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Resist Pain

Rank 1 Philodox Gift / Rank 1 Children of Gaia Gift / Rank 1 Get of Fenris Gift / Rank 1 Wendigo Gift
Through force of will, the Philodox is able to ignore the pain of his wounds and continue acting normally. A bear-spirit
teaches this Gift.
System: The player spends one Willpower point; his character may ignore all wound penalties for the rest of the scene.

Ma’at’s Feather
Rank 1 Philodox Gift
According to Egyptian legend, if the heart of one of the dead was heavier than Ma’at’s feather, she would feed it to the
beast Ammit, destroying their soul entirely. If it was lighter, then the dead person was admitted to the afterlife. This Gift
was first the province of Silent Strider Philodox (and is still most common amongst that tribe), but has spread
throughout all of Garou society. It allows the Philodox to sense the weight of a fallen Garou’s soul and determine if he
died as one of Gaia, or had fallen to the Wyrm. It is used to determine what rituals will be undertaken for the deceased,
and is taught by a bird- or lion-spirit.
System: If the Garou died in the service of Gaia, the Gift works automatically, revealing this to be so. If however, the
Garou had betrayed the Mother, then a roll of the Philodox’s Perception + Occult (difficulty of the deceased’s former
Gnosis) is needed to correctly determine their guilt. A simple success is sufficient, and the Storyteller is encouraged to
roll secretly for each use of this Gift, to keep the players guessing.

Truth of Gaia
Rank 1 Philodox Gift
As judges of the Litany, Philodox have the ability to sense whether others have spoken truth or falsehood. A Gaffling of
Falcon teaches this Gift.
System: The player rolls Intelligence + Empathy (difficulty of the subject’s Manipulation + Subterfuge). This Gift
reveals only whether the target speaks the truth or lies.

Fangs of Judgement
Rank 1 Philodox Gift
It falls upon the Philodox to levy not only judgment but also punishment against those who have fallen from their
proper stations. This Gift, taught by an ancestor-spirit, causes the werewolf’s claws and fangs to burn with the righteous
power of law.
System: The player spends one Willpower point. For the next full day, all of the Garou’s natural weaponry attacks do
two extra dice of damage to all beings who have fallen from their original purpose to the service of the Wyrm (such as
Black Spiral Dancers, fomori, and corrupted nature spirits; Banes which came into existence as agents of the Wyrm are,
regrettably, exempt from this Gift’s sanction).

Scent of the True Form


Rank 1 Philodox Gift
This Gift allows the Garou to determine the true nature of a person. This information is conveyed as an olfactory
sensation — it is actually a scent of the target’s natural form. Any spirit servant of Gaia can teach this Gift.
System: The Garou can tell automatically when someone is a werewolf; anything else requires a Perception + Primal-
Urge roll. It takes two successes to detect vampires, faeries or other shapeshifters as such, and it takes four to detect
fomori or mages.

Moon Lore
Rank 1 Philodox Gift
Using this Gift, the werewolf can learn the phase of the moon that heralded the birth of another. Although it can
determine auspice, Moon Lore gives no clue to whether the subject is a werewolf or even if it is supernatural in any
way; being born under a waxing gibbous moon means much more to a Garou than it does to a normal human. Any
moon-spirit can teach this Gift.
System: A single success on a Perception + Primal-Urge roll (difficulty 6) is required to determine the moon’s phase at
the time of the subject’s birth; two successes determine whether tit was waxing or waning.

1
Strength of Purpose
Rank 2 Philodox Gift / Rank 2 Croatan Gift / Rank 2 Get of Fenris Gift (Camp: Fangs of Garm)
Some Garou feel so strongly about their place in the pack, the tribe and the world that they can draw on this resolve in
times of need. The Philodox can pull new resolve from his deepest reserves. A wolf-spirit teaches this Gift.
System: Once per scene, the player may roll Stamina + Rituals (difficulty 7). For every two successes, the Philodox
recovers one point of Willpower up to her maximum.

Call to Duty / Spectral Authority


Rank 2 Philodox Gift / Rank 2 Silent Strider (Camp: Wayfarers) Gift / Rank 2 White Howler Gift
The White Howler Version is called Spectral Authority
Any spirit the Philodox knows by name is a potential servitor. With this Gift, the werewolf can summon and command
any spirit she knows by name. Only one command is possible at a time, and the spirit departs after fulfilling the one
request. An Incarna avatar teaches this Gift.
System: Obviously, the Philodox must learn the spirit’s name, which usually requires personal acquaintance or use of
the Gift: Name the Spirit. The Player rolls Charisma + Leadership (difficulty of the spirit’s Willpower). If the player
spends two Gnosis points, the werewolf can summon all Gaian spirits within one mile to protect or assist her, even if
she does not know their names.

Realm Wisdom
Rank 2 Philodox Gift
A wise Garou knows to obey the laws of a realm for maximum results; however, sometimes those laws aren’t
immediately obvious. Although experience is the best teacher, sometimes a Philodox needs to take a shortcut. By
channeling the wisdom of a realm’s spirits, the Philodox can intuitively guess important facts about the realm. This Gift
is taught by an ancestor-spirit.
System: This Gift works in any realm or zone. The player spends one Gnosis point and rolls Perception + Law against
a variable difficulty; the more obscure or less traveled the realm, the higher the difficulty. For example, trying to glean
wisdom about the CyberRealm or Battleground might be difficulty 6, whereas learning the laws of the Null Zone might
be a 9. Each success gains a relevant fact about the realm, to a maximum of five successes. The Storyteller determines
which facts are most relevant; for example, if the player gains only one success in the Abyss, the Storyteller might feel
that the most important fact is “don’t fall in; if you fall into the Abyss, you’re lost forever.” This Gift functions only
once per visit to any given realm, and doesn’t prevent redundancy; a Philodox might “learn” the same fact twice in
successive visits to a realm.

Omen of Truth
Rank 2 Philodox Gift
Half Moons are seldom called upon to make easy decisions or clear-cut judgements — if things were so simple, the
Philodox would not be needed. Yet when it comes down to it, even the judge could use a hint now and then. By taking a
moment to look around, the wise Garou may see in the fall of a leaf or path of a butterfly an answer he seeks.
System: The player spends a Gnosis point and makes a Perception + Enigmas roll (difficulty varies, from 9 in a
featureless, sealed space to 5 for a forest at sunset). The Gift takes a minimum of one full minute to use; the user gains
a -1 difficulty if he dwells on the problem for ahlf an hour. Successes add to the nature and certainty of the omen, while
a botch brings an equally certain but erroneous conclusion. More than most, the effects of this Gift are up to the
Storyteller, and depend on the situation; in general, through, the Storyteller should use it to give a hint as to Gaia’s two
cents worth on the matter in question.

Command the Gathering


Rank 2 Philodox Gift
The Philodox draws all eyes to herself with a great exclamation, a clap of her hands, the striking of klaive to shield, or
some other such gesture. Until she has had her say, none may depart or interrupt her. A lion-spirit teaches this Gift.
System: The player spends one Willpower point and rolls Appearance + Leadership (difficulty equals the highest
Willpower among those whose attention she seeks to gain). If the roll succeeds, all in attendance fall quiet and listen.
Any individual who wishes to interrupt the Philodox or walk out before she has finished speaking must spend two
points of Willpower to do so.

2
King of the Beasts
Rank 2 Philodox Gift
The Philodox’s authority extends even into the realm of beasts, such that he can command the loyalty of any specific
animal. If successful, the animal follows his commands willingly and unconditionally. A lion- or falcon-spirit teaches
this Gift.
System: The Philodox must choose one target within 100 feet. The player rolls Charisma + Animal Ken against a
difficulty based on the werewolf’s relationship with the animal. This power works on only one animal at a time, and it
does not attract animals to the Garou’s vicinity (see the Level Four lupus Gift: Beast Life).
Relationship Difficulty
A sibling 3
Feed and care for 6
Stranger 8
Hostile 10

Mental Speech
Rank 3 Metis Gift / Rank 3 Philodox Gift
This Gift grants metnal communication, even over vast distances. The user must either knownthe target personally
(although he does not have to be friends with tat person) or have something that belongs to that person, such as a lock
of his hair. Bird spirits and spirits of intellect teach this Gift. Owl is a particularly sought-after teacher, and those who
learn from him claim to have enhanced abilities at night.
System: The player rolls Charisma + Empathy (difficulty 8) and expends a Willpower point; the effects last for a scene.
His character may hold a mental conversation with a target at a maximum distance of 10 miles per success. It does not
allow mind reading, but the werewolf may use social Abilities, such as Intimidation.

Wisdom of the Ancient Ways


Rank 3 Philodox Gift / Rank 3 Wendigo Gift / Rank 3 Uktena Gift
All werewolves have an innate connection to their ancestors, a form of racial unconscious accessible through intense
meditation. The Philodox can tap into these deep memories to remember ancient facts and lore. An ancestor-spirit
teaches this Gift.
System: The character must meditate for a short time, concentrating on the past. The player then rolls Gnosis (difficulty
9, -1 for each point of Ancestors the Garou possesses). The number of successes determines how detailed and exact the
answer he receives will be.

Sense Balance
Rank 3 Philodox Gift
As the arbitrators of the Garou Nation, the Philodox have developed an attunement with the precarious forces that
balance the world and the individual alike. This Gift allows the user to detect an overabundance of any of the prime
forces of the universe, whether Wyrm, Wyld or Weaver. It can point out a Bane manifestation at an industrial plant or
mental instability in a packmate. A cat-spirit teaches a friendly Garou this Gift in exchange for a warm fire and
promise not to chase her kin.
System: The Gift requires the expenditure of one Gnosis point. With a successful Perception + Enigmas roll (difficulty
8) the Garou can feel the balance, or lack thereof, within an area, person or inanimate object. Wyrm manifestation feels
dense and oily, Weaver presence feels cold and unyielding and Wyld energies feel warm and trembling. Such
manifestations are more subtle than ones detectable through Gifts such as Sense Wyrm.
The Philodox must focus and be at peace for this Gift to work properly. Distractions, such as combat or exhaustion,
disrupt any benefits of the Gift — the Garou can find only her own imbalance in such instances.

Scent of the Oathbreaker


Rank 3 Philodox Gift
Oaths sanctified before a Philodox are a serious matter indeed, so this Gift grants the judges of the Garou nation the
ability to know when an oath has been broken and to track down the oathbreaker to correct him personally. A dog-spirit
teaches this Gift.
System: The Philodox may spend one Gnosis point to sanctify any oath or promise he personally witnesses, no matter
how formal or informal. If at any point in the future one of the individuals sworn to the oath breaks it, the Philodox
immediately becomes aware of this, and all rolls for the werewolf to track the oathbreaker by scent drop to difficulty 4.
This benefit lasts until the Philodox next stands in the oathbreaker’s presence.
3
Weak Arm
Rank 3 Philodox Gift
Philodox are masters of judgment, and this trait extends even into the field of battle. By watching an opponent’s
fighting style, the werewolf can evaluate his strengths and weaknesses. Snake- and wind-spirits teach this Gift.
System: The player rolls Perception + Brawl (difficulty 8). Each success gives her one bonus die to add to her attack or
damage rolls against this opponent. For instance, a Philodox who gets four successes on this roll could add two dice to
her attack rolls and two to her damage pool. This Gift can be used against a given foe only once per scene, and the
benefits are lost at the end of the scene. The Garou must concentrate for a full turn to use this Gift.

Divided Heart
Rank 3 Philodox Gift
The heart of the werewolf is filled with rage, and quite often, this internal fire can overcome a werewolf’s strength of
will. With this Gift, taught by any tree spirit, a Philodox can briefly allow another to “hold back” the fury inside, lest a
poorly made decision cause irreparable damage.
System: The purpose of this Gift is to help alleviate the difficulties a werewolf encounters when his Rage exceeds his
Willpower (Werewolf, p. 126). For every success on a Manipulation + Primal Urge roll by the Philodox player, one
penalty die is negated for the target character. The effects last for five minutes per success — a Philodox can
temporarily alleviate the Curse, but never negate it.

Bonds that Tie Us


Rank 3 Philodox Gift
The Philodox is mediator and judge, but is also investigator. The Gift assists a Philodox with such matters by revealing
any emotions and opinions that exist between two people. Many Garou detest this Gift, since it is indiscriminate,
revealing any emotion that may exist. It is taught by an ant-spirit.
System: The player spends one Rage as the Philodox taps deep into his own wellspring of emotion, connecting those
emotions to those of his target. After this, the Philodox whispers the name of a person with whom the target has a
relationship, and the Philodox will immediately feel every emotion toward that person that the target has. These
emotions aren’t real (at least to the Philodox), but they certainly feel it, and it is wise to avoid the person to whom those
emotions are directed for as long as the effect lasts (one scene). A Garou or other supernatural that does not wish to
cooperate with the Gift may roll their Willpower (difficulty of the Philodox’s rage) with a success preventing use of this
Gift.

Roll Over
Rank 4 Philodox Gift / Rank 4 Shadow Lord (Lords of the Summit) Gift
The Philodox can call on her power to radiate a commanding presence that compels others to submit to her. Should she
succeed in a test of wills, she dominates her foe, which causes humans to fall to their knees and wolves to roll on their
backs. Either a lion- or a wolf-spirit teaches this Gift.
System: The player must score at least three successes more than her opponent on a resisted Willpower contest. If the
Gift takes effect, the victim can take no action other than submission unless he is in direct danger.

Reality’s Path
Rank 4 Philodox Gift
Perception is subjective, but the Philodox cannot afford that luxury. This Gift allows the user to sense whether what the
subject believes to be true is actually false. A Jaggling of Falcon teaches this Gift.
System: The player rolls Perception + Enigmas (difficulty 7). A single success determines if what the subject is telling
an unintended untruth. Three successes will discover if the subject was deliberately misled. Five successes or more will
reveal the truth of the lie at its simplest level (it might tell who perpetrated a crime, but not why or who the perp was
working for). Note that this Gift only works when a subject speaks what he truly believes; packmates can’t go on
“fishing expeditions” by throwing out names to determine who really committed a deed, for example.
Reality’s path deals with knowable facts (“She never intended to return”, “despite his boast, your brother didn’t kill the
Bane single-handed”), not greater spiritual truths.

4
Take the True Form
Rank 4 Philodox Gift
The Philodox with this power can force a Garou into her breed form. This Gift is especially useful to abate frenzy,
prevent damage from silver or take a combative advantage. A wolf-spirit teaches a worthy Philodox the workings of
this Gift.
System: The player rolls his Manipulation + Primal-Urge (difficulty 7). If successful, the target automatically shifts to
her breed form. The number of successes equals the number of turns the target must remain in her natural form.

Scent of Beyond
Rank 4 Philodox Gift
The werewolf can bring all his senses to bear on one spot with which he is familiar (even an Umbral site), no matter
how far away that spot is. The Philodox senses the site from a point of view as if he were standing in the middle of the
area being scanned. A bird-spirit teaches this Gift.
System: The player rolls Perception + Enigmas (difficulty 8). If the spot is in the Umbra, the difficulty is 9 or the
Gauntlet rating (whichever is higher).

Wall of Granite
Rank 5 Philodox Gift / Rank 5 Croatan Gift
Philodox have a stronger relationship with the elementals of the earth than do other werewolves, for just as the earth
upholds those upon it, the Philodox uphold their people’s ways. While in contact with earth or rock, the Philodox can
invoke a wall to protect himself. This wall will move with the Garou, defending him from all angles. Earth elementals
teach this gift. System: The Garou spends on Gnosis point. The wall’s dimensions are three yards high, two yards long
and one yard thick. It has a soak pool of 10 dice, and 15 health levels must be inflicted to penetrate it at any point. The
wall lasts for one scene or until released into the earth by the Garou.

Geas
Rank 5 Philodox Gift
This Gift places its target under a geas, a sacred oath to obey the Philodox’s bidding. The geas cannot make the targets
act contrary to their basic instincts (such as self-preservation). Therefore, she could send a group on a quest, but she
could not make its members attack and try to kill each other — unless they were psychotics or werewolves without
pack bonds. An Incarna avatar teaches this Gift.
System: The player spends one Gnosis point and rolls Manipulation + Leadership (difficulty of the target’s Willpower).
In the case of a group, the difficulty is the highest Willpower among its members. The geas’ compulsion lasts until the
task is completed or until the target is dropped to the Incapacitated health level in pursuit of the quest. No victim can
labor under more than one geas at a time; the first one laid always takes precedence.

Soul’s Guilt
Rank 5 Philodox Gift
This powerful but very temperamental Gift allows the weight of guilt which rests on the heart to emerge to the surface.
The effect varies but usually appears as shadowing across the subject’s features; the shadows deepen as the guilt grows
(other effects include “howls of demons,” the sound of winter winds or even ominous background music). Note that,
while useful, it has some severe limitations, for it registers only what troubles the individual. To a single old lady, a
white lie may give her nightmares and deeply shade her soul, while a vigilante may sleep the sleep of the just and go
undetected by this Gift. Soul’s Guilt is taught by one of Falcon’s brood, or any spirit associated with Justice.
System: The Garou must look at (or in some cases, listen to or smell) the target and concentrate for one full turn. The
player rolls Perception + Empathy (difficulty of 7); number of successes indicate the clarity of the Garou’s impression.

Release from Bondage / Break the Bonds


Rank 6 Philodox Gift / Rank 6 Galliard Gift
Called Break the Bonds in the 20th Anniversary Edition
There are many ways to mystically blend the will of another. This Gift shatters all such bonds, from the blood
domination of a vampire to a mage’s mind control or a Half Moon’s geas. Those who know this Gift may use it on any
being, including themselves. This Gift is only granted by an Incarna or equally powerful spirit, usually as a reward for
some great service. System: The Garou is automatically immune to any supernatural coercion save from any being
more powerful than an Incarna. The Gifted one may break another’s mystic compulsion by touching her, spending a
Gnosis point and rolling Manipulation + Leadership (difficulty 11 – the target’s Willpower).

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