim+s love may turn into >ustified resentment) or cause another to befriend her (again this !on+t last but a genuine friendship could still develop). ,his Gift is taught by a (oyote$spirit. System% ,he Garou rolls :anipulation 1 "mpathy (difficulty of the target+s Willpo!er). Success allo!s the Garou to steer the emotions of any one individual. ,he more successes the more -uickly the emotions manifest and the more strongly they are felt. ,he Storyteller should give the Galliard e.tra dice for role$ playing this Gift especially !ell. Ahroun Gifts Battlesense (#hroun Rank 1) ,he Garou can sense the best direction from !hich 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 !ith her. System% ,he player spends a point of Gnosis and becomes a!are of the tactical forces involved in an impending battle. ,he Storyteller informs the player of the numbers and placement of opposing forces. ,he player can then use this information to her character+s advantage. Taught by% <erigal Book% RatH 3ns$iration (#hroun Rank 1) )ther !ere!olves look to the #hroun for leadership in combat. ,he Gift of 3nspiration is one reason. ,he Garou !ith this Gift lends ne! resolve and righteous anger to his brethren. ,his Gift is taught by a Cion or Wolf spirit. System% ,he Garou spends one Rage point. (omrades automatically receive one success on any Willpo!er rolls made during the scene. <ot that this Gift does not affect its possessor. *a.or (la&s (#hroun Rank 1) ,he Garou may hone his cla!s to ra*or sharpness. ,his Gift is taught by a (at or Wolf spirit. System% ,he Garou spends one Rage point and takes a turn to scratch his talons over a hard surface such as a stone. (la! attacks then do an additional die of damage for the remainder of the scene. *ouse to Anger (#hroun Rank 1) ,his Gift enables the Garou to say or do something that causes her target to refresh her inner Rage. ,his might involve shaming an individual slapping her in the face or telling her something to arouse her anger. ,he Garou can also summon !ithin herself a memory or an emotion that assists her in replenishing her o!n capacity for righteous anger. System% ,he player rolls :anipulation 1 "mpathy (difficulty 4) and spends a Gnosis point. # successful roll enables the character to speak or act in such a !ay that her target gains a point of Rage. "ach additional success allo!s the character to affect another individual including herself. Taught by% Rorg Book% RatH S$ur (la&s (#hroun Rank 1) Some Garou take the bee as a role model for their cause. ,he bee is so devoted to her -ueen that she attacks her enemies !ith no care to the inevitable fact that she !ill die in the attack. 'or those Garou !ho feel similarly bee spirits may teach them ho! to turn their cla!s into stingers that stick in their opponents. Such poison as they e.crete !on+t kill their opponents but neither !ill it kill the !ere!olf in -uestion. System% ,he player spends one Rage. ,he ne.t successful cla! attack the character makes !ill bury her cla!s into the victim !here they stay stuck after they rip from the #hroun+s fingertips. Bntil the victim takes the time to pull them out (!hich takes a full turn) they !ill suffer a 17 difficulty on all actions. Ho!ever the Garou+s cla!s take a full turn to regenerate and can+t be used in that time. Taught by% &ee spirits Book% 6G0e Steadfast (#hroun Rank 1) <o matter the task the #hroun does not tire. ,his Gift allo!s the Garou to !ork run or fight far beyond her normal limits. # Horse$spirit teaches this Gift. System% ,he player spends one Rage point. 'or the remainder of the scene her Stamina doubles any time she has to roll it. ,his Gift does not affect soak rolls. Taught by% Horse$spirit Book% Wild West (ompanion The Falling Tou#h (#hroun Rank 1) ,his Gift allo!s the Garou to send her foe spra!ling !ith >ust a touch. ,he Gift is taught by any aerial spirit. System% ,he Garou rolls 5e.terity 1 :edicine (difficulty of the opponent+s Stamina 1 #thletics). "ven one success sends the opponent to the ground. Foetra#ker (#hroun Rank 7) &y using this Gift the Garou can follo! her -uarry !ithout risking losing the trail. ,he scent of the target becomes so po!erful to the Garou that she can follo! it even under conditions that might other!ise obscure the trail. "ven if the victim crosses !ater lays do!n a false trail or attempts to mask his scent !ith some other odor the Garou unerringly follo!s her prey. Ho!ever the Gift+s effects become fainter !ith time and distance. System% ,he players spends a point of Gnosis and rolls 6erception 1 6rimal Brge. "ach success allo!s the character to track her target unerringly for one scene up to a ma.imum of five scenes after !hich the effects of the Gift end and the trail becomes too faint to follo!. Taught by% Rorg Book% RatH Gift of the Salamander (#hroun Rank 7) ,he #hroun !ith this Gift can become virtually impervious to flame. She can !alk through a bla*ing building hold her hand in a torch flame or even plunge her arm into a cauldron of boiling oil !ithout ill effect. ,his Gift is taught by a fire elemental most often a Salamander. System% ,he player spends one Rage to activate the Gift/ the effects last for one scene. While under the Gift+s protection the #hroun receives four e.tra dice for the purposes of soaking any form of heat or fire damage !hether supernatural or not. She also becomes immune to the effects of smoke inhalation although she still needs o.ygen to survive. Taught by% 'ire elemental most often a Salamander Book% Were!olf% ,he 5ark #ges Sense Siler (#hroun Rank 7) #hroun are the Garou least concerned by humans but even the greatest can be brought lo! by silver !eapons. ,hus the #hroun have learned to sense !hen they need to be more cautious. ,his Gift is taught by a Cune. System% ,he Garou rolls 6erception 1 6rimal Brge (difficulty ;). 3f successful she can detect the presence of silver. ,hree successes allo! her to pinpoint the silver+s location. Shards of 3#y *age (#hroun Rank 7) ,he Garou invoking this Gift calls on the cold po!er of her Rage converting her anger into physical ice. ,his ice cuts as deep as any knife and can be hurled at her enemies in place of a normal attack. System% ,he players spends a point of Rage and rolls Wits 1 6rimal Brge (difficulty 4). ,he number of successes e-uals the number of shards that form from the crystalli*ed Rage up to a limit of five shards. ,he player makes a separate attack roll for each shard and may direct them at more than one opponent. "ach shard does three dice of aggravated damage/ the range is five yard for every dot of the Garou+s strength. ,he player may spend only one point of Rage each time the Gift is used/ this prohibits spending Rage to gain e.tra actions in the same turn as invoking the shards. #lthough a character may use the Gift more than once in a scene each successive use after the first adds 11 to the difficulty roll to activate the gift. Taught by% <erigal Book% RatH S$irit of the Fray (#hroun Rank 7) ,he Garou may opt to attack first in any given turn no matter !hat his initiative roll may be. ,his Gift is taught by a (at spirit. System% ,he Garou using this Gift acts either on his initiative segment as he rolled it or at one success higher than any of his opponents !hichever is higher. ,here is no mandatory point cost or roll for this Gift but Gnosis may be spent to ensure e.tra speed. 3f more than one Garou combatant has this Gift the one !ho spends the most Gnosis goes first. Strength of the Pa#k (#hroun Rank 7) ,he #hroun the heart of the pack+s strength can share any or all of her physical might !ith her pack members. Gust as if she handed her packmate a loaded gun the #hroun grants her more po!er to do the !ork of the pack. # &ear$spirit teaches this Gift. System% ,he player spends a Rage point to make the Gift active. She may then temporarily reduce her strength by any amount to a minimum of 1 and lend that strength to her packmates !ith >ust a touch. ,he Garou decides ho! much strength goes to each pack member chosen. ,he effects last for one scene. Taught by% &ear$spirit Book% Wild West (ompanion True Fear (#hroun Rank 7) ,he #hroun can display the true e.tent of her po!er scaring one chosen foe into -uiescence for a number of turns. ,his Gift is taught by a spirit associated !ith fear. System% ,he Garou rolls Strength 1 3ntimidation (difficulty of the target+s Willpo!er). "ach success she achieves co!s the enemy for one turn/ the victim cannot attack. He may defend himself and other!ise act normally although given the chance he !ill probably flee. (ombat Healing (#hroun Rank 0) ,he #hroun are famous for their ability to fight $ it+s their purpose in life. ,his Gift allo!s a Garou to heal !ounds during combat !ithout hesitation or even a moment+s pause. Wolverine spirits teach this Gift although they usually have to be bested in combat first. System% ,he player spends t!o Rage points to activate this Gift. ,he Garou may no! heal t!o !ounds per round !ithout having to pause or roll. 3n addition aggravated !ounds may be healed at a cost of one Rage point per additional !ound. Book% 5amien Heart of Fury (#hroun Rank 0) ,he Garou can steel himself against anger suppressing his rage and containing a mental dam against the e.plosive fren*ies of his race. ,his anger !ill eventually catch up !ith him so he must vent it before it breaks free in fren*y. ,his Gift is taught by a Cion or Wolf spirit. System% ,he Garou rolls Willpo!er (difficulty of his o!n permanent Rage). "very t!o successes add one to the Garou+s fren*y difficulties for the scene making it harder to fren*y. #fter that scene ho!ever past slights and in>uries are remembered refilling the Garou+s heart and soul/ he must spend one Willpo!er point or immediately make a fren*y check at regular difficulty. 2erigal-s #all to arms (#hroun Rank 0) ,his Gift allo!s the Garou to summon to her side any creatures of spirits allied to <erigal or appropriate to the 3ce Warrior. ,hese beings !hether <erigal+s spirit !arriors or predatory animals fight alongside the Garou for the duration of an entire battle. System% ,he Garou spends a point of Gnosis and rolls (harisma 1 Ceadership difficulty 4. )ne success summons one of t!o creatures/ additional successes increase the number of creatures or spirits that ans!er the summons. ,hus t!o successes bring up to five respondents three successes summon up to ten creatures four successes results in up to 1? beings !hile five successes brings everything !ithin a five$mile radius of the character. ,hose creatures summoned serve as an army under the character+s command for an entire scene. )f course if there are no !ild predators or War$spirits of <erigal !ithin range the Gift fails. Taught by% <erigal Book% RatH Saagery of the Taloned Hunter (#hroun Rank 0) ,his Gift allo!s a Garou to gain t!ice the advantage of his Rage thus increasing the ferocity and fre-uency of attacks or else allo!ing him to accomplish more under stress than he normally !ould. System% ,he player spends a Rage point !hich he may then convert into the e-uivalent of t!o points of Rage for the character. ,his enables a character to take t!o e.tra actions in a combat at the cost of a Rage point. #nother use of the Gift allo!s the character to recover from a stunned state and take an e.tra action in the same turn. Taught by% Rorg Book% RatH Shake the Earth (#hroun Rank 0) ,he force of the #hroun+s Rage splits the ground before him and knocks his foes off their feet. "ven a minor tremor can cause great damage to houses mineshafts and people. #n "arth elemental teaches this Gift. System% ,he player spends one Rage point to cause a three$foot$!ide stretch of ground e.tending 18 feet in front of the user to split into a chasm that is 18 feet deep. #nyone over that spot must make a 5e.terity roll (difficulty ;) or fall into the hole. 'or every Rage point beyond the first the Garou can make similar holes or deepen the first one. Taught by% "arth elemental Book% Wild West (ompanion Shatter Bone (#hroun Rank 0) Fictims !ith t!isted arms or crushed legs are much easier prey. ,he #hroun !ith this Gift can destroy bone !ith a single punch regardless of the damage inflicted by the blo!. # Hyena$spirit teaches this Gift. System% &efore striking an opponent the #hroun must spend a Willpo!er point and a Rage point. ,he Garou must target a specific limb !hich increases the difficulty of the attack by 7. #lso he must spend the Willpo!er and Rage even if the blo! does not connect or he scores fe!er than three successes. ,he successful use of this Gift crushes !hatever bone structure lies beneath the targeted flesh and causes a number of Health Cevels of damage e-ual to the number of successes in the attack roll $0. &roken arms and legs subse-uently handicap an opponent in any combat. # fractured skull renders the victim unconscious. # broken spine causes paralysis. ,his damage is unsoakable but does not cause aggravated !ounds. ,arget 5ifficulty Special "ffect Skull 10 Stamina roll (difficulty 4) to remain conscious. #rm 17 5e.terity roll to hold items/ target cannot use broken limb to attack. Ceg 11 5e.terity roll to remain standing/ target cannot run or attack !ith broken limb Rib 17 Stamina roll (difficulty 2) to avoid puncturing a lung. Spine 1@ :ust attack target from rear/ target remains paraly*ed until this !ound heals. Siler (la&s (#hroun Rank 0) ,he Garou can turn her cla!s into silver making her a terror against other Garou on the battle field. ,his Gift is taught by a Cune. System% ,he Garou rolls Gnosis (difficulty ;). #ll cla! !ounds inflict aggravated damage !hich cannot be soaked by Garou. While the Garou manifests the cla!s she suffers searing agony. "ach turn she gains an automatic Rage point/ furthermore all noncombat difficulties are increased by one because of the distraction. When her Rage points e.ceed her Willpo!er she must check for 'ren*y. (hallenge of Single (ombat (#hroun Rank @) &y invoking the name of the 3ce Warrior and issuing a direct challenge to an enemy the Garou can force her opponent to fight one$on$one according to the tacitly rules of fair play. ,he opponent can launch no surprise attacks employ dirty tricks or accept e.tra help from comrades or pack mates. Ho!ever the Garou using this Gift accepts the same restrictions $ neither combatant can break off from the fight until one participant either concedes victory to the other or dies. System% #fter the character has issued the challenge the player spends a point of Rage and rolls :anipulation 1 Ceadership (difficulty of the target+s Willpo!er). # single success forces the target to forego any unfair tactics and meet the Garou in single combat as described above. <o successes means the Gift fails !hile a botch inspires the target to launch an immediate attack $ usually !ith the help of the opponent+s friends. Taught by% <erigal Book% RatH (len#hed Gri$ (#hroun Rank @) ,he Garou+s >a! can become a grip of steel clamping do!n on a foe and not releasing it until the Garou chooses. ,his Gift is taught by a Wolf spirit. System% #fter making a successful bite attack the Garou by spending a point of Rage makes her grip unbreakable. While foes can make a typical resisted Strength roll to break the grip the Garou gains an automatic success per point of Strength and can roll half her Willpo!er pool (rounding do!n) to add more successes. Hunter-s Horn (#hroun Rank @) ,his 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 !ithout regard for direction or destination. "nemies so affected cannot attempt to evade pursuit or disguise their passage. ,his makes hunting them do!n and dispatching them a fairly simple task. System% ,he player spends a point of Rage and rolls :anipulation 1 6rimal$Brge (difficulty of the highest Willpo!er in the group). "ach success affects one victim !ith uncontrollable panic causing them to run blindly from an area. Garou affected by this Gift enter a state of fo. fren*y !hile others simply become mindless panicked creatures of prey. ,he effect lasts for an entire scene during !hich time the character (and any allies) may hunt do!n and slay the victims if they so desire. Taught by% Rorg Book% RatH Stoking Fury-s Furna#e (#hroun Rank @) ,he Garou is especially connected to his inner anger. He does not have more control than others but is simply more familiar !ith using his Rage. ,his Gift is taught by a !olverine spirit. System% ,he Garou regains one Rage point if he takes a Health Cevel of damage that turn and does not have to check for fren*y. 3n addition the Garou can spend one Rage point per turn !ithout losing that point. Ho!ever if more than one point is spent that turn the point is lost normally. Heart of the 3#e %arrior (#hroun Rank ?) Bsually used only in the most dire circumstance this Gift renders the Garou impervious to damage long enough to deliver a final blo! to her opponent. ,he e.ertion causes the Garou to collapse mortally !ounded. Bnless healed immediately the Garou dies having given her all in battle. System% <o roll is necessary to invoke the Gift but the player must spend a point of Rage. ,he character may not dodge !hen invoking this Gift but no damage levied against the Garou !ill impair her in any !ay until her attack lands $ lightning strikes !on+t blo! her back and blades can+t sever her limbs. ,he character makes her ne.t attack at 1@ to her attack dice pool. ,he player may reroll any 1s rolled on this attack $ they simply to not count. 3n addition any damage rolls gain four e.tra dice. #fter delivering her attack the character falls to 3ncapacitated. Bnless someho! mystically healed by another using :other+s ,ouch or a similar Gift or fetish (regeneration isn+t an option) !ithin the same turn the character dies at the end of the turn. Taught by% <erigal Book% RatH 0iss of Helios (#hroun Rank ?) ,he Garou becomes immune to the damaging effects of fire though artificial forms can still harm him. #dditionally the Garou is able to ignite small parts of his body and keep them burning for e.tended periods. :ost commonly the Garou !ill light his mane during rituals but he can also light cla!s fangs arms or !hatever. ,hese flames are appro.imately as intense as those of a torch. ,his Gift is taught by a fire elemental or a child of Helios. System% ,he Garou spends one Gnosis point. #rtificial fire (napalm gas fires etc) does half damage. ,he effect lasts for an entire scene. Pa#k Mind (#hroun Rank ?) ,his Gift forces a group of foes to behave like a single$minded pack. #ll individuals must perform the same task at the same time regardless of its appropriateness to a given situation. 'or e.ample if one individual fights all the others fight/ if one person attempts to sneak up behind an opponent all the others make this attempt as !ell. ,his Gift lasts for one combat scene. System% ,he player spends a point of Gnosis and rolls Willpo!er (difficulty 4). # single success allo!s the character to inflict 6ack :ind on a group of up to four individuals. #dditional successes allo! the character to increase the number of people affected in increments of t!o/ five successes therefore enables the character to affect t!elve individuals. 'or the duration of this Gift all the affected victims mimic the actions of their leader $ or more typically the first person in a group to act each turn. 3f one decides to speak all of them attempt to do so/ if one thro!s a left hook all of them choose this form of combat ignoring any !eapons they may have. Taught by% Rorg Book% RatH Shared Strength (#hroun Rank ?) <o matter ho! strong you are you can+t be every!here. Sooner or later if you live long enough every #hroun !ill e.perience the heartbreak of seeing a packmate die in combat and kno!ing that they simply couldn+t be there to help. "lders have seen this more than any so it is not unusual that they !ould learn a Gift like this. ,his Gift allo!s an #hroun to donate his capacities to one of his packmates for a single turn imbuing them !ith their strength speed and skill. Ho!ever they pay a high price for this help losing their o!n strength for the same amount of time. ,his Gift is taught by a !olf spirit. System% ,he player spends t!o Gnosis and states a period of time for the Gift to remain active. ,his could be =the ne.t turn= =an hour= =the rest of the scene= or even =until the day 3 die=. 3f the #hroun dies the Gift ceases to !ork immediately so =until the 'inal &attle= !on+t !ork unless you survive to see it. 'or that amount of time one Garou of the #hroun+s choice and !ithin their line of sight immediately is treated as possessing the #hroun+s 6hysical #ttributes &ra!l 5odge and :elee abilities (if the target has higher abilities they retain their o!n high scores). Ho!ever the #hroun is treated as having a mere one dot in all 6hysical attributes in all forms as long as the Gift is active and no dots in &ra!l :elee and 5odge. ,he target and #hroun cannot spend e.perience points to raise any of the shared ,raits until the Gift ends. Taught by% Wolf spirit Book% 6G0e Strength of %ill (#hroun Rank ?) Garou !ould follo! an #hroun !ith Strength of Will to the gates of Hell itself if that !ere !hat it took. Were!olves !ith this Gift inspire their comrades !ith their o!n force of !ill. ,his Gift is taught by an avatar of Wolf. System% ,he Garou spends a point of Willpo!er and rolls (harisma 1 Ceadership (difficulty ;). "ach success imbues a point of Willpo!er upon all the Garou+s allies !ithin 188 feet/ this e.tra Willpo!er lasts for the rest of the scene. ,hese points are used like any other. ,hey can raise the ally+s Willpo!er above its ma.imum or even above 18. ,his Gift may be used only once per scene. Bla#k Furies Gifts Arion-s Burden (&lack 'ury Rank 1) ,he &lack 'uries had many tribes!omen among the ancient Scythians !ho !ere reno!n for their use of cavalry. 5uring their battles !ith other Garou tribes the 'uries often surprised their enemies by sho!ing that they too could employ cavalry thanks to this Gift. :ost animals shy a!ay from creatures of high Rage and even the Glabro form tended to make a !ere!olf heavier than the horse could handle. &ut this Gift perfectly calms the mount+s mind and makes the &lack 'ury as light as a child to it. 3t is taught by an avatar of 6egasus. System% ,he &lack 'ury rolls (harisma 1 #thletics (difficulty 2). # simple success is all that is needed to keep this Gift active for the rest of the scene. While this Gift !orks to calm any animal normally friendly to the &lack 'ury it is most commonly employed on horses. Riding in (rinos form even !ith this Gift is a tricky business re-uiring a 5e.terity 1 #thletics (difficulty ;) roll. Taught by% 6egasus Book% 6G0e Breath of the %yld (&lack 'ury Rank 1) #s the 'uries see it the problem !ith most humans (and some Garou) is that they have forgotten that the energy of (reation is nourishing refreshing and ever present. With this Gift the &lack 'ury may instill a feeling of vitality and life in a living being. # spirit servant of 6egasus teaches this Gift. System% ,he 'ury 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). ,he player rolls Gnosis (difficulty 2 for humans ? for Garou). Success grants a rush of energy and clarity of thought. 3n game terms this Gift grants one e.tra die on all :ental rolls for the ne.t scene. 3ts also adds one to the difficulty of any Rage rolls the target makes in that time. Taught by% Spirit servant of 6egasus Book% WW0e Find the (hild %ithin (&lack 'ury 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 follo! a command (=5on+t leave !ithout me=) or respond favorably to a suggestions (=Cet me take you some!here safe=) that they might other!ise rebuff. ,he target of the Gift cannot already be engaged in battle !ith the Gift+s user or !ith another opponent. ,he Garou can ho!ever use this Gift to forestall an impending battle or elude a situation that might turn dangerous. System% ,he player makes a resisted (harisma 1 "mpathy roll vs. the target+s Willpo!er. )ne success allo!s the character to make as simple suggestion to the victim/ the suggestion must be one that a young child !ould find reasonable. #dditional successes either e.tend the duration of the effect or else enables the character to convince her victim to do something he might not be other!ise inclined to do $ such as coercing a Get #hroun to back do!n from a fight he !ould certainly lose. 'ailure means that the suggestion has no effect !hile a botch angers the victim and makes him impervious to further attempts to use this Gift for 7@ hours. Taught by% ,ambiyah Book% RatH Heightened Senses (&lack 'ury Rank 1) ,he 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 !olf !hile in her !olf forms her senses become preternaturally potent. ,his gift is taught by Wolf$ spirits. System% ,he Garou spends a Gnosis point. ,he effects last for one scene. Homid and Glabro forms% 6erception difficulties are reduced by t!o/ roll 6erception 1 6rimal$Brge (difficulty 2) to perform sensory feats impossible to humans. (rinos Hispo and Cupus forms% 6erception difficulties are reduced by three/ 11 to 6rimal$Brge 5ice 6ools. Man-s Skin (&lack 'ury Rank 1) ,here are simply some places !here !omen are not allo!ed in the 5ark :edieval !orld. ,his Gift allo!s a &lack 'ury to circumvent those rules/ a !omen might not be allo!ed to server as a soldier but a man may do so easily. ,he 'ury 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 !on+t become a baron+s doublet). Her hair eye and skin color remain the same. ,he end result is a man !ho sho!s a slight family resemblance to the 'ury but is a much more effective deceit than a haircut and change of clothes. ,his Gift is taught by an #ncestor spirit often one !ho needed to dress like a man to accomplish her o!n ends. System% ,he player rolls (harisma 1 Subterfuge difficulty ;. ,he illusion lasts for a scene or until the 'ury shifts form. ,he change even !ithstands cursory tactile contact although heavy or violent contact !ill reveal the truth. :an+s Skin is entirely illusory in nature $ as a =male= the 'ury cannot impregnate another !oman nor should she lose her child if pregnant. Taught by% #ncestor spirit Book% WW%t5# Moonshado& (&lack 'ury Rank 1 $ +oon!Daughters) &y calling on their kinship !ith Cuna the 5aughter may use a moonlight to smooth the !ay bet!een !orlds. ,he 'ury may substitute moonlight for a mirror making themselves one !ith the light itself. ,his Gift is taught by a Cune. System% <o roll is necessary to activate the Gift $ the 'ury may step side!ays as if they stared into their reflection. 3n addition the difficulty due to the Gauntlet is lo!ered by one. Mother-s Tou#h (&lack 'ury Rank 1 $ Order of the +erciful +other) ,he Garou is able to heal the !ounds of others aggravated or other!ise simply by laying hands over the afflicted area. ,he Garou may not heal herself !ith the Gift. ,his Gift is taught by a Bnicorn$spirit. System% ,he Garou spends on Gnosis point and rolls 3ntelligence 1 :edicine (difficulty of the !ounded individual+s Rage or 2 for non$Garou). "ach success heals one Health Cevel. "ven battle scars may be cured in this manner but this must be done in the same scene the scar !as obtained and re-uires the e.penditure of a Gnosis point. ,here is no limit to ho! many times this may be used on a person but each use re-uires a Gnosis point. +&l S$ee#h (&lack 'ury Rank 1) &lack 'uries may invoke the kinship bet!een their tribe and the o!ls of #thena. ,he 'ury may speak clearly !ith any o!l that she meets. ,he o!ls !ill often be easily persuaded to do small favors such as acting as messengers or spying out enemies. ,his Gift is common among the ,emple$Aeepers of #rtemis and the Sisterhood. :any of their Ainfolk also share this Gift and ne! sisters often receive it as an initiation Gift. 3t is unsurprisingly taught by an o!l spirit. System% ,he 'ury must make an (harisma 1 #nimal Aen roll (difficulty ?). 3f the rolls is successful the o!l recogni*es the kinship and behaves accordingly. "ach success is one +favor+ that the o!l !ill do before moving on !ith their o!n concerns. Sense %yld (&lack 'ury Rank 1) ,he Garou invoking this Gift may sense Wyld energies or spirits in the nearby area. ,his Gift is taught by a Wyld$spirit System% ,he player must roll 6erception 1 "nigmas. ,he difficulty is based on the strength of the local influence (a Garou in a forest !ould be difficulty ?). Sense %yrm (&lack 'ury Rank 1) ,he Garou can sense manifestations of the Wyrm in the nearby area. ,his Gift involves a mystical sense not a visual or olfactory image although Garou using this Gift are likely to say =,his place stinks of the Wyrm.= ,his po!er re-uires active concentration. ,his Gift is taught by any spirit servant of Gaia. System% ,he Garou rolls 6erception 1 )ccult. ,he difficulty for this Gift is based on the concentration and strength of the Wyrm+s influence (sensing a single fomori in a room !ould have a difficulty of 2). Fampires can be sensed using this Gift but only those !ith Humanity scores lo!er than ;. (urse of Aeolus (&lack 'ury Rank 7) ,he Garou summons an eerie chilling fog to shroud the landscape unnerving her enemies. ,he Garou can see through the fog but others !ill have trouble navigating the mists. ,his Gift is taught by a spirit servant of #eolus a totem spirit. System% ,he Garou rolls Gnosis against a variable difficulty (@ near the sea ? near open !ater 2 normally E in a desert). ,he Garou+s vision is unhindered by the mist but all others halve their 6erception rolls. #dditionally the mist is creepy and unnerving to enemies/ $1 to all Willpo!er rolls. Mantle of the /and (&lack 'ury Rank 7) ,he Garou dra!s forth a mist or fog from !ater in the atmosphere. ,his misty mantle provides cover in !hich a Garou may hide herself or someone under her protection. ,he Gift may be used !hile the Garou is in motion in order to confuse pursuers by enveloping them in an obscuring fog. ,he mantle can also surround a Garou and her pack in order to allo! them to attack from concealment or ambush. System% ,he player spends a point of Gnosis. ,he fog is dense and heavy obscuring the vision of anyone !ithin even muffling sound. #nyone save the Garou and her pack are at 10 difficulty on all 6erception rolls !hile the mist ensures. ,his Gift lasts one scene. Taught by% ,ambiyah Book% RatH Sense of the Prey (&lack 'ury Rank 7) ,he character if he kno!s anything about his prey can track it do!n as rapidly as he can travel. ,his unerring sense of direction operates any!here and is used to track spirits through the Bmbra as !ell as to find beings on "arth. ,his Gift is taught by a Wolf$ or 5og$spirit. System% <o roll is re-uired unless the target is actively hiding in !hich case a 6erception 1 "nigmas roll is made against a difficulty of the target+s Wits 1 Stealth. 3f the target is a spirit the difficulty is the spirit+s Gnosis. Tou#h of the Muse (&lack 'ury Rank 7) With the Gift the &lack 'ury invokes the spirits of art and artifice calling the favor of the :uses to herself for a time. She can call upon any of the nine muses to help her in any endeavor that falls !ithin their spheres $ singing dancing history seduction or oration. ,his Gift is taught by any spirit servant of the :uses. System% # Gnosis roll (difficulty 4) reduces the difficulty of all Social rolls by one per success for any activity that !ould fall under the something of the muses. Trail of Pain (&lack 'ury Rank 7) 'irst developed by the #ma*ons of 5iana camp this Gift allo!s the user to sense persons in agony. ,he #ma*ons use this Gift to uncover individuals suffering abuse. )ther &lack 'uries use this Gift to track the abusers after !ounding them. ,his Gift is taught by a spirit servant of 6egasus. System% ,he Garou must focus and spend a Gnosis pint. #t least one turn is re-uired for the Gift user to attune herself to the mental anguish of the target. # 6erception 1 "mpathy roll discerns a single sufferer among many. ,he 'ury can sense any living being in tremendous pain physical or emotional !ithin ?8 yards. ,he user senses only the general direction and urgency but that+s typically enough for an angry &lack 'ury. %hore-s !engean#e (&lack 'ury Rank 7) ,his Gift affects the most sensitive areas of the human or animal anatomy. &y causing either minor irritation or !racking pain Whore+s Fengeance can distract or even incapacitate a victim. ,he target of this Gift need never have visited a house of ill$repute nor does the Gift user need to practice the profession. # spirit of Cust teaches this Gift. System% ,he player rolls her 3ntelligence 1 :edicine (difficulty e-uals the target+s Willpo!er). 3f the roll succeeds the target breaks out in a painful rash in his or her sensitive region. "ach success subtracts one die from the target+s 5ice 6ool for the remainder of the scene. ,his Gift affects only living animals (including humans) and has no effect on spirits or the undead. Taught by% spirit of Cust Book% Wild West (ompanion Ba##hantes- *age (&lack 'ury Rank 0) When deep in the !ilds the &lack 'uries can use this Gift to inflict e.tra damage. "ven the toughest Get have !alked a!ay !ith a battle scar due to the effects of this potent Gift $ and some haven+t !alked a!ay at all. ,his Gift is taught by a Wyld spirit. System% ,he Garou spends t!o Gnosis points to activate the Gift. 5uring combat she may spend Rage points to deal e.tra damage after a !ounding hit/ every point spent causes one additional unsoakable Health Cevel of damage. (ou$ De Gra#e (&lack 'ury Rank 0) ,he Garou studies her foe seeking the best place to land a blo! then sets herself up to deliver a devastating attack the follo!ing turn. ,his Gift is taught by an )!l spirit. System% ,he Garou spends one Willpo!er point and rolls 6erception 1 :edicine (difficulty of the target+s Stamina 1 5odge). 3f successful the Garou doubles the damage dice on her ne.t blo! assuming it hits. Flames of Hestia (&lack 'ury Rank 0) &y invoking this Gift the 'ury can produce !hite flames around her hands. ,hese flames purify !hatever they touch/ cleansing tainted food or !ater. ,hey !ill also help cure any damage caused by things of the Wyrm and !hen used in hand to hand combat the Gift inflicts great harm upon the creatures of the Wyrm. ,his Gift is taught by any spirit servant of Gaia. System% &y spending a Gnosis point and then rolling Gnosis against a difficulty of 4 the 'ury can produce these flames. "ach success reduces damage done by radiation poison or disease by one Health Cevel. ,he flames do one Health Cevel per success in aggravated damage to &anes fomori and &lack Spiral 5ancers if the 'ury scores a successful hit !hile the Gift is invoked. Taught by% Servant of Hestia Messenger-s Fortitude (&lack 'ury Rank 0 $ Freebooters) ,he Garou may run at full speed for three days !ithout rest food or !ater. #fter the duration e.pires the Garou must sleep for a Week. ,his Gift is taught by a (amel or Wolf spirit. System% ,he Garou spends on Gnosis point and may do nothing save run/ for an additional Gnosis point he may imbue the effects of this Gift upon another being. Song of the Siren (&lack 'ury Rank 0) ,he sound of the Garou+s voice can entrance anyone !ho hears it. ,ypically the Garou sings or ho!ls !hile using this Gift although some modern Glass Walkers have taken to poetry recital. ,his Gift can make an opponent pause before a fight but can rarely stop a heated combat already in process. # songbird$spirit teaches this Gift. System% ,he player rolls (harisma 1 6erformance versus the target+s Willpo!er and spends one Gnosis point. "nchanted targets cannot perform any actions for a number of turns e-ual to the number of successes rolled. ,he audience can spend Willo!er to overcome the enchanting effects/ to act freely a listener must spend one point for each of the Galliard+s successes. !eil of the Mother (&lack 'ury Rank 0) ,his Gift allo!s the Garou to assume a different appearance for a short period of time in order to confuse pursuers or escape detection. 6rimarily useful in Homid form the Feil of the :other alters the physical features of the face causes the user to seem either shorter or taller by up to 2 inches and changes the body si*e to reflect a gain or loss of up to 08 pounds. ,his Gift does not alter the se. or age of the Garou though it can change skin hair or eye color and hair te.ture or length. ,he Garou may use the Gift on herself or on another individual usually someone she is trying to hide or dra! attention from. System% ,he player spends a Willpo!er point and rolls #ppearance 1 Subterfuge (5ifficulty ;). ,he number of successes indicate the degree to !hich the character can alter her appearance or that of another individual. )ne success allo!s only minor details in height !eight facial features skin tone and other similar -ualities. ,hree successes enables the character to effect a drastic change in her physical form even to the e.tent of appearing to be a specific person. (,he Garou must of course be familiar !ith the appearance of anyone !hose form she assumes). ,he effect of this Gift lasts for one scene. Taught by% ,ambiyah Book% RatH !is#eral Agony (&lack 'ury Rank 0) ,he Garou turns her cla!s into barbed talons dripping !ith black venom. ,he pain caused by these cla!s is e.cruciating. ,he Gift is taught by a pain spirit. System% ,he Garou spends one Rage point !ith each attack. ,he cla!s inflict no e.tra damage but any penalty to actions caused by the cla!s+ !ounds is doubled for the duration of the scene (i.e.% a foe at Wounded !ould have a $@ penalty to actions). "ven if the foe is in fren*y or other!ise resistant to pain he suffers normal !ound penalties. %ings of Pegasus (&lack 'ury Rank 0) &y invoking their kinship !ith 6egasus the &lack 'ury can sprout ma>estic !ings !hite and feathery like that of the ,ribe ,otem. ,he 'ury can use these !ings in lupus or Hispo forms and may fly along at a considerable speed even carrying others if her strength permits. System% ,he !ings appear !henever the Garou invokes them. ,he player must roll Stamina 1 #thletics (difficulty ; to launch 2 to fly along and variable depending on other maneuvers). ,he 'ury+s speed is appro.imate ?8 mph (4? kph) Anger of the Goddess (&lack 'ury Rank @) With the force of Gaia Herself the &lack 'ury elder strikes do!n even the most po!erful enemies. 'e! can !ithstand the righteous anger of Gaia unleashed. ,he po!er can take many forms% a lightning bolt from the heavens an avalanche or even a tornado. ,he !rath of the Goddess blindly ravages the innocent and guilty alike. #n avatar of Gaia Herself is the only spirit that teaches this Gift. System% ,he player spends three Rage points to summon Gaia+s !rath. ,he Storyteller determines !hat freak natural events follo! but the full force of the Goddess strikes the target (multiple lightning bolts a tornado touching do!n at his feet etc.). Bnfortunately the Gift affects everyone around the target as !ell as the po!er of nature is indifferent to innocence. Taught by% #n avatar of Gaia Book% Wild West (ompanion Body %ra#k (&lack 'ury Rank @) ,he Garou can cause a target to suffer immense pain. ,his Gift is taught by a pain spirit. System% ,he Garou spends a Gnosis point and rolls 5e.terity 1 :edicine (difficulty of the opponent+s Stamina 1 @). "ach successes causes the victim to lose one die from all 5ice pools as agoni*ing pain s!eeps over his body. (alm Before the Storm (&lack 'ury Rank @) ,he &lack 'uries are at heart a tribe of contradiction they both represent the harmony and beauty of the Wyld but also the spectacular savagery and brutality of the same. Sometimes they even bring the t!o forces together such as !ith this Gift. 3t lays a sense of peace and -uiet over an area not an uncomfortable silence but a serene sense of security. 3t is naturally used to prepare an ambush. ,he moment this peace breaks these spirits of calm depart -uickly and are replace !ith spirits of anger storm and pain. 'e! sub>ected to this Gift survive the assault that follo!s. ,his Gift is taught by a cat spirit. System% ,he &lack 'ury spends one Gnosis and rolls (harisma 1 6rimal Brge difficulty ;. # simple success pro>ects a sense of utter safety on a group of no more than ten people. 3f they e.pect an ambush they may roll 6erception 1 "mpathy (difficulty 4) in order to sense the sudden change of emotion !ithin their o!n group. 3f they obtain more successes than the &lack 'ury on her 6rimal Brge roll they can sense the impending assault and run. )ther!ise the Gift !orks and the resulting chaos causes the targets to lose one die on each of their rolls for every success the &lack 'ury initially rolled. Taught by% (at spirits Book% 6G0e Motherly Guardian (&lack 'ury Rank @) ,his Gift allo!s the Garou to =tag= an individual so that she can keep track of her target+s health and !elfare. ,he Garou gains a general sense of the individual+s location at all times and can sense !hen the target is in trouble and needs assistance. ,he Gift lets the Garou kno! !hat kind of aid the target needs. ,he Garou must concentrate on her target in order to gain these insights. ,he effects of the Gift remain in place for a full cycle of the moon. System% ,he player spends a point of Gnosis and rolls 6erception 1 "mpathy (difficulty of the target+s Willpo!er) to set the =tag= on the designated individual. Whenever she concentrates on that person she receives information about the target+s general state of health and present circumstances. When the character attempts to concentrate on the targeted individual she performs all other actions at a 11 difficulty due to her preoccupation !ith her charge. Taught by% ,ambiyah Book% RatH %as$ Talons (&lack 'ury Rank @) ,he Garou may actually hurl her cla!s through the air at a foe. ,he Garou is incapable of using this Gift or making a cla! attack the ne.t turn for her cla!s must actually regenerate. ,his Gift is taught by a Wasp spirit. System% ,he Garou rolls 5e.terity 1 &ra!l. 5amage is normal for the Garou+s Strength !hile the difficulty is determined by range as though the Garou !as using a firearm. ,he medium range is 78 yards/ the Garou receives no modifier at this range. ,!ice this range (@8 yards) is the farthest the cla!s can be hurled. ,he difficulty at long range is increased by one. )n the other hand attacks made at targets !ithin a yard of the Garou are considered =point$blank= (difficulty @). Arro& of Artemis (&lack 'ury Rank ?) ,o honor Cuna in her aspect as #rtemis the huntress of the moon the &lack 'uries strive to master the art of archery. ,his Gift is the ultimate e.pression of their skill. &y invoking the huntress+ name and freeing her mind of distractions a 'ury can invest a single arro! !ith the light of Cuna $ and celestial killing po!er. Firtually no force of Gaia can make her miss and !hen the arro! strikes it does so !ith the force of a thunderbolt. ,his Gift is taught only by po!erful Cunes in direct service to Cuna$the$Huntress. System% ,he &lack 'ury spends a point of Gnosis as she dra!s back the arro! and sights on her target/ this takes a full action. While she is looking do!n the shaft of the dra!n arro! (!hich glo!s !ith a faint silver light once =charged=) she can see through any illusion or darkness that might impair her sight/ this includes vampiric 5isciplines Gifts and magick. When she fires the arro! the ne.t turn the archer rolls 5e.terity 1 #rchery to hit as usual. Ho!ever this Gift gives her 0 bonus successes on the roll and reduces the difficulty of the shot by 7 $ only the most incredible botches or superhuman evasion can make the shot miss. ,he arro! inflicts ten dice of aggravated damage/ those slain by the missile are immolated in a -uick$burning silver fire that does not spread further than the corpse and leaves only bones behind. Ho!ever this Gift must only be used in time of !ar $ else #rtemis becomes very displeased. 3f the 'ury releases the arro! !ithout a genuine living (or undead) target or rela.es the bo! and doesn+t fire at all the spent Gnosis point is permanently lost. 'uries only invoke this Gift !hen they known they have a target that must be slain/ using the illusion$dispelling abilities to =scan for invisible enemies= is highly disrespectful and counts as abuse of the Gift. Taught by% 6o!erful Cunes in direct service to Cuna$the$Huntress Book% WW%t5# Bring Forth the Future (&lack 'ury Rank ?) ,his Gift allo!s the Garou to call upon ,ambiyah to change one facet of the individual+s future. ,he change must be specific such as preventing the sub>ect of the Gift from encountering a kno!n situation that !ill result in her certain death. While this Gift does not guarantee that a foreseen future !ill be altered it does allo! the Garou to attempt to avert disaster or improve an individual+s lot. System% ,he player sacrifices a permanent point of Gnosis and rolls 6erception 1 "nigmas (difficulty 4). )nly one success is necessary to effect a change in a future event. ,he player should e.plain to the Storyteller !hich element of the future even she !ishes to alter. ('or e.ample =3 !ant my packmate to survive the coming battle against the fomori horde.=). 3f possible the Storyteller should arrange events so that the change takes place e.actly as stated. ,he Gift only affects events that !ill occur !ithin the 7@ hours immediately follo!ing the activation of the Gift/ furthermore characters cannot ensure the death or destruction of their foes !ith this po!er. )nly pleas for preservation meet !ith the Feiled :other+s approval Taught by% ,ambiyah Book% RatH Gorgon-s Ga.e (&lack 'ury Rank ?) ,his hideous po!er of legend can turn living flesh into stone !ith but a ga*e. Fictims !ho make eye contact !ith the user of this Gift find themselves changed into statues !here they stand. ,his Gift is a closely guarded secret not to be shared !ith the other ,ribes. Rumors persist that the elder &lack 'uries can make the effect permanent. 5ifficulty to find and even more dangerous to approach the legendary &asilisk spirit can teach this Gift. System% #fter making eye contact the player rolls 6erception 1 )ccult (5ifficulty of the target+s !illpo!er) to determine the number of rounds the victim remains stone. ,he player can double this time !ith a Willpo!er point. The Thousand Forms (&lack 'ury Rank ?) ,he Garou !ith this Gift may change herself into any animal bet!een the si*es of a small bird and a bison. ,he Garou gains all the natural abilities of that animal (flight poison bite etc) She may not take the form of Wyrm$beasts (not that they !ould !ant toD) but she may take the form of mythical beasts !ith some e.tra effort $ most &lack 'uries take the form of 6egasus in that case. System% ,he Garou spends a Gnosis point and rolls 3ntelligence 1 #nimal Aen. ,he difficulty varies rising higher the farther removed from the Garou+s natural form the desired animal is. 'or e.ample an ape or panther (mammals of roughly similar mass) might be difficulty ? !hile an alligator (a reptile of larger mass) might be difficulty ; and a frog might be difficulty E. :imicking mythical animals is al!ays difficulty 18. Book% WW0e %yld %ar$ (&lack 'ury Rank ?) ,he Garou calls out to the Wyld the primal force of chaos itself. Success summons one of the great Wyld spirits or a number of lesser ones to the Realm. ,hey (or it) !ill probably help the Garou but nothing is certain about these creatures of chaos/ this is a desperate tactic at best. ,his Gift is taught by a Wyldling. System% ,he Garou spends one Gnosis point and then one Rage point. She then rolls Wits 1 "nigmas against a difficulty of the area+s Gauntlet. Success summons a variable number of Wyld spirits. Bone Gna&ers Gifts (ardboard Mansion (&one Gna!er Rank 1) # &one Gna!er !ith this Gift can create a perfectly functional shelter for herself. ,he Garou can fashion any ordinary cardboard bo. into a !aterproof noise$ resistant and insulated home. 5espite conditions outside the bo. the mansion remains dry !arm and -uiet. # Home or Hearth$spirit can teach this Gift. System% ,he &one Gna!er needs only a bo. of suitable si*e. # large enough bo. can sleep more than one $ as long as everybody is friendly. ,he Gna!er spends a Gnosis point and cra!ls in for an evening+s nap. (ooking (&one Gna!er Rank 1) ,he &one Gna!er must have a small pot and ladle for this Gift. ,he Garou may take any small easily destroyed item he can find $ bark beer cans plastic !rap !hatever $ and stir it into the pot turning it into a foul$tasting but edible mush. ,his Gift is taught by a Raccoon or Rat spirit System% ,he Garou rolls Wits 1 Survival. ,he difficulty depends on the ob>ects used $ 2 for inedible but other!ise harmless material up to 18 for cyanide and the like. Find the Pri.e (&one Gna!er Rank 1) ,he Garou employing this Gift closes her eyes and things about finding a thing of great value either a specific item or a general class of things. 3f the Gift is invoked correctly the Garou may receive an impression of or a clue leading to!ards the item they are looking for. ,he clue is decided by the Storyteller and must be !orked into the story% =,urning the corner you see an ad for the Hound 5og cafe...perhaps the "lvis plate could be thereO= <ote that >ust because an item has been located does not mean it can be easily gotten. ,his Gift is taught by an "nigma spirit or by any (ity spirit associated !ith finding items. System% ,he player spends a Gnosis point and rolls 6erception 1 "nigmas (difficulty set by the Storyteller). "ach success on the roll gives one clue concerning the !hereabouts of this item. 2ose of the Hungry Hound (&one Gna!er Rank 1) &y invoking this Gift the Garou can hunt do!n the closest source of discarded relatively disease$free food. ,his Gift !ill not detect the hot dogs !ithin a vendor+s cart (unless that vendor !ould gladly give a !iener to a hungry mutt) but it !ould detect the bag of chee*$fries that accidentally dropped out of a passing car !indo!. ,his is a &one Gna!er version of the Cupus Gift% Sense 6rey and is taught by 5og Raven and 6ossum spirits. System% ,he Gna!er !ho !ishes to use this Gift must spend a Willpo!er point and make a 6erception 1 6rimal$Brge roll (difficulty ;). ,he number of successes determines ho! much food is found. Play Possum (&one Gna!er Rank 1) With animal cunning the Gna!er can force her body into a state near death. 'ar from a serene peaceful trance !herein the Garou imitates death the Gift creates a facade closer to a dro!ned bloated rat. ,he Garou+s body stinks of rot maggots cra!l on her and flies gather as if to feast. )nly a scrupulous investigation reveals the truth $ but most folks !on+t !ant to get that close. :ost Silver 'angs argue to ban this Gift at moots and social gatherings. # 5ecay$spirit teaches this Gift. System% ,he player must spend a Gnosis point and remain perfectly still to activate the Gift. )n activation the Garou resembles a rotting corpse to all senses. When the Gift activates anyone attempting to detect life in the Garou must roll 6erception 1 :edicine (difficulty e-uals the user+s :anipulation 1 Subterfuge) and physically e.amine the =carcass=. Taught by% 5ecay$spirit Book% Wild West (ompanion *esist To1in (&one Gna!er Rank 1) :any &one Gna!ers learn a preternatural resistance to poisons and to.ins of all kinds doubtless due to their diet of refuse and #merican beer. # trash spirit teaches this Gift. System% ,he Garou rolls Stamina 1 Survival (difficulty 2). Success nullifies the effects of most conventional poisons and adds three dice to the Garou+s Stamina for purposes of resisting Wyrm$enhanced poisons. ,he effect lasts for the scene. Taught by% ,rash spirit Book% WW0e S#ent of S&eet Honey (&one Gna!er Rank 1) ,he Garou attracts minor #ir$spirits to the chosen target causing them to e.ude a !onderfully s!eet aroma and become slightly sticky to touch. <aturally all manner of vermin !ill shortly make their appearance and the target !ill s!iftly become coated !ith and surrounded by s!arms of gnats flies bees etc. ,he s!arm !ill cause impaired vision for the target annoying stings and bites maddening bu**ing noises total inability to function socially and other inconveniences. ,he e.act game affect of the s!arm is up to the Storyteller. ,his Gift is taught by certain 6lant spirits but 3nsect spirits can also teach it. System% ,he Garou can spend one Gnosis point and rolls Wits 1 Subterfuge (difficulty 2). ,he smell lasts for one hour per success and !ill not !ash off in this time. S$eed of the Messenger (&one Gna!er Rank 1) ,his Gift increases the movement rate of the Garou so that he can travel long distances in short periods of time. ,he character+s body seems to flo! like -uicksilver enabling him to accomplish astounding feats of agility !hile under the effects of this Gift. ,hus the Garou can travel rapidly across a tree limber along a narro! !ooden beam !ithout slo!ing do!n or faltering. System% ,he player spends one Gnosis point and rolls 5e.terity 1 #thletics (difficulty 4). )ne success allo!s the character to move at t!ice her normal speed/ t!o successes gives her three times normal speed !hile three successes allo!s the character to move four times as -uickly. :ore than three successes cause the character to assume a blurry form that confers t!o e.tra dice to any rolls involving 5e.terity !hile the character is in motion. ,he effect lasts for one turn or one scene depending on the circumstance. ,his Gift affects movement only and cannot allo! a character to stop to deliver blo!s in combat !ithout ending the Gift+s duration. ,hus a character can use the Gift to get to a combat more -uickly but once she engages in battle she loses the benefits conferred by the Gift. Taught by% :itanu Book% RatH Tagalong (&one Gna!er Rank 1) (ommonly used by &one Gna!ers residing in a sept controlled by other tribes this Gift ingratiates the &one Gna!er to a pack+s or caern+s totem for a short time. While the Gift is in effect the Gna!er is treated as a member of a pack !ith regards to using the totem+s blessings and any pack tactics the pack kno!s. 3f used on a caern totem the totem looks favorably upon the &one Gna!er. ,he Gna!er may then perform the Rite of the )pened (aern if he kno!s it !ithout fear of retribution. # lost$dog spirit a servant of Rat teaches this Gift. System% ,he Gna!er must kno! the name of the ,otem in -uestion. He must also prostrate himself before the caern+s centre of the pack+s leader and !iggle for!ard on his stomach like a begging dog. ,he player rolls (harisma 1 Subterfuge. ,he difficulty varies based on the totem+s opinion of the &one Gna!er !hich is left to the Storyteller+s discretion. Success indicates that the character gains the previously mentioned benefits for one day and that the totem !ill not look favorably on a Garou !ho mistreats the &one Gna!er !ithout cause. ,his Gift usually !on+t cause any bad feelings from the sept or pack in -uestion as long as the &one Gna!er minds his manners. Ho!ever using it too often certainly !ill. Taught by% # lost$dog spirit a servant of Rat Book% WW0e Trail of the /arder (&one Gna!er Rank 1) 3t+s said that the (hildren of 'amine !ere the first to learn this Gift and teach it to their fello!s. ,his Gift allo!s the &one Gna!er to scent out the best source of sur#lus food $ that is food currently in the possession of someone !ho has more than he re-uires. Said food is almost al!ays guarded or locked a!ay $ not that this bothers the (hildren of 'amine. ,he Gna!ers also use this Gift for more creative effects from time to time/ the reno!ned elder Simon (lubfoot found his !ay out of the t!isted dungeons of (ount Aimos by follo!ing his nose to the kitchen. # s-uirrel spirit teaches this Gift. System% ,he player rolls 6erception 1 6rimal Brge (difficulty ;) and spends a Willpo!er point. ,he number of successes determines ho! far a!ay the Gna!er can sense the food and ho! accurately he can gauge the amount of surplus. Taught by% S-uirrel spirit Book% WW%t5# Beneath 2oti#e (&one Gna!er Rank 7) While others seek fame the &one Gna!ers+ best bet is anonymity. ,his Gift allo!s the Gna!er to blend in !ith the features of a to!n or village by becoming too familiar to be noticed. #lthough no physical changes take place normal people cannot remember details concerning the Garou. ,he Gift !orks in either Homid or Cupus form and causes people !ho encounter the user to remember a nondescript drifter or a mangy dog. # 5og$spirit teaches this Gift. System% ,he player spends one Willpo!er point to remain =anonymous= for the rest of the scene. <o one !ho sees the Gna!er during that time can remember details concerning his appearance. Taught by% 5og$spirit Book% Wild West (ompanion Blissful 3gnoran#e (&one Gna!er Rank 7) ,he Garou can become completely invisible to all sense spirits or monitoring devices by remaining still. ,his Gift is taught by a (hameleon$ spirit. System% ,he Garou rolls 5e.terity 1 Stealth (difficulty ;)/ each success subtracts one success from the 6erception 1 #lertness rolls of those actively looking for the character. 3f no one is so doing then one success indicates complete concealment. Drunkard-s /u#k (&one Gna!er Rank 7) 3n a drunken stupor the Gna!er !alks a!ay from fatal accidents and ha*ardous situations !ith the assistance of this Gift. Where a sober Garou !ould hesitate and take a mortal !ound the Gna!er stumbles into the clear despite impaired refle.es. # Spirits$spirit teaches this Gift. System% ,he Gift activates automatically !hen the &one Gna!er consumes enough alcohol to render him drunk. 3n this state he loses three dice to all of his actions (more if he continues drinking) but he benefits from an ama*ing lucky streak. ,he player can reroll any failed rolls involving defensive actions including 5odge and Stamina soak rolls. ,he Storyteller may also allo! the character to avoid ha*ards that he could not normally detect such as falling debris or surprise attacks. When the effects of the alcohol !ear off the Gift deactivates. ,he Gift does nothing for hangovers. Taught by% Spirits$spirit Book% Wild West (ompanion +dious Aroma (&one Gna!er Rank 7) ,he use of musk has long been a defense in the !ild. With this Gift the Garou can greatly amplify her o!n natural body odor creating a debilitating stench. ,his Gift is taught by a Stinkbug spirit. System% ,he Garou spends one Gnosis point. 'or the duration of the scene all beings !ithin 78 feet of the Garou (provided they have olfactory organs) subtract t!o from all 5ice 6ools as they choke and retch. Ho!ever the Garou subtracts t!o from all his Social 5ice pools and may be ostraci*ed for the duration (not a big !orry for most &one Gna!ers). Plague !isage (&one Gna!er Rank 7) #nyone in his right mind fears a leper. ,his Gift allo!s the &one Gna!er to dra! an illusion of terrible disease on his features repelling even the most stout$hearted onlookers. 3t+s a useful trick in many situations. 3t can earn charity from !ell$ meaning monks terrify locals and even serve as a !ay of blending in $ after all people are afraid of you !hether they think you+re a leper or be!itched but as least disease is more acceptable than !itchcraft. ,his Gift is taught by a Rat or 5isease spirit. System% ,he &one Gna!er rolls :anipulation 1 :edicine/ the effects last for a scene. ,he imaginary disease may appear to be anything the Gna!er is familiar !ith such as leprosy or po. or even something entirely invented. :ortals vie!ing the illusion must make Willpo!er checks at difficulty 4 or shrink a!ay in revulsion/ a botch might even send them screaming out into the streets screaming about pestilence. Supernaturals that are immune to disease have less to fear $ they must still make Willpo!er tests but the difficulty falls to 2 Taught by% Rat or disease spirits Book% WW%t5# Sti#ky Fingers (&one Gna!er Rank 7) ,his trick coats the fingers of a Garou !ith a silvery substance that adheres to anything making it possible to climb slick vertical surfaces !ith ease. 3n addition this Gift also assists a Garou in pilfering small items such as credit cars keys or loose change. System% ,he player spends a point of Gnosis. ,he ability to cling to sheer surfaces is automatic. 3n addition the character gains t!o e.tra dice to any Street!ise or other roll the Storyteller deems appropriate/ he might get e.tra dice on a pick pocketing attempt but not !hen trying to hot$!ire a car. ,he effect lasts for one scene Taught by% :itanu Book% RatH Trash Magnet (&one Gna!er Rank 7) )rdinary street garbage becomes the &one Gna!er+s ally as it s!irls about his opponent or engulfs his rival. #ll the trash nearby assails the target of this Gift making life difficulty. )lder &one Gna!ers can completely immobili*e a smart$ mouth upstart Garou in heaps of trash and piles of garbage. ,rash spirits teach this Gift although Rat$spirits teach a version that animates se!er flotsam. System% ,he player rolls (harisma 1 Street!ise (difficulty ;) to determine the amount of trash involved. With one success a minor distraction of ne!spapers and plastic bags causes a small increase in difficulties. With ? successes the target is buried in garbage and must dig his !ay to freedom. ,his Gift affects to.ic !aste as !ell. <ote that this Gift does not create trash but instead dra!s upon the garbage in an area. #n attempt to use this Gift in a sterile environment !ould fail. %ard of the *oad (&one Gna!er Rank 7) ,his allo!s a Garou to leap from a -uickly moving vehicle and remain undamaged. ,he Gift is taught by a spirit of the road. System% &y spending one Willpo!er point and scoring at least one success on a Stamina 1 Survival roll (difficulty 2) the Garou takes no damage from the fall. 3f he fails ho!ever he takes full damage/ if he botches he takes double damage (he fell on his ankle etc.). ,he Garou can also leap from tall buildings in this manner but it re-uires one success per story to negate damage. Beg (&one Gna!er Rank 0) &y playing upon the compassion of others &one Gna!ers can generate an ama*ing amount of pity. &y e.aggerating her miserable state a clever &one Gna!er can gain favor !ith people !ho have too much any!ay. &y groveling or telling her particular sob story she might get a handout a favor or at least a good meal. # pigeon spirit teaches this Gift !hich is one reason only &one Gna!ers ever learn it. System% ,he players must spend one Gnosis point and roll :anipulation and 6erformance. 3f the role$playing is particularly moving the player can forgo the roll at the Storyteller+s discretion. ,he difficulty depends on the target/ a charitable (hild of Gaia might be a @ !hereas an overbearing Get of 'enris might be a E. ,he number of successes determines the amount of pity generated and the generosity of the favor. (all the *ust (&one Gna!er Rank 0) &y !histling softly through his teeth the &one Gna!er can summon a sudden and destructive rust onto metal in his vicinity. Spearheads crumble s!ords corrode and mail falls apart at the !ere!olf+s command. Some Gna!ers use this trick to protect their kin from armed men in a humane fashion but others prefer to inflict little poetic >ustices $ such as attending the latest bear$baiting and corroding the chain holding the bear in -uestion. ,his Gift is taught by a Water spirit. System% ,he player spends a point of Gnosis and rolls Wits 1 (rafts. "ach success allo!s the Gna!er to corrode one ferrous metal ob>ect into fragile uselessness although detailed !orks such as a chain hauberk count as t!o ob>ects. ,he Garou need not be touching the ob>ect at the time but he must be able to see it and be !ithin conversational earshot. Taught by% Water spirit Book% WW%t5# Deliberate Misinformation (&one Gna!er Rank 0) ,he Garou can slip confusing and contrary information into his target+s conversation making their plans fall apart or other!ise causing them to suffer from a gross breakdo!n in communications. )pponents in the immediate vicinity of the Garou mishear each other or misinterpret instructions. ,he information affected by this Gift must be communicated verbally $ either in person or through the use of a direct communication device such as a telephone or other transmission device. System% ,he player rolls 6erception 1 Cinguistics (difficulty of the target+s Willpo!er or the highest Willpo!er in the target group). "ach success allo!s the character to sub>ect one opponent to the effects of this Gift. #ll actions that result from information communicated verbally receive a 17 difficulty/ simple orders such as proceeding to a certain address or moving to the left or right flank in battle automatically go a!ry. ,he Gift lasts for one scene. Taught by% :itanu Book% RatH Friend in 2eed (&one Gna!er Rank 0) 3t takes a lot for a pack to accept a &one Gna!er as an e-ual but once they do the Gna!er+s loyalty is unshakeable. ,his Gift allo!s a &one Gna!er to risk all even his o!n life to aid a packmate or tribemate. # dog spirit teaches this Gift. System% When a packmate or fello! &one Gna!er is on danger the character may =lend= him !hat he needs be it a Gift the &one Gna!er kno!s his Rage his Willpo!er or even his o!n life (in the form of health levels). ,he &one Gna!er cannot lend a Gift of higher rank than the recipient could kno! neither can he lend #bilities or #ttributes. ,he player must spend one Willpo!er point and roll Willpo!er (difficulty ;) and must succeed for the transfer to take place. 3f the roll botches the &one Gna!er loses the traits in -uestion but the recipient does not gain them. ,his Gift lasts until the end of the scene unless the recipient decides to terminate it early. 3f the recipient dies before the ,raits are returned the &one Gna!er loses them permanently. Taught by% 5og Book% WW0e Gift of the Skunk (&one Gna!er Rank 0) With this Gift the Garou can s!ell his musk glands allo!ing him to spray musk like a skunk. ,his Gift is of course taught by a Skunk$spirit. System% )n any turn the Garou may spray his musk at any target. 5e.terity 1 6rimal Brge (difficulty ;/ modified by range) is re-uired to hit. # target hit by the musk doubles over retching and must spend a Willpo!er point to do anything all for the remainder of the scene. "ven then ho!ever he subtracts one from his 5ice 6ool for each success the Garou scored of his roll. ,he effect lasts for the duration of the scene or until the target rigorously bathes. Gift of the Termite (&one Gna!er Rank 0) ,he Gna!er can cause !ood and paper to rot !ith astonishing speed. 'urniture falls apart documents disintegrate and even buildings collapse. )bviously one of the best instructors is a termite spirit. System% #fter spending a Gnosis point the character rolls 3ntelligence 1 Repair (difficulty ;). ,he number of successes determines the amount of !ood or paper destroyed% )ne success can rot a ream of paper three can deteriorate a !all and five successes can collapse the roof of a small building. Strategic use of this po!er can dramatic results even for those of lesser skill. *esha$e +b,e#t (&one Gna!er Rank 0) ,he Garou can instantly shape once$living material (but not undeadD) into a variety of ob>ects $ thus trees may become shelter buck antlers become spears animal hides become armor and flo!ers become perfumes. ,he item !ill in some !ay resemble the ob>ect from !hich it !as created (the spear is made of antler not !ood). ,his Gift is taught by a Weaver$spirit. System% ,he Garou rolls :anipulation 1 Repair against a variable difficulty (? to turn a broken tree limb into a spear 4 to turn a plank into a floatable raft etc). ,he created ob>ect is not necessarily permanent/ it !ill last a length of time according to the chart belo!. ".pending a Gnosis point allo!s a created !eapon to inflict aggravated damage (this effect is not permanent unless a permanent Gnosis point is spent). Successes 5uration )ne ? minutes ,!o 18 minutes ,hree )ne Scene 'our )ne Story 'ive 6ermanent Attunement (&one Gna!er Rank @) &y standing in a particular area the character can commune !ith the spirits of the area thus getting an overvie! or !hat e.ists or has happened in the area $ rough population secret tunnels places of note and so on. ,his Gift is taught by a Rat spirit to &one Gna!ers and a (ockroach spirit to the Glass Walkers. System% ,he Garou spends one Gnosis point and rolls 6erception 1 Street!ise (difficulty 2). ,he amount of information gathered depend on the number of successes/ on a botch the spirits lie. ,his Gift may only be used in urban areas as the Gna!ers have become desensiti*ed to the !ilderness. (li#h5 (urse (&one Gna!er Rank @) 'rom ,oger 'bert's ittle "igger +o$ie *lossary) &-lich. #hobia( (ondition affecting people raised on movies. Symptoms occur !hen real life situations echo movie clichPs and the sufferers must take action to avoid !hat !ould be the inevitable denouement in a movie.= What is a humorous anecdote in the hands of humans becomes a deadly !eapon in the cla!s of a &one Gna!er. :ost often employed !ith an appropriately dramatic curse (although this isn+t necessary) the target of this Gift becomes certain to suffer an unfavorable fate in a clichP$related !ay. #nyone reaching for something high in a cupboard !ill inevitably have the entire contents fall on top of him. Riding a bicycle on a sunny day invites being hit by a truck. While it is possible to avoid the effects of this curse doing so re-uires virtually shutting yourself from the !orld and not in a dark room either. 3t is taught by a dog spirit or by a spirit from a television realm. System% ,he player spends one point of Gnosis and names the victim !ho must be !ithin hearing distance and line of sight. 'or t!enty$four hours the victim risks disaster. )nce that disaster occurs ho!ever the curse is ended. Taught by% 5og and ,F spirits Book% 6G0e 3nfest (&one Gna!er Rank @) ,he Gna!er may call up a horde of vermin (rats insects slugs birds snakes etc) to invade an area (no greater than a large building) of his choice. ,he creatures !ill act according to their nature and !ill not mindlessly attack humans/ indeed many of them may try to flee. ,his Gift is taught by a Rat spirit. System% ,he Garou spends one Gnosis point and rolls :anipulation 1 #nimal Aen (difficulty ;). ,he si*e of the horde is determined by the number of successes/ one success !ill cause a notable problem and several calls to the e.terminator !hile five !ill create a scene from a horror film as the building is s!armed in creatures. Mer#urial Messenger (&one Gna!er Rank @) ,his Gift enables a Garou !ho overhears a conversation or !ho is entrusted !ith a message to remember !hat she has heard. #t a later time the Garou may repeat back verbatim everything heard over a single scene as if she had total recall. ,he Gift allo!s the Garou to reproduce voice intonations accents and speech patterns or mannerisms !hich match those of the original speaker. 3n addition the Garou can appro.imate the speaker+s actual voice. System% ,he player spends a point of Gnosis and rolls Wits 1 Cinguistics (difficulty ;). "ach success increases the accuracy of the character+s delivery of the remembered conversation or message. 3f necessary the Storyteller may repeat the conversation for the benefit of the character+s audience. # failure means that the character remembers only !hat the player remembers. # botch introduces a series of discrepancies into the repetition. Taught by% :itanu Book% RatH Madthought (&one Gna!er Rank ?) ,his trick literally makes the !ere!olf+s foes too clever for their o!n good. ,he Garou can cause her enemies+ thought processes to speed up so radically that they literally think too rapidly to put any one plan into motion. ,he victim of the Gift can only stand still as his thoughts run a!ay !ith him rushing madly from one brilliant plan to another or considering all the multiple alternatives for their =ne.t= action. System% ,he player spends a point of Willpo!er and rolls Wits 1 Subterfuge (difficulty of the victim+s Willpo!er). ,he number of successes determines ho! many turns the victim stands =lost in though=. When the victim recovers from the Gift he is most likely highly disoriented and may need to regain focus and other!ise discover !hat+s been happening !hile he =!as out=. # failure simply means that the Gift does not !ork !hile a botch gives the victim not only rapid thought but the ability to translate those thoughts into immediate action $ usually to the detriment of the character. Taught by% :itanu Book% RatH *iot (&one Gna!er Rank ?) ,he Garou summons a horde of malevolent spirits to provoke the hatreds and fears of the do!n and out $ the homeless the gangs the urban animals such as alley cats and stray dogs etc. ,his Gift is taught by a Rat spirit. System% ,he Garou spends one Gnosis point to summon the spirits and then a point of Rage to incite the passions of all concerned. He then rolls Wits 1 Subterfuge (difficulty 4). 3f successful these spirits direct their material hosts against a target of the Garou+s choosing though the disparate elements of the riot !ill by no means !ork together (they may not even be a!are that others are trying to accomplish the same thing). ,he number of successes determines the e.tent of the riot $ one success incites a building three a neighborhood or suburb and five the entire city. Surior (&one Gna!er Rank ?) ,his Gift allo!s the Garou temporary immunity to many environmental effects such as pressure or temperature variations. She is also immune to disease poison and even radiation as !ell as any corrupting effects from the touch of Wyrm entities. She does not need to eat drink or rest and she gains three e.tra points of Stamina even if this takes the attribute over 18. She also ignores !ound penalties. 3n addition !henever she is about to die or defeated she automatically regains one Willpo!er point. ,he Gift is taught by a &ear$spirit. System% ,he Garou spends one Gnosis point and rolls Stamina 1 Survival (difficulty ;)/ the effects last for one day per success. (hildren of Gaia Ee-s Blessing ((hild of Gaia Rank 1) (hildbirth is a risky thing in these dangerous times and the (hildren cannot stand to see unnecessary suffering. ,his Gift allo!s the Garou to improve a mother+s chances of surviving a birth as !ell as keeping the ne!born free of disease for a short time. ,his Gift is taught by a (o! spirit System% ,he (hild of Gaia need only lay her hands on the soon to be mother+s abdomen and spend a Gnosis point/ this can be done even during labor. 'or the ne.t !eek the mother and child are treated as having an e.tra dot of Stamina each for the purposes of surviving childbirth and resisting illness or the like. 3f the mother is pregnant !ith multiple children the Garou must spend one Gnosis point per child to protect them all/ ho!ever in the process of invoking this Gift the (hild !ill automatically learn ho! many children are to be born and can ad>ust his Gnosis e.penditure accordingly. ,he Gift can be used on !olves (although its less necessary)/ the Gnosis point spent !ill protect the entire litter for three days. Taught by% (o! spirits Book% WW%t5# Find the Heart-s Flame ((hild of Gaia Rank 1) With this Gift the Garou can identify sources of energy or po!er even !hen they are hidden or unfamiliar. ,he Garou must concentrate to detect the pulsations of po!er that emanate from even a dormant energy source. ,his becomes useful !hen travelling in some of the more alien reaches of the Bmbra !here familiar ob>ects take on strange appearances. ,his Gift also enables the Garou to identify machinery such as generators or solar batteries regardless of their appearance or attempts to conceal them. Spirits that serve as energy or po!er foci also register to the Garou+s senses !hen this Gift is in effect. System% ,he player spends one point of Gnosis and rolls 6erception 1 #lertness (difficulty ;). # single success identifies po!er sources that lie !ithin ?8 feet of the Garou. #dditional successes allo! the character to e.tend her range to locate distant sources. ,his Gift lasts for once scene. Taught by% Aatanka$Sonnak Book% RatH Mer#y ((hild of Gaia Rank 1) (hildren of Gaia see kno! use for lethal force !hen they are not fighting minions of the Wyrm but even they succumb to fren*y. ,his Gift used chiefly by (hildren of Gaia !ith high Rage or in duels allo!s the Garou to use her natural !eaponry and Rage !ithout fear of killing her opponent. # dove$spirit teaches this Gift. System% ,he player spends one Gnosis point. 'or the rest of the scene all damage that the Garou inflicts !ith her o!n body (cla!s and teeth but not !eapons of any kind) is considered bashing. # creature =killed= by such damage merely falls unconscious and he may heal the !ounds at the normal rate for bashing damage. Taught by% # dove spirit Book% WW0e Alternatie !ersions From: Damien ((hild of Gaia Rank 1) (hildren of Gaia see kno! use for lethal force !hen they are not fighting minions of the Wyrm but even they succumb to fren*y. ,his Gift used chiefly by (hildren of Gaia !ith high Rage or in duels allo!s the Garou to use her natural !eaponry and Rage !ithout fear of killing her opponent. # dove$spirit teaches this Gift. System% ,he player spends one Gnosis point. 'or the rest of the scene all damage that the Garou inflicts !ith her o!n body (cla!s and teeth but not !eapons of any kind) is +virtual+ $ the creature does not actually suffer any !ounds but suffers the same effects as if they had. # creature =killed= by such damage merely falls unconscious. Mother-s Tou#h ((hild of Gaia Rank 1) ,he Garou is able to heal the !ounds of others aggravated or other!ise simply by laying hands over the afflicted area. ,he Garou may not heal herself !ith the Gift. ,his Gift is taught by a Bnicorn$spirit. System% ,he Garou spends on Gnosis point and rolls 3ntelligence 1 :edicine (difficulty of the !ounded individual+s Rage or 2 for non$Garou). "ach success heals one Health Cevel. "ven battle scars may be cured in this manner but this must be done in the same scene the scar !as obtained and re-uires the e.penditure of a Gnosis point. ,here is no limit to ho! many times this may be used on a person but each use re-uires a Gnosis point. *esist Pain ((hild of Gaia Rank 1) ,hrough force of !ill the Garou is able to ignore the pain of his !ounds and continue acting normally. ,his Gift is taught by a &ear$spirit. System% ,he Garou by spending one Willpo!er pint may ignore all !ound penalties for the duration of the scene. Sense /imits ((hild of Gaia Rank 1) ,he Garou can determine appro.imately the amount of Rage Gnosis or Willpo!er !ithin an individual. ,his ability enables the Garou to >udge !hether or not her target can resist an attempt to influence her actions or !hether she is likely to dra! upon her supply of Gnosis or Rage. ,his Gift also allo!s a Garou to gauge !hether or not other supernaturals are currently !eak$!illed or drained of some other source of po!er. 'or e.ample a Garou may be able to tell that a vampire has little po!er but may not reali*e that the Ceech+s blood supply is lo!. ,his Gift also enables a Garou to sense !hether an Bmbral spirit+s 6o!er is !eak or near depletion. System% ,he player rolls 6erception 1 )ccult (difficulty 4). "ach success enables the character to determine the general levels of Rage Gnosis and Willpo!er for one targeted individual. #dditional successes allo! the character access to more specific information about a single target or else gives her general information about another target. ,he Storyteller should not give the player precise numbers but should relay information in relative terms (=,he &lack Spiral 5ancer has used most of his Rage but still has a lot of Willpo!er and Gnosis left= =,he mage has plenty of magical energy left inside her=). Taught by% Cu$&at Book% RatH Alternatie !ersions From: Damien ((hild of Gaia Rank 1) System% ,he player rolls 6erception 1 )ccult (difficulty 4). :ore successes allo! for a more accurate measure of the traits of the victim $ one may only allo! for a general impression !hereas 0 successes could give the Garou a fairly accurate idea of the balance !ithin that victim and ? might give a more absolute impression. ,he Storyteller should not give the player precise numbers but should relay information in relative terms (=,he &lack Spiral 5ancer has used most of his Rage but still has a lot of Willpo!er and Gnosis left= =,he mage has plenty of magical energy left inside her=). (alm ((hild of Gaia Rank 7) ,he Garou can -uell the anger in others. ,his Gift is taught by a Bnicorn spirit. System% ,he Garou spends one Gnosis point and rolls (harisma 1 "mpathy (difficulty of the target+s Willpo!er). "ach success removes one of the target+s Rage points although lost Rage can be regained normally. Flame of the %ind *ider ((hild of Gaia Rank 7) ,his Gift makes the Garou harder to damage by engulfing her in a ghostly blue$ !hite flame. 3n addition to serving as a form of amour the flame also offers protection from cold including the intense cold of the far reaches of the #etherial Realm and the free*ing damage inflicted by certain creatures of the Wyrm. System% ,he player spends a point of Gnosis and rolls Stamina 1 )ccult (difficulty ;). "ach success lo!ers the difficulty for soaking damage from cold by one. 3n addition the Garou gains t!o dice to add to all soak rolls/ these dice can even be used to soak silver. ,he effects last for one scene. Taught by% Aatanka$Sonnak Book% RatH Grandmother-s Tou#h ((hild of Gaia Rank 7) ,his Gift is similar to :other+s ,ouch but the Garou can use it to heal herself as !ell as others. ,his Gift is taught by a Bnicorn spirit. System% ,he Garou spends on Gnosis point and rolls 3ntelligence 1 :edicine (difficulty of the !ounded individual+s Rage or 2 for non$Garou). "ach success heals one Health Cevel. "ven battle scars may be cured in this manner but this must be done in the same scene the scar !as obtained and re-uires the e.penditure of a Gnosis point. ,here is no limit to ho! many times this may be used on a person but each use re-uires a Gnosis point. /una-s Amour ((hild of Gaia Rank 7) ,he Garou calls upon the blessing of Cuna to deter any damaging attacks aimed at her. ,his Gift is taught by a Cune. System% ,he Garou concentrates for one turn spends one Gnosis point and rolls Stamina 1 Survival (difficulty 2). "ach success allo!s the Garou to add one to her Stamina for the purpose of soaking damage (including silver). ,he effect lasts for one scene. Pea#e of the (ounselor ((hild of Gaia Rank 7) ,his Gift enables a Garou to bring even the most heated discussion to a peaceful conclusion. ,hough it does not preclude more hostilities from erupting at a later time the Gift creates an atmosphere of temporary true among enemies or prevents tribe leaders from coming to blo!s over volatile issues. 5uring the grace period the Garou can attempt to resolve the circumstances underlying the state of enmity $ such as encouraging the participants in a dispute to begin negotiations or achieving a compromise System% ,he player spends a Willpo!er point and rolls (harisma 1 "mpathy (difficulty of the highest Willpo!er among the -uarreling individuals). )ne success causes combatants to stop fighting (or prevents them from initiating combat) for one turn. "ach e.tra success increases the length of time in !hich peace prevails by an additional turn/ five successes e.tends the Gift to an entire scene. Taught by% Cu$&at Book% RatH S$ellbinding +ration ((hild of Gaia Rank 7) Similar to 6ersuasion this Gift allo!s a (hild of Gaia to be persuasive !hen dealing !ith others. ,he Garou+s statements !ill take on an air of e.tra meaning and credibility. ,hose hearing him are likely to agree !ith him. ,his Gift is taught by a Bnicorn spirit. System% ,he Garou rolls (harisma 1 Ceadership against a difficulty of 2. 3f successful the difficulties of all Social rolls are reduced by one per success for anyone !ho hears him speak for the remainder of the scene. 3f the Garou is actively trying to e.hort his audience to anything other than combat (in any form) the difficulties of Social rolls are reduced by t!o and then by one per success. ,he Garou must orate for at least five successes. Stinging Blo&s ((hild of Gaia Rank 7) ,he (hildren hate to admit it but sometimes you can+t negotiate your !ay to a position of peace. )ccasionally you have to have faith in your o!n righteousness and enforce you !ill upon those !ho are genuinely acting like children. &ut it you+re going to do it at least you can make your claim as strongly as possible and prevent unnecessary damage. ,his Gift is taught by a !asp spirit. System% ,he (hild of Gaia spends one Rage. 'or the rest of the scene her attacks are so painful that anyone struck by her immediately ignores any other foes he may be facing and attack the (hild (Willpo!er roll difficulty E to resist). Bsually this Gift is employed to break apart t!o foes !ho other!ise couldn+t be. 3ts a risky gambit but sometimes effective. Taught by% Wasp Book% 6G0e !oi#e of *eason ((hild of Gaia Rank 7) #ll too often emotions obscure rational thought and turn normal people both human and Garou into a bloodthirsty mob. ,he (hildren of Gaia use this Gift to break through the emotional cloud and bring reason back to such a cro!d. )nce her !ords reach her listeners+ ears the Gift forces them to pay attention. 3t -uells emotional distractions and imparts a moment of clarity on the audience. While the Gift does not disperse the members of a mob it does give them a chance to rethink their actions. # Reason$spirit teaches this Gift. System% ,he audience must hear the (hild of Gaia for this Gift to !ork. 3f she is unable to speak or cannot be heard over the roar of the cro!d the Gift has no effect. ,he player must also spend one Willpo!er point. 'or every success on a (harisma 1 "mpathy roll t!o people come to their senses and shake off the mob mentality. 3f the Gift can affect the ma>ority of the group the mob disperses. Taught by% Reason$spirit Book% Wild West (ompanion (hant of Mor$heus ((hild of Gaia Rank 0) ,he user of this Gift can induce a long restful slumber in the target. #lthough the Gift !ill not stop a fren*ied !ere!olf it can !ard off a fren*y before one take place. ,he Gift disinclines any hostile activity after the peaceful rest. #lso the !aking victim is able to think much more clearly. #n )possum spirit teaches this Gift to individuals !ith patience and a lot of time. System% ,he number of successes on a (harisma 1 "nigmas roll (difficulty e-ual to the opponent+s Willpo!er) determines the number of hours that the target sleeps. )ne Gnosis point activates this po!er. 'or one hour after !aking the target must spend a Willpo!er point to take any hostile action against the user of this Gift. #ny attacks directed at the sleeper a!aken her immediately and end the effects of the Gift. Da..le ((hild of Gaia Rank 0) ,he Garou can over!helm a target !ith the beauty and glory of Gaia. ,his Gift is taught by a Bnicorn spirit. System% ,he Garou rolls (harisma 1 "mpathy (difficulty of the target+s Willpo!er). So long as the target is not attacked it !ill stand mutely in a!e for the remainder of the scene. ,his Gift may only be attempted once per target per scene. Good Faith ((hild of Gaia Rank 0) With this Gift the Garou can cause all those in his presence to become filled !ith a sense of higher purpose. ,hey all feel the !ork they must do is more important than their differences. #ll other distractions are gone and they feel inspired to take reasonable positions rather than infle.ible positions or e.aggerated stands intended to be bargained a!ay. ,hose !ho resist and continue to bargain in bad faith become loudly and uncontrollably flatulent each time they state their position. ,his Gift is taught by avatars of the <e! World ,rinity totem. System% ,he Garou rolls Wits 1 ".pression against a difficulty of 2. #nyone !ho actively !ants to resist finding common ground or negotiating in good faith must make a resisted Willpo!er roll (difficulty 2) against the Garou+s number of successes. 3f he fails to resist his opposition !ill be betrayed by his sudden flatulence and he !ill likely be shunned and vie!ed as absurdly infle.ible by those !ho bargain in good faith. Guilt Tri$ ((hild of Gaia Rank 0) &y unearthing buried guilt and remorse the (hild of Gaia can force another to perform an action against her o!n !ill. "ven if little relation e.ists bet!een the guilty conscience and the task at hand the Gift can be effective. &etter results occur !hen there is a direct link ho!ever. ,he Gift !orks best !hen the target !ants to perform the action but pride or fear prevents her from doing so. :any urban spirits that have !itnesses the cruelty of humanity to!ard itself kno! this Gift and teach it to the Garou. System% ,he player must role$play the plea/ other!ise the Gift automatically fails. ".cellent role$playing can even negate the need for a roll (or even the need for the Gift). )ther!ise the player must roll :anipulation 1 "mpathy versus the target+s Willpo!er. )ne success barely gets a &one Gna!er to lift his pinkie !hereas five successes can force a proud Silver 'ang to beg for forgiveness. ,he target can spend Willpo!er points to resist this Gift. Pall of Des$air ((hild of Gaia Rank 0) ,his Gift inflicts a !ave of despair upon a targeted individual making the victim incapable of action due to feelings of profound melancholy. System% ,he player spends a point of Gnosis and rolls :anipulation 1 "mpathy (difficulty of the victim+s Willpo!er). # successful roll causes the victim to e.perience a feeling similar to Harano (or in the case of humans clinical depression). ,his state of mind forces the victim to roll her Willpo!er in order to take any action !hile combat becomes almost impossible. ()ptionally the Storyteller can enforce the limitations of Harano found in the Were!olf 6layers guide pg 78;). ,he effects of this Gift last for one scene. Taught by% Cu$&at Book% RatH Parting the !elet (urtain ((hild of Gaia Rank 0) ,his Gift allo!s a Garou to transport non$Garou into the Bmbra. 3f the non$Garou !ants to resist she must make a resisted Willpo!er roll against the bearer of the Gift. ,his Gift can be used for physical transport through a reflective surface or in combination !ith other Gifts for spirit travel. While in the Bmbra the non$ Garou are connected to the Gift user by silver threads. ,he others brought !ith the ,heurge leave !hen she does or at the !him of the ,heurge. System% ,he player must make their normal Gnosis roll and spend a Willpo!er point for each non$Garou or non$Ainfolk that they !ish to bring !ith them. ,he ,heurge can send others home before herself by spending a Willpo!er point. *ide the Solar %inds ((hild of Gaia Rank 0) ,his Gift allo!s the Garou to ride the solar !inds that s!eep through the #etherial Realm !ithout !orrying about being thro!n off course by storms. Bse of this Gift also increases the Garou+s movement rate lessening travel time bet!een locations !ithin the #etherial Realm. System% ,he player spends a point of Gnosis and rolls Wits 1 #lertness (difficulty ;)/ the need to remain =in touch= !ith the ever$changing currents of these spirit !inds re-uires concentration and attunement rather than physical agility. # single success allo!s the character to ride the !inds successfully to her destination (or until she decides to end her >ourney). #dditional successes either allo! the Garou to carry others !ith her (on a one$for$one basis) or reduce the travel time by half per success. ,hus !ith one additional success a >ourney of one month !ould only take t!o !eeks !hile t!o additional successes reduces the >ourney to a !eek. # character may use some of her e.tra successes to allo! others to travel !ith her and the remaining ones to speed up travel time. Taught by% Aatanka$Sonnak Book% RatH S$irit Friend ((hild of Gaia Rank 0) ,he (hildren !alk among spirits and interact !ith them more easily than most for their aura e.udes friendship. ,his Gift is taught by Bnicorn spirits. System% ,he Garou rolls (harisma 1 ".pression (difficulty ;). "ach success adds one die to all the Garou+s 5ice 6ools for interacting !ith any spirits in the vicinity (e.cept those of the Wyrm). Angel-s Semblan#e ((hild of Gaia Rank @) ,he (hildren of Gaia don+t believe in terrifying humans unnecessarily. ,his Gift allo!s a (hild to act in (rinos form !ithout invoking the terror of the 5elirium/ but instead of seeing a !ere!olf onlookers see an angelic figure of e.ceeding grace and holiness. Witnesses may remember a (hild+s battle !ith a Wyrm beast as an angel+s struggle !ith a demon or a !arning to leave the !oods as the gracious guidance of a guardian angel. )nlookers need not be (hristian to be affected/ 3slamic !itnesses might remember on of :ohammed+s fiery messengers !hile <orse pagans might think the Garou !as one of the Falkyries. ,his Gift is taught by a spirit of Hope. System% ,he player spends a Gnosis point to invoke #ngel+s Semblance for a scene. ,he effects are automatic against humans/ use the 5elirium chart (ignoring the (hild of Gaia tribal fla!) to determine ho! strongly a !itness is affected. Responses of fear should be replaced !ith rapture/ even =catatonic fear= should be seen as =complete bliss=. Taught by% Hope Book% WW%t5# Beast /ife ((hild of Gaia Rank @) ,he Garou may not only communicate !ith animals but can attract and command them. 3f there are no animals of the sort desired in the vicinity none can be called. ,his Gift is taught by any #nimal$spirit. System% ,he Garou spends one Gnosis point and rolls (harisma 1 #nimal Aen (difficulty ;). )ne success causes animals !ithin a 18$mile radius to be affected. "ach additional success add 18 miles (t!o successes indicate a 78$mile radius). ,he effect lasts for one scene but the time may be e.tended by spending one Gnosis point per e.tra scene. Hand of the Sun ((hild of Gaia Rank @) ,he Garou+s hand bla*es !ith a terrible heat and gives off a !hite$hot light similar to a branding iron. ,he Garou may touch an individual and mark them indelibly (and painfully) !ith a brand of shame. #ny Garou !ho encounters the victim in the future immediately recogni*e the mark as a sign of that person+s treachery dishonor or other grave crime. Fampires ignite !hen touched by the Hand of the Sun. System% ,he Garou spends a point of Rage and then a point of Gnosis. <o roll is necessary for the Gift to take effect but the character must make a standard attack roll in order to mark her victim. # victim touched by the Hand of the Sun takes t!o health levels of unsoakable aggravated damage and receives a permanent circular scar. ,he scar cannot be removed by any means short of amputating the part of the body !hich contains the scar. ,he fire lasts for one scene although the Garou may e.tinguish it beforehand if she so chooses. Taught by% Aatanka$Sonnak Book% RatH Harmonious Slumber ((hild of Gaia Rank @) ,his Gift enables the Garou to create a perfect environment for sleep even in the most difficulty circumstances. Bnder the influence of this Gift the Garou receives the e-uivalent of eight hours of restful sleep and a!akens refreshed and !ith his spirits revived. System% ,he player spends a point of Gnosis and rolls Stamina 1 "nigmas (difficulty ;). )ne success is necessary to affect the character. "ach additional success allo!s him to include another individual in the effects of the Gift. # failure means that the Gift does not !ork !hile a botch inflicts restless sleep on the character !ith no benefits. When a character a!akens from a successful use of this Gift he finds that his Gnosis is fully replenished. ,he nap can last for up to eight hours although only t!o hours are necessary to reap full benefits. Taught by% Cu$&at Book% RatH Alternatie !ersions From: Damien ((hild of Gaia Rank @) System% ,he player rolls Stamina 1 "nigmas (difficulty ;). "ach success allo!s the character to regain a point of Willpo!er and Gnosis !hile they sleep or to include another individual in the effects of the Gift (a connection of some sort physical or spiritual is necessary to include others in the Gift+s effects). # failure means that the Gift does not !ork !hile a botch inflicts restless sleep on the character and they lose a Willpo!er point. ,he nap can last for up to eight hours although only t!o hours are necessary to reap full benefits. Serenity ((hild of Gaia Rank @) ,he Garou can -uell other+s Rage even bringing Garou out of fren*ies. ,his Gift is taught by Bnicorn spirits. System% ,he Garou spends a Gnosis point and rolls (harisma 1 ".pression (difficulty of the target+s Willpo!er). ,he target is incapable of using Rage at all for one turn per success. He may not spend Rage points but neither may he fren*y. Strike the Air ((hild of Gaia Rank @) ,he Garou becomes the ultimate e.ample of passive resistance. She becomes unable to attack an opponent but she is also unable to be hit allo!ing her opponent to e.haust himself in the attempt. # mongoose spirit teaches this Gift. System% ,he player spends one Willpo!er point and rolls Wits 1 5odge (difficulty of the opponent+s Willpo!er). 'or the duration of the scene the opponent cannot strike the Garou no matter ho! many successes he achieves on the roll. ,his Gift is cancelled immediately if the !ere!olf attacks his opponent or if anyone else attacks on the Garou+s behalf. ,his Gift !ill !ork on multiple opponents but the player must activate the Gift for each opponent. Taught by% :ongoose Book% WW0e 'ni#orn-s Gra#e ((hild of Gaia Rank @) # Garou !ith this Gift never loses her poise and rarely loses her temper. "ven in the nastiest arguments or the bloodiest combats (hildren of Gaia can maintain their cool !ith this blessing. #n avatar of Bnicorn teaches her follo!ers this Gift. System% &y spending one Gnosis point the Garou represses her Rage for an entire scene. <o matter ho! many Rage points the Garou has humans and animals are unable to detect her supernatural essence. ,he Garou also cannot fren*y and can spend Rage points only up to a ma.imum of her "mpathy. Taught by% Bnicorn Burden of 0no&ledge ((hild of Gaia Rank ?) ,he Garou floods an individual !ith the kno!ledge of all her o!n limitations making the victim a!are of every fla! or failing and reminding her of all the !rongs she has committed or caused. ,he !eight of this enlightenment can either change an individual for the better or drive her into suicidal despair or murderous fren*y. 'e! individuals survive the effect of this Gift unscathed. ,his Gift can sometimes bring an errant Garou back from the edge of corruption or cause an enemy of the Garou to be =born again=. System% ,he player spends a point of Gnosis and rolls 3ntelligence 1 "mpathy (difficulty of the victim+s Willpo!er). Success causes the victim to e.perience every negative aspect of her personality and past including secret vices shortcomings failures and other similar faults. ,he Storyteller should decide !hat ultimate effect the Gift produces in the victim $ either a desire to reform her !ays and correct her failings an impulse to kill herself out of shame and despair or some course of action in bet!een the t!o e.tremes. )nce the victim has e.perienced the total effect of the Gift the intense a!areness begins to fade $ but residual memories may plague the victim for a long time after!ard. Taught by% Cu$&at Book% RatH (leansing Flame ((hild of Gaia Rank ?) ,he Garou can pinpoint an area (or an individual) and set the target abla*e !ith an intense and purifying flame that rages for 28 seconds and then dies out completely. ,he 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. ,he first does not spread beyond the target area of person and can not be -uenched by normal means. 'or instance if the Garou targets a house occupied by a 6ente. official the fire bla*es through the house destroying any vestige of the Wyrm+s corruption and leaving untouched anything not tainted by the Wyrm. System% ,he player sacrifices a permanent point of Rage and rolls her Willpo!er. ,he difficulty is 4 to affect and area/ the area cannot be larger than a large house. ,o target an individual the difficulty of the Willpo!er roll e-uals the victim+s Willpo!er. Civing or undead creatures set on fire must roll their Stamina (difficulty E) or die from the shock. ,he flame destroys fomori utterly/ &lack Spiral 5ancers !ho survive the Stamina roll must make Gnosis rolls difficulty E or lose their Wyrm$taint and its accompanying 5erangement. Such purified Garou are stripped of all Rank and Gifts/ they may !ell fall again to corruption but they are given a second chance. Taught by% Aatanka$Sonnak Book% RatH Fool-s Medi#ine ((hild of Gaia Rank ?) &igotry may be commonplace in the West but that doesn+t mean Gaia+s (hildren have to like it. ,ribe members use this Gift to teach a harsh lesson to people blinded by hatred. 3t lets the user make general alterations to a person+s skin tone and facial features. ,he person remains recogni*able in many respects but suddenly has a cocoa comple.ion say instead of a ruddy one or =)riental eyes= instead of =round eyes=. Coved ones can usually discern the target+s identity ho!ever !hich is an aspect of the Gift that troubles many bigots more than the alteration itself. &asically the target changes to resemble a member of the ethnic group he despises most. System% ,he user spends a Gnosis point to activate the Gift and rolls 6erception 1 "mpathy (difficulty ;). ,he number of successes e-uals the duration in days of the Gift. ,he user must touch the target for 'ool+s :edicine to take effect !hich it does the ne.t time the target sleeps. Book% Wild West (ompanion Halo of the Sun ((hild of Gaia Rank ?) ,he Garou becomes surrounded by a sphere of bla*ing sunlight. (ertain Wyrm creatures $ deni*ens of the dark $ may flee before the brightly shining Garou. ,his Gift is taught by a spirit allied to Helios the Sun (elestine. System% ,he Garou spends one Gnosis point/ the effect lasts for one scene. ,he damage of any hand$to$hand attack made by the Garou is increased by t!o/ alternative the Garou can cause aggravated damage !hen in Homid or Glabro form. #nyone directly facing the Garou adds three to all attack difficulties because of the glare and any vampires !ithin 78 yards suffer damage as if e.posed to true sunlight. The /iing %ood ((hild of Gaia Rank ?) ,he Garou may call the po!ers of the forest to arise and aid her/ nearby trees !ill begin to move and attempt to protect the Garou. ,he trees !ill restrain block and even fight foes. ,his Gift is taught by a Glade (hild. System% ,he Garou spends one Gnosis point and rolls (harisma 1 Survival (difficulty 4). ,he Garou animates on tree for each success rolled. Trust of Gaia ((hild of Gaia Rank ?) With this Gift the Garou instantly earns the trust of all !ho meet him or hear him even over a telephone or television. ,hey feel instinctively that he is a good and !orthy person. ,his feeling !ells up from such a deep level that it cannot be changed by even the most invasive mind control. 6eople affected by this Gift can still be mind$controlled to attack the Garou but hate doing so. ,hose !ho are Wyrm$corrupted feel intense dislike instead of trust. ,his trust is strong but it does not supersede the person+s common sense. 3f the (hild of Gaia is firing a machine gun into the cro!d the people !ill still scatter rather than trust that he+ll miss them. Ho!ever they !ill all be convinced that he had a very good reason for firing. ,he (hildren of Gaia !arn that this Gift has a great potential for abuse and punish those !ho use it for petty gain. ,his Gift is taught by an avatar of Bnicorn. System% ,he Garou rolls :anipulation 1 "mpathy against a difficulty of 2. ,he difficulty against Garou or humans corrupted by the Wyrm is 4. Wyrm beasts are immune. 3f successful everyone !ho sees hears or e.periences the Garou in any !ay must make a resistance roll (Willpo!er against 2) or feel a high degree of trust for the Garou. ,hey !ill confide in him as they !ould a trusted friend. ,he effect !ill last for one scene or as long as the person remains in contact !ith the Garou. Ho!ever even once the Gift+s effect has !orn off the person !ill feel good !ill to!ard the Garou. Fianna Gifts Earth Sense ('ianna Rank 1) ,he Garou can feel the =aura= of an area and determine if it is healthy or blighted. 'or a brief instant the user of the Gift becomes so attuned to the land immediately around her that she can sense the pain of Wyrm$taint the sickness of pollution or the robust energy of an unspoiled piece of !ilderness. 3n some instances the source of an area+s pain $ or the reason for its health $ may reveal itself to the Garou through the use of this Gift. System% ,he players spends a point of Gnosis. While no roll is necessary the character must concentrate on the target area for several minutes of game time before receiving any information about its condition. ,he amount of information that is revealed is left to the Storyteller and can vary from vague feelings (=The land doesn't feel well) as if it has been #oisoned(=) to e.tremely specific facts (=There is an underground s#ring which channels *nosis into to#soil) making the land #roducti$e and fertile(=). Taught by% "shtarra Book% RatH Faerie /ight ('ianna Rank 1) With this Gift a 'ianna can create a !isp of ghostly light usually !hite green or faint blue in color. She can direct the glo! to move but the light isn+t strong enough to illuminate more than three feet around the Garou. Some 'ianna like to use this Gift to make their eyes flash green or blue. Ragabash love to create tricks !ith 'aerie Cight. ,his Gift is taught by marsh spirits and faeries. System% ,he Garou rolls Wits 1 "nigmas against a difficulty of 2. ,he light appears any!here the 'ianna chooses as long as it is !ithin line of sight. 3t may float slo!ly at about 18 yards per turn. ,he Gift lasts for one turn per success unless a Gnosis point is spent in !hich case the 'aerie Cight remains in effect for an entire scene. Persuasion ('ianna Rank 1) ,his Gift allo!s a Homid to become more persuasive !hen dealing !ith others/ his statements and arguments are imbued !ith meaning or credibility. ,his Gift is taught by an #ncestor$spirit. System% ,he Garou rolls (harisma 1 Subterfuge (difficulty 2). 3f successful the difficulties of all Social rolls are reduced by one for the remainder of the scene. Alternatie !ersions From: Damien ('ianna Rank 1) System% ,he Garou rolls (harisma 1 Subterfuge (difficulty 4). 3f successful the difficulties of all Social rolls are reduced by one for each success for the remainder of the scene. Primal Song ('ianna Rank 1) ,he 'ianna ingratiates himself !ith strangers by seeming to kno! all of their songs and dances. Having heard only a fe! hummed bars or having glimpsed at >ust a movement or t!o the Garou can sing along or lead the dance. Skilled musicians can create ne! songs appropriate to the style of the culture in -uestion. # Songbird$spirit teaches this Gift. System% #fter learning this Gift it starts automatically !henever the 'ianna hears a song or sees a dance. He !ill kno! every !ord note or step as if he+d created the piece himself. Whether or not he can entertain people still depends on the regular rules for 6erformance. Taught by% Songbird$spirit Book% Wild West (ompanion *esist To1in ('ianna Rank 1) ,he 'ianna have long engaged themselves in the concoction of a variety of recreational li-uids many of them distilled from deadly substances. ,hey very -uickly learned ho! to adapt $ in the interests of continued partying of course. With this Gift the Garou takes no damage from poisons or diseases of any sort and can heal many Wyrm to.ins. ,his Gift is taught by a ,oad spirit or 6lant spirit. System% ,he Garou rolls Stamina 1 Survival (difficulty 2)/ only one success is re-uired. Sense Fae ('ianna Rank 1) #s the 'ianna have acclimated themselves to their ne! surroundings they have also created relations !ith the fae of the <e! World. ,his Gift allo!s the 'ianna to detect fae beings. # 5ream$spirit teaches this Gift. System% <o roll is re-uired but the 'ianna must concentrate for one round during !hich he may take no other action. ,he player must roll 6erception 1 "nigmas (difficulty ;). ,he Garou can detect fae nature at a distance of five meters per success. ,his Gift does not guarantee a friendly reaction from any fae creatures that it reveals. Taught by% 5ream$spirit Book% Wild West (ompanion Bre& ('ianna Rank 7) ,he 'ianna are reno!ned for their ability to drink li-uor. 6art of this legend stems from their ability to make it. With &re! the Garou can mystically transform a pitcher of any li-uid into an alcoholic substance. ,his Gift can surreptitiously inebriate unsuspecting targets. # Grain$spirit teaches this Gift. System% #fter spending a Gnosis point the player rolls Wits 1 :edicine (difficulty ;). ,he number of successes determines the -uality and potency of the concoction. )ne success can create cheap domestic beer lo!$budget !ine or mediocre te-uila !hile five successes can create a high -uality imported beer fine vintage champagne or a top$shelf li-uor. # botch creates a bre! that induces massive hangovers ($1 penalty for the entire ne.t day). (erid&en-s Blood ('ianna Rank 7) &lood has a po!er !ithin it. With this Gift a 'ianna can tap the life$force !ithin her o!n blood to restore a fallen ally. Ho!ever by doing so she must suffer the !ounds she heals. ,his Gift is taught by spirits allied to Stag. System% ,he Garou can heal an in>ured target by spilling her o!n blood (a small cut !ill do) and rolling Stamina 1 :edicine against a difficulty of 4. )ne !ound level is healed per success. Ho!ever the Gift$user suffers a number of !ounds e-ual to the amount healed $ she cannot soak this damage. ,he 'ianna can heal aggravated !ounds by spending a Gnosis point although she !ill only take non$ aggravated !ounds in e.change. Drunkard-s /u#k ('ianna Rank 7) 3n a drunken stupor the 'ianna !alks a!ay from fatal accidents and ha*ardous situations !ith the assistance of this Gift. Where a sober Garou !ould hesitate and take a mortal !ound the 'ianna stumbles into the clear despite impaired refle.es. # Spirits$spirit teaches this Gift. System% ,he Gift activates automatically !hen the 'ianna consumes enough alcohol to render him drunk. 3n this state he loses three dice to all of his actions (more if he continues drinking) but he benefits from an ama*ing lucky streak. ,he player can reroll any failed rolls involving defensive actions including 5odge and Stamina soak rolls. ,he Storyteller may also allo! the character to avoid ha*ards that he could not normally detect such as falling debris or surprise attacks. When the effects of the alcohol !ear off the Gift deactivates. ,he Gift does nothing for hangovers. Taught by% Spirits$spirit Book% Wild West (ompanion Glib Tongue ('ianna Rank 7) ,he Garou is mystically able to make !hatever she says be !hat the target !ants to hear. Whatever the Garou says even gibberish !ill be heartily agreed !ith although the Garou !on+t have a clue !hat the target thinks she is saying. ,his Gift is taught by a ,rickster spirit. System% ,he Garou spends one Gnosis point and rolls Wits 1 ".pression (difficulty of the victim+s Wits 1 #lertness). ,he effects last for one turn per success. Herb (all ('ianna Rank 7) ,hrough singing or chanting a Garou can find helpful or medicinal plants roots or bark even in poor areas such as deserts. Such plants might be healing herbs substances used in rites or tubers and other plants that provide needed sustenance. ,he song causes the plants to resonate from the music so that the Garou can locate them by follo!ing the sounds. System% ,he player spends a point of Gnosis and rolls 6erception 1 6erformance. # single success enables the character to locate the desired herbs or plants !ithin a mile of her location. #dditional successes increase the range by one mile per success. 'ailure means that the character cannot hear any plants !hile a botch leads the character to harmful herbs or plants. Taught by% "shtarra Book% RatH Ho&l of the Banshee ('ianna Rank 7) ,he Garou may emit a fearful ho!l that unnerves all in the vicinity. ,his Gift is taught by a &anshee a !oeful spirit of the dead. System% ,he Garou spends one Gnosis point. #ll !ho hear the ho!l friends or foes must make Willpo!er roll (difficulty 4 for foes 2 for friends) or run in terror for one turn per success. Alternatie !ersions From: WW:tD/ ('ianna Rank 7) ,he !ere!olf may thro! back his head and unleash a long ululating ho!l like the !ail of hundred ghostly mourners. ,he ho!l can strike fear even into the heart of the undead and peasants !ho hear it even from afar cross themselves $ for surely such a noise is 5eath himself !alking the valleys. ,his Gift is taught by a &anshee (or &ean Sidhe) a 5eath spirit !hose task is to mourn and foretell. System% ,he player spends a Gnosis point and rolls (harisma 1 3ntimidation (difficulty 2). #nyone !ho hears the ho!l friend or foe must make a Willpo!er roll (difficulty 4 if the Garou+s foe 2 if a friend) or flee in terror for one turn for every success on the !ere!olf+s (harisma 1 3ntimidation roll. Ho&l of the 'nseen ('ianna Rank 7) ,he 'ianna have strong ties to the Bmbra. # member of the tribe !ith this Gift may ho!l in the Bmbra or in the Realm and have her kenning echo on the other side of the Gauntlet. ,his Gift is taught by the spirits of animals that make loud noises but remain unseen such as crickets and frogs. System% ,he Garou must spend a Gnosis point to activate this Gift. He may speak or ho!l for a full turn and his voice !ill be heard on both sides of the Gauntlet. ,he Storyteller is free to determine ho! much the Garou can say in one turn. (onsider timing the player as he speaks for five seconds (if he speaks too fast and you can+t understand !hat he says then neither can anyone listening). /u#k of the 3rish ('ianna Rank 7) ,his Gift gives the 'ianna a supernatural streak of luck. :undane effects include finding four leaf clovers bills lying on the side!alk plump sleeping rabbits !aiting to be caught for supper and minor fortunate coincidences. ,his Gift is taught by a faerie spirit. System% ,he Garou spends one Gnosis point. She may then reroll any failed or botched roll. ,his Gift is usable only once per scene. )ther minimal although beneficial effects may occur at the Storyteller+s !him. Sense Se#rets ('ianna Rank 7) (enturies of association !ith the fae people have taught the 'ianna the nature of secrets. ,hings deliberately hidden !hether obscured by brush or dropped do!n a mineshaft make their presence kno!n to the 'ianna. ,he Gift gives no indication as to the nature of a secret only to its e.istence. # S-uirrel$spirit teaches this Gift. System% ,he player rolls 6erception 1 "nigmas (difficulty 4). "very success improves the 'ianna+s sensitivity. )ne success detects cursory or slipshod concealment such as tumble!eeds pulled across a cave+s mouth/ five successes detect the presence of the most painstaking obscuring including hidden passage!ays and the like. Taught by% S-uirrel$spirit Book% Wild West (ompanion St Here-s Folly ('ianna Rank 7) #ccording to an old folktale St Herve once preached to a !olf that had eaten the o. he used to plough !ith and the !olf !as so ashamed that he agreed to plough in the o.+s place. 3f the 'ianna didn+t murder St. Herve for this they !anted to. &ut they also learned a lesion from it and mischief$minded 'ianna no! use this carnivales-ue Gift to create similar though more pleasing results. 3t convinces a leader of any sort that his status is incorrect and rather that he should serve those !hom he rules. 3t can convince a to!n mayor to clean the shoes of a homeless person or an alpha to bo! to the !ill of his omega. ,he Gift is taught unfortunately by an o. spirit. System% ,he 'ianna must have a chance to lecture the ruler on !hy he is incorrect in his position. ,he player spends one point of Willpo!er and rolls :anipulation 1 ".pression difficulty 4. # simple success convinces him to engage in ridiculous acts of subservience to gross lessers. "ach success after the first continues this effect for one day. Garou and other supernaturals may resist this Gift by spending one point of Willpo!er although if the 'ianna continues her lecture and spends another point of Willpo!er the victim must continue to resist. "ffectively it becomes a bidding !ar bet!een the victim and the 'ianna/ !hoever has the most Willpo!er !ins. Taught by% ). spirits Book% 6G0e %arrior-s Draught ('ianna Rank 7) &y stirring a bit of his o!n blood into a >ack of !ine beer ale or mead the 'ianna transforms the drink into a potent eli.ir. )nce -uaffed this potion drives the drinker into a berserk rage lending him even more strength than usual during his fury. ,he 'ianna often use this Gift !hen alone and making a desperate stand but many Ragabash also use the draught to !reak havoc in the household of an enemy by serving it to their foe+s loyal retainer. ,his Gift is taught by a &oar$spirit System% ,he 'ianna spends a point of Gnosis as he mi.es the draft. ,he eli.ir remains potent for a day (the 'ianna may increase the duration by one day for every e.tra Gnosis point he e.pends during mi.ing). )nce drunk the draught drives the drinker into a berserk fren*y $ but for the duration of the fren*y she gains an additional dot in Strength and Stamina. Taught by% &oar spirits Book% WW%t5# (airbre-s Tongue ('ianna Rank 0 $ Songkee#er) ,his Gift !as used by the ancient songmaster Galliard (airbre to sho! his people the corruption of &reas the &eautiful. &y speaking our harshly against or satiri*e someone !ho is Wyrm$tainted the possessor of this Gift !ill cause the Wyrm$ taint to appear as splotches on his target+s face lo!ering the target+s #ppearance. ,his Gift is taught by faeries and 'ianna ancestor spirits. System% ,he Garou using this Gift must spend a Gnosis point then roll :anipulation 1 6erformance against a difficulty of the opponent+s Willpo!er. 3f the roll succeeds and the target is Wyrm$tainted then she loses a point of #ppearance for every success as incriminating blotches spread across her face and body. ,hese marks last for a scene. 3f the roll fails or the target is not Wyrm corrupted nothing happens. Faerie Gate ('ianna Rank 0) ,he 'ianna are kno!n for their interactions !ith the 'ae and this Gift is one of the more beneficial outcomes of that interaction. ,he Garou !ho possesses this Gift may enter the Bmbra from the Realm by passing three times around a feature of the landscape (a tree a large rock a pond etc). ,he 'ianna slo!ly fades from vie! and appears in the 6enumbra. System% <o roll is re-uired for this Gift $ the Garou simply has to spend the time to travel around the feature three times (usually about 1? $ 78 seconds). ,he Garou cannot spend Rage for e.tra action !hile using this Gift. Whether a feature is significant enough for the Garou to use it to make the Gate is up to the S,. ,he 'ianna may bring others !ith them into the spirit realms by this Gift. Taught by% 'aerie Book% 5amien Faerie 0in ('ianna Rank 0) ,he Garou can call one of more faeries to aid her. ,he faeries are not under the Garou+s control though they are favorably disposed to the Garou (e.cept on a botch $ Gaia help the Garou !ho botches this one)/ !hat they do is entirely up to the Storyteller System% ,he Garou spends one Gnosis point and rolls :anipulation 1 )ccult (difficulty 4). "ach e.tra Gnosis point spent over the base amount increases the faerie+s ra! po!er !hile e.tra successes increase the faerie+s numbers. /ey /ines ('ianna Rank 0) &y manipulating ley lines $ part of an energy !eb that crisscrosses the planet $ the 'ianna can disorient !orld$be trackers or hunters. ,he victims of this Gift find themselves follo!ing false trails making !rong turns or !alking in circles. ,he user+s trail simply disappears. ,he secrets of this Gift can be learned from an earth$spirit. System% #fter spending a Gnosis point the player rolls Wits 1 )ccult (difficulty ;). #ny attempt to track the Garou must follo! a successful 6erception 1 )ccult roll (difficulty 4). ,his roll must e.ceed the Gift user+s successes to be successful. /leu-s S$ear ('ianna Rank 0) ,he name of this Gift derives from a tale of the Welsh !herein Cleu Skillful Hand !as nearly murdered by his rival Goron!y and sought retribution. Goron!y asks if gold or land !ill satisfy the debt but Cleu claims that Goron!y must stand !here he stood and Cleu !ill thro! a spear at him >ust as he had thro!n his spear at Cleu $ nothing else. Goron!y finally agrees to his fate but asks if he can hold a stone bet!een himself and the spear (for it !as a !oman !ho compelled him to attack Cleu). Cleu agrees $ but it does Goron!y no good for Cleu hurls the spear straight through the stone and right through his foe. So it is !ith this Gift. ,he 'ianna may invest a spear !ith supernatural piercing po!er striking !ith more strength and accuracy than one might e.pect from a mighty (rinos. Some say that a 'ianna full of spirit could even stand at a castle+s gates and put a spear clean through the !all crenellation and the man standing behind it. ,his Gift is taught by an ancestor spirit. System% ,he 'ianna concentrates !ith spear in hand for a full turn makes a Willpo!er roll (difficulty 4) and spends a variable number of Gnosis points. "ach Gnosis spent grants the 'ianna t!o additional dice for the spear+s thro!/ these dice may be split bet!een the 5e.terity 1 #thletics roll to his target to the damage roll (normally Strength 1 7) or even spent to increase the spear+s effective range (by t!enty yards per dice assigned). ,he Gift functions only on a spear+s thro!/ it cannot be used to augment a blo! made in melee or any other missile attack. Ho!ever the spear need not be metal$ tipped/ this Gift proves very effective at placing a si.$foot !ooden stake through a vampire+s black heart. Taught by% #ncestor spirits Book% WW%t5# +aksong ('ianna Rank 0) &y using this Gift a Garou can communicate !ith inanimate ob>ects made of !ood or some other organic substance (i.e.% something that !as once alive). ,he ob>ects do not actually speak but the Garou can sense their thoughts as images or sensations. 'or e.ample a !ooden can might communicate that someone had used it for !ilderness travel by filling the Garou+s mind !ith sounds of a crashing !aterfall the musty odor of bear spoor and the image of cro!ded undergro!th and to!ering pines. # straight$backed !ooden chair might allo! the Garou to =see= the person !ho last occupied it and get a sense of the emotional state of that individual. With practice a Garou can hold an entire !ordless conversation !ith anything from a sturdy help rope or a mat made of !oven reeds to a charred scrap of paper (made from !ood pulp). System% ,he user of the Gift must concentrate on !hat sort of information she !ishes to obtain from the ob>ect as if she !ere asking a -uestion. ,he sensations and images constitute the =ans!er=. ,he player spends a point of Gnosis and rolls 6erception 1 "nigmas (difficulty ;). "ach success allo!s the character to formulate one -uestion and direct it to one item. #dditional successes allo! the character to ask more -uestions (on a one$for$one basis) or else ask the same -uestion of different ob>ects. <o successes indicate a simple failure of the Gift !hile a botch provides the Garou !ith false or garbled information. Taught by% "shtarra Book% RatH *esha$e +b,e#t ('ianna Rank 0) ,he Garou can instantly shape once$living material (but not undeadD) into a variety of ob>ects $ thus trees may become shelter buck antlers become spears animal hides become armor and flo!ers become perfumes. ,he item !ill in some !ay resemble the ob>ect from !hich it !as created (the spear is made of antler not !ood). ,his Gift is taught by a Weaver$spirit. System% ,he Garou rolls :anipulation 1 Repair against a variable difficulty (? to turn a broken tree limb into a spear 4 to turn a plank into a floatable raft etc). ,he created ob>ect is not necessarily permanent/ it !ill last a length of time according to the chart belo!. ".pending a Gnosis point allo!s a created !eapon to inflict aggravated damage (this effect is not permanent unless a permanent Gnosis point is spent). Successes 5uration )ne ? minutes ,!o 18 minutes ,hree )ne Scene 'our )ne Story 'ive 6ermanent Sense the 'nnatural ('ianna Rank 0 $ Tuatha de Fionn) ,he ,uatha de 'ionn have long delved into magic and have gained the ability to sense its presence. ,he Garou can sense any unnatural presence and determine its appro.imate strength and type. supernatural presences can include% magic spirits the Wyrm !raiths etc. ,his !ill detect vampires but only those !ith Humanity scores belo! ;. ,his Gift is taught by any spirit servant of Gaia. System% ,he Garou rolls 6erception 1 "nigmas (difficulty 2). ,he more successes rolled the more information is gained. Ho!ever understanding the information might re-uire an 3ntelligence 1 )ccult roll (Storyteller+s option). %oadling ('ianna Rank 0) ,he ancient (elts !ould paint their skin !ith !oad $ the components of !hich caused a fren*y$like state $ before marching off to battle. ,he 'ianna carry on this tradition and take it even further. #fter painting the !oad on their bodies they can bring the paintings to life to harry an opponent. # stag$spirit can teach this Gift. System% "ach painting can create one !oadling that costs one Gnosis point to animate. ,he 'ianna can release only one !oadling per turn. "ach time the player creates a !oadling she should roll 5e.terity 1 )ccult (difficulty 2). "ach success subtracts one die from her opponent+s pool as the !oadling dances and prances around the target. ,he !oadlings vanish (and must be repainted) after the Gift ends. Airite#h-s Daughters ('ianna Rank @) #iritech a creature of the )ther!orld in (eltic lore had three daughters !ho took on the shape of !ere!olves. 3n the end they !ere slain. ,his Gift allo!s the 'ianna to play the part of #iritech by forcing the visage of a (rinos !ere!olf onto (at most) three humans. 3t doesn+t make them stronger or give them the instincts that Garou have but they make fine decoys !hen being hunted by the Wyrm. Cike #iritech+s 5aughters these !ere!olves e.ist to be murdered. ,he Gift is taught by an ancestor spirit. System% ,he player spends one point of Rage for each human he !ants to turn into a !ere!olf up to a ma.imum of three before rolling Stamina 1 Subterfuge (difficulty 4). "ach success !ill turn all humans affected by the Gift into !ere!olves for one hour. ,hey do not receive any of the benefits of the (rinos form do not cause 5elirium and are not protected by the Feil/ the change is largely cosmetic. ,hey may ho!ever receive a bonus to 3ntimidation rolls. ,his Gift does not !ork on anyone by moral humans including Ainfolk ghouls and sorcerers. Taught by% #ncestor spirits Book% 6G0e Balor-s Ga.e ('ianna Rank @) )ne of the Garou+s eyes begins to glo! a baleful red. 3ts stare is horrifying causing !racking pain in any being !ho meets its glare and !hose resolve falters. ,his Gift is taught by a 6ain spirit. System% ,he Garou spends one Gnosis and one Rage point. He then rolls 6erception 1 )ccult (difficulty 4). ,hereafter for the remainder of the scene any foe at !hom he so much as glances must e-ual or e.ceed the Garou+s successes on a Willpo!er roll (difficulty 4) or double over in agony. Such a foe is treated as (rippled ($? to actions) for the scene even though the foe takes no actual !ounds/ foes !ho are already (rippled are effectively 3ncapacitated. 3f a foe successfully resists she is immune for the duration. Faerie Blood ('ianna Rank @) ,he Garou can temporarily transform his blood to that of the 'ae. While this Gift has been invoked the 'ianna is effectively one of the 'ae $ they are immune to silver (although cold iron is as dangerous) any magic becomes much easier and trods open up to the 'ianna as if they !ere Ain. <earby (hangelings may notice this alteration and the Garou may also notice them. )n the do!nside those creatures !ho prey on blood such as vampires may also notice (and be interested in) this change. ,his Gift is taught by 'ae closely associated !ith the 'ianna. System% &y spending a Gnosis point the 'ianna undergoes this change. #n Gnosis roll !hile the Gift is in effect is at a $1 difficulty and any Gift re-uiring Gnosis to activate it needs one less point. Silver is not inherently dangerous to the 'ianna but cold iron has many of the same effects. ,he Gift lasts for one scene. /ore of the /and ('ianna Rank @) &y eating smoking or other!ise taking in a portion of the land the Garou can sense things that happened in the immediate vicinity in the past. 'or instance a Garou can mi. dandelions from a meado! into a salad !hich she eats/ as a result she reali*es that a group of hunters passed through the meado! three months ago. &y che!ing on the bark from a tree the Garou can learn that a surveyor for a corporation measured the land around the tree as part of a planned site for a ne! factory or that someone buried a body beneath the tree. System% ,he player spends a point of Gnosis and rolls 6erception 1 "mpathy (difficulty ;). )ne success gives the character a piece of past information (=# group of men passed through here several !eeks ago=). #dditional successes either embellish the first piece of information (=,he men !ore security uniforms=) or else provide ne! information about other events (=# battle took place here last year=). ,he information provided !ill be as pertinent as possible/ the character actually learns the most important (to Garou standards) thing or things that happened !ithin the area most often information that the Garou can act on. Taught by% "shtarra Book% RatH Phantasm ('ianna Rank @) ,his Gift creates a static illusion !ith full visual auditory and even tactile and olfactory components. ,his Gift is taught by ,rickster or 3llusion spirits or even by faeries. System% ,he Garou spends one Gnosis point for each 18$foot area to be covered by the illusion and rolls 3ntelligence 1 ".pression (difficulty 2). #ll in the vicinity must match or e.ceed the number of successes !ith a 6erception 1 #lertness roll (difficulty 2) or believe that the illusion is real. Song of the Dire ('ianna Rank @) ,he 'ianna sings a battle song to empo!er her comrades as she enters a fray. 5riven by their packmate the embattled Garou double their efforts to defeat the foe. ,he &lack Spiral 5ancers have learned to turn tail and flee upon hearing the lyrics of this dread Gift. System% ,he player spends t!o Gnosis points and rolls :anipulation 1 6erformance (difficulty 4). "ach success adds one die to each of her packmates+ 5ice 6ools/ the number of successes cannot e.ceed the 'ianna+s 6erformance rating. ,he Garou must keep singing throughout the contest/ to do so she must remain in Hispo form spend t!o Gnosis points and allocate at least t!o dice for singing each round. Troll-s Bridge ('ianna Rank @) ,he Garou can set up a temporary fortress built from the !ill of the Garou invoking the Gift. 5espite the name it does not have to be near a bridge although a relatively enclosed area such as in a gully or a thick grove of trees does help. ,he fortress must be created around the Garou and they cannot leave its confines. "nemies must direct all of their strength in order to break the barriers created and must each !ork individually. System% ,he Garou spends a point of Willpo!er and rolls Wits 1 Repair (difficulty 2). ,he number of successes 1 the Willpo!er of the Garou is the 5efensive 'actor of the lair/ the amount of Strength an intruder must possess in order to break through the magical barrier as per the 'eat of Strength maneuver. Strengths may not be added up to defeat the barrier $ each enemy must be alone. "ach intruder that does break the !all lo!ers the 5efensive 'actor by one. ,he effect lasts as many hours as successes. %ar$ S$asm ('ianna Rank @) :any tales of (uchulain state he !ould glo! in combat radiating a great heat. #t the end of a battle !omen !ould dump !ater over his body to cool him do!n. ,his Gift causes the user to radiate a tremendous heat igniting nearby flammable items and melting metal. ,he aura only !orks !hile the 'ianna is in a berserk fren*y. #t the end of the fren*y the 'ianna cools off. ,his Gift is taught by 'ianna ancestor spirits. System% ,he Garou spends one point of Rage to activate this Gift after !hich she !ill automatically go into a &erserk 'ren*y. #ll flammable material she touches bursts into flame. Her hand to hand attacks do t!o aggravated !ounds of damage in addition to regular attack damage. (all of Hunt ('ianna Rank ?) ,his Gift may only be used once per month and there must be an over!helming evil in the area. ,he Garou may call the Wild Hunt of (eltic mythology do!n from the sky to harry and slay the evil. ,his Gift is taught by the Huntsman himself. System% ,he Garou must chant and concentrate for a full hour. #fter!ard he spends on Gnosis point and rolls (harisma 1 )ccult (difficulty 4). ,he Huntsman and a single hound are al!ays summoned/ another hound !ill come for each e.tra Gnosis or Rage point e.pended. 3f the roll to summon is botched if the threat is not deemed appropriate for the summons or if the Garou fails to >oin in the Hunt the Wild Hunt turns on the summoner. Earth Heal ('ianna Rank ?) ,his Gift allo!s the Garou to help a piece of land recover from blight Wyrm$ taint poisoning or some other type of environmental disturbance. ,he Garou gives part of her essence to the damaged land and thus begins a process of rene!al that spreads to encompass such details as purifying tainted soil causing the gro!th of ne! plant life or purging signs of the Wyrm+s corruption from the designated spot. System% ,he player sacrifices a permanent point of Gnosis and rolls Wits 1 )ccult (difficulty ; for naturally caused damage/ difficulty 4 for Wyrm$taint). "ach success contributes to the overall recovery of the designated piece of land/ the area can be as large as a fe! miles but must constitute a single terrain feature (a lake forest or mountain for instance). )ne success makes minimal but significant improvements in the target area !hile five successes results in the area+s return (over time) to a state of unspoiled health and fertility. #lthough this is a potent Gift it doesn+t prevent the healed land from being polluted once more. "ven so offering up one+s Gnosis to heal a portion of Gaia if often cause for significant re!ards of Honor. Taught by% "shtarra Book% RatH Gift of the S$riggan ('ianna Rank ?) ,he Garou may gro! up to thee times her normal si*e or shrink to the si*e of a small puppy. ,his Gift is taught by faerie or a (himerling. System% ,he Garou spends one Gnosis point and rolls Stamina 1 6rimal$Brge (difficulty 4). ,he effects last one hour per success. When larger the Garou gains 10 Strength and one e.tra Health Cevel for each 188Q increase in si*e/ !hen smaller the Garou retains her normal Strength and abilities but may sneak around unnoticed or pass as a =cute little doggie= among humans. Slee$ of the Hero ('ianna Rank 2) ,his po!erful Gift has been invoked many times in 'ianna history. When a great hero (Rank ? or higher) dies in battle the 'ianna take the body and dedicate it to the land. ,his Gift forms a bond bet!een the 'ianna and the land and the spirit of the hero. ,he champion+s life returns but he remains in a deep sleep not to a!aken until the #pocalypse. ,he target must be place some!here in the earth such as a cave or !ithin a burial mound. 5uring this sleep the hero is unaffected by the elements and does not need to breathe. ,his Gift is taught by 'ianna ancestor spirits. System% ,he Garou spends t!o points of Gnosis and rolls 3ntelligences 1 Rituals against a difficulty of E. 3f she succeeds the life comes back into the hero and he falls into deep sleep usually after having a chance to say a fe! last !ords. 3f the !ielder of this Gift receives five or more successes then the hero may a!aken and return to the caern at any time of great crisis at the Storyteller+s option. Glass %alkers 6%arders7 Gifts Agro (ulture (Glass Walker Rank 1 $ -ity Farmer) ,he Garou can cause plants to take root and gro! in places !here it is usually impossible for plants to gro!. ,his Gift does not make plants gro! supernaturally fast/ it simply gives them a chance for life !here none e.isted before. ,he plants must still be tended to and !atered. Ho!ever the plants can use artificial substances such as concrete and plastic for soil. ,hey dig their roots in and gro!. 6lants can even be coa.ed to gro! out of !alls as long as they are nurtured during the process. ,his Gift is taught by plant spirits. System% ,he Garou must plant seeds in the area to be fertili*ed. 3f this is a concrete !all he must place the seeds in cracks !ithin the surface. He then rolls (harisma 1 Science (or Herbology) against a difficulty dependent on the to.icity of the area. #n abandoned lot might by ? a typical city building bathed in the smog of passing cars might be 2 or ; !hile an oil spill site might be E. (ontrol Sim$le Ma#hine (Glass Walker Rank 1) ,he Garou may speak to the primal urban spirits in the simplest mechanical devices (no electronics et al) causing them to operate or shut do!n as he sees fit. Cevers flip pulleys roll scre!s unscre! doors unbolt etc ,his Gift is taught by any technological spirit. System% ,he Garou spends a Willpo!er point and rolls :anipulation 1 Repair (difficulty ;). ,he Glass Walker+s control lasts for the duration of the scene. Diagnosti#s (Glass Walker Rank 1) #t a glance the Glass Walker can tell !hat is !rong !ith a machine. He can then enlist the aid of the machine+s spirit in repairing the faulty device. #ny technological spirit can teach this Gift. System% ,he player rolls 6erception 1 (rafts to determine the problem. She then spends one Gnosis point as the Garou mentally convinces the spirit of the device to aid her in fi.ing it. (:ost spirits are happy to do so $ they don+t !ant to be >unkD) ,he time to fi. the device is halved and the player may subtract any successes on the 6erception 1 (rafts roll from the successes necessary to fi. the device. Taught by% # technological spirit Book% WW0e Persuasion (Glass Walker Rank 1) ,his Gift allo!s a Homid to become more persuasive !hen dealing !ith others/ his statements and arguments are imbued !ith meaning or credibility. ,his Gift is taught by an #ncestor$spirit. System% ,he Garou rolls (harisma 1 Subterfuge (difficulty 2). 3f successful the difficulties of all Social rolls are reduced by one for the remainder of the scene. Alternatie !ersions From: Damien (Glass Walker Rank 1) ,his Gift allo!s a Homid to become more persuasive !hen dealing !ith others/ his statements and arguments are imbued !ith meaning or credibility. ,his Gift is taught by an #ncestor$spirit. System% ,he Garou rolls (harisma 1 Subterfuge (difficulty 4). 3f successful the difficulties of all Social rolls are reduced by one for each success for the remainder of the scene. *o$e Tri#ks (Glass Walker Rank 1 $ 0ron ,iders) ,he Garou can perform simple tricks !ith any length of rope she is touching. 'rom a simple string to a noose any rope obeys her every !ish like a !ell$trained snake. # Spider$spirit teaches this Gift. System% ,he player spends one Willpo!er point and must come in contact !ith the rope she !ishes to control. 'or the remainder of the scene or until she loses contact the rope !rithes and dances at her command. ,he Gift affects only one rope at a time and every ne! contact re-uires another Willpo!er point. Taught by% Spider$spirit Book% Wild West (ompanion Sense %eaer (Glass Walker Rank 1) ,he Garou may sense Weaver spirits or energies in the nearby area. ,his Gift is taught by 3nformational Geomids. System% ,his Gift is invoked on a successful roll of 6erception 1 Science. ,he difficulty is determines by the Storyteller. Smith-s Blessing (Glass Walker Rank 1 $ Warders) ,he tools of man have great value in a !orld that resists shaping and fe! people can afford to lose even one. ,his Gift allo!s the Warder to make a broken !orn rotted or dulled tool like ne! once more $ !ood becomes hale notches vanish cracks mend. #lthough the item doesn+t precisely become new $ anyone can tell at a glance that it+s obviously been used before $ it is once again in good shape as though lovingly maintained since its creation. ,his Gift is taught by a Hearth or 'orge spirit. System% ,he player spends a Gnosis point and rolls 3ntelligence 1 (rafts difficulty 2. ,he more successes the better the condition of the item/ a good roll can even make a fla!ed creation superior to !hen it left the forge. Taught by% Hearth or 'orge spirits Book% WW%t5# Threads of the Ta$estry (Glass Walker Rank 1) ,his Gift allo!s the Garou to determine the basic elements of a situation that seems confused or deliberately obfuscated. ,he Garou can discern !hich individual in a group really holds po!er or !hether someone is acting under duress. System% ,he player rolls Wits 1 "nigmas (difficulty ;). "ach success allo!s the character to uncover one basic behind$the$scenes fact usually the leader of a group or the emotional conte.t of an other!ise poker$faced contact. Taught by% Shantar Book% RatH Tri#k Shot (Glass Walker Rank 1) ,his Gift once an ac-uired taste has undergone a recent surge in popularity. 3t allo!s the Garou to e.ecute brilliant feats of sharpshooting such as shooting a !eapon from an opponent+s hand or firing do!n the barrel of an enemy+s gun. ,he Garou cannot use this Gift to harm an opponent directly ho!ever and he can use ,rick Shot only !ith rifles pistols or revolvers. #ir$spirits teach this Gift. System% ,he player adds the character+s permanent Glory rating to his dice pool !hen performing a really outlandish shooting trick. #gain this Gift does not allo! direct damage to targets (=3+ll shoot him bet!een the eyesD=) but it can be used to in>ure opponents indirectly (=3+ll shoot the rope that+s holding the chandelier over his headD=). ,he effects are permanent. Taught by% #ir spirits Book% WW0e (ybersenses (Glass Walker Rank 7) ,he Garou through studying his o!n senses and the tools of science may alter his sensory perceptions to those of a machine. ,hus he can change his hearing to detect radar change his eyes to detect BF emissions or radiation etc. ,his Gift is taught by any technological spirit. System% ,he Garou spends one Gnosis point per sense affected. ,hereafter he substitutes a 6erception 1 Science roll for any 6erception rolls involving the ne! sense(s). ,he effect lasts for a scene. Fi1it (Glass Walker Rank 7) ,he Garou can figure out !hat+s !rong !ith a device and make on$the$spot repairs !hich allo! the item to run or function for a short time. System% ,he player rolls 3ntelligence 1 Repair (difficulty ;). )ne success allo!s the character to repair the targeted item so that it functions for one turn. ,!o successes enable it to !ork for one scene !hile three or more successes indicates that the item has been permanently repaired barring e.cessive use or subse-uent damage. Taught by% Shantar Book% RatH Garafena-s (ro&n (Glass Walker Rank 7) Garafena !as a mythical serpent in Russian folklore that sat upon a golden cro!n and !as called upon to give blessing to his follo!ers. # recent Gift that has only been kno!n since 1EE4 Garafena no! offers his blessings to any Garou !ho !ears his mark. ,his Gift is taught by a snake spirit. System% ,he Glass Walker must don a cro!n of some description a hate or even a scarab of fabric !rapped around their head !ill do. ,he player then spends one Gnosis. 'or the rest of the scene any guns fired by the Glass Walker !ill never run out of ammunition. Taught by% Snake spirit Book% 6G0e Gift of Salt (Glass Walker Rank 7 $ Warders) ,his unassuming and yet highly useful Gift allo!s a Warder to preserve food at the peak of its freshness that he might en>oy its bounty year$round. ,he Warders use this Gift often not only to assure that they have a supply of food that !on+t offend their acute senses but also to help maintain the health of their Ain. ,he only dra!back is that all food preserved in this manner takes on a slightly salty taste (as if dusted !ith tears) $ but most folk consider this aftertaste even on fruit much preferable to the usual flavors of mould and rot. ,his Gift is taught by a Salt$spirit System% ,he player spends a Gnosis point for each 78 pounds of food to be preserved and rolls 3ntelligence 1 Herbalist (difficulty 2). ,he food remains fresh and insect$free for one month per success. Taught by% Salt spirits Book% WW%t5# Heat Metal (Glass Walker Rank 7) Glass Walkers $ !ho understand the !orkings of science and spirits alike $ can mystically e.cite the molecules !ithin metal. :etal heated in such a !ay can be forged molded or used to sear flesh. # red$hot cro!bar can be a very effective !eapon and heating the e.terior of a gasoline tanker can have e.plosive results. Glass Walkers learn this gift from fire metal or earth elementals. System% ,he Glass Walker must spend one Gnosis point and successfully roll 3ntelligence 1 Repair. ,he difficulty varies from base metals (such as copper or lead) at difficulty 2 to comple. alloys (such as steel or titanium alloy) at difficulty ;. ,he number of successes e-uals the number of rounds the metal stays heated. ,ouching heated metal causes one aggravated unsoakable Health Cevel of damage per round. Mask the Predator (Glass Walker Rank 7 $ Warders) "ven the gentlest Warder unsettles horses dogs and other domestic animals !ith his presence. ,his Gift allo!s a Warder to temporarily hide his presence. ,his Gift allo!s a Warder to temporarily hide his inner Rage allo!ing him to ride horses or !ork !ith dogs as if he !ere an ordinary man. ,his Gift is taught by the spirit of any domesticated animal $ a face that has earned the Warders much derision among other tribes. System% ,he player rolls (harisma 1 #nimal Aen. Success means that animals treat the Warder as if he !as an ordinary human for the duration of the scene. Ho!ever this po!er is ineffective against !olves/ the Warders have had little luck in !inning the confidence of their !ild relatives. Taught by% 5omesticated animal spirits Book% WW%t5# Pennies From Heaen (Glass Walker Rank 7) ,he Garou can convince money spirits to improve the value of his money by changing the denominations of the coinage or currency. ,his Gift is taught by money spirits. System% ,he Garou spends one Gnosis point and rolls (harisma 1 6olitics. ,he difficulty depends on the final desired denomination. 3t doesn+t matter !hat the money already is although fe! Garou !ill change dollars into pennies at a loss. ,he amount of money changed depends on the number of successes. (Storytellers of non$B.S. chronicles should ad>ust the follo!ing chart to the closest e-uivalent foreign currency.) 5enomination changed to% 5ifficulty 6enny 0 <ickel @ 5ime ? Luarter 2 5ollar bill ; 'ive dollar bill 4 ,!enty dollar bill E #ny other currency 18 Successes #mount (in coins or bills) 1 ? 7 18 0 78 @ ?8 ? 188 Glass Walker financial managers fro!n on the blatant use of this Gift since it tends to attract the attention of other supernaturals !ho are concerned !ith money (such as the mage Syndicate). 3f too much of this mutant money hits the market too -uickly there !ill surely be supernatural retribution from other parties. Phone Diing (Glass Walker Rank 7) &y invoking this Gift and calling upon his ability to step bet!een !orlds a Glass Walker !ith this Gift can travel along the phone lines that span the globe. ,he number must first be dialed and physically ans!ered $ ans!ering machines voicemail and modems prevent this Gift from !orking. System% &y spending a Willpo!er point and then making a Gnosis roll (difficulty of the local Gauntlet) the Garou can travel from their current location to !herever their call is ans!ered. ,he time taken is the same as the time to travel through the Gauntlet but even if the receiver is replaced in that time the Gift is still successful. # botch on the Gnosis roll sends the Garou catapulting into the unkno!n. Po&er Surge (Glass Walker Rank 7) &y speaking !ith the spirits of electricity the Garou may cause a blackout over a !ide$spread area. ,his Gift is taught by an electricity elemental. System% ,he Garou spends one Gnosis point and rolls Wits 1 Science (difficulty ;). ,he area blacked or bro!ned out depends on the number of successes rolled. )ne success is a single circuit t!o for an entire house or storey and so on. *eload (Glass Walker Rank 7 $ 0ron ,iders) With this Gift the Garou does not need to take time to reload her firearm/ the Gift reloads the !eapon automatically !ith shells or shot she carries on her person. # :etal$spirit teaches this Gift. System% ,he Garou need spend only one Willpo!er point and have the appropriate type of ammunition on hand. 'or the rest of the scene her gun remains loaded until she runs out of reserves. Shots fired beyond her normal ma.imum vanish from her gunbelt or satchel. Taught by% :etal$spirit Book% Wild West (ompanion Steel Fur (Glass Walker Rank 7) Garou !ith this Gift can temporarily convert their fur into steel. ,his Gift is taught by metal or earth elementals. System% the Garou must spend one Willpo!er point and roll Stamina 1 Science (difficulty ;). "ach success adds one to the Garou+s soak dice pool. ,he effect lasts for one scene or until the Garou decides to convert the metal back into fur. While this Gift is active the Garou suffers a 11 difficulty to all Social rolls (e.cept among Glass Walkers) and 5e.terity rolls. (onsum$tion of Ma#hine Essen#e (Glass Walker Rank 0) ,his Gift allo!s the Garou !ho possesses it to consume the essence of some form of Weaver technology and thus gain a measure of its po!er and abilities. ,he Garou must literally consume the item $ thus only ob>ects !hich can fit !ithin even the generous mouth of a (rinos form are able to be affected by this Gift. ,his Gift only affects crafted and created items $ a sharpened stick or a fire !ould not be proper components. )nce absorbed the Garou is able to continue to use the item in a spiritual form $ an absorbed key can be used to unlock its matching door a pen can still be used to !rite $ but the Garou need only touch the item to be affected. ,o the outside observer the Garou using absorbed ob>ects does not have the ob>ect in hand $ they are someho! !riting !ith a finger or pointing at someone and yelling &ang. ,he ob>ects behave as they !ould in life $ s!allo!ed binoculars !ould only have the same magnification as they did before being used in the Gift bullets fired from an absorbed gun !ould have the same forensic fingerprint as if the Garou had used it in hand etc. )nce ob>ects have been affected by the Gift they also !ork !ithin the Bmbra as they !ould in the Realm. System% #ny ob>ect to be consumed must first be invested !ith some spiritual essence via the ,alisman 5edication ritual. ,he Garou must take the ob>ect into the Bmbra !here they eat the ob>ect !hile activating the Gift. ,o activate the Garou spends a point of Gnosis and rolls Wits 1 6rimal Brge at a difficulty depending on the comple.ity of the item $ an item !ith a simple function like a knife or key !ould be difficulty ? !hereas a 65# might be difficulty E. #s stated the Garou must be able to consume the item $ they do not literally need to che! and s!allo! it but they must be able to close their mouth around it $ successfully activating the Gift means that the ob>ect is absorbed !hile an unsuccessful attempt !ill leave the Garou coughing and gagging at the ob>ect no! lodged in the mouth or !indpipe. )nce the ob>ect is successfully absorbed the Garou must spend a !illpo!er point to use it. 3f a roll !ould normally be re-uired to successfully use the item that roll still applies (5e.terity 1 'irearms for instance) at its normal difficulty. #lthough the ob>ect is absorbed it still counts to!ards the ma.imum number of ob>ects that a Garou can dedicate !ith the ,alisman 5edication ritual. ,he Garou can e.punge an absorbed ob>ect only !ithin the Bmbra and it is e.pelled in a spirit form only $ the material form is destroyed as part of the Gift. Taught by% &o!er birds and Weaver spiders Book% 5amien (ontrol (om$le1 Ma#hines (Glass Walker Rank 0) ,he Garou may bargain !ith the strange spirit life of the electronic !orld thereby controlling cars calculators computers video games et al. ,he Gift is taught by a <et$Spider (the kno!ledge is sometimes stolen from the spirit much as a cracker copies protected files). System% ,he Garou spends one Willpo!er point and rolls :anipulation 1 an appropriate skill ((omputer Science "lectronics) against a difficulty ascertained by the Storyteller (usually 4). ,his control lasts for the duration of the scene. Data Flo& (Glass Walker Rank 0) ,he Glass Walkers originally developed this Gift as a =remote control= for ne! electronic devices. #s the computer gained importance this Gift gained a !hole ne! utility. Glass Walkers no! use this ability to take control of the data resources that are so important to the !orld+s economy and to the !orld in general. &y focusing her attention on a single computer a Glass Walker can take control of that machine from across the room. She can order it to erase its memory alter security clearances transmit false data or simply print a document. #n electrical spirit or the even more comple. computer spirits can teach this Gift. System% # successful Wits 1 (omputer roll (difficulty ;) plus the e.penditure of one Gnosis point establishes contact !ith the computer. as long as the Garou keeps her target in line of sight she can maintain contact !ith the machine. While this Gift allo!s remote access the Garou must still make all the appropriate rolls to manipulate the computer. Elemental Faor (Glass Walker Rank 0) &y ca>oling a nearby urban elemental the Garou can get the elemental to perform one =favor= for her. ,his can include the manipulation or even destruction of the elemental+s housing $ thus a metal vault door might unlock itself a glass sheet might e.plode at the Garou+s enemies cables might coil around the Garou+s opponents etc. ,his Gift is taught by any urban elemental. System% ,he Garou rolls (harisma 1 Subterfuge against a difficulty of the elemental+s Gnosis. 3nent (Glass Walker Rank 0) &y invoking this Gift the Glass Walker can use pseudo$science to create minor gadgets and devices to get him out of a fi.. ,he closer the theory is to the la!s of Science the more likely the Gift can fool reality for the fe! necessary moments. System% ,he player must roll 3ntelligence 1 Repair (difficulty 4 modified by Storyteller !him). # Gnosis point must be spent to alter the material so that it !ill !ork as the Garou intends. /ightning *age (Glass Walker Rank 0 $ 0ron ,iders) ,he 3ron Rider can channel her Rage into an electrical charge. With this Gift she can shock opponents !hom she is able to touch or !ho are in contact !ith a conductive material (e.g. metal or !ater). # Cightning$spirit teaches this Gift. System% 'or every Rage point the player spends she can inflict three soakable aggravated !ounds on as many Garou (or fe!er). Taught by% Cightning$spirit Book% Wild West (ompanion Tangling the Skein (Glass Walker Rank 0) ,his Gift enables the Garou to cause confusion among her enemies by mi.ing up their perceptions so that they cannot decide !ho to follo! or !hat to do ne.t. ,he effect resembles that of the Gift% :itanu+s 5eliberate :isinformation e.cept it distorts !hat others discern through sight or memory rather than through !hat they hear. Fictims may mistake one person for another and follo! the !rong leader or they may go to the !rong meeting place in the mistaken impression they are proceeding to the correct spot. System% ,he player spends a point of Gnosis and rolls :anipulation 1 "nigmas (difficulty of the victim+s Willpo!er). "ach success allo!s the character to alter one visual or remembered perception for her victim. She can cause a &lack Spiral 5ancer to confuse the !eakest member of his pack for the pack leader or make a rival sho! up at the !rong caern for an important meeting. Taught by% Shantar Book% RatH Tongues (Glass Walker Rank 0 $ Warders) ,his Gift allo!s the user to read or !rite any human language encountered no matter ho! ancient or obscure. Galliards often use this Gift !hen translating ancient te.ts to revive old legends or compose ne! songs for :oots. ,his Gift is taught by a Raven$spirit. System% #fter spending one Willpo!er point the player rolls her 3ntelligence 1 Cinguistics. ,he obscurity and relative age of the language determines the difficulty. # common modern language such as Spanish is difficulty @. #n ancient and obscure tongue such as "truscan !ould be difficulty 4 (the difficulty increases in later years as more time has passed since the death of the most ancient tongues). ,he number of successes determines the character+s fluency !ith the language. Taught by% Raven Book% WW%t5# %age Slae (Glass Walker Rank 0) ,his Gift allo!s a Glass Walker using it to bind another being to an agreed contract. ,he Garou +pays+ something of value to the other participant in the contract and the contracted is bound to fulfill the agreed deal or suffer the conse-uences. Ho!ever if the contract also contains re-uirements for the Glass Walker in the deal they too are bound by this Gift. 3t is not necessary for the target to agree to the deal $ they merely need to kno! of the re-uirements and accept the payment. System% When the contract is sealed by payment (either money or other valuables) the Garou spends a Gnosis point. 'rom then on both participants are bound to the terms of their agreement. 3f either break the deal then they !ill suffer an ongoing curse $ other deals may sour !eaver technology can fails for them and so on. ,he e.act details are up the G: or may be delineated in the contract itself. :ultiple people may be bound to the Glass Walker by the same contract but each ne! participant must be paid and gnosis must be spent to activate the Gift. Taught by% Weaver spirits Book% 5amien %ea$onmaster (Glass Walker Rank 0 $ Warders) )ver the past fe! centuries humans have developed a be!ildering array of !eapons. ,he Warders have great respect for this talent for !ar and have learned this Gift to take advantage of that talent. # Warder !ith this Gift can utili*e any man$made !eapon as if he !ere fully trained in it from childhood/ this Gift is particular popular among lupus. ,his Gift is taught by a War spirit System% <o roll is necessary/ the granted e.pertise is automatic. When using any !eapon no matter ho! unfamiliar the Warder+s attach dice pool is s-uall to the total of his 5e.terity 1 :elee (or #rchery as appropriate) or his Gnosis pool !hichever is higher. 3n addition no matter ho! many modifiers may apply the difficulty of his attack roll cannot e.ceed 4. ,his Gift is not effective !hen dealing !ith firearms a fact that contributes to its eventual obsolete status. Taught by% War spirit Book% WW%t5# %eb %alker (Glass Walker Rank 0) ,his Gift allo!s a Glass Walker to move along the 6attern Web through the Bmbra. 6ossessing this Gift prevents a Garou from being trapped in the Gauntlet $ !hile they cannot leave the Gauntlet for an hour they can move !ithin its structure. System% ,o move onto the pattern !eb re-uires the e.penditure of a point of Gnosis. )nce there Weaver spirits !ill ignore the Glass Walker on a roll of (harisma 1 Science against a difficulty of ;. ,o avoid the chance of being trapped !ithin the Gauntlet the Garou must spend a point of Gnosis before rolling to step side!ays. Attunement (Glass Walker Rank @) &y standing in a particular area the character can commune !ith the spirits of the area thus getting an overvie! or !hat e.ists or has happened in the area $ rough population secret tunnels places of note and so on. ,his Gift is taught by a Rat spirit to &one Gna!ers and a (ockroach spirit to the Glass Walkers. System% ,he Garou spends one Gnosis point and rolls 6erception 1 Street!ise (difficulty 2). ,he amount of information gathered depend on the number of successes/ on a botch the spirits lie. ,his Gift may only be used in urban areas as the Gna!ers have become desensiti*ed to the !ilderness. (amera Eye (Glass Walker Rank @) ,he Garou can =film= events simply by looking at them. ,hey !ill be recorded onto the retina of the !ere!olf !ho uses this Gift and can be later transferred onto video tape or still film. While the images thus captured can be as artful as any photographic shot they cannot be altered until they are later transferred to a physical medium. System% #ny sight that the Garou !itnesses can be captured !ith the e.penditure of a Gnosis point and a roll of 6erception 1 #lertness (or 6erformance for artistic shots) at a difficulty ?. ,o transfer the images to a vie!able medium the Garou must stare at the ob>ect and spend a Willpo!er point. ,his Gift lasts for a scene. (orner Shot (Glass Walker Rank @ $ Wise *uys) ,his Gift makes any Glass Walker goodfella a feared opponent. #ny single bullet fired !ill =home in= on its target regardless of any cover or changes in direction is needs to take. )nly single shots !ill !ork $ auto fire in not possible. System% ,he Garou player must spend a point of Gnosis and then roll 5e.terity 1 'irearms at the normal difficulty. #s long as the named target is !ithin the range of the gun and !ithin E8 degrees either side of the !ay the Garou is pointing they !ill be hit !ith the bullet as if it !as fired in a straight line. Do$$leganger (Glass Walker Rank @) ,he Garou may take the e.act likeness of a particular human or !olf or even another Garou. ,his is taught by a (hameleon spirit or a spirit of 3llusion. System% ,he Garou spends on Gnosis point and rolls (harisma 1 6erformance (difficulty 4). ,he effect lasts for one day per success. Phone Trael (Glass Walker Rank @) :uch like the level 7 Gift of 6hone 5iving 6hone ,ravel lets the Garou step through the phone lines surfing the phone net!orks until he arrives at his destination. Bnlike the original Gift ho!ever the phone need not be ans!ered for the Garou to appear. System% ,he Garou simply steps side!ays as per normal but chooses to travel do!n the phone line. <o Willpo!er point is spent and if the Gnosis roll is botched the Gift simply fails. Ho!ever because the phone receiver at the far end does not need to be lifted (although the Garou needs to kno! the number) there is a chance that the Garou can be trapped at the far end of the line. 3f the other end of the phone line is a modem ans!ering machine or voice mail the Garou must make a Wits 1 #thletics roll (difficulty ;) to dodge ending up in the !rong place. 3f they fail $ !ell listening to the voicemail or ans!ering machine message !ill surprise its o!ner. 3f the other end of the line is a modem then the Garou is catapulted into the (omputer Realm. Shantar-s /oom (Glass Walker Rank @) ,he use of this Gift allo!s the Garou to craft some item from the energy provided by either Gnosis Rage or Willpo!er. ,he item may not involve multiple parts or have an overly comple. make$up. 'or e.ample a Garou cannot make a gun using this Gift but she can craft a dagger or hunting knife. System% ,he Garou spends either a Gnosis Rage or Willpo!er point and rolls 5e.terity 1 Repair (difficulty 4 for simple items E for more sophisticated ones). )ne success produces the item desired !hile additional successes refine its -uality and durability. ,he Storyteller may re-uire additional successes to make an item from an inappropriate trait $ such as making a child+s blanket from a Rage point. ,he item lasts a day per success. Taught by% Shantar Book% RatH Te#h S$eak (Glass Walker Rank @) &y mentally interfacing !ith the :achine the Garou can send communications through any technological device. &y concentrating her !ill upon the individual(s) !hom she !ishes to communicate !ith communication devices !ill pro>ect the information at the intended individuals% telephones shout stereos blare and printers print out the message. 3f no communication device is present other devices can be activated% alarms !ill go off lights flash or plumbing turns on. ,his Gift is taught by 6attern Spiders. System% ,he Garou spends a Gnosis point and rolls :anipulation 1 Science. ,he difficulty depends on the distance to the target% the ne.t room is @ the same building is ? one block a!ay is 2 one mile a!ay is ; one time$*one a!ay (from "astern to (entral Standard ,ime) is 4 any!here in the !orld (as long as there is a technological device present at the location) is E. ,he clarity of the message depends on the number of successes. )ne success may only communicate one !ord such as =run= !hile five successes may allo! a reading of the Gettysburg #ddress. Tra#tor Beam (Glass Walker Rank @) ,he Garou can transport non$dedicated ob>ects !ith her to the Bmbra !hen she steps side!ays. She may not take living creatures only ob>ects. ,his Gift is taught by Weaver spirits. System% ,he Garou spends on Willpo!er point for each ob>ect brought over to the Bmbra. 3t must be something she can carry and it must !eigh no more than her o!n body !eight. Ho!ever t!o or more Garou !ith this Gift can team up and carry larger items into the Spirit World. 5espite its name the user of this Gift does not emit a beam. !irtual 'mbra (Glass Walker Rank @) ,his Gift allo!s a Glass Walker to be instantly transported into the (omputer Web from any section of the 6attern Web or !hen stepping side!ays near a kno!n computer terminal in the real !orld. System% &y spending a Gnosis point and rolling 3ntelligence 1 (omputers (difficulty 4) the Garou may travel instantly to the (omputer Web. ,he Glass Walker can transport other beings !ith him at a cost of one Willpo!er point per individual. (alm the Flo#k (Glass Walker Rank ?) With this po!er the Garou may !alk among humans !ithout accidentally evoking the (urse or the 5elirium. ,his allo!s her to live among humans and maintain a family. ,he effects ho!ever do not last for long. ,his Gift is taught by a Homid #ncestor spirit. System% ,he Garou rolls :anipulation 1 Subterfuge (difficulty ;). ,he number of successes indicates the number of hours that the effect lasts. (haos Me#hani#s (Glass Walker Rank ?) Were!olves pulse !ith the Wyld+s energies of course but all creatures !ith form and nature have something of the Weaver in them or so the Glass Walkers argue. Bpon learning this Gift the Glass Walker reconciles the t!o halves of his being and he can summon primal energy and mystic form at the same time. System% # Garou !ith this Gift may use Rage and Gnosis in the same turn !ithout penalty. 5oing so allo!s the Garou to use Rage actions to activate fetishes and use Gifts re-uiring Gnosis (providing that the Gift does not re-uire a full turn to activate). What+s more important is that it allo!s the Garou to take Rage actions in the same turn that he steps side!ays provided that the player rolls enough successes to get to or from the Bmbra instantly. ,his Gift+s effects are permanent. Book% WW0e (ommand the Bla.e (Glass Walker Rank ? $ Warders) Gust as a !ood actually needs the occasional forest fire to cleanse a!ay the dead underbrush cities too are said to re-uire the occasional bla*e to s!eep a!ay the filth and allo! ne! life to gro!. Ho!ever the cities of the 5ark :edieval !orld are often tarred thatched firetraps. ,his Gift allo!s a Warder to direct the inevitable fire urging it to!ards areas that can suffer the burning and guiding it a!ay from valuable territory (such as libraries or the homes of Ain). <eedless to say it can prove -uite useful !hen hunting vampires as !ell. ,his Gift is taught by a fire elemental of great strength. System% ,he player must spend a Gnosis point and roll Willpo!er difficulty ;. ,he Warders area of control originates around her person/ the more successes the farther her area of control stretches. Su##esses *adius of (ontrol )ne #rm+s reach ,!o ,he entire room ,hree # medium$si*ed building such as an inn 'our # city block or small keep 'ive ,hree city blocks a castle Si.1 #n entire city ,he Warder+s consciousness e.tends !herever the fire is !ithin her area of control/ ho!ever it must be a single great bla*e in origin (no bidding torches and lamps across the city to leap from their sources and run !ild). She must remain still !ith eyes closed and concentrate to maintain control/ if attacked or other!ise distracted the control is lost (but can be regained by invoking the Gift again). ,he fire cannot travel under!ater or across bare stone but can other!ise leap and t!ist in unnatural fashion $ the flames can e.tend up to fifteen feet a!ay from their fuel. <eedless to say a vampire confronted !ith !rithing tendrils of flame that seem to intelligently seek him out !ill probably fly into immediate Rotschreck $ it !ould certainly seem as though God Himself !ere reaching out to strike the damned creature do!n. Taught by% 'ire elementals Book% WW%t5# Dro&n (Glass Walker Rank ?) ,his Gift causes the lungs of an opponent to fill !ith li-uid. ,he victim must receive immediate medical or magical assistance or die !ithin a fe! minutes. ,he target of the Gift can attempt to help herself but can do nothing else e.cept try to e.pel the fluid. ,his Gift can either function as a !ay to capture an opponent render an enemy helpless or inflict punishment on an individual. System% ,he player spends a point of Rage and rolls her Willpo!er (difficulty of the victim+s Willpo!er). )nly one success is necessary to activate this Gift. ,he victim must receive help immediately or else die from dro!ning. ,he victim may attempt to help herself by trying to cough up or other!ise e.pel the fluid but she can take no other actions (including movement a!ay from her surroundings) !hile she is making the attempt. Taught by% Shantar Book% RatH Family Debt (Glass Walker Rank ? $ -entral 1ouse) )nly dons of the (entral House may learn this Gift for they are the caretakers of the tribal debt and favors pool ,he Garou can call upon the past lives of other Garou to return a favor o!ed to the Glass Walker tribe even if the debt !as made centuries ago. Bsing this Gift !ill cause another Garou !ith the 6ast Cife &ackground to become possessed by the ancestor !hom the Glass Walker summons. ,he living Garou must be of the same tribe as the ancestor !ho is called (a Glass Walker cannot make a &one Gna!er summon a Silver 'ang ancestor). ,his Gift is taught by any long$lived spirit such as a turtle or an elephant and the Glass Walkers often have such spirits !itness any business transactions they make !ith other Garou. System% ,he Garou spends one Willpo!er point and rolls Gnosis against a difficulty of 18 minus the target+s 6ast Cife &ackground rating. 3f there is no Garou !ith 6ast Cife present this Gift !ill not !ork/ it re-uires a Garou !ith deep connections to her ancestors to act as a conduit. 3f successful the desired ancestor is summoned and possesses the target. ,his ancestor !ill then perform a duty to make up for a favor the Glass Walkers did for him in his lifetime. ,he (entral House keeps vast records of every debt o!ed the tribe. 3t usually re-uires a committee vote to summon one of their debtors and thus use up the favor o!ed. Ho!ever 5ons !ho learn this Gift are considered to have the po!er to use it !henever desired although 5ons !ho abuse it may !ind up being voted off the board so to speak. ,he player should be allo!ed to create the original debt condition and the debtor. =Grom Wyrmfoe of the Silver 'angs o!es the Glass Walkers big because they helped him root out vampires in :osco! in the late 1288s. Well my character feels it+s about time he repaid the favor by helping ,hey !ill usually try to get revenge at some later date $ to do so immediately is to insult the ancestor. Summon 2et-S$ider (Glass Walker Rank ?) ,he Garou can summon a <et$Spider $ one of the Weaver spirits that d!ell !ithin the Realm of electronic reality. Within reasons the <et$Spider gives its summoner absolute control over computers. ,he Garou can also send the Spider into someone else+s system to disrupt it $ the effects of this are left up to the Storyteller but should be destructive. ,his Gift is taught by an avatar of (ockroach. System% ,he Garou spends one Gnosis point and rolls (harisma 1 (omputers (difficulty 4). 3f successful the <et$Spider appears and !ill heed the Garou. ,he Spider allo!s the Garou to halve all difficulty rolls involving computers. Te#hnotheo#rati# A$o#aly$ti#a (Glass Walker Rank ?) ,hey say the Glass Walkers !orship their technology. ,hat+s foolishness. Worshipping mere tools confuses the master !ith the servant. Worshipping monsters no! that has some more flair. ,his Gift allo!s the Glass Walker to turn all machines in the room into possessed monsters/ mobile phones suddenly beginning ringing at their loudest volume and hurl themselves at the person nearest to them televisions deliberately e.plode and electrical !ires !hip around tripping and strangling !homever they can see. ,his Gift is taught by a 6attern Spider. System% ,he player spends three Rage and rolls (harisma 1 Science difficulty 4. #ssuming at least one success every electric device in the room the Glass Walker is in !ill begin to shake. ,!o turns after that the entire room is filled !ith monstrous electrical appliances and everyone in the room suffers a number of unsoakable aggravated !ounds e-ual 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% 6attern spider Book% 6G0e Get of Fenris 6Fenrir7 Gifts Battlesense (Get of 'enris Rank 1) ,he Garou can sense the best direction from !hich 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 !ith her. System% ,he player spends a point of Gnosis and becomes a!are of the tactical forces involved in an impending battle. ,he Storyteller informs the player of the numbers and placement of opposing forces. ,he player can then use this information to her character+s advantage. Taught by% <erigal Book% RatH *a.or (la&s (Get of 'enris Rank 1) ,he Garou may hone his cla!s to ra*or sharpness. ,his Gift is taught by a (at or Wolf spirit. System% ,he Garou spends one Rage point and takes a turn to scratch his talons over a hard surface such as a stone. (la! attacks then do an additional die of damage for the remainder of the scene. *esist Pain (Get of 'enris Rank 1) ,hrough force of !ill the Garou is able to ignore the pain of his !ounds and continue acting normally. ,his Gift is taught by a &ear$spirit. System% ,he Garou by spending one Willpo!er pint may ignore all !ound penalties for the duration of the scene. Sigurd-s Stride (Get of 'enris Rank 1) When )din imprisoned &runhilde in a ring of fire it !as Sigurd !ho dared the fires and rescued her. Cike Sigurd Get of 'enris !ith this Gift need not fear flame. ,he Gift is taught by a fire spirit. System% ,he 'enrir spends one Gnosis and rolls Stamina 1 6rimal Brge (difficulty @). "ach success provides an automatic level of soak against fire damage for the rest of the scene. Taught by% 'ire spirits Book% 6G0e !isage of Fenris (Get of 'enris Rank 1) ,he Get appears larger and more fearsome commanding respect from peers and co!ing his foes. # !olf$spirit teaches this Gift. System% ,he player rolls (harisma 1 3ntimidation. )nly one success is necessary to affect non$Garou and Garou of e-ual or lo!er rank. ,o affect Garou of higher rank the player must score a number of successes e-ual to t!ice the difference in Rank bet!een the Garou and the target. #llies and peers affected by this Gift see the Get as impressive and noble ($1 to all Social rolls). 'oes pause for a moment to summon the resolve necessary to fight such a monster (losing one from their initiative ratings). ,his Gift lasts for one scene. Taught by% # !olf spirit Book% WW0e Halt the (o&ard-s Flight (Get of 'enris Rank 7) ,he Garou may slo! his fleeing foes preventing them from escaping his !rath. ,his Gift is taught by a Wolf spirit. System% ,he Garou spends one turn concentrating and rolls (harisma 1 3ntimidation (difficulty of the foe+s Willpo!er)/ if successful the Garou may halve the speed of the individual for a scene. Po&er Surge (Get of 'enris Rank 7 $ The *lorious Fist of Wotan) &y speaking !ith the spirits of electricity the Garou may cause a blackout over a !ide$spread area. ,his Gift is taught by an electricity elemental. System% ,he Garou spends one Gnosis point and rolls Wits 1 Science (difficulty ;). ,he area blacked or bro!ned out depends on the number of successes rolled. )ne success is a single circuit t!o for an entire house or storey and so on. Sense Guilt 6Hand of Tyr7 (Get of 'enris Rank 7 $ 1and of Tyr) ,he Hand of ,yr camp speciali*es in the use and misuse of this Gift. &y staring into the eyes of another the Garou can sense !hether the target harbors guilt for some past offense. ,he most e.perienced Get can even get a feeling for !hat sort of crime transpired. Bnfortunately some Get have been kno!n to take advantage of this Gift by =sensing= guilt !here none e.ists or by blackmailing Garou after a successful reading. # cro!$spirit teaches this Gift. System% # successful 6erception and "mpathy roll (difficulty 4) reveals hidden guilty feelings. )ne success detects any sense of regret !hereas five successes reveals specific facts concerning the dirty issue. Shards of 3#y *age (Get of 'enris Rank 7) ,he Garou invoking this Gift calls on the cold po!er of her Rage converting her anger into physical ice. ,his ice cuts as deep as any knife and can be hurled at her enemies in place of a normal attack. System% ,he players spends a point of Rage and rolls Wits 1 6rimal Brge (difficulty 4). ,he number of successes e-uals the number of shards that form from the crystalli*ed Rage up to a limit of five shards. ,he player makes a separate attack roll for each shard and may direct them at more than one opponent. "ach shard does three dice of aggravated damage/ the range is five yard for every dot of the Garou+s strength. ,he player may spend only one point of Rage each time the Gift is used/ this prohibits spending Rage to gain e.tra actions in the same turn as invoking the shards. #lthough a character may use the Gift more than once in a scene each successive use after the first adds 11 to the difficulty roll to activate the gift. Taught by% <erigal Book% RatH Snarl of the Predator (Get of 'enris Rank 7) ,he Garou lets out a primal snarl sending shivers up opponents+ spines and co!ing them into submission. ,his Gift is taught by a Wolf spirit System% ,he Garou rolls (harisma 1 3ntimidation (5ifficulty of the opponents Wits 10). "ach success subtracts one from the number of dice the opponent can use ne.t turn (the victim is co!ed and over!helmed). ,his Gift takes a full turn to invoke. Troll Skin (Get of 'enris Rank 7) With this Gift a Garou can make her skin gro! tough and thick covered !ith !arty knots of hard armored flesh. ,his Gift is taught by an "arth "lemental. System% ,he Garou spends one Gnosis point and rolls Stamina 1 6rimal$Brge (difficulty ;). 'or each success the Garou receives one e.tra die on her soak roll. ,his Gift does not protect against fire or silver and lasts for one scene. Ho!ever !hen imbued !ith ,roll Skin the Garou is 11 difficulty on Social rolls due to the ugly skin and its accompanying smell. %earing the Bear Shirt (Get of 'enris Rank 7) When a Garou !ith this gift fren*ies he !ill al!ays enter a berserk fren*y never a fo. fren*y. ,his Gift is taught by a &ear$spirit. System% <o roll is re-uired/ once this Gift is learned the effects are automatic. 3n addition the Garou can make a Willpo!er roll to resist any Gifts 5isciplines #rcanos or other po!ers that incite fear even if a resistance roll is normally not allo!ed. Alberi#h-s (la&s (Get of 'enris Rank 0) #lberich !as a d!arven king !ho had his castle belo! the ground carved out of the rock itself. Get of 'enris !ith this Gift could !ell have been amongst the builders of that palace for their cla!s can slice directly through stone steel or any other inanimate material as if it !ere butter. 3t is taught by a mole spirit or earth elemental. System% ,he player spends one point of Rage. 3f the 'enrir+s ne.t attack is performed !ith natural !eaponry and strikes an inanimate ob>ect it automatically does an e.tra ten levels of damage. Taught by% :ole or earth elementals Book% 6G0e (hill of Early Frost (Get of 'enris Rank 0 $ 2mir's Sweat) ,he Garou invokes the spirits of !inter in a great ritual summoning biting !inds that !histle and shriek through the area. ,he chill is as much mystical as it is physical sent from the domain of great Wendigo himself. System% ,he Garou chants for an hour and spends one Gnosis point. She then rolls 3ntelligence 1 )ccult against a difficulty depending on the temperature (@ if it is already !inter 2 on a 78( spring day E in the midst of a summer heat !ave). Success drops the temperature in a five$mile radius to belo! free*ing (or even further if it !as already !inter). #nyone !ithout a natural fur coating subtract t!o from all 5ice 6ools and may suffer damage from the bitter cold. ,he effect lasts for one hour per success. (ou$ De Gra#e (Get of 'enris Rank 0 $ Fangs of *arm) ,he Garou studies her foe seeking the best place to land a blo! then sets herself up to deliver a devastating attack the follo!ing turn. ,his Gift is taught by an )!l spirit. System% ,he Garou spends one Willpo!er point and rolls 6erception 1 :edicine (difficulty of the target+s Stamina 1 5odge). 3f successful the Garou doubles the damage dice on her ne.t blo! assuming it hits. Heimdall-s Blade (Get of 'enris Rank 0) ,his Gift turns ordinary items into spiritual manifestations of the Garou+s Rage. With this Gift even a barstool becomes a deadly !eapon. #n #ncestor$spirit teaches this Gift. System% ,he player spends one Rage point and grasps her improvised !eapon. Bntil the scene ends or until the Get drops it the item has the same statistics as a cavalry saber (difficulty 2 damage Strength 1@). Taught by% #ncestor$spirit Book% Wild West (ompanion /oki-s Tou#h (Get of 'enris Rank 0 $ *et of Fenris ,agabash 3,otagar4) ,his Gift is rare among the Get of 'enris but the Rotagar often find it necessary to cool the rages of their comrades. With >ust a touch the Garou may cause a target to go into uncontrollable fits of laughter or simply to have a better sense of humor. ,his Gift is taught by any ,rickster spirit (most often Ratatosk the S-uirrel). System% ,he Garou must touch an opponent and roll :anipulation 1 "mpathy (difficulty e-ual to the Rage plus the Rank of the target/ ma.imum difficulty of 18). ,he fits of laughter !ill last for one round per success during !hich time target may not take any offensive action although he may defend himself if attacked. Mark the Enemy (Get of 'enris Rank 0 $ Swords of 1eimdall) # speciali*ed po!er developed by the S!ords of Heimdall this Gift marks the target !ith a mystical brand that only this Gift+s users can see. ,he S!ords use this brand to label their enemies so that all other S!ords can see the threat. #n avatar of 'enris himself teaches his children to identify their enemies thus. System% &y laying her hand on the target and successfully rolling :anipulation 1 )ccult (difficulty 4) the Get can mark her enemy. )ther S!ords !ho kno! the Gift can see the mark !ith a successful 6erception 1 )ccult roll (difficulty 4). #ny Garou !ho kno!s the Gift can remove the effect. Might of Thor (Get of 'enris Rank 0) ,he Garou can immensely increase his strength !reaking terrible havoc on opponents. ,his Gift is taught by a Wolf spirit. System% ,he Garou spends one Rage point. He then rolls Willpo!er (difficulty 4). ,he Garou may double his Strength for one turn per success after !hich he !ill be as !eak as a kitten (6hysical #ttributes 1 half Willpo!er) until he rests for an hour. 2erigal-s #all to arms (Get of 'enris Rank 0) ,his Gift allo!s the Garou to summon to her side any creatures of spirits allied to <erigal or appropriate to the 3ce Warrior. ,hese beings !hether <erigal+s spirit !arriors or predatory animals fight alongside the Garou for the duration of an entire battle. System% ,he Garou spends a point of Gnosis and rolls (harisma 1 Ceadership difficulty 4. )ne success summons one of t!o creatures/ additional successes increase the number of creatures or spirits that ans!er the summons. ,hus t!o successes bring up to five respondents three successes summon up to ten creatures four successes results in up to 1? beings !hile five successes brings everything !ithin a five$mile radius of the character. ,hose creatures summoned serve as an army under the character+s command for an entire scene. )f course if there are no !ild predators or War$spirits of <erigal !ithin range the Gift fails. Taught by% <erigal Book% RatH !enom Blood (Get of 'enris Rank 0) ,he Garou may change her blood to a black viscous bile capable of harming anyone !ho comes into contact !ith it. ,his Gift is taught by any poisonous spirit (Snake Spider etc). System% ,he Garou spends on Rage point and rolls Stamina 1 :edicine (difficulty ;). #nything that contacts the Garou+s blood takes one die of aggravated damage per success. ,his effect lasts for the duration of the scene. Berserker-s Song (Get of 'enris Rank @) ,he Get can sing himself into a controlled 'ren*y. He can ignore !ounds shift to (rinos immediately and he is immune to many mental Gifts of (harms. 3n this state unlike normal fren*y the Get can pull out of the fren*y at any time. #n angry Wolverine$spirit or bear$spirit teaches this Gift to the Get. System% ,he Garou spends t!o Rage points and begins singing his particular song of Rage (many young Get prefer =death metal=). ,he number of successes on a Stamina 1 ".pression (or 6erformance) roll (difficulty 2) e-uals the number of rounds the fren*y lasts. She can drop the fren*y earlier by spending a Willpo!er point. Alternatie !ersions From: P*3e (Get of 'enris Rank 7) ,his fearsome battle song is in a language that has yet to be recogni*ed $ it+s certainly not <ordic any Germanic language nor Garou. Het it is potent for it both channels and increases Rage in the !arrior !ho sings it. Some younger 'enrir have begun e.perimenting !ith the tune and discovered that the lyrics can be sung in any method $ so long as they maintain the lyrics they can sing it in more modern styles (!hich outrages some "lder Get). #n ancestor spirit teaches this Gift but cannot e.plain its origins. System% #fter spending t!o Rage points the player rolls Stamina 1 ".pression or 6erformance !hichever is higher against difficulty 2. 'or a number of rounds e-ual to the successes gained the Get automatically fren*ies shifting immediately to (rinos and gaining immunity to mind influencing po!ers. Ho!ever he can pull out of 'ren*y immediately and may use simple !eapons like s!ords or bludgeons. 3f the Garou is stopped from singing someho! the effect automatically ends. (hallenge of Single (ombat (Get of 'enris Rank @) &y invoking the name of the 3ce Warrior and issuing a direct challenge to an enemy the Garou can force her opponent to fight one$on$one according to the tacitly rules of fair play. ,he opponent can launch no surprise attacks employ dirty tricks or accept e.tra help from comrades or pack mates. Ho!ever the Garou using this Gift accepts the same restrictions $ neither combatant can break off from the fight until one participant either concedes victory to the other or dies. System% #fter the character has issued the challenge the player spends a point of Rage and rolls :anipulation 1 Ceadership (difficulty of the target+s Willpo!er). # single success forces the target to forego any unfair tactics and meet the Garou in single combat as described above. <o successes means the Gift fails !hile a botch inspires the target to launch an immediate attack $ usually !ith the help of the opponent+s friends. Taught by% <erigal Book% RatH (urse of the Berserker (Get of 'enris Rank @) #lthough the tribe is kno!n for its ferocity this Gift allo!s a Get to thro! off her fren*y and retain control. ,his Gift comes !ith a price ho!ever as the Garou must choose another to suffer. ,hat victim then endures the Get+s fren*y instead. # Wolverine$spirit or an #ncestor$spirit teaches this Gift. System% ,he player rolls her Willpo!er in a resisted action versus her target+s Willpo!er !hen a fren*y is imminent (difficulty for each e-uals the opponent+s Willpo!er). ,he loser of the resisted action enters a fren*y and the victor remains in control of his !its. Taught by% Wolverine$spirit or #ncestor$spirit Book% Wild West (ompanion Hero-s Stand (Get of 'enris Rank @) ,he Garou plants herself on a patch of ground and channels the very force of Gaia through her body essentially becoming one !ith the earth. She may not retreat or even move from her chosen =turf= (and no force on "arth can make her) but she gains many po!ers thereby. )nly !hen all foes are defeated may she retreat or leave. ,his Gift is taught by an earth elemental. System% ,he Garou rolls Willpo!er (difficulty 4). "ach success grants her one e.tra die to all her 5ice 6ools. #dditionally she may not be surprised and all attacks against her are considered frontal. #ny supernatural attempts to make her leave must obtain t!ice as many successes as the Garou did on the Willpo!er roll. 3ron-(an-t-Bite (Get of 'enris Rank @) &y carving the =iron$can+t$bite= rune into her flesh the 'enrir can make herself invincible against the iron and steel !eapons of her foes. Spears bounce off her hide and s!ords snap rather than cut into her. ,his Gift is taught by a War spirit. System% ,he player spends a Gnosis point and a Rage point/ the rune$carving inflicts no actual damage. 'or the duration of the scene the 'enrir takes no damage from attacks inflicted by ferrous metals although !ood stone silver cla!s or teeth and other non$ferrous attack forms can !ound her as normal. Taught by% War spirits Book% WW%t5# "ourney Home (Get of 'enris Rank @) <o matter !hat the distance or !hat the circumstances the Get can travel home as easily as he can reach into the Bmbra. System% ,he player spends all of his Gnosis (minimum of three points) and steps into the Bmbra. When he steps out of the Bmbra he emerges at the place he considers home. Book% Wild West (ompanion S#ream of Gaia (Get of 'enris Rank @) ,he Garou may leap into the midst of his foes and issue a terrible ho!l from the depths of his being a scream of pain from Gaia Herself for all the ravages she has suffered. 'oes are knocked off their feet and in>ured. ,his Gift is taught by a Wolf spirit. System% ,he Garou spends one Gnosis point and rolls Rage (difficulty 2). "veryone in a radius of 18 feet per success is blasted back knocked to the ground and suffers one die of damage per success as an earsplitting shock!ave engulfs the area. Enduran#e of Heimdall (Get of 'enris Rank ?) ,his po!erful Gift grants the Garou great endurance and hardiness for a time. ,his Gift is taught by a &oar$spirit. System% ,he Garou spends one Gnosis point and rolls Willpo!er (difficulty 2). 3f successful the Garou+s Stamina rating is doubled for the duration of the scene. ,his !ill aid Stamina and Soak rolls. Fenris- Bite (Get of 'enris Rank ?) ,he Garou+s teeth become terribly sharp and >a! success increases to an incredible degree allo!ing the Garou to mangle limbs !ith a single bite or even chomp them clean off. ,his Gift is taught by an avatar of 'enris. System% ,he Garou spends one Rage point and rolls Strength 1 :edicine (difficulty of his opponent+s Stamina 1 0). ,he Garou+s ne.t bite if it hits !ill crush and mangle one of the opponent+s limbs inflicting one automatic Health Cevel of damage in addition to the normal bite damage. ,he target+s limb is rendered useless for the scene (or much longer in the case of humans and other creatures !ithout regenerative po!ers). 3f five or more successes are scored on the Strength 1 :edicine roll the limb completely severed. Heart of the 3#e %arrior (Get of 'enris Rank ?) Bsually used only in the most dire circumstance this Gift renders the Garou impervious to damage long enough to deliver a final blo! to her opponent. ,he e.ertion causes the Garou to collapse mortally !ounded. Bnless healed immediately the Garou dies having given her all in battle. System% <o roll is necessary to invoke the Gift but the player must spend a point of Rage. ,he character may not dodge !hen invoking this Gift but no damage levied against the Garou !ill impair her in any !ay until her attack lands $ lightning strikes !on+t blo! her back and blades can+t sever her limbs. ,he character makes her ne.t attack at 1@ to her attack dice pool. ,he player may reroll any 1s rolled on this attack $ they simply to not count. 3n addition any damage rolls gain four e.tra dice. #fter delivering her attack the character falls to 3ncapacitated. Bnless someho! mystically healed by another using :other+s ,ouch or a similar Gift or fetish (regeneration isn+t an option) !ithin the same turn the character dies at the end of the turn. Taught by% <erigal Book% RatH Horde of !alhalla (Get of 'enris Rank ?) ,he Garou must be in good standing !ith his totem (have displayed e.emplary courage) and may only use this Gift in the most dire circumstances as he is asking aid from 'enris himself. ,his Gift is taught by an avatar of 'enris. System% ,he Garou rolls (harisma 1 #nimal Aen (difficulty 2). 3f successful a number of spirit !olves from Falhalla emerge from the Bmbra to do battle !ith the Garou+s foes $ one !olf for every point of Gnosis or Rage spent by the Garou. ,hese !olves are identical to those of the Wild Hunt. ,he !olves !ill return to Falhalla at the end of the scene. Strength of the Einher,ar (Get of 'enris Rank ?) ,his Gift allo!s a Get to call upon his greatest ancestors the heroes of Falhalla the "inher>ar for assistance. 3t is only used in dire situations !hen the lives of more than one Garou are endangered. (alling on the strength of the "inher>ar allo!s a Get to increase his #ttributes substantially for a limited time. ,he "inher>ar come to the aid of a Get only in times of great peril and punish any Get !ho attempts to call on them !ithout need. ,his Gift is taught by an #ncestor$ spirit. System% )nly Get !ith at least one dot in the 6ast Cife &ackground may learn this Gift. ,he Get spends on Rage point and rolls (harisma 1 Rituals (difficulty 18)/ she may subtract one from the difficulty for every dot she has in 6ast Cife. 5uring the casting of this Gift she must carve the specific runes of her ancestors into her flesh. 'or each success she may add one dot to any #ttribute or distribute the dots to different #ttributes. 3f the Storyteller believes this Gift has been used inappropriately the "inher>ar !ill still give assistance but then turn on their descendant permanently removing a number of #ttribute dots e-ual to those they granted. ,hey !ill sho! no mercy. (all Great Fenris (Get of 'enris Rank 2) ,he Get may summon a spirit avatar of 'enris Wolf. ,he avatar !ill assist in combat slaying all !ho are not Get of 'enris or under their protection. ,here is al!ays a sacrifice demanded in return traditionally the right hand of the summoner. )nce 'enris has claimed the hand it does not regenerate. 3f there is not a good reason for calling the avatar or the summoner !ill be devoured !hole. ,his Gift is taught by a !olf spirit. System% ,he Garou spends one Gnosis point and rolls Stamina 1 )ccult (difficulty 2). ,he summoner permanently loses one Health Cevel as his right hand is bitten off by 'enris in return for daring to summon him. See the sidebar for the 'enris avatar+s ,raits. ,he Spirit #vatar of 'enris Wolf ,he avatar of Great 'enris appears as an enormous !olf 18 feet tall at the shoulder. His eyes burn !ith rage and his >a!s drip !ith the blood of countless enemies. His fur is bro!n !ith red and black markings. ,he avatar of 'enris can run at up to 188 miles per hour and never seems to tire. Willpo!er 18 Rage 18 Gnosis 4 6o!er ;? (harms% #irt Sense :ateriali*e (6o!er cost @8/ Strength 18 5e.terity ; Stamina 18 &ra!l ? 5odge 0 (la!s% Str 1 0 'angs% Str 1 @ Health 1?) Reform ,racking. *ed Talons Gifts Babble (Red ,alon Rank 1) ,he Garou invoking this Gift can cause another to lose the ability to read !rite or speak any language. ,hat person !ill only be able to grunt like an animal. ,he effect lasts for one scene and is taught by a parrot spirit. System% ,he Garou must spend a Gnosis point and roll :anipulation 1 6rimal Brge difficulty ; resisted by an 3ntelligence 1 Cinguistics roll difficulty ;. Beast S$ee#h (Red ,alon Rank 1) ,he Garou may speak to animals from pigeons in the park to beavers at their dam or fish in the sea. ,his does not change their basic reactions $ a hungry tiger is still hungry and may !ell attack. ,his Gift is taught by a <ature$spirit. System% ,he Garou rolls (harisma 1 #nimal Aen (difficulty 2). ,his roll must be made for each type of animal and for each encounter. Prey-s (ry (Red ,alon Rank 1) :edieval legends aplenty tell of terrible beasts that mimic human voices or the cries of game animals to lure travelers into their gaping ma!s. ,he Ret ,alons have learned this trick for themselves. :any a traveler has died at ,alon >a!s after follo!ing !hat they believed to be a fair young girl+s cry of distress... ,his Gift is learned from a Raven :ockingbird or :anticore$spirit (the last is a member of Griffin+s spirit brood). System% ,he player rolls Wits 1 ".pression. ,he difficulty depends on the animal noise imitated/ a rabbit+s death$scream or !ild bison+s call is difficulty ? !hereas a human plea for help might be difficulty ; or even E if the ,alon !ants =a voice that sounds like one of their priests= or a similarly complicated mimicry. 3f successful any mortal or animal believes that the cry is that of the Red ,alon+s intended creature even to the point of recogni*ing =a noble+s inflection= or believing a female voice that of =a maiden pure of virtue=. ,he Red ,alon need not kno! that much about the creature mimicked $ even if the ,alon has never heard a soldier cry for help he can emit a cry that humans !ould instantly take for the call of a man$at$arms. Taught by% Raven :ockingbird or :anticore$spirit Book% WW%t5# *ouse to Anger (Red ,alon Rank 1) ,his Gift enables the Garou to say or do something that causes her target to refresh her inner Rage. ,his might involve shaming an individual slapping her in the face or telling her something to arouse her anger. ,he Garou can also summon !ithin herself a memory or an emotion that assists her in replenishing her o!n capacity for righteous anger. System% ,he player rolls :anipulation 1 "mpathy (difficulty 4) and spends a Gnosis point. # successful roll enables the character to speak or act in such a !ay that her target gains a point of Rage. "ach additional success allo!s the character to affect another individual including herself. Taught by% Rorg Book% RatH S#ent of *unning %ater (Red ,alon Rank 1) ,he Garou can completely mask her scent making herself virtually impossible to track. ,his Gift is taught by a 'o.$spirit. System% ,he difficulties of all rolls to track the Garou are increased by t!o. ,his Gift becomes an innate ability to the Garou !ho learns it. She need not e.pend any points or make any rolls. %ater Sense (Red ,alon Rank 1) ,he most precious resource in the unsettled !ilderness may be drinking !ater but it can be hard to find. With this Gift the Red ,alon never goes thirsty. Red ,alons also use this Gift to lose pursuers by crossing rivers or to locate prey near !atering holes. # Water$spirit teaches this Gift. System% ,he player rolls 6erception 1 Survival (difficulty 2). ,he character can detect !ater from a distance of 188 meters for every success. Taught by% Water$spirit Book% Wild West (ompanion %olf at the Door (Red ,alon Rank 1) Some humans can+t >ust be splattered all over the nearest tree. Some of them have to be taught a lesson and left alive for !hatever reason. Ho!ever the Red ,alons kno! ho! to make the message stick. ,his Gift induces a terrible dread of and respect for the forest and it makes a human target afraid to tamper !ith it in any !ay. #ny predator spirit can teach this Gift. System% ,he Garou must make eye contact !ith the target but he can be in any form !hen he does so. ,he player then rolls (harisma 1 6rimal Brge (difficulty of the target+s Willpo!er). ,he effects last for one day per success. 5uring this time the human must roll Willpo!er to leave his home and he may not go near anything resembling a forest !ithout spending a Willpo!er point. 3f the human does leave his home he is shaky and fearful until he returns and his player loses t!o dice from all :ental and Social dice pools. ,his Gift functions on Ainfolk mages ghouls and other supernatural Homids but the difficulty increases by t!o to a ma.imum of 18. Taught by% 6redator spirits Book% WW0e Aura of Fero#ity (Red ,alon Rank 7) ,he harsh untamed !ilderness fre-uently brings death to humans !ho venture into it unprepared. With this Gift the Garou can heighten the fear humans have of the !ild. # panic$stricken human may be unable to act or have to flee the area. #n #ncestor$spirit teaches this Gift. System% ,he Garou must spend one Rage point to activate the Gift and must gro!l (even in human form) for the effect to !ork. #ll normal humans lose one die from their 5ice 6ools !ithin 78 feet of the Garou. ,hose humans not used to dealing !ith !ild animals must make a Willpo!er roll (difficulty e-uals the Garou+s Rage) or flee the area. Taught by% #ncestor$spirit Book% Wild West (ompanion Beastmind (Red ,alon Rank 7) ,he Garou can reduce the mental faculties of a target to those of an animal for a short time. ,his Gift is taught by an avatar of Griffin System% ,he Garou rolls :anipulation 1 "mpathy (difficulty of the target+s Willpo!er). ,he effect lasts for one turn per success. (ull the Herd (Red ,alon Rank 7) # Red ,alon using this Gift measures the vitality of her prey to plan her attack strategy effectively. 5uring the 3mpergium Red ,alons used this Gift to pick the !eakest of the humans and destroy them. )ccasionally the Red ,alons killed the strongest of the humans to remove them from the breeding pool. ,oday the Gift continues to help Red ,alons hunt and kill their prey. #n #vatar of !olf teaches his children ho! to detect the easiest prey. System% ,he Red ,alon need only succeed on a 6erception 1 6rimal Brge roll (difficulty ;) to determine the general health and fitness of an individual. ,his Gift also !orks on animals and Garou as !ell as humans. )ne success detects any in>uries !hereas five successes !ould reveal the creature+s entire physiology. Foetra#ker (Red ,alon Rank 7) &y using this Gift the Garou can follo! her -uarry !ithout risking losing the trail. ,he scent of the target becomes so po!erful to the Garou that she can follo! it even under conditions that might other!ise obscure the trail. "ven if the victim crosses !ater lays do!n a false trail or attempts to mask his scent !ith some other odor the Garou unerringly follo!s her prey. Ho!ever the Gift+s effects become fainter !ith time and distance. System% ,he players spends a point of Gnosis and rolls 6erception 1 6rimal Brge. "ach success allo!s the character to track her target unerringly for one scene up to a ma.imum of five scenes after !hich the effects of the Gift end and the trail becomes too faint to follo!. Taught by% Rorg Book% RatH Primal 3nstin#t (Red ,alon Rank 7) ,he Red ,alon can strip a!ay the layers of humanity that cover up man+s basic instinct. # human assaulted !ith this Gift finds himself behaving like a beast. :omentarily losing all civility the human strips naked runs through the streets gro!ls at threats and makes numerous uninvited overtures to!ard members of the opposite se.. #ll thoughts of business meetings color television and &:W+s vanish in favor of the basic drives of survival. Red ,alons use !hatever means necessary to force #pe$spirits to teach them this Gift. System% ,he Red ,alon must spend a Gnosis point and roll :anipulation 1 #nimal Aen (difficulty e-ual to the target+s Willpo!er). ,he number of successes indicates the e.tent to !hich the human target loses his humanity. )ne success causes a certain absent$mindedness and preoccupation !ith food and se.. 'ive successes on the other hand probably cause the raving target to be locked up and tran-uili*ed. Taught by% #pe spirits Book% 6G0e Sense of the Prey (Red ,alon Rank 7) ,he character if he kno!s anything about his prey can track it do!n as rapidly as he can travel. ,his unerring sense of direction operates any!here and is used to track spirits through the Bmbra as !ell as to find beings on "arth. ,his Gift is taught by a Wolf$ or 5og$spirit. System% <o roll is re-uired unless the target is actively hiding in !hich case a 6erception 1 "nigmas roll is made against a difficulty of the target+s Wits 1 Stealth. 3f the target is a spirit the difficulty is the spirit+s Gnosis. Snuff Flames (Red ,alon Rank 7) ,he Red ,alons are mistrustful of humanity9s control of fire. ,his Gift allo!s them to take one of the hated humans+ most pri*ed tools a!ay from them dousing almost any fire !ithin their line of sight. ,his Gift is taught by a Water spirit. System% ,he player rolls Willpo!er difficulty 2 (or 4 !hen trying to affect oil fires). ,he ,alon may e.tinguish all fire !ithin a radius of t!o yards per success. ,he fuel may be relit but it+s difficulty to do so $ a torch becomes as tricky to light as if it !ere damp e.tinguished oil fires gutter fitfully and refuse to catch fully light and so on. Taught by% Water spirits Book% WW%t5# Elemental Faor (Red ,alon Rank 0) &y ca>oling a nearby elemental the Garou can get the elemental to perform one =favor= for her. ,his can include the manipulation or even destruction of the elemental+s material reflection $ thus a rock might roll onto enemies fire may e.plode !ater may flo! at the Garou+s !him or !inds may knock foes to their feet. ,his Gift is taught by any elemental. System% ,he Garou rolls (harisma 1 Subterfuge against a difficulty of the elemental+s Gnosis. Herding the 3nfant A$e (Red ,alon Rank 0) 6erhaps the most unpopular Gift in the entire tribe this Gift is hidden by Whelp+s (ompromise although a fe! Warders of the Cand use it in more... e.perimental !ays. 3t turns a human child of no older than ten years old into a creature of the !ild unable to set foot in a city. Some suggest this Gift is responsible for myths such as Romulus and Remus or the tale of :o!gli. Whelp+s (ompromise camp members use this to sho! that humans themselves can e.ist in harmony !ith Gaia it is the (ity that is evil and needs to be destroyed. System% ,his Gift can only be used on a human child of no more than ten years. ,he player spends three Gnosis and rolls (harisma 1 6rimal Brge. ,he difficulty is the child+s age/ any child less than a year old automatically is barred from setting foot in a city for the rest of their life. 'or children aged one and up the number of successes rolled becomes the number of decades that pass before they can re$enter a city. 3f they do so before then they suffer incapacitating cramps refuse to eat and stay immobile until removed from the city. Since this Gift only !orks on those too small to fend for themselves fe! !ho use it simply abandon their charges. #fter all a dead human child in the !ild isn+t the e.ample the Whelp+s (ompromise !ants to make. Taught by% Wolf or #pe spirit Book% 6G0e Saagery of the Taloned Hunter (Red ,alon Rank 0) ,his Gift allo!s a Garou to gain t!ice the advantage of his Rage thus increasing the ferocity and fre-uency of attacks or else allo!ing him to accomplish more under stress than he normally !ould. System% ,he player spends a Rage point !hich he may then convert into the e-uivalent of t!o points of Rage for the character. ,his enables a character to take t!o e.tra actions in a combat at the cost of a Rage point. #nother use of the Gift allo!s the character to recover from a stunned state and take an e.tra action in the same turn. Taught by% Rorg Book% RatH Sna$ Man-s (hains (Red ,alon Rank 0) ,he Red ,alons look on humanity+s domestication and subse-uent abuse of animals as nothing less than a sin against Gaia. With this Gift the Red ,alon can undo that offense if only for as long as a night. ,he ,alon releases a ho!l that drives domesticated animals completely feral $ horses thro! their rides and bolt as far as they can o.en thro! themselves against fences in a fren*y dogs turn on their masters at the first sign of !eakness. <eedless to say this Gift+s use often drives surviving humans on a -uest for the !itch among their numbers that surely must be responsible. ,his Gift is taught by any #nimal$spirit although the spirits of !olves and !ild o.en are particular generous !ith its secret. System% ,he player spends a Gnosis point and rolls :anipulation 1 6rimal$Brge. Success makes any animals !ithin earshot uneasy and difficult to manage but the actual amount of animals driven feral depends on the number of successes rolled. Su##esses Area of Effe#t )ne # single barn kennel stable or me!s ,!o # farmstead ,hree # small keep 'our # village or large keep 'ive # to!n Si.1 # city or valley ,he ,alon cannot influence the actions taken by the ne!ly feral animals/ most !ill try to flee human territory although some might attack their masters in a fit of panic or hunger. ,he effect lasts until the sun rises or sets !hichever comes first. Taught by% #nimal spirits Book% WW%t5# Tra#kless %aste (Red ,alon Rank 0) ,he Garou employing this Gift must have at least a rough familiarity !ith the terrain in a given area (have spent at least a !eek in the vicinity). ,he Garou may completely disrupt others+ perceptions of that terrain+s landmarks etc. Humans and the like !ill automatically become lost (compasses !on+t !ork and maps !ill become misleading). "ven Garou may become lost. ,his Gift is taught by any !ilderness$oriented spirit. System% ,he Garou spends one Gnosis point and rolls 3ntelligence 1 6rimal Brge (difficulty 2). "ach success enables a t!o$mile radius to be affected. )ther Garou must roll 6erception 1 6rimal Brge (difficulty 2) and e-ual or e.ceed the Gift user9s roll. ,he effect lasts four hours. Aalan#he (Red ,alon Rank @) ,he Garou must be in a mountainous or other!ise tectonically unstable area. ,he Gift causes an avalanche mudslide etc to engulf his foes. ,his Gift is taught by an earth elemental. System% ,he Garou spends one Gnosis point and rolls :anipulation 1 Survival (difficulty determined by the Storyteller depending on the instability of the terrain). ,he more successes the more po!erful the effect. )n a botch the Garou is caught in the avalanche. Form of Akhlut (Red ,alon Rank @) 3nuit myth tells of #khlut a killer !hale that turned into a !olf to !alk on land. ,he legends are almost right of course. ,his Gift allo!s a Red ,alon to take on an a-uatic form such as a fish dolphin or !hale. 3t is believed by some that this Gift is ho! the Red ,alons spread from their original lands to other continents. ,he Gift is taught by the spirit of an appropriate pelagic animal although the Red ,alons respect the orca most of all. System% ,!o Gnosis points are re-uired to activate this Gift and then the player rolls Stamina 1 6rimal Brge difficulty 4. "ach success allo!s the Red ,alon to become a more po!erful a-uatic deni*en. )ne success might allo! the Red ,alon to become a goldfish three a dolphin and five the genuine killer !hale of legend. Taught by% Whale or dolphin spirits Book% 6G0e Gorge (Red ,alon Rank @) <atural !olves !ill eat as much as possible !hen food is available for they never kno! !hen their ne.t meal !ill arrive. With this Gift a Red ,alon can do much the same thing !ith Rage Gnosis or Willpo!er storing such energy against the day she !ill need it. # !olf$spirit teaches this Gift. System% Bpon learning this Gift the player chooses !hich ,rait (Rage Gnosis or Willpo!er) her character can store. ,hereafter the character can hold three more points in the appropriate ,rait than her permanent rating. ,hese e.tra points must be regained as usual and they do not add e.tra dice to rolls involving these ,raits. Taught by% Wolf Book% WW0e Hunter-s Horn (Red ,alon Rank @) ,his Gift enables the Garou to create a sound so horrible and mind$chilling that it sends enemies into utter panic and causes them to flee an area !ithout regard for direction or destination. "nemies so affected cannot attempt to evade pursuit or disguise their passage. ,his makes hunting them do!n and dispatching them a fairly simple task. System% ,he player spends a point of Rage and rolls :anipulation 1 6rimal$Brge (difficulty of the highest Willpo!er in the group). "ach success affects one victim !ith uncontrollable panic causing them to run blindly from an area. Garou affected by this Gift enter a state of fo. fren*y !hile others simply become mindless panicked creatures of prey. ,he effect lasts for an entire scene during !hich time the character (and any allies) may hunt do!n and slay the victims if they so desire. Taught by% Rorg Book% RatH 4ui#ksand (Red ,alon Rank @) ,he Garou can turn the local ground into a sticky mass that can catch foes and prevent them from moving easily. ,his Gift is taught by "arth elementals. System% ,he Garou spends a Gnosis point and rolls :anipulation 1 6rimal Brge (difficulty ;). "ach success turns a 18$foot area of ground into a vicious sticky substance. #nyone in the area save the Garou can only move at half !alking speed and no combat maneuvers re-uiring movement may be e.ecuted. #dditionally the difficulties for all attacks involving actions more comple. than basic grappling are increased by one. *e#y#le (Red ,alon Rank @) Red ,alons !ho possess this po!erful Gift can destroy any man$made substance. 6lastics alloys and other material not found in nature disintegrate !ith >ust a touch. Ca!n chairs dissolve into oily puddles and steel melts into iron and carbon. # cockroach spirit !hich has !itnesses the humans+ secret creation rites kno!s the Gifts that can dissolve nearly anything. System% ,he Garou must touch the material for the Gift to !ork. )nly materials !hich science has manufactured are viable targets. 'or instance a !ooden chair !ould be unaffected (although the glue holding it together !ould not be) !hereas a plastic chair !ould melt to the ground. ,he Garou must roll her Rage against a difficulty determined by the item+s comple.ity. ,he difficulty ranges from iron (difficulty 2) and ordinary plastics (difficulty ;) to rare and comple. metal allo!s (difficulty E). "very success reduces five pounds of the target material to its base components. (urse of Dionysis (Red ,alon Rank ?) ,he Garou may transform any human or Garou into a normal !olf. Garou !ill stay in this form for the duration of the scene/ against humans this effect is permanent. ,his Gift is taught by a Wolf spirit. System% ,he Garou spends one Gnosis point and then rolls Gnosis against a difficulty of the opponent+s Willpo!er. Gaia-s !engean#e (Red ,alon Rank ?) ,he Garou can cause the very features of the land to animate and attack intruders% branches !ill lash out rocks !ill roll and smash vines !ill trip !ater !ill such victims under. ,his Gift is taught by an avatar of Gaia herself. System% ,he Garou spends one Gnosis point and then one Rage point. He then rolls (harisma 1 "nigmas (difficulty of the local Gauntlet). ,he game effects are up to the Storyteller. 2atural *ene&al (Red ,alon Rank ?) "ven as the Bnited States carries out :anifest 5estiny the Red ,alons seek to preserve the uncon-uered !ilderness. Bnder the effects of this Gift nature recovers from ravages created by humanity. Candslides refill the deep mining shafts that pierce the earth !ildlife infests building and technology fails. # Seedling$spirit teaches this Gift. System% ,he player must spend three Gnosis points and ho!l (or sing) to the !ilderness spirits. ,hese spirits encourage rampant plant gro!th that can even overcome man$made roads mineshafts and buildings. #lso no technology can function !ithin 08 feet of the Garou. ,he e.act effects of the Gift are up to the Storyteller but nature does its best to rene! itself despite humanity+s efforts. Taught by% Seedling$spirit Book% Wild West (ompanion Pa#k Mind (Red ,alon Rank ?) ,his Gift forces a group of foes to behave like a single$minded pack. #ll individuals must perform the same task at the same time regardless of its appropriateness to a given situation. 'or e.ample if one individual fights all the others fight/ if one person attempts to sneak up behind an opponent all the others make this attempt as !ell. ,his Gift lasts for one combat scene. System% ,he player spends a point of Gnosis and rolls Willpo!er (difficulty 4). # single success allo!s the character to inflict 6ack :ind on a group of up to four individuals. #dditional successes allo! the character to increase the number of people affected in increments of t!o/ five successes therefore enables the character to affect t!elve individuals. 'or the duration of this Gift all the affected victims mimic the actions of their leader $ or more typically the first person in a group to act each turn. 3f one decides to speak all of them attempt to do so/ if one thro!s a left hook all of them choose this form of combat ignoring any !eapons they may have. Taught by% Rorg Shado& /ords Gifts Aura of (onfiden#e (Shado! Cord Rank 1) ,he Garou radiates an aura of strength and command preventing any attempts to read the Garou+s aura or detect his !eaknesses/ he reveals no fla!s !hatsoever. ,his Gift is taught by an #ncestor spirit. System% ,he Garou rolls (harisma 1 Subterfuge (difficulty ;). ,his must be rolled for each ne! encountered of situation the Garou finds himself in. Aura of 2obility (Shado! Cord Rank 1) "ven at her !orst this Garou looks her best. 5espite her character or lack thereof the Shado! Cord seems to be above contempt or slander. # (obra$spirit teaches this Gift. System% ,he Gift do!nplays the offensiveness of the Shado! Cord+s deeds or her connection to them in !itnesses+ minds. ,he player needs only to spend one Gnosis point to avoid any loss of Honor. Taught by% (obra$spirit Book% Wild West (ompanion Fatal Fla& (Shado! Cord Rank 1) ,he Garou can discern a target+s !eaknesses allo!ing him an advantage in combat. ,his Gift is taught by a Storm cro!. System% ,he Garou concentrates for one turn and rolls 6erception 1 "mpathy (difficulty of the target+s Wits 1 Subterfuge). Success allo!s the Garou to do an e.tra die of damage against the target. ".tra successes allo! him to discern additional vulnerabilities/ five successes grant the Garou kno!ledge of all the target+s fla!s. Find the Portent (Shado! Cord Rank 1) With this Gift a Garou can call for and receive some omen or portent !hich can help her determine her ne.t course of action. ,he Garou must meditate for a fe! minutes in order to place herself in a receptive state so that she can recogni*e the sign that comes to her. System% <o roll is necessary but the player must spend a point of Gnosis. ,he Storyteller then produces some sort of omen or portent to serve as a hint for the character about !hat lies in the future. (=# black bird carrying something in its beak flies north= =Hou feel a sense of dread about entering this part of the forest=). Taught by% Ruatma Book% RatH Per#e$tie Serant (Shado! Cord Rank 1 $ -hildren of -row) (hildren of (ro! are consummate eavesdroppers and combined !ith the perceptiveness one gains by serving (ro! this Gift can be e.tremely useful. 3t is taught by a (ro!$spirit. System% &y spending one point of Gnosis a (hild of (ro! can reduce the difficulty of overhearing a conversation or !itnessing a secretive activity by 7. Purify S#ent (Shado! Cord Rank 1 $ "ringers of ight) 3f another supernatural creature attempts to determine the breed tribe or auspice of a &ringer of Cight the target may use this Gift to retain her secrets. # <ight$ spirit teaches this Gift. System% ,he Shado! Cord spends one point of Gnosis and rolls 6erception 1 6rimal$Brge. ,he difficulty of discovering the information is increased by 1 for each success (up to a ma.imum modifier of 10). *ains of Mer#y (Shado! Cord Rank 1) ,hough this Gift surprises many non$Shado! Cord Garou it is only because they forget the Shado! Cords follo! a god affiliated !ith rain and they come from a harsh land. "ven the 5ar!inist Shado! Cords kno!n that their Ain need to be fed and the rain summoned !ith this Gift made sure those favored by the Cords never !ent hungry. # Storm cro! teaches this Gift System% ,he Shado! Cord spends one point of Gnosis. &y the end of the day rain pours do!n in an area around the Shado! Cord. ,he si*e of this area depends on the Shado! Cord+s rank/ it affects a radius of 1? minutes !alk for each Rank the Cord has achieved so an #thro can affect a region one hour+s !alk in radius from his location. ,his Gift cannot summon harsh storms but does produce a heavy do!npour. Taught by% Storm cro!s Book% 6G0e Sei.ing the Edge (Shado! Cord Rank 1) ,o the Shado! Cords there is no possible !ay for a contest to be even. 3f neither competitor !ins they both lose. ,his Gift allo!s the Garou to s!ing the balance ever so slightly in her favor. # spirit servant of Grandfather ,hunder teaches this Gift. System% ,he player spends one Gnosis point. 'or the remainder of the scene !henever the Shado! Cord is involved in a direct confrontation !ith another being (specifically if the player must make an opposed roll) any ties go to the Shado! Cord. 'or e.ample a Shado! Cord and her Get of 'enris rival are !restling. &oth players must roll to see if the Get of 'enris can break the hold that the Shado! Cord has caught him in. 3f the players roll the same number of successes the Shado! Cord !ins and the Get remains pinned. ,his Gift last for one scene. Taught by% # servant of Grandfather ,hunder Book% WW0e (la$ of Thunder (Shado! Cord Rank 7) ,he Garou may clap her hands together sending forth a shock!ave that can stun all before her. ,his Gift is taught by a Storm cro!. System% ,he Garou spends one Gnosis point. #ll those !ithin 18 feet friend and foe alike must score at least one success on a Willpo!er roll (difficulty 4) or be stunned an unable to act for one turn/ on a botch they are stunned for the duration of the scene. ,he Garou must be in Homid Glabro or (rinos form to employ this po!er. (old !oi#e of *eason (Shado! Cord Rank 7) # cunning Shado! Cord can talk his !ay out of >ust about anything. 3f a Cord is attacked by another Garou the Shado! Cord may invent a clever remark that !ill detain his attacker for at least one round. ,his gift is taught by a (ro!$spirit. System% ,he Garou spends a Gnosis point and rolls :anipulation 1 Subterfuge (difficulty 4). ,he attacker is detained one round for each success as long as he in turn is not attacked. 3f the target is assaulted the effect of the oratory !ears off and the victim may resume his attack. # botch !ith this Gift !ill cause the attacker to go into 'ren*y. Disfigurement (Shado! Cord Rank 7) ,he Shado! Cord can place a nasty boil or dishonorable scar on the target. She can disfigure her rival in embarrassing !ays that rob him of prestige in the presence of other Garou. #lthough the lesion isn+t physically handicapping it certainly limits the victim+s social grace. # &aboon or ,oad spirit teaches this Gift. System% ,he player rolls :anipulation 1 6rimal Brge (difficulty ;) and spends a Willpo!er point. ,he disfigurement subtracts t!o dice from all the target+s Social rolls. ,he scar or blemish heals at the end of one scene. Hidden De$ths (Shado! Cord Rank 7) ,his Gift allo!s a Garou to uncover some hidden piece of information or to decipher some cryptic passage of te.t. ,he Gift can also enable a Garou to figure out !ho the real po!er behind the scenes is in a given situation System% ,he player spends a point of Gnosis and rolls 6erception 1 "nigmas (difficulty 4). "ach success allo!s the character to learn one hidden or concealed fact about the person place or thing targeted by the Gift. 'or e.ample one line of prophecy may be e.plained for each success. ,he Storyteller should decide the overall effects of this Gift so that players do not attempt to avoid pursuing other avenues of investigation. Taught by% Ruatma Book% RatH /una-s Amour (Shado! Cord Rank 7) ,he Garou calls upon the blessing of Cuna to deter any damaging attacks aimed at her. ,his Gift is taught by a Cune. System% ,he Garou concentrates for one turn spends one Gnosis point and rolls Stamina 1 Survival (difficulty 2). "ach success allo!s the Garou to add one to her Stamina for the purpose of soaking damage (including silver). ,he effect lasts for one scene. Pure 3dentity (Shado! Cord Rank 7 $ "ringers of ight) # &ringer of Cight can alter his appearance to suggest he belongs to another race. 3f he remains in Homid form he can appear as pallid as a vampire or as glamorous as an Bnseelie changeling. 3f he desires to keep his =scent= as a Garou he can affect cosmetic changes and appear as a &lack Spiral. ,his Gift is taught by a (hameleon$spirit. System% ,he Cord spends three Gnosis but need make no roll. ,he duration is one day. (lose e.amination re-uires a Subterfuge roll to maintain the deception. (urse of (orru$tion (Shado! Cord Rank 0) ,he Shado! Cords never a tribe to play fair designed this Gift to discredit their rivals. Fictims of this curse find themselves doubted by even their staunchest allies. 5espite a target+s most noble e.ertions no one believes anything he has to say until the curse fades. # >ackal spirit teaches this Gift. System% ,he Shado! Cord rolls her Gnosis against a difficulty of the target+s Gnosis. ,he number of successes indicates the number of turns the victim suffers from the curse. Bntil it fades everything the victim says sounds dishonest. ,he Shado! Cord must spend a Willpo!er point to activate this Gift. Dark Aerie (Shado! Cord Rank 0 $ -hildren of -row) ,he Garou may hover and float in the air. ,his Gift is taught by (ro!. ,he servant of (ro! is enveloped by shado! as he escapes. System% ,he Garou spends one Gnosis point. He may move at 78 mph and the duration is one hour. :aneuvering re-uires a roll of 5e.terity 1 Stealth (difficulty ;) and the difficulties of all comple. actions such as combat are increased by t!o. Dire#t the Storm (Shado! Cord Rank 0) Having a packmate !ho is prone to fren*y isn+t safe for anyone. With this Gift the Shado! Cord can direct the primal instincts of a fren*ied Garou $ friend or foe $ causing him to attack targets of the Cord+s choice. # storm cro! teaches this Gift. System% ,he player spends a point of Gnosis and rolls Willpo!er (difficulty of the target+s Rage). Success indicates that the Shado! Cord controls the target+s fren*y and can set him on anyone she chooses. Bsing this Gift on a Garou in the ,hrall of the Wyrm is possible but doing so re-uires the player to roll Rage (difficulty ;) to check for fren*y for her o!n character. Taught by% Storm cro! Book% WW0e 3#y (hill of Des$air (Shado! Cord Rank 0) ,he Garou can assume a frightening aspect seeming to gro! larger more looming shado!y and terrible. Fie!ers !ill hesitate and stall in fear. ,his Gift is taught by a Storm cro! System% ,he Garou concentrates for a turn spends a Gnosis point and rolls :anipulation 1 3ntimidation (difficulty ;). 3f successful enemies vie!ing this sight must make a Willpo!er roll (difficulty 4) scoring a number of successes e-ual to the Garou/ failure means that the victims must spend Willpo!er to attack take action against or even verbally oppose the Garou. ,he victims are not controlled by her merely to co! to struggle or oppose her. ,his effect lasts for the rest of the scene. 3nterrogator (Shado! Cord Rank 0 $ ords of the Summit) ,his Gift !as originally discovered by a cult of Shado! Cords kno!n as the Gudges of 5oom. # Garou may use this Gift to terrify his victim into a confession. ,his Gift is taught by a 'ear$spirit. System% ,he interrogator rolls :anipulation 1 Subterfuge or 3nterrogation/ the defendant resists !ith a opposed Willpo!er roll. 3f the Garou succeeds the defendant !ill be paraly*ed !ith fear for one round and confess the greatest crime that he has committed during the last cycle of the moon. ,his is long enough for a one sentence confession but may only by used once per moon cycle. Gudges of 5oom may learn this as a Cevel )ne Gift. Paralysing Stare (Shado! Cord Rank 0) ,he Garou can direct a terrifying ga*e at a target causing her to free*e in paralytic fear. ,his Gift is taught by a Storm cro!. System% ,he Garou concentrates for a turn spends one Gnosis point and rolls (harisma 1 3ntimidation (difficulty of the target+s Willpo!er). "ach success gained on this roll free*es the opponent in place for one turn. *aen-s (urse (Shado! Cord Rank 0) #s the name implies this Gift lays Raven+s (urse $ the curse of death by arro!s $ on the Shado! Cord+s enemy. While the curse is in effect arro!s bolts hurled spears and other pro>ectile !eapons are invisibly attracted to the target. #lthough this Gift can be used in battle situations most Cords prefer to secretly use it on their foes >ust before a ma>or battle ensuring an =unfortunate accident=. ,his Gift is taught by a Raven spirit System% ,he Shado! Cord must caress the intended target !ith his fingertips. #t that time the player spends one Gnosis and rolls :anipulation 1 #rchery. ,he number of successes determines the duration of the curse+s effect. Su##esses Duration )ne )ne Hour ,!o )ne day ,hree )ne month 'our )ne year 'ive1 Bntil someho! broken ,he difficulty to strike the target !ith any sort of missile !eapon (e.cept bullets !hich e.plains the eventual !ane of this Gift+s popularity) drops by t!o/ archers and other range based combatants in battle situations are also (as determined by the Storyteller) more likely to fire at the marked target than at other targets around him. ,he curse can be broken by certain methods at the Storyteller+s discretion/ a Rite of (leansing for instance is usually effective. Taught by% Raven spirits Book% WW%t5# *aen-s %ings (Shado! Cord Rank 0) ,he Garou !ith this Gift may send a portion of her spirit out of her body in the form of a raven. ,he raven can see and hear but it cannot affect the physical !orld. 3t is invulnerable to attacks ho!ever. ,his Gift is taught by a Raven$spirit. System% ,he Garou spends one Gnosis and rolls Wits 1 )ccult (difficulty 2). ,he raven may be sent five miles a!ay for every success on the roll. 3f it goes past this range the Gift is canceled. While this Gift is in use the Garou must concentrate to use the raven+s sense and may take no other actions in the same turn in !hich he is communing !ith the raven. Summon Storm #ro& (Shado! Cord Rank 0 $ 5udges of Doom) ,he Gudges learnt this blessing from Grandfather ,hunder himself. ,he Storm cro!s some of Grandfather ,hunder+s servants come to the aid of those Garou !ho activate this Gift. #cting as spies the Storm cro!s follo! anybody the Gudge chooses and report back all they learn. Rumors speak of net!orks of Storm cro!s that pass information back and forth like a regular telephone line. System% ,o call a +cro! the Gudge must roll (harisma 1 3ntimidation (difficulty 4) and spend a Gnosis point. He may give the cro! a single command such as ='ollo! the Red ,alon and report his activities= or =Aeep an eye on the ,heurge elder=. ,he Storm cro! is invisible to everyone e.cept individuals in the Bmbra. ,he target must roll her 6erception (difficulty 4) or employ a Gift to see a Storm cro! in the Bmbra. 'nrael (Shado! Cord Rank 0) ,his Gift allo!s the Garou to put together seemingly random bits of information to form a tentative analysis of a situation and formulate a course of action. ,his is particularly useful in situations !here gathering concrete information is difficult or in e.tremely comple. situations. System% ,he player spends a point of Gnosis and rolls 3ntelligence 1 "nigmas (difficulty ;). )nly on success is necessary to make sense out of even the most confusing situation but each additional success further clarifies matters. (,he player may ask the Storyteller to e.plain to her !hat is actually going on in a given scene and use that information as character kno!ledge). Taught by% Ruatma Book% RatH 'n&itting Pa&n (Shado! Cord Rank 0) )ver time the Shado! Cord can convince a target that the Gift user holds the other+s best interests at heart. #t first the ne!$found friend performs small favors/ much later the pa!n might even die for the Shado! Cord. # Rat$spirit teaches this Gift. System% ,he Gift affects >ust one pa!n at a time. )ver the period of a !eek the Shado! Cord must pretend to be the person+s friend (the friendship can be real as !ell). 5uring that time he must spend one Gnosis per day to seal the arrangement. #fter the first !eek the pa!n sides !ith the Shado! Cord in arguments helps !ith the Garou+s chores and rolls his cigarettes. ,he effect fades in one !eek unless the Shado! Cord spends additional Gnosis. 3f the Gift affects the same person for over a year the small favors and general friendliness turn obsessive and dangerous. Taught by% Rat$spirit Book% Wild West (ompanion Blank Slate (Shado! Cord Rank @) ,he Garou can completely remove a single piece of information from her o!n mind or from that of another. ,his Gift becomes useful in situations !here an individual has come across some dangerous kno!ledge that might lead to her death for possessing it. ,he Garou may not only remove the information $ such as the identity of the Garou mole !ithin a hostile group or the location of a safe house for ecoterrorists $ but she may also smooth over the edges of the victim+s memory so that he does not reali*e anything is missing. ,he Garou may also use this Gift to alter her o!n memories in situations !here she feels that this is necessary. System% ,he player spends a point of Gnosis and rolls :anipulation 1 "mpathy (difficulty of the victim+s Willpo!er). # single success allo!s the character to e.cise the desired piece of information. #dditional successes enable the character to make secondary ad>ustments to the target+s memory to hide the fact that something is missing. Taught by% Ruatma Book% RatH Dolorous Stroke (Shado! Cord Rank @) ,he Shado! Cord may deliver a blo! so merciless and terrible that it strikes fear into the hearts of those around her. #nyone !itnessing the 5olorous Stroke becomes faint of heart and finds it difficulty to oppose the Shado! Cord capable of such a strike. ,his Gift is taught by a 5eath spirit. System% ,he player spends a Gnosis point and then rolls to hit/ she may take no other action this turn. 3f she misses the Gift is ineffectual. &ut if she hits she gains t!o bonus dice to her damage pool. 3f she does at least three levels of damage (after soak) to her target any onlookers are dismayed by the brutal e.pertise of the Shado! Cord+s attack and suffer a one$die penalty to any rolls made against the Shado! Cord for the remainder of the scene. Taught by% 5eath spirit Book% WW%t5# +$en %ounds (Shado! Cord Rank @) ,he Garou may cause the ne.t !ound he inflicts on a target to bleed profusely. ,his Gift is taught by a 6ain spirit. System% ,he Garou spends one Gnosis point and rolls Strength 1 :edicine (difficulty of the target+s Stamina 1 0). 3f the roll succeeds the target !ill bleed losing one Health Cevel per turn for a duration of one turn per success. ,his is not aggravated damage. Seeds of Doubt (Shado! Cord Rank @) &y careful deliberation the Shado! Cord may convince a listener of one false idea. System% ,he Shado! Cord spends one point of Gnosis and makes an opposed (harisma 1 Subterfuge (difficulty 4) roll against the listener+s Wits 1 Subterfuge (difficulty 4). 3f the Shado! Cord succeeds the listener !ill believe the lie as long as it is not actively harmful to him (i.e. =Hou can !alk on air= or ='ire is easily digestible.=) 3f the listener succeeds he !ill reali*e that he is being tricked. 3f the caster botches the listener !ill fren*y. Sten#h of the Peasant (Shado! Cord Rank @) # Garou can make others appear to be inept contemptible and base. )thers !ill be more inclined to believe the Shado! Cord+s proclamations concerning the enemies they thus curse. ,his effect lasts one scene. While those affected suffer no Reno!n loss they !ill find it hard to speak at moots and !ill be considered last for honorable missions (!hich the Shado! Cord can maneuver to be assigned to his pack instead). ,he effect lasts one scene. System% &y spending one Gnosis point and rolling :anipulation 1 Subterfuge against a difficulty of ; the Garou can affect one person per success. ,hose affected subtract four from their Social dice pools. 3n addition the Shado! Cord gains 7 dice to any ".pression rolls !hen making disparaging remarks about these =lo!ly fools=. Strength of the Dominator (Shado! Cord Rank @) ,he Garou by force of command dra!s from another+s anger to feed his o!n. ,his Gift is taught by a Storm cro!. System% ,he Garou rolls Wits 1 3ntimidation (difficulty of the target+s Willpo!er). 'or a number of turns e-ual to the successes scored by the Garou the victim !ill lose one Rage point per turn !hile the Garou !ill gain that Rage point. ,his may be attempted only once per target per scene. 'bi)uitous Presen#e (Shado! Cord Rank @) 6aranoia is a !onderful !eapon. 3t keeps enemies from resting from thinking properly and done right from ever attacking you. #nd if you can+t be every!here at once at least you can appear to be. ,he Shado! Cord can curse an enemy !ith paranoia giving the victim an unflinching suspicion that the Garou is !atching her even !hen that belief !ould other!ise be entirely illogical. Shado! or night$spirits teach this Gift. System% ,he player spends one Gnosis and rolls (harisma 1 3ntimidation difficulty of the victim+s 3ntelligence K 7. Success indicates that the curse takes effect reducing all dice pools of the victim by one for each t!o successes rolled. ,he effects last for one day and night. Taught by% Shado! or night$spirits Book% 6G0e Di$lomati# 3mmunity (Shado! Cord Rank ?) ,his Gift enables the Garou to !alk about in the middle of a hostile group !ithout provoking the outbreak of hostilities. ,he Garou can enter a caern belonging to a rival or !alk openly into the middle of a group of &lack Spiral 5ancers in order to retrieve something or deliver a message. ,he Garou surrounds herself !ith an aura of =neutrality= that negates her enemies+ or rivals+ animosity long enough to accomplish her task and leave !ithout incident. ,he Gift only lasts for one scene after !hich all bets are off. System% ,he player spends a point of Willpo!er and rolls :anipulation 1 Subterfuge (difficulty 4). # successful roll allo!s the character to interact !ith a group of potential enemies for the purpose of delivering a messsage retrieving an item or delivering an ultimatum. Taught by% Ruatma Book% RatH Mask Taint (Shado! Cord Rank ? $ ords of the Summit) # Garou !ith this Gift may completely hide his Wyrm$taint from all senses including Gifts that detect such taint. ,his Gift is taught by a 6uppeteer &ane. System% ,he Garou spends one Gnosis point and rolls #ppearance 1 Subterfuge (difficulty 4). ,he effect lasts for one scene. "very time this Gift is used the Garou must roll one die. 3f the number is e-ual to or less than her (orruption ,rait she adds one to her (orruption gaining more Wyrm taint. ,his Gift cannot be used by Garou !ith (orruption 18. +bedian#e (Shado! Cord Rank ?) ,he Garou becomes the ultimate alpha leader commanding others to do as she !ishes. ,his Gift is taught by a Storm cro!. System% ,he Garou spends one Gnosis point and rolls (harisma 1 Ceadership (difficulty 4). #ll in the vicinity must make Willpo!er rolls (difficulty 4). 'ailure to match or e.ceed the Garou+s successes means that the listeners must obey the commands of the Garou. ,he degree of obedience varies according to the number of successes/ one success means that the listeners can be persuaded to do something they don+t mind doing/ three successes means they+ll pretty much do !hatever the Garou tells them as long as they aren+t directly opposed to it/ five successes means the listeners !ill undertake virtually suicidal actions. Purity of Blood (Shado! Cord Rank ? $ "ringers of ight) ,he disciple has become so resistant to the Wyrm that she may overcome the &lood &ond of vampires. ,his Gift is taught by an avatar of Grandfather ,hunder himself. System% ,he Shado! Cord must e.pend t!o points of Gnosis spend 18 minutes in meditation and make a successful 3ntelligence 1 :editation roll. Bntil the Garou uses 6urity of &lood he !ill be a!are that he is &ound but may nonetheless spend a Willpo!er point to break his conditioning and use the Gift. #lso note that this allo!s an infiltrator of the Sabbat to shatter the effect of the Faudelarie. Shado& Pa#k (Shado! Cord Rank ?) ,he Garou may summon a shado!y duplicate of himself or even multiple shado! to spend beside him in battle. ,hese shado!s eerily resemble the Garou and have the same po!ers. ,his Gift is taught by a spirit of <ight or a (himerling System% ,he Garou must spend a variable number of Gnosis points and succeed in a Gnosis roll (difficulty 4). 'or each Gnosis point spent the Garou summons an e.act duplicate of himself to fight by his side. ,hese Garou have identical #ttributes and #bilities but not fetishes/ they may not use Gnosis or Willpo!er and each has only as many Health Cevels as the number of successes rolled. ,he shado!$Garou last for one scene. Taught by% <ight or (himerling Silent Striders Gifts Heaen-s Guidan#e (Silent Strider Rank 1) # Silent Strider must be able to make his !ay through unfamiliar territory !ithout benefit of chart of compass. While under a night sky even clouded the Strider !ith this Gift can never be truly lost. #lthough this Gift cannot tell a Strider e.actly !here he is at all times (the constantly shifting borders of province and country alike are hard to foresee) the Strider !ill al!ays have a perfect sense of direction as !ell as ho! many leagues he has traveled that day. Farious Star$spirits and other spirits of the #etherial Realm teach this Gift. System% <o roll is necessary/ the Strider+s sense of direction and distance is absolute !hile he is under a night sky. Taught by% Star$spirits and other spirits of the #etherial Realm Book% WW%t5# Ma-at-s Feather (Silent Strider Rank 1) #ccording to "gyptian legend if the heart of one of the dead !as heavier than :a+at+s feather she !ould feed it to the beast #mmit destroying their soul entirely. 3f it !as lighter then the dead person !as admitted to the afterlife. ,his Gift !as first the province of Silent Strider 6hilodo. (and is still most common amongst that tribe) but has spread throughout all of Garou society. 3t allo!s the 6hilodo. to sense the !eight of a fallen Garou+s soul and determine if he died as one of Gaia or had fallen to the Wyrm. 3t is used to determine !hat rituals !ill be undertaken for the deceased and is taught by a bird or lion spirit. System% 3f the Garou died in the service of Gaia the Gift !orks automatically revealing this to be so. 3f ho!ever the Garou had betrayed the :other then a roll of the 6hilodo.+s 6erception 1 )ccult (difficulty of the deceased+s former Gnosis) is needed to correctly determine their guilt. # simple success is sufficient and the Storyteller is encouraged to roll secretly for each use of this Gift to keep the players guessing. Taught by% &ird or lion spirits Book% 6G0e Sense of the Transformation (Silent Strider Rank 1) With this Gift the Garou can identify states of transformation or significant changes !ithin creatures or ob>ects. ,his Gift allo!s the Garou to ascertain !hether or not someone is dying of a disease or if a female is pregnant (even in e.tremely early stages). 3n the same fashion the Garou can choose to determine if an ob>ect is about to break or cease functioning. ,he Garou need only concentrate on her target to activate this Gift. System% <o roll is necessary but the player must spend a point of Gnosis to activate the Gift for one scene. 5uring that time the character can determine the general state of health (or illness) of the individuals or creatures in her vicinity. She can also tell if inanimate ob>ects are on the verge of breaking do!n or other!ise ceasing to function. Taught by% :eros Book% RatH Sense %yrm (Silent Strider Rank 1) ,he Garou can sense manifestations of the Wyrm in the nearby area. ,his Gift involves a mystical sense not a visual or olfactory image although Garou using this Gift are likely to say =,his place stinks of the Wyrm.= ,his po!er re-uires active concentration. ,his Gift is taught by any spirit servant of Gaia. System% ,he Garou rolls 6erception 1 )ccult. ,he difficulty for this Gift is based on the concentration and strength of the Wyrm+s influence (sensing a single fomori in a room !ould have a difficulty of 2). Fampires can be sensed using this Gift but only those !ith Humanity scores lo!er than ;. Silen#e (Silent Strider Rank 1) ,he Garou can muffle any sound she makes the better to creep up on an enemy or escape unnoticed. #n o!l$spirit teaches this Gift. System% ,he player rolls 5e.terity 1 Stealth. "ach success adds one to others+ difficulty to hear the Garou for one scene. Taught by% )!l Book% WW0e S$eed of Thought (Silent Strider Rank 1) ,he Garou can double her land speed. ,his Gift is taught by a Roadrunner or (heetah spirit. System% ,he Garou spends one Gnosis point. ,he effect lasts for one scene. Trailbla.er (Silent Strider Rank 1) With this Gift the Garou can !end his !ay through thick underbrush as if !alking on the open plains. ,he Strider also finds the fastest trails and shortest routes from one location to another. When used in a to!n or city the Garou can still find the shortcuts through alleys and dart through cro!ded streets !ith ease. # (ro!$spirit teaches this Gift. System% ,he player must roll her 6erception 1 Survival or Carceny in cities (difficulty ;). ,he number of successes e-uals the -uality of the ne! route and decreases travel time. "very success reduces travel time appro.imately 18 percent up to a ma.imum of half the original travel time. ,he difficulty of any rolls to track the user increase by t!o !hen this Gift is active. Taught by% (ro!$spirit Book% Wild West (ompanion A1is Mundi (Silent Strider Rank 7) ,he Garou !ith this Gift can center herself in relation to Gaia and al!ays kno! !hich direction she is traveling in or facing no matter !here she may be in the Gaia realms. 3n addition the !ere!olf carries her =territory= around !ith her in a mystical sense. Wolves !ill detect this and concede her right to travel through their territories and hunt there. )ther animals !ill also recogni*e this and not attack the intruder. System% ,o activate this Gift the player must e.pend a point of Gnosis. #nimals !ill automatically sense the presence of the Garou and leave her be and even other lupus must make a Willpo!er roll not to recogni*e this right. Blissful 3gnoran#e (Silent Strider Rank 7) ,he Garou can become completely invisible to all sense spirits or monitoring devices by remaining still. ,his Gift is taught by a (hameleon$ spirit. System% ,he Garou rolls 5e.terity 1 Stealth (difficulty ;)/ each success subtracts one success from the 6erception 1 #lertness rolls of those actively looking for the character. 3f no one is so doing then one success indicates complete concealment. Messenger-s Fortitude (Silent Strider Rank 7) ,he Garou may run at full speed for three days !ithout rest food or !ater. #fter the duration e.pires the Garou must sleep for a Week. ,his Gift is taught by a (amel or Wolf spirit. System% ,he Garou spends on Gnosis point and may do nothing save run/ for an additional Gnosis point he may imbue the effects of this Gift upon another being. Shorten the *oad (Silent Strider Rank 7) ,his Gift enables the Garou to cut normal travel time by a third even in the Bmbra. ,his feat may take shape in a number of !ays $ either through a series of fortunate coincidences or else through clearly supernatural means. System% ,he player spends a point of Gnosis and rolls :anipulation 1 Survival (difficulty ;). # successful roll shortens a >ourney by a third so that a three$day trip takes only t!o days !hile a t!o !eek long trek through unspoiled !ilderness only takes 18 days. Taught by% :eros Book% RatH Smoke Signals (Silent Strider Rank 7) ,he Strider can communicate over a great distance !ith visual signals. Whether !ith puffs of smoke by day or flickering lights at night the Garou sends his message into the sky for other Garou to read. # 'ire$spirit teaches this Gift. System% ,he Silent Strider can create her message !ithout a fire or other tool. He simply !ills the message to e.ist and plumes of smoke (or flickering lights at night) rise into the sky. #ny Garou !ho see these signals instinctively kno! !hat he means >ust as if they had heard a ho!l. ,he player spends one Willpo!er point to activate this Gift. Taught by% 'ire$spirit Book% Wild West (ompanion Summon Talisman (Silent Strider Rank 7) ,he Strider can summon to herself any dedicated handheld ob>ect (see the Rite of ,alisman 5edication). ,he item disappears from !herever it currently rests even from somebody else+s grasp and appears in the Garou+s grip. Striders use this Gift to bring special items to them once they have finished a >ourney or to recover items lost along the !ay. # packrat$spirit teaches this Gift. System% ,he Garou need only spend one Gnosis point and concentrate on the item. ,he Garou can only call half of his dedicated items $ he must choose !hich ones upon learning this Gift. Tread Sebek-s Ba#k (Silent Strider Rank 7) # Silent Strider may call on the rover to support her steps. &y activating this Gift a Strider may !alk or run across !ater or other li-uids. Ho!ever her feet are not protected $ running across a pit of Wyrm$to.in is still a ha*ardous enterprise. Some Striders are rumored to have crossed seas by use of this Gift. 3t is taught by a (rocodile or &asilisk spirit. System% ,he Strider spends a Gnosis point and rolls 5e.terity 1 Survival (difficulty ;). "ach sucess allo!s her to travel across !ater as if it !ere open ground for an hour. Ada$tion (Silent Strider Rank 0) ,he Garou may e.ist in any environment regardless of pressure temperature or atmospheric composition. ,he Garou also takes no damage from poison or disease though concentrated flame or radiation still affects the Garou normally. ,his Gift is taught by a &ear$spirit System% ,he Garou spends one Gnosis point and rolls Stamina 1 Survival (difficulty ;). ,he effects last for one hour per success and may be e.tended by spending Gnosis. ,his Gift may be applied to others as !ell as the Garou !ho possesses it. Death Tra#k (Silent Strider Rank 0) Sometimes someone+s >ourney ends too soon such as a man dying before he can tell the Silent Strider important information. Silent Striders !ith this Gift do not let the end of someone else+s >ourney be the end of theirs. #s long as the Silent Strider can find the body they can then follo! the trails of the spirit until they find the ghost. # servant of )!l teaches this Gift. System% ,he Silent Strider stands over the body of the dead. ,hen the player spends one point of Gnosis and rolls 6erception 1 )ccult difficulty ;. )ne success is needed to smell the direction of the ghost from the body. "very day the search continues another 6erception 1 )ccult roll must be made !ith one additional success re-uired for each day spent searching. ,he Storyteller determines ho! far a!ay the ghost is. Taught by% Servants of )!l Book% 6G0e Alternatie !ersions From: Damien (Silent Strider Rank 0) System% #dditional% only the ghosts of those !ho had a task left undone on their mind at the time of death may be found !ith this Gift. Bnless the task in -uestion concerned the Silent Strider using the Gift the difficulty is 4. Eyes of Ma-at (Silent Strider Rank 0) When a Strider invokes the po!er of ma'at itself she may discern levels of truth invisible to even the canniest investigators. With this Gift she may perceive innocence and truth should they reside in the breast of those she encounters. ,his Gift is taught by an 3bis or &aboon spirit. System% ,his Gift acts much as the 6hilodo. Gift% ,ruth of Gaia. Ho!ever the Garou may make 6erception 1 "mpathy rolls to determine the nature of any truths or lies the target may speak. (=6lease no 3 never set foot inside her houseD= =,hat is true but you forced the door open so that your companions could enter. ,he guilt is plain and !ritten on your heart.= Gibberish (Silent Strider Rank 0) ,his Gift destroys the ability to communicate. ,he Silent Strider causes one target to lose her kno!ledge of speech !riting and any other form of communication. Should the victim try to speak no one can understand her. Should she try to read a telegram the message appears to be garbled nonsense. System% ,he player spends one Willpo!er point and rolls :anipulation 1 "nigmas (difficulty e-uals the target+s Willpo!er). "ach success removes the victim+s ability to communicate for five minutes. ,he victim can resist !ith Willpo!er but each point allo!s her to read or speak only one sentence. Book% Wild West (ompanion /ong *unning (Silent Strider Rank 0) Whether the Garou is on foot or in a vehicle this Gift allo!s him to reduce the travel time on a lengthy >ourney. Striders use this Gift only !hen the need is dire/ usually they prefer to see the sights and take their time. # Horse$spirit can teach this Gift. System% ,he player rolls 5e.terity 1 #thletics (or 5rive) at a difficulty e-ual to the local Gauntlet and spends a Gnosis point. 'or every success the travel time diminishes by ? percent. # botch increases travel time by 7?Q or indicates that travel has stopped altogether (due to a flat tire t!isted ankle etc). Message Glan#e (Silent Strider Rank 0) ,he Strider can formulate a message of !ords or symbols that can be delivered !ith a single glance to the recipient+s mind and easily remembered by the recipient. System% ,he player rolls 3ntelligence 1 Cinguistics difficulty ; to formulate the message. ,he number of successes determines the length of the message $ ? symbols or !ords per success. )ne Gnosis must be e.pended to deliver the message and the target must be in sight. ,he target receives a $1 to all difficulties interpreting and remembering the message. The Great /ea$ (Silent Strider Rank 0) ,he Garou can >ump incredible distances in one bound. ,his Gift is taught by a Gackrabbit spirit. System% ,he Garou spends one Willpo!er point and rolls Strength 1 #thletics (difficulty 2). "ach success enables the Garou to leap 188 feet. Tongues (Silent Strider Rank 0) ,his Gift allo!s the user to read or !rite any human language encountered no matter ho! ancient or obscure. Galliards often use this Gift !hen translating ancient te.ts to revive old legends or compose ne! songs for :oots. ,his Gift is taught by a Raven$spirit. System% #fter spending one Willpo!er point the player rolls her 3ntelligence 1 Cinguistics. ,he obscurity and relative age of the language determines the difficulty. # common modern language such as Spanish is difficulty @. #n ancient and obscure tongue such as "truscan !ould be difficulty 18. ,he number of successes determines the character+s fluency !ith the language. %yld S$irits (Silent Strider Rank 0) ,he Garou can call upon :eros+ erratic nature and inflict one or more of her opponents !ith a bout of erratic behavior thus making it more difficult for the victims to coordinate attacks or act sensibly in any given situation. System% ,he player spends a point of Willpo!er and rolls :anipulation 1 "mpathy (difficulty of the victim+s Willpo!er). "ach success allo!s the character to affect one individual. #ffected targets fail to carry out any sustained course of action attacking one minute and retreating the ne.t or else stopping to make a speech. 3f the Gift is used in a non$combat situation the victims change their actions radically from one moment the ne.t. ,his Gift lasts for one scene. Taught by% :eros Book% RatH Attunement (Silent Strider Rank @) ,his Gift is similar to the &one Gna!er Gift but may be used only in the !ilderness. &y standing in a particular area the character can commune !ith the spirits of the area thus getting an overvie! of !hat e.ists or !hat has happening in the area $ rough population secret trails places of note and so on. ,his Gift is taught by an )!l spirit. System% ,he Garou spends one Gnosis point and rolls 6erception 1 Survival (difficulty 2). ,he amount of information gained depends on the number of successes. )n a botch the spirits lie. Dam the Heartflood (Silent Strider Rank @) <o tribe loathes the blight of vampires more than the Silent Striders. &y using this Gift a Strider may block the flo! of blood in a vampire+s heart preventing him from using any supernatural po!ers tied to the blood. ,his Gift is taught by (obra spirits !ho resent being vie!ed as a symbol of Set. System% ,his Gift can only be used on a supernatural creature !ith a &lood 6ool !ho gains po!er from that blood (vampires ghouls even #nasasi). ,he Garou spends a Gnosis point and rolls :anipulation 1 :edicine (difficulty of the target+s Willpo!er). "ach success prevents the target from spending any &lood 6oints for !hatever purpose for a full turn. # Garou may only use this Gift once per scene against a given target but multiple Garou may use this Gift on a target once each. Strider packs armed !ith this Gift are amongst the fiercest Ceech$slayers kno!n to the Garou Guiding Hand of D,eheuty (Silent Strider Rank @) <one could stay the !ords of 5>eheuty the messenger of the Gods. ,hose !ho have this Gift do not even have to accompany the message but can send it on its !ay and be assured that it !ill reach its destination. ,he spirit of any migrating animal teaches this Gift. System% ,he player spends t!o points of Gnosis and rolls (harisma 1 )ccult difficulty 4 !hile the Strider loudly states the message+s destination. ,he message must be !ritten on something physical (paper tablet bone shard). # simple success imbues the message !ith a Gaffling that !ill ensure it arrives at the stated destination. ,he method of delivery is a matter of coincidence/ the message is picked up by someone curious ends up on a truck heading that direction floats on the !ind etc. ,he number of additional successes determines ho! long this takes regardless of distance. 2umber of Su##esses /ength of Transit 1 # year 7 Si. months 0 )ne season @ )ne !eek ? )ne day While the message is in transit the Silent Strider cannot regain the t!o points of Gnosis invested in it. <or can they revoke the message. #s a result this Gift tends to be used only !hen all other avenues have been tried and failed or if the Strider+s death is certain. ,he Strider+s death !ill not disrupt this Gift. Taught by% :igrating animal spirits Book% 6G0@ Slee$-s Traels (Silent Strider Rank @) ,hrough this Gift a Garou+s spirit may >ourney to another location !hile his body sleeps. )nce he has arrived at his destination the Garou may either e.amine his surroundings impart a message to someone he sees or retrieve a small (hand$ held) item such as a ring a set of keys or a piece of paper. Whether the Garou actually causes an ob>ect to assume spirit$form long enough for her to transport it from the place she has visited to the location of his sleeping body or if the Gift causes the retrieved item to relocate from one place to another is unclear. ,he Garou must have at least four hours of uninterrupted sleep before he is able to begin the sleep >ourney. )nce the >ourney has ended and the Garou+s spirit has reunited itself !ith her body she must a!aken naturally. #ny disturbance in the sleep pattern negates the effectiveness of the Gift though it does not other!ise physically threaten the Garou+s life. System% ,he player spends a point of Gnosis and rolls Wits 1 )ccult (5ifficulty 4). )ne success enables the character to travel to the desired spot in his dreams and look around. He may overhear conversations but may not participate in them. #dditional successes increase his ability to interact !ith !hat lies at his >ourney+s end. ,hree successes allo!s him to converse !ith individuals he meets (!ho if he so chooses see him as if he is really present) !hile five successes are necessary for the character to transport a physical ob>ect to his sleeping form. Taught by% :eros Book% RatH S$eed Beyond Thought (Silent Strider Rank @) ,he Garou may run at 18 times normal speed. ,he Garou may do nothing save concentrate on running. ,he effects last for eight hours after !hich the Garou !ill be famished and must eat immediately or risk fren*y or !orse... ,his Gift is taught by a (heetah or #ir spirit System% ,he Garou spends on Gnosis point and rolls Stamina 1 #thletics (difficulty ;) $ one success is sufficient. Tou#h of Death (Silent Strider Rank @) ,he Silent Striders learned this Gift from the !raiths !ho pro!l the Bnder!orld. With it a Garou can cause the victim to see the moment of her death. #lthough the victim does not remember !hat she sees the e.perience disables her !ith fear. System% ,he Garou must touch his target for this Gift to !ork. She must spend t!o Gnosis points and roll :anipulation 1 )ccult (difficulty 4). ,he number of successes determines the number of dice removed from the victim+s 6hysical ,raits (Storyteller discretion as to !hich ones). ,hese =!ounds= can be healed like aggravated damage. ,ypically the victim+s fur is streaked !hite by the incident. Fampires and other undead are unharmed by this Gift $ they simply remember !hat has already happened to them. Essential Transformation (Silent Strider Rank ?) ,his Gift allo!s the Garou to convert part of her essence into Gnosis for use in situations !hich re-uire the e.penditure of large amounts of spiritual po!er. ,he Garou can either use the Gnosis gained by this Gift to create or replenish fetishes enact Gifts that re-uire Gnosis or for any other purpose that re-uires her to spend Gnosis. Ho!ever its residual effects are cumulative. "ach use of this Gift imbues the Garou+s physical and mental abilities !ith more and more =spirit substance= until eventually she becomes a spirit creature lacking in material substance. When his happens the Garou can no longer maintain her earthly e.istence and must either relocate to the Bmbra as a permanent resident (not unlike the members of the Sept of the Stars) or else =die= and allo! her spirit to return to Gaia. System% ,he player rolls Willpo!er (difficulty E). )nly one success is necessary for the character to convert one dot in a chosen #ttribute into 18 points of temporary Gnosis. Bntil the character uses all 18 of these points she has one less dot in the chosen #ttribute. When the converted Gnosis is depleted the #ttribute returns to its normal level. Ho!ever the Storyteller (and the character) should keep track of the number of times this Gift is used. When the character has used this Gift a number of times e-ual to her total number of dots in 6hysical. :ental and Social #ttributes her body loses its material substance and the character becomes a spirit. ,he character+s fate once this occurs is left to the Storyteller+s discretion although in most cases this means that the player must retire the character from active play. Taught by% :eros Book% RatH Gate of the Moon (Silent Strider Rank ?) ,his po!er only !orks at night and there must be at least a sliver of a moon in the sky. ,he Garou can open a special type of :oon &ridge allo!ing instantaneous travel to her destination. ,his Gift is taught by Cunes. System% ,he Garou spends one Gnosis point for every 188 miles she !ishes to travel and she rolls 3ntelligence 1 #lertness (difficulty depends on the distance of the >ourney and the accuracy !ith !hich she kno!s her destination $ up to 18 for a far >ourney to an unkno!n place). Success allo!s the Garou to travel to that place instantly. She !ill be disoriented for a turn unless she scored at least three successes. # botch means that the character is hurled through space in a random direction arriving far from her destination (or even high in the air). ,he Garou may take others !ith her by spending one Gnosis point per person. 3no#ation of the Pharaoh (Silent Strider Rank ?) ,his a!e$inspiring Gift is only available to the greatest Strider heroes. ,he Strider must be in Homid form spend a Gnosis and a Willpo!er point and must enact a 18$minute chant to the greatest of ancient "gyptian spirits. )nce this is done the Garou e.pands and gro!s becoming a giant similar to the depictions of pharaohs on mastabas and sarcophagi. ,his Gift is taught by Sphin. System% ,he Garou gro!s to a height of nearly 4 feet but other!ise remains in Homid form. ,he Garou gains the 6hysical #ttributes of a (rinos but loses no Social #ttributes/ indeed the Garou+s (harisma and :anipulation are treated as 2 !hen making Ceadership or 3ntimidation rolls. # Garou is 6haraoh form does not inflict aggravated damage but adds one to all &ra!l and :elee damage inflicted against Wyrm$foes (or adds t!o !hen facing follo!ers of Set). ,he Garou regenerates as a (rinos but gains no vulnerability to silver and cannot fren*y. "ssentially the 6haraoic form combines the best of Homid and (rinos. ,he effect lasts for one scene. Portents (Silent Strider Rank ? $ 1arbingers) ,his Gift !hich the Harbingers are said to share !ith the (ora. allo!s them to see one future event !ith clarity. ,hough the future is mutable the Garou !ill see the most likely event. System% ,he Garou must spend t!o Gnosis points and roll 3ntelligence 1 "nigmas (difficulty 4) !hile spending some time in a meditative trance. *ea#h the 'mbra (Silent Strider Rank ?) ,he Garou may pierce the Gauntlet and instantly travel to the Bmbra at !ill !ithout the need for a reflective surface. ,his Gift is taught by an )!l spirit. System% ,he Garou simply !ills herself to step side!ays. She does not have to make the usual Gnosis roll and can never get =caught=. Siler Fangs Gifts Aura of /eadershi$ (Silver 'ang Rank 1) Similar to the Cevel ,!o Silver 'ang Gift% #!e this Gift surrounds the Garou !ith an aura of authority that enables her to assume the mantle of leadership for a brief period of time. )thers react to the Garou as if she !as their pack leader $ including the pack leader. )f course there may be repercussions after the effects of the Gift have passed. System% ,he player rolls (harisma 1 "mpathy (difficulty of the highest Willpo!er in the target ground). 3f successful the difficulties of all Social rolls against the target group are reduced by one. )ne success enables the character to affect a single target. #dditional successes increase the number of individuals !ho fall under the effects of the Gift. ,he effects last for one scene. Taught by% Marok Book% RatH Eye of the Fal#on (Silver 'ang Rank 1) ,his Gift allo!s the Garou to see long distances !ith the acuity of a falcon. 3t is taught by any of 'alcon+s brood. System% #ll visual 6erception #lertness and long$range !eapon rolls are at $1 difficulty. ,his Gift costs one Gnosis point per scene to use. Fal#on-s Gras$ (Silver 'ang Rank 1) # leader must keep a tight grip on his po!er and this Gift allo!s the Garou to do so literally. ,he Garou+s hands or >a!s tighten in a mighty death$grip making it nearly impossible to escape. # falcon spirit teaches this Gift. System% ,he player spends a point of Rage. 'or the remainder of the scene the Garou+s grip !ith either hands or >a!s (or both at the cost of t!o Rage) is much stronger. 3n game terms the Garou+s Strength is considered three points higher for purposes of grappling or maneuvers such as the >a! lock. ,he Garou may not use this e.tra Strength to inflict damage. Taught by% 'alcon Book% WW0e Full Moon (leansing (Silver 'ang Rank 1 $ +oon odge) /hroun) ,his Gift allo!s the Garou to shake off Harano by overpo!ering it !ith Rage. (,he Gift does not dispel 5erangements.) :any Silver 'ang #hroun learn this Gift regardless of lodge. &lood$!arrior spirits teach this Gift. ,o learn it the Garou must kill the spirit in ritual combat and then burn it in an Bmbral fire and smearing herself !ith the ashes. System% ,he player must spends one point of Rage and make a Rage roll (difficulty ;) for the character to activate this Gift. ,he Gift+s effects last for one scene. 3#e Dan#e (Silver 'ang Rank 1) ,he !ere!olf can move on ice and sno! !ith supernatural grace and speed. System% ,he player spends a Gnosis point to activate this Gift for one day. ,his is a Gift of balance/ 6hilodo. are especially adept at this art. #ll 5e.terity rolls are $1 difficulty !hile on ice or sno! ($7 for 6hilodo.) and a Garou can run at normal speeds through even the deepest sno! and on the slickest ice. # 6hilodo. running on ice can double his normal speed. #n 3ce "lemental teaches this Gift. /ambent Flame (Silver 'ang Rank 1) ,he Garou can cause a silvery light to ignite around her body. ,his Gift is taught by a Cune. System% ,he Garou must spend one Willpo!er point. ,he effect lasts for the duration of the scene. ,he light illuminates in a 188$foot radius and the ensuing glare adds one to the difficulties of all hand$to$hand attacks on the Garou/ the difficulties of all missile attacks ho!ever are reduced by one. Sense %yrm (Silver 'ang Rank 1) ,he Garou can sense manifestations of the Wyrm in the nearby area. ,his Gift involves a mystical sense not a visual or olfactory image although Garou using this Gift are likely to say =,his place stinks of the Wyrm.= ,his po!er re-uires active concentration. ,his Gift is taught by any spirit servant of Gaia. System% ,he Garou rolls 6erception 1 )ccult. ,he difficulty for this Gift is based on the concentration and strength of the Wyrm+s influence (sensing a single fomori in a room !ould have a difficulty of 2). Fampires can be sensed using this Gift but only those !ith Humanity scores lo!er than ;. A&e (Silver 'ang Rank 7) ,he Garou simply by her bearing and strength proves to others her mastery and right to rule other tribes. ,his Gift is taught by a 'alcon spirit. System% ,he Garou rolls #ppearance 1 "mpathy (difficulty of the target+s Willpo!er). 3f successful the difficulties for all Social rolls made by the Garou against that target are reduced by one and the target+s difficulty to hit the Garou in combat is increased by one. Em$athy (Silver 'ang Rank 7) ,o be a leader among !olves is largely a matter of physical dominance but a human leader must understand his charges and follo! their !ill to a degree. With this Gift a Silver 'ang can understand those around him and live up to their e.pectations. # falcon spirit teaches this Gift. System% ,he player spends one Gnosis point and rolls 3ntelligence 1 "mpathy (difficulty ;). Success indicates that the Garou kno!s that the ma>ority !ould like to see be it attack mediation harsh punishment or clemency. ,he more successes the player rolls the better the Garou understands the people+s desires even if the people !ould rather keep those desires secret. <ote that this Gift by no means reveals the !isest or most rational decisions >ust the most popular one. Taught by% 'alcon Book% WW0e Fool-s Siler (Silver 'ang Rank 7) ,he Silver 'ang can trick a victim into thinking an ordinary item is made of silver. Whereas greedy humans flock to the illusion Garou are usually !ary and back a!ay from it. # Cune teaches this Gift. System% ,he Silver 'ang concentrates for one turn to make the Gift active. ,he selected item gleams !ith a silvery sheen. Garou !ho hold the item feel the sting of normal silver for about 18 seconds after !hich the illusory =pain= vanishes. Taught by% Cune Book% Wild West (ompanion Gibbous Moon Song (Silver 'ang Rank 7 $ +oon odge) *alliard) When used by 'angs of other auspices this Gift makes the Garou more adept at social situations. 3t makes Galliards lo-uacious and silver$tongued in the e.treme. Galliard moon$dancers !ho use this Gift dra! upon the moon+s mysteries to cast complementary light on their every action. ,he Galliard naturally dra!s people+s attention. # =social Gaffling= of the Great Green (heese Spirit (a traditional &one Gna!er ally) teaches this Gift. ,his fact is scandalous to most Silver 'angs. System% ,o learn this Gift the Garou must best the spirit in a !ord contest (Wits 1 "nigmas difficulty 4). ,he player spends a point of Gnosis for the Garou to use this Gift. #ll Social Skills are $1 difficulty for the duration of the scene. Galliards that use this Gift are $0 difficulty on all Social rolls. /una-s Amour (Silver 'ang Rank 7) ,he Garou calls upon the blessing of Cuna to deter any damaging attacks aimed at her. ,his Gift is taught by a Cune. System% ,he Garou concentrates for one turn spends one Gnosis point and rolls Stamina 1 Survival (difficulty 2). "ach success allo!s the Garou to add one to her Stamina for the purpose of soaking damage (including silver). ,he effect lasts for one scene. Pro#lamation of A#tion (Silver 'ang Rank 7) ,his Gift enables the Garou to force an end to discussion and take the course of action the character thinks is best. ,he !ere!olf can literally command others to act as he bids although only if they had been previously dithering over a course of action System% ,he player spends a Willpo!er point and rolls (harisma 1 Ceadership to put a damper on discussions that have gone on too long. (&'nough talk( et's do it&). "ach success allo!s the character to affect a single target. # character desiring to resist the effects of the Gift must make a Willpo!er roll (difficulty of the Gift user+s Willpo!er 1 1 up to a ma.imum of 18). ,his Gift lasts for one scene. Taught by% Marok Book% RatH *eason (Silver 'ang Rank 7) ,he Silver 'ang !ho uses this Gift may temporarily free himself from Harano and 5erangements. ,his Gift may also be used to partially defend against all sanity$ endangering attacks. ".amples of such attacks include the Galliard Gift% Head games and :alkavian 5ementation 5iscipline and invasive uses of :ind magick. # 'irebird$spirit teaches this Gift. System% ,he player must spend a Gnosis point and roll Willpo!er (difficulty ;). ,he Garou overcomes all mental dysfunctions for a number of scenes e-ual to the number of successes rolled. #ll psychic attacks against the Garou+s sanity are reduced by one die. 3f the player botches the roll the character+s dementia becomes painfully intense for a day. Tru#e of Helios (Silver 'ang Rank 7 $ Sun odge) Helios is among other things a spirit of reason and diplomacy. Garou !ho follo! him are often skilled diplomats. ,his Gift helps ensure that the other side at least listens to the Garou+s !ords. Helios is also an honorable (elestine/ the Silver 'ang may not use this Gift as a ruse to gain momentary advantages (gain time to set an ambush for e.ample). # Garou may learn this Gift from one of the (hildren of Aarnak or from a 'irebird$spirit. System% ,he player must roll (harisma 1 "ti-uette (difficulty ;). 3f successful the Silver 'ang negotiates under a spiritually enforced flag of truce. #ll those !hom he negotiates !ith must make Willpo!er rolls (difficulty E t!o successes needed) to attack the Garou. ,he truce lasts one hour for each success rolled. 3f the Silver 'ang breaks the !ords of the truce the effects of the Gift end and !ill never !ork on the same target again. #dditionally the Silver 'ang loses three points of temporary Honor. ,his Gift costs a Gnosis point to use. %ord of Honor (Silver 'ang Rank 7) ,o a Silver 'ang honor is everything. ,his Gift imbues a Garou+s !ords !ith his honorable bearing. #s long as the Silver 'ang speaks the truth others believe him. #n "agle spirit teaches the Silver 'angs ho! to speak clear and true. System% &y spending a Gnosis point the Silver 'ang can make every !ord he says bear the ring of truth. #nyone !ho listens hears that the Gift user speaks true. Cisteners are not necessarily inclined to obey the 'ang or follo! his suggestions but the facts are clear. ,he Silver 'ang must speak the truth or the Gift automatically backfires. (laim of Authority (Silver 'ang Rank 0) ,here are times !hen a Silver 'ang cannot be present at important moots or meetings and must send another Garou in her place. ,o make sure that any advantages to be gained aren+t neglected a Silver 'ang !ith this Gift can grant her messenger some of her o!n natural authority. 3t is taught by an ancestor spirit. System% ,he Silver 'ang spends on one point of Gnosis and one point of Willpo!er before selecting a Garou as her representative. 'or a !eek thereafter the representative is considered to possess the same level of 6ure &reed as the Silver 'ang so long as she notes the name of the Silver 'ang she speaks for. ,his Gift may not be used on an un!illing target. Taught by% #ncestor spirit Book% 6G0e Dominan#e Blo& (Silver 'ang Rank 0) Smart Garou kno! to pay the Silver 'angs their due. Stupid ones openly challenge them and force the Silver 'angs to assert their dominance. ,his Gift allo!s a Silver 'ang to easily knock do!n !ould$be rebels by connecting physical dominance !ith rightful leadership. When this Gift is !orking might does make right. Cupus Silver 'angs are fond of this Gift !hich resembles !olf understandings of alpha standing. # !olf$spirit teaches this Gift System% ,he player spends one point of Rage and rolls (harisma 1 &ra!l difficulty ;. 3f the rolls succeeds then every blo! the Silver 'ang strikes against a specific target grants the Silver 'ang an additional die in all Social rolls against that target allo!ing him to bro!beat or intimidate the target more easily. ,he blo! need not be full force to grant the bonus !hich lasts for one day. Taught by% Wolf spirits Book% 6G0e Half-Moon Mnemoni#s (Silver 'ang Rank 0 $ +oon odge) Philodo%) Cuna+s 6hilodo. aspect is the teacher of !ays and the keeper of memories. ,he Garou !ho learns this Gift may recall any moment !ith crystal clarity free*ing it forever in her mind. ,he Garou may then study the moment at her leisure coming at it from almost any angle. Silver 'ang 6hilodo. are forever replaying captured memories and thus seem especially distant to others. # Sea$spirit teaches this Gift/ the Garou hears indistinct !ater$spirit voices throughout her training. 3deally the Silver 'ang stares into !ater !hen using this Gift to recall a memory. System% ,he player must spend one point of Gnosis for the character to =photograph= a moment and must make a Wits 1 #lertness roll difficulty 2. 3f the Garou attempts to access the memory later the player must make an 3ntelligence 1 )ccult roll (difficulty ;/ ? !hen the 'ang is looking into !ater). # botch means the image disappears forever leaving an actual hole in the Garou+s memory. # 'ang may have on more memories =on file= than her permanent Gnosis score but may =dump= un!anted images at !ill. Honor Pa#t (Silver 'ang Rank 0 $ Sun odge) ,he Honor 6act is another Gift of diplomacy. #ll participants must enter into the pact !illingly. ,hose !ho participate e.change blood (most often by cutting their palms open) and s!ear oaths to 'alcon. Spiritual bonds connect participants and they may not !ork against each other+s interests in any !ay. (,he Storyteller has final say in !hat constitutes the edict.) 6ackmates bound by this oath are highly resistant to the tendrils of the 5efiler Wyrm. ,he (hildren of Aarnak teach this Gift. System% ,hree temporary Gnosis points must be spent by each participant !hile four must be spent by the user of the Gift. ,he players must also make a (harisma 1 Rituals roll (difficulty ;). 6revious rivalries or differences bet!een pactmakers are greatly lessened reducing the difficulties of all Social rolls among themselves by $7. #ll attempts by agents of the 5efiler Wyrm to corrupt those under an Honor 6act are at 17 difficulty. Garou !ho invoke this Gift but !ho fre-uently s-uabble or fight destroy the Gift+s effects over time. ,he effects of the Gift last forever or until a participant breaks faith. ,he person !ho does so suffers five Health Cevels of aggravated damage (as he is rent by the spirit$talons of 'alcon) and is marked as an oath$breaker (as the Stone of Scorn rite). Prin#ely Bearing (Silver 'ang Rank 0) ,his Gift allo!s a Garou to temporarily raise her Rank. 5uring this time she is considered to be of that Rank and thus can issue challenges and rulings appropriate to that Rank. ,his Gift is not used in the presence of other Silver 'angs but traditionally only used !hen interacting !ith the lesser tribes. System% ,he Garou must roll (harisma 1 Ceadership at a difficulty of E and spend a Willpo!er point. )ne rank is gained for 1 success 7 ranks if three successes are rolled and so on. ,he ma.imum rank that can be gained is limited by their leadership score. # botch reveals the Silver 'ang+s perfidy. Siler Bullets (Silver 'ang Rank 0) ,he Gift allo!s the Silver 'ang to change the composition of his ammo. #s he fires each shot the bullet changes to deadly silver. Cunes and #ncestor$spirits teach this Gift. System% ,he player spends a Gnosis point as he fires his gun. ,he bullet changes to silver and causes regular damage to a normal but it inflicts terrifying !ounds on Garou. ,he bullet remains silver after it strikes (!hether !hat it hits is its target or not). ,he altered bullets do not reduce the Silver 'ang+s Gnosis unless he recovers them. Taught by% Cune or #ncestor$spirit Book% Wild West (ompanion Siler (la&s (Silver 'ang Rank 0) ,he Garou can turn her cla!s into silver making her a terror against other Garou on the battle field. ,his Gift is taught by a Cune. System% ,he Garou rolls Gnosis (difficulty ;). #ll cla! !ounds inflict aggravated damage !hich cannot be soaked by Garou. While the Garou manifests the cla!s she suffers searing agony. "ach turn she gains an automatic Rage point/ furthermore all noncombat difficulties are increased by one because of the distraction. When her Rage points e.ceed her Willpo!er she must check for 'ren*y. Talons of Fal#on (Silver 'ang Rank 0) ,his deadly Gift turns the Garou+s cla!s into impaling !eapons allo!ing her to cut muscle bone and sine! as if it !ere paper. (ombined !ith the Gift% Ra*or (la!s this is a truly devastating attack. # falcon of the Great 'lock teaches this Gift. System% ,he player spends one Gnosis point and makes the usual 5e.terity 1 &ra!l roll to attack. ,he Garou makes a screeching sound like that of a bird of prey as she strikes. ,he attack does Strength 1 0 damage and all healing po!ers (such as :other+s ,ouch) are at 11 difficulty to treat the !ound. 'ndis$uted *uler (Silver 'ang Rank 0) ,his Gift allo!s a Garou to take over the leadership of a small gathering of humans (!hether a paramilitary group of to!n council) or a group of spirits for a period of up to 2 months. 5uring this time the targeted group accepts the Garou as their leader rendering her the honor respect and obedience due her position. ,he group demonstrates a high degree of loyalty obeying the Garou+s instructions in a manner appropriate to her position (as orders if they are paramilitary or as legally binding decisions if the position is akin to that of a to!n mayor for instance). 3f the Garou uses this Gift in the Bmbra the targeted group of spirits !ill follo! the Garou+s commands as if she !ere a greater spirit such as an 3ncarna. ,his Gift lasts any!here from a !eek to si. months. System% ,he player spends a point of Gnosis and rolls (harisma 1 Ceadership (difficulty of the highest Willpo!er in the target group). ,he Gift lasts for a period of time as follo!s. Su##ess Duration )ne )ne !eek ,!o )ne month ,hree ,!o months 'our 'our months 'ive Si. months ,his Gift is only successful against mortals and spirits of no greater than Gaggling status although =borderline= supernaturals such as ghouls and Ain are susceptible. Taught by% Marok Book% RatH %rath of Gaia (Silver 'ang Rank 0) ,he Garou is revealed by his foes as that !hich Gaia intended him to be% Her (hosen Warrior. Wyrm beasts !ill flee in fear unless they can master their instinctual terror of Gaia+s 5efender. ,his Gift is taught by an avatar of Gaia Herself. System% ,he Garou spends a Gnosis point and rolls (harisma 1 3ntimidation (difficulty 2). #ll agents or minions of the Wyrm (including Aindred !ith Humanity scores less than ;) in the vicinity must make Willpo!er rolls (difficulty ;). 3f a Wyrm creature does not match or e.ceed the Garou+s successes it !ill flee in terror for the duration of the scene. (ommand the Heart of *age (Silver 'ang Rank @) ,he Silver 'ang can reach into the heart of another Garou and stifle her opponent+s Rage. "ven a fren*ied Garou must obey the 'ang+s command. #n avatar of 'alcon teaches this Gift. System% ,he player spends one Willpo!er point and selects a target. ,he 'ang and the victim make resisted Willpo!er rolls. 3f the Silver 'ang !ins she can dictate !hen and ho! much Rage the victim spends. ,his Gift !orks on fren*ied Garou as !ell. Taught by% avatar of 'alcon Book% Wild West (ompanion (res#ent Moon Fata (Silver 'ang Rank @ $ +oon odge) Theurge) Garou !ith this Gift can e.amine the tapestry of fate itself carefully discerning individual threads to learn something of an ob>ect+s past or destiny. System% ,o learn this Gift a Garou must best a potent spider or firefly Gaggling of :oira (a moon 3ncarna). ,he challenge is usually a contest of arcane game$craft (Wits 1 )ccult or "nigmas/ difficulty E/ ; for ,heurges). 3f the roll is botched the Gaggling becomes offended and leaves stealing three temporary Gnosis in the process. ,he player must make a 6erception 1 "nigmas roll (difficulty ?) and spend a point of Gnosis to activate this Gift. ,he Garou sees one =thread= per success. ,he Storyteller should be inventive though some!hat cryptic in relating visions of fate. ,he Garou may see the fate of a given person place or thing. (# Garou !ith four successes could apply one thread to four separate targets or all four threads to one target). ,he Garou may see into the past or future (character+s choice)/ to see into both t!o threads must be applied to the same target. # thread gro!s indistinct the further it stretches into the past or future. Ho! far the Garou sees depends on ho! many successes are applied in either direction. )ne success allo!s him to see several hours into the past or a fe! minutes into the future. 'ive successes applied in a single direction may allo! the Garou to see several days into the future or hundreds or years into the past. Enthronement (Silver 'ang Rank @) ,he Garou can create small or simple ob>ects out of thin air $ including mist clouds or !ind. &y shaping the air around him !ith his hands the Garou may form a solid block of matter to serve as a chair create a bo!l or cup for holding li-uid or construct some other useful item. #lternatively the Garou can form small stone$si*ed balls of air to use as hurled !eapons against his enemies. ,he items last until the Garou disperses them. System% ,he player simply rolls 5e.terity 1 Repair (difficulty ;). ,he character may form one small item of solidified air for each success or use t!o or more successes to shape a larger item (such as a throne$like seat). =#ir$stones= used as !eapons do the character+s Strength 1 1 normal damage and dissipate upon contact !ith their target (or any other solid substance). 3n addition the victim must make a Stamina roll (difficulty 4) to remain on her feet !hen the =air$stone= discharges its mass. 3f she fails the Stamina roll the victim is stunned for the remainder of the round and can take no action. Taught by% Marok Book% RatH 3gnore Death Blo& (Silver 'ang Rank @) ,ales say that the first Silver 'ang died and !as reborn/ since that time the 'angs have passed do!n this Gift. # 'ang !ith this Gift can choose to ignore !hat !ould be a killing blo!. ,his Gift is taught by a Cion spirit. System% )nce per scene the 'ang can spend a Willpo!er point and ignore all damage from a single attack. ,he damage simply does not occur/ no special handicaps take effect either. Alternatie !ersions From: P*3e (Silver 'ang Rank ?) ,he 'angs claim they rule by divine right and after seeing this Gift in action fe! Garou disagree. ,he Silver 'ang simple ignores a blo! that !ould other!ise kill him. Seeing a blade s!ung !ith perfect accuracy to!ard someone+s neck and !atching it fail to sever the head is something fe! Garou !ill forget $ especially if they !ere s!inging the s!ord. # lion$spirit or avatar of 'alcon teaches this Gift. System% )nce per scene the 'ang can spend a Willpo!er point and ignore all damage from a single attack. Mastery (Silver 'ang Rank @) ,he Garou can command other Garou (including Wyrm$tainted Garou such as &lack Spiral 5ancers) to do her bidding. ,his Gift is taught by a 'alcon spirit. System% ,he Garou rolls (harisma 1 Ceadership (difficulty of the target+s Wits 1 0). ,he Garou can cause the target to obey any non$suicidal command for one turn per success. ,his Gift !orks only against Garou. Mindblo#k (Silver 'ang Rank @) ,he Garou possesses a po!erful psychic shield increasing the difficulty of all attempts to affect or attack her mentally. ,his Gift is taught by a 'alcon spirit. System% #ll attempts to affect or attack the Garou mentally are made against a difficulty of 18. ,his includes vampiric 5omination and 6resence. Diine *egalia (Silver 'ang Rank ?) ,he Silver 'ang girds himself in shimmering mystical armor and a terrible light plays about his countenance. His very appearance causes even the boldest !arriors to flee but brings hope to the hearts of his packmates. ,his Gift is taught by an avatar of 'alcon. System% ,he player spends one Rage and one Gnosis to invoke the armor/ the effects last for a scene. While the Gift is in effect the 'ang gains three e.tra soak dice !hich can be used to soak even silver. #nyone meeting the Silver 'ang+s eyes (for e.ample if attempting to 5ominate the 'ang) must make Willpo!er rolls difficulty E or immediately flee in panic as if entering a fo. fren*y. 'or as long as his packmates are !ithin line of sight of the 'ang they gain one e.tra die on all their dice pools and t!o bonus successes on all Willpo!er tests. 5ivine Regalia cannot be invoked if the Garou is already !earing armor of any sort !hether mundane mail or a Gift such as Cuna+s #rmor. Taught by% 'alcon Book% WWt5# Grand "esture (Silver 'ang Rank ?) &y besto!ing appropriate gifts on an individual or a group the Garou increases her esteem and reputation in the eyes of the recipients of her largesse. ,he targets of this Gift tend to listen favorably to suggestions made by the Gift+s user and to support her arguments or come to her aid in a battle of !ords or !eapons. ,his Gift lasts for an entire scene. When the effects of the Gift come to an end the individuals affected may still continue to regard the Garou !ith some residual respect depending on their e.periences !hile the Gift !as active. System% ,he player rolls :anipulation 1 "mpathy (difficulty of the highest Willpo!er in the target group). "ach success allo!s her to affect one individual. While the Gift is in effect all Gifts or Social rolls involving persuasion are automatically successful against the affected individuals. Taught by% Marok Book% RatH /una-s Aenger (Silver 'ang Rank ?) ,he Garou can transform her entire body into purest silver. She becomes a nigh$ unstoppable !arrior. ,his Gift is taught by a Cune. System% ,he Garou concentrates for a turn and spends one Gnosis point. ,his Gift confers immunity to silver and all of the Garou+s attacks gain benefits e-uivalent to those conferred by the Silver (la!s Gift (level three #hroun). 3n addition the Garou gains t!o e.tra Stamina levels and an e.tra )k Health Cevel. ,he effect lasts for one scene. 2e& Moon /egerdemain (Silver 'ang Rank ? $ +oon odge) ,agabash) ,his no$moon Gift represents Cuna+s deepest mysteries. Garou !ho invoke this Gift attract and command do*ens of invisible minor trickster spirits (strangelings chimera and Wyldlings). ,he creatures dance maddeningly around the Garou in the 6enumbra protecting her from harm but causing consternation among those in the area. ,he spirits play tricks on everyone around them saving their most dangerous pranks for the Garou+s enemies. Ho!ever the nature of this Gift only allo!s the spirits to be summoned at night. System% #n avatar of Cuna herself teaches this Gift and learning it puts a Garou in Cuna+s service forever. )nly Garou !ho perform a great service in Gaia+s name may learn this Gift. 3t costs a permanent point of Gnosis to learn and the spirits it attracts stay !ith the Garou until she dies. #lthough the spirits generally like =their Garou= they do not al!ays listen to her orders and may even play minor pranks on her. ('urthermore those !ho fail to keep their spirits in line may suffer penalties to Social rolls.) Aeeping one+s spirits under control should be role$ played but should not interfere too much !ith the game. ,he spirits are semi dormant most of the time playing only the occasional halfhearted prank. ,hey become genuinely active during a <e! :oon or !hen the Garou !ishes it. ,o a!aken the spirits re-uires a Gnosis roll (difficulty 2) and the player must spend one Gnosis point. ,he spirits a!aken for one night per success. ,he Garou may also put them back to sleep until needed again !ith the e.penditure of another Gnosis point and !ith another roll (t!o successes are needed). When activated mischievous spirits beset all the Garou+s enemies in a 7?$foot radius pinching and tripping them. #ll rolls made by the Garou+s enemies are at a 17 difficulty and their 5ice 6ools are reduced by t!o. ,he spirits can also steal one item from one enemy in a given battle as long as that enemy is in the Bmbra. ,he nature of the item is completely random (Storyteller+s discretion) but usually of little !orth. ,he creatures may or may not sho! their treasures to their Garou depending on ho! they regard her. Some po!erful creatures (Gagglings or 3ncarna) may temporarily disperse a Garou+s spirits by spending Gnosis. )ther!ise the spirits fade a!ay completely during the day. Pa&s of the 2e&born (ub (Silver 'ang Rank ?) ,he Garou prevents a target from using any special or supernatural abilities. She is as a ne!born cub !ith only mundane po!ers at her disposal. ,his Gift is taught by 'alcon$spirit. System% ,he Garou spends one Gnosis point and rolls Gnosis (difficulty of the victim+s Stamina 1 0). "ach success removes all special abilities of the opponent (aggravated damage cla!s Gifts vampiric &lood 6ool mage Spheres regenerative po!ers special attacks) for one turn. The Se#ret of Gaia (Silver 'ang Rank ?) When the Great White Wolf died to save Gaia he learned her secrets. ,he nature of the actual =Secret of Gaia= is obscure but fe! -uestion that the Silver 'angs have a deep and ancient connection !ith the "arth :other. ,his Gift is a po!erful aspect of this relationship. ,he Garou !ho uses this Gift becomes completely a!are of her immediate vicinity in vivid detail. ,he 'ang is a!are of the area+s topography !ildlife and the local spirit population. ,he Silver 'ang also becomes a!are of Gaia+s condition in the area but in a very general sense $ Gaia is pained feels trapped !hatever. #n avatar of Gaia teaches this Gift but only to the !orthy. Silver 'angs of any auspice may learn it but it is most common among ,heurges and those of House Wise Heart. System% ,he Secret of Gaia is a more po!erful version of the ,heurge Gifts% Spirit Speech and 6ulse of the 3nvisible. ,he player rolls Gnosis (difficulty ;) and spends one point of Gnosis to activate this Gift. ,he Garou becomes preternaturally a!are of a one$mile radius for each success almost becoming part of it. ,he Garou can automatically see into the 6enumbra and all 6erception rolls are at $0 difficulty. 'urthermore all local non$Wyrm spirits are !ell$disposed to!ard the character granting 17 on all Social rolls involving them. 'inally one e.tra die is added to all 5ice 6ools (save those involving combat) !hile the Garou is in the higher state besto!ed by this Gift. ,he Gift+s effects last one hour for each point of permanent Gnosis the Garou possesses. 3f the player botches the roll the character becomes acutely a!are of Gaia+s agonies and succumbs to the most severe pangs of Harano for an entire scene. *ene& the (y#le (Silver 'ang Rank 2) )ne of the most potent po!ers available to the Garou this Gift allo!s the correction of a grievous !rong to the natural cycle of Gaia. ,he undead !hose very e.istence is an affront to the natural order of things !ither and crumble to dust !hen struck by the po!er of this Gift. Whether the undead is a shambling month$old animated corpse or an ancient vampire the 'ang can destroy it !ith but a glance. )nly an avatar of Helios or Gaia Herself can teach this Gift. System% ,he Garou and the victim enter a resisted contest of Gnosis versus Willpo!er (both difficulty 4). ,he Garou must then spend three Gnosis to activate the !rath of Gaia. 3f the Garou !ins the contest the vampire (or other undead) is reduced to its natural state% "lder vampires turn to dust !hereas freshly e.humed corpses simply lose their animation. ,his Gift forces mummies into a dead season of sleep but does not destroy them. Starga.ers Gifts Balan#e (Starga*er Rank 1) ,he Garou is able to !alk across any ledge rope etc no matter ho! thin or slippery. ,his Gift is taught by Wind spirits. System% <o point e.penditure or roll is re-uired. 5ifficulties for climbing are reduced by 0. Dream#haser (Starga*er Rank 1) ,he Starga*er can tap into the unconscious of a sleeping person and follo! the course of his dreams. #lthough she cannot participate she recalls all of the dream and can vie! it ob>ectively. # 5ream$spirit teaches this Gift. System% ,he player spends one Gnosis point and must remain !ithin =arm+s reach= of the target (i.e. !alls partitions furniture or other #hysical obstacles may come bet!een user and target but no more distance than the length of the user+s arm) for one night+s sleep. 3f the sleeper dreams the Garou can e.perience the chaotic events as they unfold. What information she gleans from the vision is up to the Storyteller. Taught by% 5ream$spirit Book% Wild West (ompanion Fearless (Starga*er Rank 1) Whatever odds she may face the Starga*er maintains an aura of complete serenity. Whether hanging from a rock face 088 feet in the air or staring into the very ma! of the #byss the Garou !ith this Gift kno!s no fear. # spirit of 'ear teaches this Gift. System% &y spending a Willpo!er point the player automatically passes any fear$ related tests for the entire scene. ,his Gift also negates the po!er of other Gifts that cause fear such as (ry of the killer or Ho!l of the &anshee. Taught by% spirit of 'ear Book% Wild West (ompanion /ambent Sight (Starga*er Rank 1) ,his Gift allo!s the Garou the ability to see under circumstances !here sight !ould normally be impossible such as in conditions of total darkness (inside a deep cave for e.ample) or if the Garou is blindfolded. ,his Gift provides illumination for the Garou e-uivalent to that of a full :oon. System% ,he player spends a point of Gnosis/ no roll is necessary. ,he effects of this Gift last for one scene. ,his Gift cannot grant sight to one !ho is naturally blind. Taught by% Sokhta Book% RatH Muladhara (Starga*er Rank 1 $ 6undalini) ,he base chakra is a!akened and the energy stirs. ,he character can call upon this energy to help himself root or centre for meditation or summon energy to stave off fatigue. ,his also includes the Svadhisthana or sacral chakra governing the se. organs. System% ,he player must declare !hich effect he is trying to achieve before he rolls. He then rolls Stamina 1 Rituals and spends one Gnosis point. "ach sucess lo!ers the difficulty of any roll involving meditation by one/ or !hen resisting fren*y each success raises the difficulty of the roll by one $ although the character must perform no other action that turn or the ne.t. 3n all cases Stamina roll difficulties related to fatigue are lo!ered by one for the rest of the scene. Sense %yrm (Starga*er Rank 1) ,he Garou can sense manifestations of the Wyrm in the nearby area. ,his Gift involves a mystical sense not a visual or olfactory image although Garou using this Gift are likely to say =,his place stinks of the Wyrm.= ,his po!er re-uires active concentration. ,his Gift is taught by any spirit servant of Gaia. System% ,he Garou rolls 6erception 1 )ccult. ,he difficulty for this Gift is based on the concentration and strength of the Wyrm+s influence (sensing a single fomori in a room !ould have a difficulty of 2). Fampires can be sensed using this Gift but only those !ith Humanity scores lo!er than ;. Disguise the True Form (Starga*er Rank 7) ,he Starga*er can avoid revealing her true nature to other Gift users or supernaturals. "ven in (rinos form the Garou registers as a normal human. #n avatar of the (himera teaches this Gift. System% #ny po!ers used to detect the Starga*er+s true nature fail. ,he Starga*er appears to be a perfectly normal human despite her current form. Taught by% avatar of the (himera Book% Wild West (ompanion Harrying %ind (Starga*er Rank 7 $ 6ailindorani ) ,his Gift summons a Wind spirit to harass and be!ilder an opponent during combat. System% ,he player rolls :anipulation 1 Ceadership. 'or one turn per success the Aailindorani+s opponent has the difficulty of all his actions increased by 1. ,he effects of Harrying Wind are not cumulative/ using the Gift multiple times on the same opponent provides no e.tra advantage. 3nner /ight (Starga*er Rank 7) ,he Starga*er can step side!ays into the Bmbra using only his o!n inner light/ he has no need of a reflection of a bright light to guide him. ,his Gift is taught by an "piphling of ,ruth. System% ,he player must still roll Gnosis as usual and the Starga*er can still be =caught=. He may lead packmates into the Bmbra as per usual 3nner Strength (Starga*er Rank 7) ,he Garou after brief meditation convert her inner anger into iron resolve. ,his Gift is taught by #ncestor spirits of the Starga*ers. System% ,he Garou concentrates for five minutes and rolls Wits 1 "nigmas (difficulty 4). "ach success converts one point of Rage into Willpo!er. Mani$ura (Starga*er Rank 7 $ 6undalini) ,he solar ple.us chakra stirs allo!ing the character access to po!erful energy and strength !hich can greatly aid Aailindo maneuvers. System% ,he player rolls Stamina 1 Rituals. "ach success adds one to the character+s Strength for the purpose of resisting grapples or initiating holds but not for lifting ob>ects or causing damage. ,his lasts for one scene. Moon$ool of Sokhta (Starga*er Rank 7) ,his Gift enables a Garou to transform clear standing !ater into a pool !hich offers visions of possible futures. Wilderness ponds small mountain tarns pools of clear rain!ater or even basins filled !ith !ater can serve as a conduit for the images. ,he scenes that appear !ithin the pool depict !hat might happen unless something occurs to change the course of events. ,he Garou must concentrate on the event (or series of events) to get a sense of the outcome. ,he pool may reflect either literal or symbolic images. System% ,he player spends a point of Gnosis and rolls Wits 1 "nigmas (difficulty ; for near future events difficulty 4 for more distinct occurrences). "ach success causes one vision of the future to appear in the pool. ,he Storyteller should determine the clarity and accuracy of the visions. <o successes indicate a failure of the Gift !hile a botch produces false visions or an e.tremely chaotic >umble of meaningless images. Taught by% Sokhta Book% RatH *eason (Starga*er Rank 7) Bsing gestures to her chakras as Caical did the Starga*er can resist !orldly mental and spiritual temptations including corruption. ,his Gift is taught by an "arth$spirit. System% ,he player rolls Wits 1 Rituals and spends one Gnosis point. "ach success raises others+ difficulties to ensorcelled or supernaturally coerce the character bye one. 'or instance a vampire trying to 5ominate the Garou !ould find it harder to succeed. #gainst non$supernatural coercion this Gift automatically succeeds. ,his mundane con artists and temptresses have no po!er over the Starga*er. Surfa#e Attunement (Starga*er Rank 7) ,he Garou may attune herself to the surrounding environment thereby gaining the ability to !alk at normal speed across such surfaces as mud !ater sno! and -uicksand !ithout falling through or leaving tracks. ,his Gift is taught by the spirits of small animals (rabbits sparro!s mice) animals usually overlooked by the other Garou but honored by the Starga*ers. System% ,he Garou concentrates for a turn and rolls 5e.terity 1 #thletics (difficulty 2). Anahata (Starga*er Rank 0 $ 6undalini) ,he heart center stirs opening the Garou up to normally unseen perceptions concerning others. She can sense !hat they are feeling and kno! the best !ay to make them listen to her (although they cannot be coerced into acting against their !ills). System% ,he players rolls (harisma 1 "mpathy and spends one Gnosis point. 'or the rest of the scene the Starga*er can sense the surface emotions (anger frustration >oy etc) or those !ho directly interact !ith her. #fter three or more turns of interacting !ith that person the player may make a 6erception 1 "mpathy roll/ each success lo!ers difficulties on any rolls to s!ay that person and he !ill be especially receptive to !isdom or advice from the Starga*er. ,he Starga*er can also attempt to avert any angry action against herself in such !ays. (larity (Starga*er Rank 0) ,he Garou is able to see through fog pitch darkness and even recogni*e illusions or invisibility. ,he Gift is taught by a Wind spirit. System% ,he Garou rolls 6erception 1 "nigmas (difficulty ;). 3f the Starga*er attempts to see through someone else+s illusion the number of successes must match or beat that !hich !ere achieved !hen establishing the illusion. (onundrum (Starga*er Rank 0) # Starga*er !ith this Gift can introduce an unsolvable problem into a victim+s mind. 5epending on the effectiveness the target could be completely immobili*ed by her ne! fascinating train of thought. ,he effect varies !ith every individual but it usually derives from the target+s personality% # computer hacking Glass Walker might try to discover the last digit of pi !hile a &one Gna!er might try to reason !hy indeed did the chicken cross the road. #n avatar of the (himera teaches this Gift but the Garou must first solve her instructor+s pu**le. System% ,he Starga*er rolls her :anipulation 1 Subterfuge (difficulty of the opponents Wits 1 "nigmas). ,he number of successes indicates the comple.ity of the problem and the e.tent to !hich the target is distracted. "ach success also subtracts one die from the target+s 5ice 6ools for an e-ual number of rounds. "ach Willpo!er point the target spends reduces the effectiveness of this Gift by 1. (onundrum (Starga*er Rank 0) ,he character can cut through any falsity illusion or bullshit !ith a fe! choice !ords. ,he !ords cannot be profane and must come in the form of a short haiku poem or koan. ,his Gift is taught by a (ro! spirit or a (himerling. System% ,he player rolls Wits 1 ".pression and spends one Gnosis point. #ny illusion designed to fool others is revealed as such $ even &astet 5en$Realms can be discovered !ith this Gift. 3n addition anyone trying to lie at that moment is revealed as a liar $ his !ords instead speak his true intent. Gathering Storm (Starga*er Rank 0 $ 6ailindorani) ,his Gift summons a group of Wind spirits that engulf one opponent in a cyclone buffeting her !ith debris and hurling her aside. System% ,he player spends a Gnosis point and rolls :anipulation 1 6rimal Brge. ,he opponent is thro!n t!o yards for each success scored and also loses one Health Cevel per success. ,he opponent may soak this damage normally. Mer#iful Blo& (Starga*er Rank 0) ,he Garou can subdue a for in combat !ithout harming him. ,his Gift is taught by a :ongoose spirit. System% ,he Garou spends one Gnosis point attuning himself to the body of his foe. 3f his ne.t blo! (hand or !eapon) strikes and does damage before a soak is rolled the Garou may then roll 6erception 1 :edicine (difficulty of the opponents Wits 1 5odge). )ne or t!o successes on this roll cause the opponent to keep over helpless for the ne.t turn/ three or more paraly*e the foe for the entire scene. Moonrier (Starga*er Rank 0) &y using this Gift the Garou may s!iftly travel across the surface of a body of !ater !hich reflects the moonlight. She can follo! a river or cross a lake so long as she follo!s the =trail= of the moon+s light. 3f the light becomes obscured at any point (such as !hen a cloud passes across the moon) the effects of the Gift end and the Garou may have to s!im or !ade to shore. System% ,he players rolls 5e.terity 1 )ccult. )nly one success is needed for the character to gain the ability to travel the =moonriver=. ,he Garou travels across the !ater !ith supernatural speed typically three times her normal movement rate. <o successes on the roll indicates that the moon is either not visible or does not shine over a body of !ater in the character+s vicinity. # botch allo!s the character to get mid!ay through her >ourney before the moon+s light fails thus stranding the character in mid$stream. Taught by% Sokhta Book% RatH %alk the %eb (Starga*er Rank 0) ,he Starga*er can !alk through Weaver Realms !ithout attracting attention. 6attern spiders !ill ignore her and go about their business. ,he Garou must chant a mantra through sub$vocali*ation. Ho!ever if the Starga*er takes direct action against any Weaver minions the effect of the Gift is canceled and the spiders !ill come. ,his Gift is taught by various "nigmatics. System% <o e.penditure is necessary ho!ever !hile the Starga*er is chanting the mantra they are at a $7 dice penalty to all actions reflecting the concentration needed to maintain the effect. %his$ering %ind (Starga*er Rank 0 $ 6ailindorani ) ,his Gift allo!s the Aailindo practitioner to kno! !hat his opponent+s ne.t combat maneuver !ill be. ,he spirits of the !ind !hisper the opponent+s attack plan to the Garou. System% ,he player must roll 6erception 1 Aailindo difficulty e-ual to his opponent+s combat skill (&ra!l :elee Aailindo etc) 1 @ and spends a Gnosis point. ,he Aailindorani receives a $1 to his difficulty to attack his opponent ne.t action (in addition to any other modifiers). ,he Gift user also automatically gains as many successes to his initiative roll as her gained on his roll. Aoid Fate (Starga*er Rank @) With this Gift the Starga*er can dodge the !heels of fate for the moment. ,hrough a preternatural connection bet!een herself and the universe she avoids certain disaster. # cat spirit teaches this Gift to Garou. System% )nce per scene the player can spend a Gnosis point to reroll any failed roll. 3maginable Mantra (Starga*er Rank @) ,he Starga*er can chant a mantra to banish &anality from the area and a!aken Glamour. 5uring the chanting he must imagine the area is being inherently magical seeing the rocks stones and buildings as living things $ he must pretend to dream !hile a!ake. ,his Gift is taught by a (himerling. System% ,he player rolls Wits 1 Rituals and spends one Gnosis point. 3f successful any &anality is banished for one scene. 3n addition any fae are revealed in their true forms. Moon#at (Starga*er Rank @) ,his Gift allo!s the Garou to assume form of a small !hite cat (one of Sokhta+s favored animals). ,his ability can prove useful for getting into small places (or escaping from such) and remaining hidden. ,he Garou has the senses of a cat for the duration of the Gift including good night sight the ability to absorb information through her !hiskers and e.treme fle.ibility of movement $ ho!ever she also retains the po!er of a full$fledged Garou and is much more dangerous than she looks. #nyone studying the cat closely can tell that it is not a normal feline because the cat+s eyes al!ays reflect the current phase of the moon regardless of the surrounding light sources. System% ,he player spends a point of Gnosis and rolls 5e.terity 1 #nimal Aen (difficulty ;). "ach success allo!s the character to remain in cat form for one scene although she can end the gift at any time before the duration runs out. While in cat form the Garou retains her Cupus$form #ttributes may soak silver as if it !ere ordinary damage (although silver damage is still aggravated) and can inflict aggravated damage !ith cla! and bite attacks as usual. <o successes means that the Gift fails !hile a botch results in a transformation into a misshapen creature some!here bet!een a cat and a !olf. ,he character may choose to end the Gift immediately if this happens. Taught by% Sokhta Book% RatH Preternatural A&areness (Starga*er Rank @) ,he Garou attunes all her senses to her surroundings thereby becoming preternaturally a!are of her opponent+s doings and allo!ing her to anticipate them some!hat. ,his Gift is taught by a Wind spirit. System% ,he Garou spends one Gnosis point and rolls 6erception 1 5odge (difficulty ;). #ll opponent+s 5ice 6ools to hit the Garou are reduced by a number of dice e-ual to the number of successes. ,his applies even if the Garou cannot see the attack coming. ,he effect lasts for one scene. 'ltimate Argument of /ogi# (Starga*er Rank @) ,hose !ho speak !ith the Garou leave convinced of some fact might other!ise have disbelieved. 3f successful the Garou can cause the target to believe implicitly in one aspect of e.istence (true or false) $ from the =fact= that the sun revolves around the "arth to the =truism= that the !olf+s inherent nature is that of the pa!n. ,his Gift is taught by a (oyote$spirit. System% ,he Garou needs three successes on a :anipulation 1 6erformance roll (difficulty of the target+s Wits 1 "nigmas). !isuddha (Starga*er Rank @ $ 6undalini) ,he throat chakra stirs allo!ing the character immense control over his voice and breath. He can halt others !ith a bello! or command them to heed his !ords. System% ,he players rolls :anipulation 1 ".pression and spends one Gnosis point. 'or the ne.t scene anything the Starga*er says has a commanding -uality to it. "ach success on the roll lo!ers the difficulty on any roll to command others and he may even ask them to act in !ays contrary to their nature (although not acts !hich !ill directly harm them). 3n addition he may issue a resounding 6i!ai at anytime a bello! meant to scare opponents and give the Starga*er the initiative in combat. Roll Stamina 1 ".pression/ each success lo!ers an opponent+s initiative and attack 5ice 6ools by one die for three turns. ,he ki!ai does not re-uire a separate action/ characters do not have to split their 5ice 6ools to issue one in the same turn in !hich they attack. # Ai$ai may be effective against a single opponent only once per scene. Astral Mind (Starga*er Rank ? $ World Tree) ,he Garou !ith this Gift can pro>ect his consciousness from his body and into the higher Realms of the Bmbra. 'rom there his mind can enter realms denied physical beings. Since Garou are physical in the Bmbra they cannot usually enter these realms. <e! abilities and po!ers can sometimes be discovered in these realms and many Starga*ers go on so>ourns for uni-ue kno!ledge and understanding. ,he Storyteller is encouraged to create ne! abilities that can be gained on such travels. ,hese realms are realms of thought and many odd enigma spirits !ait there to test trespassers !ith a riddle contest a mathematical problem or a philosophical dilemma. While the Garou+s mind travels the Bmbra his body sits in the physical !orld in the state it !as left and the Garou !ill appear to be in a coma. 'inding one+s !ay back to one+s body is not al!ays easy. System% ,he player must make an 3ntelligence 1 )ccult roll at difficulty E and spend t!o Gnosis points. Success means the mind is released to roam !here it !ill. ,he number of successes determines ho! far the Garou can go. )ne success and he can traverse the <ear Bmbra !ith three successes he can leave such everyday realms and travel deep into the (onceptual Bmbra. ,o return to their body the Gift user must success in a Willpo!er roll at a difficulty of ?. Atma (Starga*er Rank ? $ 6undalini) ,he cro!n chakra stirs and the third eye opens. ,he Starga*er gains immense !isdom and occult perception. System% Rolls Wits 1 "nigmas and spend one Gnosis point. "ach success lo!ers the difficulty of any "nigmas roll by one and adds one to the character+s "nigmas skill. ,his effect lasts for one scene 3n addition for the follo!ing scene the character sees spirits interacting !ith the !orld and kno!s if Gifts or other supernatural po!ers (5isciplines Spheres (antrips etc) are active in his sight. (ir#ular Atta#k (Starga*er Rank ?) ,he 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). ,his Gift is taught by a Wind spirit. System% ,he Garou spends one Willpo!er point and rolls Wits 1 5odge (difficulty of the highest Wits 1 0 amongst the opponents faced). ,he Garou must be in melee combat or must be attacked in a firefight by t!o or more foes. "ach success enables the Garou to avoid and redirect one attack. ".ample% if the Garou had a Wits of @ a 5odge of @ and !as fighting 2 foes each !ith a Wits of 7 the Garou !ould roll 4 dice against a difficulty of ?. 3f he rolled four successes he !ould avoid four attackers !ho !ould all roll to hit each other or another of the Garou+s foes. ,!o of the foes !ould strike normally but could still be dodged by the Garou. (ognitie Dissonan#e (Starga*er Rank ?) ,he Starga*er uses controlled cognitive dissonance to temporarily confuse 6arado. and banish it. With riddles and conundrums posed to the thin air the Starga*er thus confuses the Weaver !ho halts her spinning as she tries to solve the riddle. ,his Gift is taught by (himera herself. System% ,he player rolls Wits 1 "nigmas and spends one Gnosis point. 3f successful a particular manifestation of 6arado. is cancelled. 3n addition the Gauntlet of the area drops for the rest of the scene by one point for each success gained. ,his is an immensely po!erful Gift !hen put to use for a mage/ ho!ever Starga*ers usually let mages learn from their o!n mistakes intervening only if the 6arado. threatens someone other than the un!ise !ill!orker. Dire#ting the Soul (Starga*er Rank ?) Starga*ers !ith this Gift can redirect the effects of their Rage and Gnosis. &y attaining this higher control over their inner selves the influence the !orld around them in their favor. ,his Gift is taught by an "nigmatic spirit. System% #fter learning this Gift the Starga*er can spend her Rage or Gnosis instead of Willpo!er to receive one automatic success on a roll. Moon Dream (Starga*er Rank ?) ,he 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 !hich she e.plores some potential future. ,he Garou may interact !ith the creatures and situations she encounters in the dream and thus learn the possible effects of certain actions upon the sub>ect of the dream. ,he Garou may replay the dream several times in order to test various actions and their conse-uences until she a!akens from the dream eight hours late. )nce the Garou has entered her :oon 5ream she may not be a!akened until the full eight hours has passed. System% ,he player spends a point of Gnosis and rolls Wits 1 "nigmas. ,he number of successes indicates the degree of control the character has over her part in the dream. ,he 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 sub>ect of the dream also involves the character+s park mates). ,he dream should give a reasonably accurate picture of the ne.t t!o or three scenes so that the character may e.periment !ith !ays of handling the future or perhaps changing it. <o successes means that the character receives no dream !hile a botch gives the character an eight$hour long nightmare !hich she cannot remember but !hich results in a $1 penalty to all rolls involving #lertness. Taught by% Sokhta Book% RatH %isdom of the Seer (Starga*er Rank ?) &y ga*ing into the night sky for an hour the Starga*er can ask a -uestion and have it ans!ered. ,his Gift is taught by a (himerling. System% ,he Garou spends one Gnosis point and rolls 3ntelligence 1 "nigmas (difficulty ;). 3f successful the Garou can ans!er any one -uestion (i.e.% ask the Storyteller). ,he clarity of the information and it is rare to gain a complete and straightfor!ard ans!er. 'ktena Gifts Fast Tra#k (Bktenna Rank 1 $ Scouts) ,his Gift strengthens the Garou+s stamina and allo!s her to travel much more -uickly than !ould be normally possible. Bsing the Gift allo!s the Garou to determine the path of least resistance so she can move from one place to another !ith great speed and less interference. While not a replacement for a :oon &ridge 'ast ,rack lets the Garou continue traveling long past the time she !ould normally become e.hausted. She can effectively make a forced march that covers three times the distance she !ould normally cover in the same amount of time and arrive no more tired than usual. ,his Gift is taught by a &ear spirit. System% ,he player must roll Stamina 1 #thletics (difficulty ;) and spend a point of Gnosis. # single success allo!s the Garou to make a forced -uick$march by trotting at a ground$covering pace that does not e.haust her. ,his Gift is not meant to make the Garou a speed$demon and cannot be used to escape pursuit or pursue fleeing foes by running faster. 3t can be used for those purposes if it is a matter of outlasting pursuers or pursued. Sense Magi# (Bktenna Rank 1) ,he Garou is able to sense Garou rituals and Gifts the ,haumaturgy of the ,remere the Spheres of the mages fetishes and other magical phenomena. ,his Gift senses the presence of magic and its general strength/ it reveals only basic information about the magic itself. ,his Gift is taught by a spirit servant of Bktena. System% ,he Garou rolls 6erception 1 "nigmas. ,he difficulty is based on the strength and subtlety of the magic. ,he radius is 18 foot for each success. Sense Se#rets (Bktenna Rank 1) (3 can+t be bothered changing the te.t for Bktena). (enturies of association !ith the fae people have taught the 'ianna the nature of secrets. ,hings deliberately hidden !hether obscured by brush or dropped do!n a mineshaft make their presence kno!n to the 'ianna. ,he Gift gives no indication as to the nature of a secret only to its e.istence. # S-uirrel$spirit teaches this Gift. System% ,he player rolls 6erception 1 "nigmas (difficulty 4). "very success improves the 'ianna+s sensitivity. )ne success detects cursory or slipshod concealment such as tumble!eeds pulled across a cave+s mouth/ five successes detect the presence of the most painstaking obscuring including hidden passage!ays and the like. Taught by% S-uirrel$spirit Book% Wild West (ompanion Shroud (Bktenna Rank 1) ,he Garou can create a patch of inky black darkness. ,his Gift is taught by a spirit of <ight. System% ,he Garou spends one Gnosis point and rolls Gnosis against a difficulty from 0 to E depending on the current conditions. 'or each success a 18+ by 18+ area !ithin the Garou+s sight is covered in pitch$black darkness. 'n#loak the Hidden (Bktenna Rank 1) &y concentrating on a person ob>ect or area the Garou can determine !hether or not her target is hiding anything. ,he Garou can spot disguises concealed !eapons and !ires/ determine if a room contains trapdoors hidden cameras microphones and !ire taps/ or if someone lurks in a hidden passage. ,he Gift does not ho!ever allo! the Garou to seek beneath the disguise determine the nature of a concealed !eapon or tell !hat lies !ithin a hidden !all safe $ this trick reveals only that a deception is present. ,he Garou must concentrate on the target in order to invoke this Gift. System% ,he player rolls 6erception 1 3nvestigation (difficulty 4). ".tra successes might reveal more facts about the sub>ect if multiple secrets e.ist to be sought out. ,he Storyteller should inform the player of her characters+ kno!ledge in general terms (=That man has some sort of disguise=/ =The floor contains a hollow beneath the floorboards=). Taught by% Hakahe Book% RatH Breath of the Dragon (Bktenna Rank 7) &y invoking this Gift a Garou can dra! in the life$giving essence of Gaia in the surrounding area and concentrate it !ithin their body for a fe! moments. While they hold their breath the !ere!olf is capable of feats of stamina and !ill beyond even a Garou+s normal abilities. #t the end of this time the escaping lungful of breath steams and curls as if it !ere a frosty morning. System% ,he character spends an action filling their lungs !ith air concentrating on dra!ing in strength from their surrounds. ,he player rolls Stamina (as determined by their current form) against a difficulty of 4 $ for each success rolled the character is treated as having an e.tra t!o dice in any Stamina and Willpo!er rolls for a turn. When the Gift+s effect ends the user is at $1 to all Stamina rolls for t!o full turns $ they have burned up some of their reserves faster than they should and conse-uently are briefly !eakened. ,he Gift can be reinvoked after one turn and the negative effects are banished !hile the ne! invocation is in effect but at the end of the second use of the Gift the user is at $7 to all Stamina rolls for @ turns $ each invocation doubles the negative repercussions of the Gift+s use. 3f the character is reduced to 8 stamina dice pool they may at the S,+s discretion pass out. Taught by% 5ragon spirits Book% 5amien (oils of the Ser$ent (Bktenna Rank 7) ,he Garou may summon serpentine ropes of darkness mist or fog to grasp enemies and render them immobile. "ach coil is four feet long and has the Strength 5e.terity and &ra!l ratings as the Garou !ho summons it. # Snake$ spirit teaches this Gift. System% ,he player rolls 5e.terity 1 )ccult (difficulty ;). "ach success beings forth one coil from the prevailing element (darkness shado! mist fog dust). ,he Garou must direct the coils+ attacks if she !ishes to target multiple opponents/ other!ise the coils focus on the person or creature closest to their manifestation. ,he coils may only grasp to immobili*e/ they aren+t capable of greater manipulation. Fetish Fet#h (Bktenna Rank 7) ,he Bktena need not carry her fetishes !ith her at all. She may dra! them from a hidden cache !henever she needs them no matter the distance. # 6ackrat$spirit teaches this Gift. System% ,he first part of the Gift involves creating the secret hiding spot for the fetishes. ,he player spends one Gnosis and buries or covers her items. )nce this ritual is complete she needs to spend a Gnosis point to summon any or all of her fetishes. ,he fetish appears in her hand as if from thin air. Gust one hiding spot can e.ist at any one time but the Bktena can create a ne! spot at any time. Taught by% 6ackrat$spirit Book% Wild West (ompanion Medi#ine Dreams (Bktenna Rank 7) When the humans began hunting animals the animals retaliated by sending disease amongst the humans to kill them. )nce they sa! that their diseases killed good people as !ell as bad they relented and herb$spirits came to medicine men in dreams to tell them ho! to heal the sick. Wise Bktena still kno! that medicine comes from these spirits in dreams and this Gift allo!s them to call forth the herbs for !isdom. 3t is taught by the spirit of an aloe plant. System% ,his Gift is used !hen an Bktena is attempting to heal someone seriously ill. &efore the Bktena goes to sleep the player spends one point of Gnosis and rolls (harisma 1 )ccult difficulty 4. 3f the roll is successful then the Bktena !ill a!aken !ith ne! insights in ho! to heal the sick person. "ach success on the )ccult roll adds one dice to any :edicine rolls for that day. Should this grant the Bktena more than ten dice on his :edicine dice pool he may even attempt to cure incurable illnesses such as terminal cancer or H3FR#35S. ,o do so si. or more successes are needed on appropriate :edicine rolls. Taught by% #loe plant Book% 6G0e 2atural (amouflage (Bktenna Rank 7) &y crouching do!n and remaining still in a natural environment (!oods desert s!amp) the Garou may appear as part of the landscape. Bnless someone is actively searching for the Garou she !ill be dismissed as a hummock tree stump or some other natural feature. ,his Gift is taught by a taught by a (hameleon spirit. System% ,he Garou merely needs to hunker do!n and think of blending in. Bnlike the Ragabash Gift% &lissful 3gnorance the Garou does not actually become invisible but becomes like an unnoticeable feature of the landscape. Someone searching for the Garou must roll 6erception 1 #lertness (difficulty E) to see through the camouflage. ,he Garou may spend a Gnosis point to negate being seen in this fashion. 3f mostly unobserved (i.e.% the searcher may be scanning the area but has his back to the Garou only occasionally turning her direction) the Garou may remain camouflaged !hile moving slo!ly to!ard or a!ay from the searcher stopping !henever the searcher looks her !ay. "ven slo! movement !hile the searcher is looking in the Garou+s direction !ill break the illusion ho!ever. Shado& of the Ebon %his$erer (Bktenna Rank 7) ,his Gift makes the Garou as insubstantial as a shado! and as hard to see. ,he physical form of the Garou fades to a murky dark shape that can slither and flo! almost any!here. #lthough others can use certain Gifts to spot the =shado!= !ere!olf anyone !ishing to do so must first have a reason to suspect the presence of the Gift+s user. ,his Gift does not function in bright daylight or in places !here no shado!s e.ists $ such as a brightly lit room (or a room in total darkness for that matter). System% ,he player spends a point of Willpo!er and rolls #ppearance 1 )ccult (difficulty as assigned by the Storyteller depending on the surroundings). "ach success allo!s the character to assume the shado!$form for one scene (or one combat round)/ even one success can give the character the advantage of surprise in a battle. Taught by% Hakahe Book% RatH S$irit of the Bird (Bktenna Rank 7) ,he Garou may hover and float in the air. ,his Gift is taught by any &ird$spirit. System% ,he Garou spends one Gnosis point. He may move at 78 mph and the duration is one hour. :aneuvering re-uires a roll of 5e.terity 1 )ccult and the difficulties of all comple. actions such as combat are increased by t!o. S$irit of the Fish (Bktenna Rank 7) ,he Garou may breathe under!ater and s!im as fast as he can run in Hispo form. ,his Gift is taught by any 'ish spirit. System% ,he Garou spends one Gnosis point and rolls Stamina 1 #nimal Aen (difficulty 2). ,he effect lasts for one hour per success. 'ktena-s Free.ing Stare (Bktenna Rank 7) Cike a snake mesmeri*ing its prey the Bktena can paraly*e a foe merely by staring into its eyes. ,his Gift is taught by an avatar of Bktena. System% ,he Garou must meet the eyes of !hoever she !ishes to paraly*e then her player rolls :anipulation 1 3ntimidation (difficulty of the opponent+s Willpo!er). ,he paralysis lasts one scene or until the foe is physically or magically attacked. 'mbral (om$ass (Bktenna Rank 7 $ Sky Dancer -am#) ,his Gift helps the Garou cross the Gauntlet and traverse the Bmbra more easily. )nce in the Bmbra the Gift helps the Garou orient herself so she has less chance of becoming lost or confused as to !here she is. 'urther it seems to urge the Garou to!ard a direction she needs to travel. ,hus if something terrible is happening in the Bmbra use of this Gift !ill point the Garou right to!ard it. ,his could be a good thing or very inconvenient and potentially deadly depending on the Garou+s point of vie! and her ability to talk or fight her !ay out of difficult situations. ,his Gift is taught by a &ird spirit. System% ,he player rolls 6erception 1 Survival (difficulty ;). # single success allo!s the Garou to lo!er the difficulty of crossing the Gauntlet by one and to find her !ay through the Bmbra !ith little difficulty. 3f she then needs guidance !hile in the Bmbra she may roll her Gnosis (difficulty 2) to find her !ay. Should the Garou using Bmbral (ompass botch her roll to cross through the Gauntlet she is allo!ed to make a single Gnosis roll (difficulty 4) to escape the effects of the botch. 'ailure on this roll means the botch takes effect as normal !hile a botched means the caught Garou is difficult for others to find and free. An#estral *e#all (Bktenna Rank 0 $ 'arth *uide -am#) &y accustoming themselves to a particular area or tribal group the "arth Guides can =recall= pertinent information about tribal practices or traditions that may have been lost over time. ,his might uncover hidden lore of the tribe or simply reveal everyday information not generally kno!n by outsiders. ,he Gift is taught by an Bktena #ncestor spirit. ,he Garou using this Gift need not have 6ast Cife. System% ,he Garou must have spent at least 7@ hours in the presence of those !hose tribal memories she is trying to access. ,he player then rolls 6erception 1 "nigmas (difficulty ;). ,he number of successes determines the strength and obscurity of the information available. 3f the Garou can access hidden or forgotten lore the player must spend a point of Gnosis to learn it. Banish Totem (Bktenna Rank 0) &y speaking !ords of forbiddance the Bktena can bar pack or personal totems from giving their children aid. 5oing so also disrupts the spiritual rapport bet!een packmates making it difficulty for them to e.ecute pack tactics or !ork in concert. #n ancestor spirit teaches this Gift. System% ,he Bktena must concentrate for a full turn and he must kno! !hich totem his victim+s follo!. ,he player spends a Gnosis point and a Willpo!er point and he rolls Gnosis at a difficulty of the pack+s combined ,otem scores (ma. 18). 3f successful the pack members lose all ,raits associated !ith their totem and they cannot use pack tactics or act in concert for the remainder of the scene. 3f the Bktena is rendered unconscious or killed the Gift is cancelled. Taught by% #ncestor spirits Book% WW0e (all Flame S$irit (Bktenna Rank 0) ,he Garou may summon a spirit of fire to perform one task for her. She must have a fire source for this Gift even if it is only a cigarette lighter. ,he fire spirit !ill ignite flammable ob>ects or hurl itself at her foe blasting it in a great e.plosion as it departs the material !orld. ,his Gift is taught by a fire elemental. System% ,he Garou spends one Gnosis point and rolls :anipulation 1 )ccult (difficulty 4). # spirit+s e.plosion inflicts t!o dice of aggravated damage plus another dice for each success rolled. # botch on the summoning roll calls a hostile spirit. Hidden Heart (Bktenna Rank 0) ,his Gift allo!s the Garou to take a dangerous piece of kno!ledge she possesses and lock it a!ay in her mind so that it becomes inaccessible !ithout a key. ,he concealed information cannot be taken from her through mental po!ers or coercion/ she can neither access the information nor remember that she has something hidden a!ay in her mind. Bntil someone speaks the trigger !ord performs the appropriate gesture or enacts the conditions set forth in the activation of the Gift the Garou remains blissfully una!are of the information she has hidden from everyone $ including herself. System% &efore using this Gift the Garou must set the conditions !hich !ill cause the information to become available to her. ,his information should be given a trusted ally $ after all the Garou herself !on+t even remember that she has a key !ord much less a secret. #fter describing the trigger the player spends a point of Gnosis and rolls the character+s Willpo!er (difficulty 4). )nly one success is necessary for the Gift to take effect. ,he effect of the Gift lasts until the hidden information is triggered. Taught by% Hakahe Book% RatH 3nisibility (Bktenna Rank 0) ,his Gift makes the Garou invisible to sight and difficult to hear or smell. When employing this Gift the Garou must concentrate on its use at all times/ the Garou may not move any faster than half speed nor may he do anything that !ould distract her. ,his Gift is taught by a spirit servant of Bktena. System% ,he Garou concentrates for a turn and spends a Gnosis point. He then rolls his 3ntelligence 1 )ccult against a difficulty set by the Storyteller (based on conditions). ,he number of successes must be recorded/ anyone !ho attempts to see through the invisibility must roll more successes on a 6erception 1 #lertness roll than the Garou rolled !hen invoking this Gift. S#rying (Bktenna Rank 0) &y starting into a mirror or other reflective surface the Bktena can !itness distant events or spy on rivals. She can follo! a comrade+s progress into a dangerous ambush or sneak a peak into a ,remere chantry house. )ther supernaturals especially ones !ith similar abilities may have defenses against this Gift !hich is taught by a 'ly$spirit. System% #fter spending one Gnosis point the player must roll 6erception 1 )ccult (difficulty ;). ,he difficulty increases to 18 if the Garou does not possess an item o!ned by the target or something taken from the chosen area. ,he Bktena can see everything as if she !as the proverbial fly on the !all. Taught by% 'ly$spirit. Se#rets (Bktenna Rank 0) Bktena are said to possess more hidden kno!ledge than any other tribe. ,his Gift may be one reason it is so. With Secrets an Bktena can have one specific -uestions ans!ered by touching somebody !ho kno!s the ans!er. ,he ans!er to any -uestion $ such as =Where is the vampire9s lairO= $ leaps into the Garou+s mind if in fact the target kno!s the ans!er in the first place. # 5ream$spirit can teach this Gift after being caught. System% #fter formulating a mental -uestion the Garou must touch the target. She must also roll 6erception 1 "nigmas (difficulty 4) and spend one Gnosis point. ,he deeper the secret the more successes are re-uired. Cearning a target+s favorite color re-uires only one success !hereas uncovering his secret lair might be four or more. 3f the target is a!are of the mental intrusion she may resist !ith a Willpo!er roll (difficulty 4). Sing Do&n the *ain (Bktenna Rank 0) &y intoning a ritual chant the Garou can call do!n rain for the purpose of cleansing or !atering the ground or adversely to cause flooding or mudslides. ,his Gift is taught by a 'rog spirit. System% ,he player spends a point of Gnosis and rolls Wits 1 )ccult (difficulty ;). ,he number of successes indicates the amount of rainfall summoned. )ne success calls do!n a light dri**le/ three successes results in a full rain sho!er. 'or or more successes causes a torrential rain to fall. ,he effect lasts for one scene although the Garou may e.tend the duration by continuing to spend Gnosis. 5epending on the affected terrain and the Garou+s intent this Gift can cleanse a piece of ground ravaged by acid rain return moisture to a parched field or cause rivers to overflo! their banks. Strength of the Guardian (Bktenna Rank 0 $ "ane Tender) ,his Gift provides &ane ,enders !ith e.tra po!er !hen attempting to bind or destroy a &ane (or other troublesome spirit) or keep it locked !ithin its bindings. ,his is usually used against a &ane that the Garou is responsible for overseeing. )ccasionally another &ane ,ender !ill be overcome and the Garou must use this to regain control over the loosed &ane. "ven more rare are those instances !hen a Garou is asked to locate and bind a particular &ane. ,his Gift is never used simply to overcome a &ane met by chance $ it is too costly. ,he Gift is taught by a Wolf$ spirit. System% ,he player rolls Gnosis (difficulty 2). "ach success allo!s her to boost a chosen #ttribute by one point $ even if goes beyond normal ma.imum. When used the Garou decides !hether she !ishes to increase her Strength Stamina (harisma :anipulation andRor Willpo!er to aid her in the battle. ,hus a Garou !ho gets five successes might raise her Willpo!er by 7 her (harisma by 1 and her Strength by 7. ,he cost of this over$e.ertion is a commensurate e.haustion. When the Gift comes to an end the Garou loses an e-ual number of points from the #ttributes and Willpo!er raised as she gained. ,his loss remains for 7@ hours. Raising one+s #ttributes beyond their normal doubling is very dangerous for if they then fall belo! *ero the Garou dies unless immediately healed !ith :other+s ,ouch. %yrm %his$ers (Bktenna Rank 0) (onsidered too dangerous by the other tribes this Gift gives the Bktena insight into the thoughts of Wyrm creatures. ,he Bktena can read even the most vile thoughts of &anes if the Garou can hold her stomach. # 5ream$spirit teaches this Gift. System% ,he player rolls her 6erception 1 "nigmas (difficulty 4). With one success she can detect nearby sentient Wyrm creatures. 'or every additional success she telepathically reads one complete thought from the creature+s mind. 3f she receives five or more successes she must make a fren*y roll. Regular use of this gift can cause 5erangements or even Wyrm$taint. Taught by% 5ream$spirit Book% Wild West (ompanion Bare the Heart (Bktenna Rank @ $ 'arth *uide -am#) ,his Gift is only taught to those !ho >oin the "arth Guide camp and utili*es the Bktena+s noted penchant for delving into the deepest secrets. ,he "arth Guides use this Gift to e.amine &ane ,enders for signs of Wyrm$taint. Bsing the clear sight granted to him by this Gift the Bktena can look beyond out!ard manifestations internal manipulations and even magical disguises that might mask Wyrm$taint corruption or evil intent and pierce straight to the heart of the truth. ,hus the Garou might note that an other!ise normal$looking person is really a fomori or a &lack Spiral 5ancer by use of this Gift. Garou using the Gift could also determine that someone is disguised (via cosmetic means or magical change) but only if that person has evil intent (i.e.% intends to commit some evil $ as defined by the Garou+s concept of evil $ !hile so disguised. ,hus if a bank robbery !as in the offing the Garou might not see through the mask unless he cares about that bank but he !ould unmask someone intending to clear$cut a virgin forest). ,his Gift is taught by an 3ncarna avatar. System% ,he Garou using this Gift must spend at least one turn intently observing the person he !ishes to e.amine. While doing so he attunes himself to the person+s innermost core the truth of the heart and spend t!o points of Gnosis. ,he player then rolls 6erception 1 "mpathy (difficulty 2). "ven one success uncovers a falsehood if one e.ists and the nature of the mask (cosmetic magical etc). ,!o successes pinpoint ho! deeply the taint runs and the e.act nature of the hidden heart (i.e.% the target is Wyrm$corrupted a &ane a vampire etc) !hile three successes allo!s the Garou to discover such a creature+s immediate intent (i.e.% !hat its plans are for the rest of the scene). (all Elemental (Bktenna Rank @) ,he Garou is able to call one of the four classical elementals (air earth !ater fire) of his choice to him. ,his Gift is taught by an elemental spirit. System% ,he Garou spends one Gnosis point and rolls Gnosis (difficulty of the area+s Gauntlet) to summon the elemental. He must then roll :anipulation 1 )ccult (difficulty ;) to cause the elemental to look favorably upon him. #t the end of the scene the elemental !ill return from !hence it came. (all Forth the %yld (Bktenna Rank @ $ Wyld -hildren) Bsing this Gift a Garou can summon the Wyld in its ra! essence to disrupt manifestations of the Weaver. ,his energy must be concentrated to interfere !ith the !orking of machinery or technological items to be effective. Bnlike the Homid Gift% Gam ,echnology (all 'orth the Wyld permanently disrupts the devices it affects. &arring costly repairs and replacements of fi**led parts the item !ill never !ork properly again. <ot that items cease to function/ they >ust !ork in an odd and unforeseen manner. Rather than merely creating a glitch this Gift actually disrupts Weaver energy by overpo!ering it !ith the chaos of the Wyld. 5evices may function in reverse of normal (clocks run back!ard cars only drive in reverse computers print out information upside do!n) or may function in some totally random fashion (guns e.plode !hen used/ missiles reprogram themselves to hit a random target after initiating their o!n countdo!n and firing se-uence/ cars only function under!ater). (reative anarchy should reign. )bviously this Gift can be highly dangerous $ Wyld (hildren use it !ith glee and teach it to any one !ho asks !ho is not too tainted !ith Weaver or Wyrm energy. System% ,he player must roll :anipulation 1 Repair (difficulty 2) and spend a Gnosis point to use the Gift. )ne success is sufficient to discombobulate most small technological targets. Storytellers may re-uire more successes or higher difficulties to affect larger or more comple. targets. (urse of (orru$tion (Bktenna Rank @ $ "ane Tender) ,his Gift allo!s a &ane ,ender to take part of the taint from the &ane he is tending and infuse the one cursed !ith it. ,his takes the form of some physical loss or mental instability that makes functioning much more difficult/ it may !hither limbs inflict the target !ith a permanent nausea make her bones brittle and likely to shatter or cause paralysis. 3t can also cause unstable personality -uirks (foolish risk$taking being insulting to those of greater rank refusing to obey orders or cooperate !ith one+s pack complete unreasoning co!ardice) or reduce the target to idiocy. "ffects last for one full lunar cycle from the time the curse is inflicted. ,his Gift is taught by an 3ncarna avatar. System% ,he Garou must choose to afflict her target either mentally or physically. She then spends t!o points of Gnosis and rolls :anipulation 1 3ntimidation (versus a difficulty e-ual to her target+s Gnosis). )ne success inflicts a minor effect or one that only functions sporadically !hile more successes cause more serious afflictions or ones that constantly affect the target throughout the length of the curse. Storytellers should be creative but fair !hen assigning curses. Hand of the Earth /ords (Bktenna Rank @) ,he Garou can telekinetically move substances !eighing up to ?88lbs. ,his Gift is taught by an earth elemental and an air elemental. System% ,he Garou spends one Gnosis point and rolls 5e.terity 1 )ccult (difficulty 2). ,he effect lasts one turn per success. Point the Bone (Bktenna Rank @) ,he Garou can inflict ranged damage simply by pointing a bone at an opponent. #fter gathering the bone from a corpse herself the Bktena can change it into a devastating !eapon. # vulture spirit can teach this Gift in e.change for a fe! scraps. System% ,he player rolls 6erception 1 #thletics (difficulty ;) and spends one Gnosis point. ,he number of successes e-uals the number of aggravated Health Cevels the attack causes to the target (this damage can be soaked as normal). ,he bone shatters after one use but any properly harvested bone !ill suffice. Alternatie !ersions From: P*3e (Bktenna Rank @) System% ,his Gift may also be used to inflict a delayed damage upon the victim. &y spending an additional Gnosis point the damage may suddenly occur a number of days after the attack e-ual to the successes rolled. ,his is most common !hen the Gift is used to e.ecute an offender. :any victims certain of their o!n death are reduced to simply !alking aimlessly in this time. Side&ays Atta#k (Bktenna Rank @) ,he Bktena ever delving into spirit matters have learned the secrets of attacking &anes in the spirit !orld !ithout ever leaving the physical realm. ,he Bktena+s arms seem to blur and vanish as she strikes into the Bmbra. ,his Gift is taught by a spirit servant of Bktena. System% ,he !ere!olf must first use the Gift% Bmbral Sight or some other method to locate their opponent. She may then spend a Gnosis point to attack anything she sees in the 6enumbra including spirits that are not materiali*ed. She rolls her normal attack maneuver (5e.terity 1 &ra!l). ,he attack difficulty is t!o higher. S$irit-s Horse (Bktenna Rank @) ,his Gift allo! 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. 3t differs from the manifestations of 6ast Cife in that the host does not merely gain the #ttributes #bilities and memories of the inhabiting spirit $ she actually =becomes= the spirit for the Gift+s duration. ,he Bktena usually combine this Gift !ith the Rite of 3nvitation to the #ncestors (See belo!) and rarely practice it outside of moots or council gatherings. 3ts intention is primarily to give honor to an ancestor by allo!ing her the ability to e.perience fleshy pleasures and meet her tribal descendants. ,his Gift is taught by an #ncestor spirit. System% ,he player rolls (harisma 1 )ccult (difficulty 4) and spends a point of Gnosis !hile the Garou calls on a spirit to =ride= her body. ,he Storyteller may chose to lo!er the difficulty for those Garou !ho come from cultures !hose spiritual beliefs incorporate the idea of being =ridden= by spirits. )ne or t!o successes summons an #ncestor$spirit for a brief so>ourn (a scene). ,hree or four successes allo!s the #ncestor spirit to remain for a longer time (several scenes). 'ive successes allo!s such a complete rapport bet!een spirit and host that the spirit remains until politely asked to return to the Bmbra. <o successes indicates that no ancestor head the summons or the called spirit refuses the invitation. # botch means that either the spirit refuses to leave its host voluntarily or else that an angry or hostile ancestor (perhaps from one of the Wyrmcomer tribesD) enters the host and must be placated before she !ill depart. <ote that a Garou need not possess the 6ast Cife &ackground to use this Gift. ,he Garou !ho uses this Gift must make a Willpo!er roll (difficulty ;) in order to remain a!are of her surroundings !hile her body hosts the ancestor. # failure in the roll indicates that the host+s consciousness has become dormant. ,he Storyteller may allo! a player to attempt a second Willpo!er roll (difficulty 4) to rea!aken the character+s a!areness if the first roll fails. )ther characters may converse !ith the ancestor thus benefiting form her advice and counsel. )nce the spirit departs the host Garou makes a final Willpo!er roll (difficulty ;) to remember !hat happened !hile her body served as the Spirit+s Horse. Strange *ain (Bktenna Rank @) ,he Garou can evoke a rain of something truly strange and unnatural/ frogs cockroaches slugs etc. ,his can be e.tremely unnerving to enemies or even allies. ,his acts like the &one Gna!er Gift% 3nfest in every !ay. System% ,he Garou spends one Gnosis point and rolls :anipulation 1 #nimal Aen (difficulty ;). ,he si*e of the horde is determined by the number of successes/ one success !ill cause a certain amount of bafflement from those affected !hile five !ill attract tabloid reporter and crackpots from miles around for years to come. %his$er in the Dark (Bktenna Rank @) ,his Gift allo!s the Garou to determine a fact detrimental to an individual. ,he Garou may then use that piece of kno!ledge against the target of the Gift either by holding it over the victim+s head or making the information public. System% ,he player rolls 6erception 1 "mpathy (difficulty 4). "ach success enables her to grasp one piece of heretofore$unkno!n information about the target of the Gift. ,hus a character can learn that an individual o!es millions of dollars in gambling debts hides a murder in his past or funds a company that systematically pollutes the rivers in a particular state. 'ailure means that the character learns nothing !hile a botch provides the character !ith erroneous information leading to the character+s possible embarrassment or dishonor. Taught by% Hakahe Book% RatH Fabri# of the Mind (Bktenna Rank ?) Garou !ith this Gift can bring their imaginations to life creating a 5ream &eing from the fabric of their thoughts. ,his Gift is taught by a (himerling. System% ,he Garou makes and e.tended roll of 3ntelligence 1 6erformance (difficulty 4). She can create any form of life she can imagine assigning it one point of ,raits for each success gained on the roll. ,he Garou can take as long as she !ants to form the creature accumulating successes from turn to turn but once she stops the 5ream &eing takes form and re-uires the Garou to spend Gnosis to keep it manifested. ,he cost is one point per scene if the 5ream &eing remains relatively inactive (such as cleaning the Garou+s home or sitting as a gargoyle on the roof) or one point per turn if the &eing engages in combat. &otched rolls manifest an uncontrolled (and often hostile) 5ream &eing/ these cost no Gnosis but !ill stay as long as they desire. Fetish Doll (Bktenna Rank ?) ,he Garou may harm a victim from afar by mutilating a doll he constructs in the victim+s image. He must have a part or article from the being against !hom he plans to employ this Gift. He must then construct a manne-uin in the shape of the victim. ,his Gift is taught by a strange Bmbral spirit. System% ,he Garou spends a !eek and rolls 6erception 1 Repair (difficulty 4) to construct the doll. ,o harm the victim the Garou rolls 3ntelligence 1 :edicine (difficulty of the victim+s Willpo!er). "ach success inflicts one die of aggravated damage up to a ma.imum of 18 $ beyond 18 the doll is so mutilated that no further damage is possible. "ach failure on the roll subtracts one from the 18 possible dice and a botch destroys the doll !ithout harming the victim. %endigo Gifts (all the Bree.e (Wendigo Rank 1) ,he Garou may summon a strong (78 mph) chill bree*e and direct it at !him. ,he bree*e !ill disperse clouds of vapors or insects and !ill chill anyone not prepared for the cold. ,his Gift is taught by a spirit servant of Wendigo. System% ,he Garou may call this bree*e merely by !histling. #nyone relying at all on hearing !ill have one fe!er die of any 6erception roll related to that sense. (amouflage (Wendigo Rank 1) When in the !ilderness the Garou is e.tremely hard to see for she can blend into the !oods. ,his Gift is taught by a 5eer spirit. System% ,he difficulties of all rolls to spot the Garou are increased by three provided the Garou is in the !ilderness. Dead Sti#k (Wendigo Rank 1) 3n these last days the falling of any Garou is tragic and the pain of losing a packmate digs deep. &ut it remains better to kno! for certain than !onder and futilely hope he might return. ,his Gift allo!s the Wendigo to kno! if a packmate is indeed dead and if so !here the remains lie. ,he Wendigo stabs a stick into the ground and !aits till morning. 3f the packmate is alive the stick !ill stand perfectly upright. 3f not the stick !ill heavily lean in the direction of his body. System% ,he player rolls 6erception 1 )ccult difficulty ;. # simple success is all that is needed for a correct divination. # failure !ill lead to the stick being blo!n out of the ground !hile a botch al!ays declares the packmate dead and never points in the right direction. Book% 6G0e Find the Heart-s Flame (Wendigo Rank 1) With this Gift the Garou can identify sources of energy or po!er even !hen they are hidden or unfamiliar. ,he Garou must concentrate to detect the pulsations of po!er that emanate from even a dormant energy source. ,his becomes useful !hen travelling in some of the more alien reaches of the Bmbra !here familiar ob>ects take on strange appearances. ,his Gift also enables the Garou to identify machinery such as generators or solar batteries regardless of their appearance or attempts to conceal them. Spirits that serve as energy or po!er foci also register to the Garou+s senses !hen this Gift is in effect. System% ,he player spends one point of Gnosis and rolls 6erception 1 #lertness (difficulty ;). # single success identifies po!er sources that lie !ithin ?8 feet of the Garou. #dditional successes allo! the character to e.tend her range to locate distant sources. ,his Gift lasts for once scene. Taught by% Aatanka$Sonnak Book% RatH *esist Pain (Wendigo Rank 1) ,hrough force of !ill the Garou is able to ignore the pain of his !ounds and continue acting normally. ,his Gift is taught by a &ear$spirit. System% ,he Garou by spending one Willpo!er point may ignore all !ound penalties for the duration of the scene. Book% WW0e Truth of the Hunted (Wendigo Rank 1) ,his Gift enables the Wendigo to follo! his prey+s passage regardless of the user+s tracking skills. ,he Gift reveals course speed si*e and even the health of the target. #ll of the clues an accomplished tracker notices become blatantly obvious to the user of this Gift !hich is taught by a Wolf$spirit. System% ,he player rolls 6erception 1 Survival (difficulty ;). He needs only one success to follo! the target precisely. :ultiple successes eliminate false trails and provide more detail $ height !eight state of mind (panicked calm etc.) general health (healthy tired !ounded) etc. Taught by% Wolf$spirit Book% Wild West (ompanion (utting %inds (Wendigo Rank 7) ,he Garou may summon a painfully bitter blast of !ind !hich he may direct at foes. ,his Gift is taught by a spirit servitor of Wendigo. System% ,he Garou spends one Willpo!er point. ,o direct the !ind in combat the Garou rolls 5e.terity 1 )ccult (difficulty 2). #nyone hit by the !ind loses t!o dice from all actions taken that turn and has one fe!er die on actions the ne.t turn. ,he !ind might also knock foes off ledges into pits etc. ,he !ind lasts for a scene. ,he range is calculated according to the modifiers for firearms. ,he medium range is 78 years. ,argets !ithin a yard of the Garou are considered point$blank (difficulty @). Flame of the %ind *ider (Wendigo Rank 7) ,his Gift makes the Garou harder to damage by engulfing her in a ghostly blue$ !hite flame. 3n addition to serving as a form of armor the flame also offers protection from cold including the intense cold of the far reaches of the #etherial Realm and the free*ing damage inflicted by certain creatures of the Wyrm. System% ,he player spends a point of Gnosis and rolls Stamina 1 )ccult (difficulty ;). "ach success lo!ers the difficulty for soaking damage from cold by one. 3n addition the Garou gains t!o dice to add to all soak rolls/ these dice can even be used to soak silver. ,he effects last for one scene. Taught by% Aatanka$Sonnak Book% RatH Fog (Wendigo Rank 7 $ War#ath) #s the &lack 'ury Gift% (urse of #eolus. ,he Warpath camp ac-uired a Gift similar to the &lack 'uries+ to cover their ecoterrorist activities. ,hey learn this Gift from the Rain$spirits. System% ,he Garou rolls Gnosis against a variable difficulty (@ near the sea ? near open !ater 2 normally E in a desert). ,he Garou+s vision is unhindered by the mist but all others halve their 6erception rolls. #dditionally the mist is creepy and unnerving to enemies/ $1 to all Willpo!er rolls. Ghost Dan#e (Wendigo Rank 7) 6reying on the fears of the "uropean settlers the Wendigo use this Gift to seed doubt and guilt amongst the invaders. # vision of the !alking dead clouds the >udgment of the targets causing them to panic and flee. #n #ncestor$spirit teaches this Gift. System% ,he player spends a Gnosis point to make the Gift active. He rolls Wits 1 )ccult (difficulty ;). ,he number of successes indicates the number of people affected. 6eople caught in the Gift+s spell see =spirits of the dead= rise from their graves and advance. :ost humans flee from the illusion. Garou and other supernaturals may try to interact !ith or even fight the visions. Taught by% #ncestor$spirit Book% Wild West (ompanion Ghost Pa#k (Wendigo Rank 7) ,his Gift allo!s the Wendigo to call upon the aid of their ancient relatives. :uch like the 6ast Cife &ackground the Ghost 6ack can aid the Garou !hen she is in trouble or needs advice. ,he Ghost 6ack !hispers secrets to the Wendigo and often follo!s her around even after the Gift e.pires. # &uffalo spirit teaches this Gift. System% ,he player must spend one Gnosis and roll (harisma 1 )ccult (difficulty ;). ,he number of successes e-uals the number of ancestor spirits that come to the user+s aid. #lthough the ghosts cannot affect the physical !orld $ they are simply memories and not actual !raiths $they can provide information and skills as per the 6ast Cife &ackground. Taught by% &uffalo Alternatie !ersions From: P*3e (Wendigo Rank 7) System% #nd one Rage. Salmon S&im (Wendigo Rank 7) ,he character may move upon a river lake or any other body of !ater as he does on land. ,his Gift is taught by a Salmon spirit System% ,he player spends a Gnosis point and may !alk andRor run upon !ater for a number of turns e-ual to the successes scored on a 5e.terity 1 #thletics roll (difficulty ;). 3n addition he may perform a >ump similar to that provided by the Cupus Gift% Ceap of the Aangaroo as long as he starts and ends on !ater. S$eak &ith the %ind-S$irits (Wendigo Rank 7) ,he Garou can understand and speak !ith Wind$spirits. 3n addition he may ask one -uestion of the aerial spirits that ride the !inds of the !orld (their attention span is too short for anything more). ,he -uestion must have something to do !ith the nearby area (they -uickly forget !hat they see). ,his Gift is of course taught by any aerial spirit. System% ,he Garou does not need to spend points or roll to understand or speak !ith !ind$spirits. ,o ask a -uestion ho!ever the Garou must spend one Gnosis point and roll :anipulation 1 ".pression (difficulty ;). ,he number of successes indicates the accuracy of the information/ on a botch the spirits lie. Bloody Feast (Wendigo Rank 0) Great Wendigo as a hungry cannibalistic spirit can teach his favored children the ability to gain added strength from an enemy+s flesh and blood. #n avatar of Great Wendigo teaches this Gift. System% ,o activate this Gift the Garou must first bite his opponent and be able to taste blood $ meaning he must inflict at least one health level of damage and his victim must be something that bleeds. 3f his opponent has to.ic blood or none at all this Gift !ill not !ork. ,he player then rolls Gnosis at a difficulty of the opponent+s Stamina 10 (ma. 18). ,he Wendigo gains one e.tra dot in Strength for every t!o health levels inflicted by the bite (ma.imum of 1?). ,he e.tra Strength bonus lasts for one turn per success on the Gnosis roll. Ho!ever flesh and blood can be addictive $ the Wendigo+s player must make an immediate fren*y roll the turn after activating the Gift. Taught by% Wendigo Book% WW0e (hill of Early Frost (Wendigo Rank 0) ,he Garou invokes the spirits of !inter in a great ritual summoning biting !inds that !histle and shriek through the area. ,he chill is as much mystical as it is physical sent from the domain of great Wendigo himself. System% ,he Garou chants for an hour and spends one Gnosis point. She then rolls 3ntelligence 1 )ccult against a difficulty depending on the temperature (@ if it is already !inter 2 on a 78( spring day E in the midst of a summer heat !ave). Success drops the temperature in a five$mile radius to belo! free*ing (or even further if it !as already !inter). #nyone !ithout a natural fur coating subtracts t!o from all 5ice 6ools and may suffer damage from the bitter cold. ,he effect lasts for one hour per success. Haunting Stare (Wendigo Rank 0) ('or Wendigo the emotional impact is more guilt than horror.) ,he Garou summons her hereditary instability and focuses it into her stare. Going into the eyes of the metis leaves the victim choking !ith horror. #n #ncestor$ spirit teaches this Gift. System% ,he user must spend a turn in concentration to focus her !ill but the Gift takes effect immediately. Bpon making eye contact the victim must successfully roll her Willpo!er (difficulty 4) or be unable to act during her ne.t turn. ,he difficulty to use Haunting Stare increases by one against Garou !ho are insane (including Silver 'angs). Taught by% #ncestor$spirit Book% Wild West (ompanion *ide the Solar %inds (Wendigo Rank 0) ,his Gift allo!s the Garou to ride the solar !inds that s!eep through the #etherial Realm !ithout !orrying about being thro!n off course by storms. Bse of this Gift also increases the Garou+s movement rate lessening travel time bet!een locations !ithin the #etherial Realm. System% ,he player spends a point of Gnosis and rolls Wits 1 #lertness (difficulty ;)/ the need to remain =in touch= !ith the ever$changing currents of these spirit !inds re-uires concentration and attunement rather than physical agility. # single success allo!s the character to ride the !inds successfully to her destination (or until she decides to end her >ourney). #dditional successes either allo! the Garou to carry others !ith her (on a one$for$one basis) or reduce the travel time by half per success. ,hus !ith one additional success a >ourney of one month !ould only take t!o !eeks !hile t!o additional successes reduce the >ourney to a !eek. # character may use some of her e.tra successes to allo! others to travel !ith her and the remaining ones to speed up travel time. Taught by% Aatanka$Sonnak Book% RatH Sky *unning (Wendigo Rank 0) ,he Garou gains the ability to run at 48kph through the skies. ,he Garou must continually remain in motion of he falls. ,he Garou leaves a track of fire in the sky as he runs. ,his Gift is taught by a spirit servant of Wendigo. System% ,he Garou concentrates for one turn and spends one Willpo!er point. ,he Gift lasts for four hours and may be replenished by further Willpo!er e.penditure. %isdom of the An#ient %ays (Wendigo Rank 0) #ll Garou have an innate connection to their ancestors a form of racial unconscious accessible through intense meditation. ,he Garou by tapping into these deep memories can remember ancient facts and lore. ,his Gift is taught by a Garou #ncestor$spirit. System% ,he Garou must meditate for a short time concentrating on the past. ,he Garou then rolls Gnosis (difficulty E $1 for each point of 6ast Cife the Garou possesses). Taught by% #ncestor spirit Book% WW0e Attunement (Wendigo Rank @) ,his Gift is similar to the &one Gna!er Gift but may be used only in the !ilderness. &y standing in a particular area the character can commune !ith the spirits of the area thus getting an overvie! of !hat e.ists or !hat has happening in the area $ rough population secret trails and places of note and so on. ,his Gift is taught by an )!l spirit. System% ,he Garou spends one Gnosis point and rolls 6erception 1 Survival (difficulty 2). ,he amount of information gained depends on the number of successes. )n a botch the spirits lie. Taught by% o!l (all the (annibal S$irit (Wendigo Rank @) ,he Garou must chant and dance for a full hour under the night sky to invoke this Gift. 3f the summons is successful a Wendigo avatar !ill ans!er the summons. ,he avatar !ill track do!n a victim of the Garou+s choosing (the Garou must have an article or part of the victim) to eat his heart. Great Wendigo sends an avatar to his most !orth (hildren to teach them this Gift. System% ,he Garou spends a Gnosis point and one Rage point. She then rolls (harisma 1 )ccult (difficulty 4). 3f the roll botches or the Wendigo avatar is th!arted in its mission it !ill return to kill the summoner. (ounting (ou$ (Wendigo Rank @) ,he Garou invoking this Gift can steal Reno!n from another Garou by touching them but doing no actual damage. ,he Garou is in effect demonstrating that he could have severely damaged his opponent and only did not because he chose so. System% &efore a combat the player must spend a Gnosis point to activate this Gift. ,hen on!ard they can declare that they are trying to count coup against their opponent $ they make an attack roll !ith a 17 difficulty penalty (it is harder to kno! !hen to pull the blo!). 3f the attack succeeds they effectively pull one point of temporary Glory from their opponent for themselves. Great Bison (Wendigo Rank @) 'or centuries the bison provided the 6ure )nes and their Ainfolk !ith all they needed. With the incursion of the "uropeans both Garou and human the bison population d!indles and the open plains vanish. With this Gift the Wendigo summons a ghostly stampede of spirit bison to trample his enemies. # &ison$ spirit teaches this Gift. System% ,he player spends one Willpo!er one Gnosis and one Rage point to summon the stampede. ,he stampede ?8 yards !ide and 188 yards long tramples everything in its path and causes 18 dice of damage. ,he bison are spirits and pass through man$made obstacles such as buildings to crush anyone inside. ,he targets can find safety out of the bison+s path to either side of the stampede or by climbing trees and the like. Taught by% &ison$spirit Book% Wild West (ompanion Hand of the Sun (Wendigo Rank @) ,he Garou+s hand bla*es !ith a terrible heat and gives off a !hite$hot light similar to a branding iron. ,he Garou may touch an individual and mark them indelibly (and painfully) !ith a brand of shame. #ny Garou !ho encounters the victim in the future immediately recogni*e the mark as a sign of that person+s treachery dishonor or other grave crime. Fampires ignite !hen touched by the Hand of the Sun. System% ,he Garou spends a point of Rage and then a point of Gnosis. <o roll is necessary for the Gift to take effect but the character must make a standard attack roll in order to mark her victim. # victim touched by the Hand of the Sun takes t!o health levels of unsoakable aggravated damage and receives a permanent circular scar. ,he scar cannot be removed by any means short of amputating the part of the body !hich contains the scar. ,he fire lasts for one scene although the Garou may e.tinguish it beforehand if she so chooses. Taught by% Aatanka$Sonnak Book% RatH Harano (Wendigo Rank @) ,he Wendigo can inflict a state of Harano on a single victim. ,he target feels the tragic history of all the !orld+s oppressed peoples including the Garou themselves. Rumors that this po!er !ould not affect <ative #mericans have been dispelled by a Shado! Cord !ho s!indled the Gift out of a naive Wendigo $ !ho found himself the victim of a Gift he+d >ust taught. ,he Shado! Cord has not been heard from in recent days. # !ind$spirit teaches this Gift. System% 'or one scene the Garou can inflict an artificial Harano !ith a :anipulation 1 ".pression roll (difficulty 4). 'ive or more successes can result in permanent mental in>ury. 5uring the duration the victim is too depressed to perform any actions !ithout a successful Willpo!er rolls (difficulty 2). Alternatie !ersions From: P*3' (Wendigo Rank @) System% ,he player spends one point of Rage and rolls :anipulation 1 ".pression (difficulty 4). :ore than five successes inflict permanent Harano upon the victim/ other!ise the suffering lasts for the rest of the scene. (See rules for Harano). Hero-s Stand (Wendigo Rank @) ,he Garou plants herself on a patch of ground and channels the very force of Gaia through her body essentially becoming one !ith the earth. She may not retreat or even move from her chosen =turf= (and no force on "arth can make her) but she gains many po!ers thereby. )nly !hen all foes are defeated may she retreat or leave. ,his Gift is taught by an earth elemental. System% ,he Garou rolls Willpo!er (difficulty 4). "ach success grants her one e.tra die to all her 5ice 6ools. #dditionally she may not be surprised and all attacks against her are considered frontal. #ny supernatural attempts to make her leave must obtain t!ice as many successes as the Garou did on the Willpo!er roll. %siti$la,u-s Bo& (Wendigo Rank @) ,his Gift allo!s a Garou to shoot an arro! that can !rap around corners and hit targets out of sight. #n #ncestor spirit teaches this Gift. System% ,he player spends a Gnosis point and rolls 6erception 1 #rchery (difficulty E). ,he range of the !eapon does not change. ,he Wendigo must kno! roughly !here her opponent is although she need not kno! precisely/ =a fe! feet do!n that alley over there= can suffice for e.ample. (leansing Flame (Wendigo Rank ?) ,he Garou can pinpoint an area (or an individual) and set the target abla*e !ith an intense and purifying flame that rages for 28 seconds and then dies out completely. ,he 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. ,he first does not spread beyond the target area of person and can not be -uenched by normal means. 'or instance if the Garou targets a house occupied by a 6ente. official the fire bla*es through the house destroying any vestige of the Wyrm+s corruption and leaving untouched anything not tainted by the Wyrm. System% ,he player sacrifices a permanent point of Rage and rolls her Willpo!er. ,he difficulty is 4 to affect and area/ the area cannot be larger than a large house. ,o target an individual the difficulty of the Willpo!er roll e-uals the victim+s Willpo!er. Civing or undead creatures set on fire must roll their Stamina (difficulty E) or die from the shock. ,he flame destroys fomori utterly/ &lack Spiral 5ancers !ho survive the Stamina roll must make Gnosis rolls difficulty E or lose their Wyrm$taint and its accompanying 5erangement. Such purified Garou are stripped of all Rank and Gifts/ they may !ell fall again to corruption but they are given a second chance. Taught by% Aatanka$Sonnak Book% RatH Heart of 3#e (Wendigo Rank ?) ,he Garou must kno! the name of the being to be affected by this po!er and must !hisper it to the vengeful !inds. Subse-uently the victim+s heart or other internal organs begin to turn to ice gripped by the curse of Wendigo. ,his Gift is taught by a spirit servant of Wendigo. System% ,he Garou spends on Gnosis point and rolls Wits 1 "nigmas (difficulty of the target+s Stamina 1 @)/ each success causes one automatic Health Cevel of damage accumulating at one per turn until the number of Health Cevels lost e-uals the number of successes. ,his damage is aggravated and may not be soaked. Fampires affected by this po!er have their blood coagulate losing five &lood 6oints per success/ if this reduces them to *ero and they enter torpor. 3noke the S$irits of Storm (Wendigo Rank ?) ,he Garou may summon >ust about any !eather effects he desires/ a bli**ard a monsoon a tornado a thunderstorm a pea$soup fog !hatever. ,his Gift is taught by a spirit servant of Wendigo. System% ,he Garou spends one Gnosis point and rolls Willpo!er against a difficulty determined by the Storyteller (depending on the current climate and the change desired). ,he effects cover a 18$mile area per success rolled/ if a thunder$ storm is called each additional Gnosis point spent allo!s the Garou to call do!n a lightning bolt or tornado on his enemies (5e.terity 1 )ccult difficulty 2 to hit/ 18 dice normal damage).