Download as pdf or txt
Download as pdf or txt
You are on page 1of 21

Blur of the Milky Eye Infectious Laughter Liar’s Face

(Level One) (Level One) (Level One)


Ragabash Ragabash Ragabash
The werewolf’s form becomes a shimmer- When the Ragabash laughs, those The Ragabash wraps herself in such a
ing, indistinct blur, as though seen through around her are compelled to follow along, deceitful attitude that nothing she says can be
heavy cataracts — even in the midday sun. The forgetting their grievances. A coyote- or hye- trusted — not even the clear and unvarnished
Ragabash is not truly invisible, however, and na-spirit teaches this Gift. truth. The werewolf may make a single truthful
if spotted, this Gift’s protection fails until System: The Ragabash must make some statement, and no human who hears it will
the observer is distracted. A chameleon- or comment mocking the present situation in believe her. A platypus-spirit teaches this Gift.
ermine-spirit teaches this Gift. which she finds herself, then laugh at it. The System: After the character makes a
System: The player rolls Manipulation player then rolls Manipulation + Expression truthful statement, the player spends one
+ Stealth (difficulty 8). Each success increases (difficulty of the highest Rage rating of anyone Willpower point and rolls Charisma + Subter-
the difficulty of all Perception rolls made to listening). Success causes those who hear the fuge (difficulty 7). This Gift is automatically
detect him by one for the rest of the scene. Ragabash’s comment and laughter lose hold effective on humans, causing them to believe
of their ire, and forget what it was that had the Ragabash is lying. Supernatural listeners
them upset in the first place — although their whose Willpower rating is lower than the
temper will return if they are reminded of Ragabash’s successes also refuse to believe
what the New Moon has made them forget. the Ragabash’s words.

Open Seal Scent of Blissful Ignorance


(Level One) Running Water (Level Two)
Ragabash (Level One) Ragabash, Bone Gnawers, Silent Striders
The werewolf can open nearly any sort Ragabash, Red Talons The Garou can become completely
of closed or locked physical device. A rac- The werewolf can mask her scent com- invisible to all senses, spirits or monitoring
coon-spirit teaches this Gift. pletely, making herself virtually impossible to devices by remaining still. A chameleon-spirit
System: The player rolls Gnosis (difficul- track. A fox-spirit teaches this Gift. teaches this Gift.
ty of the local Gauntlet rating). If the object System: The difficulties of all rolls to System: The player rolls Stamina +
is sealed with magic, the player must spend track the Garou increase by two. This Gift’s Stealth (difficulty 5). Each success subtracts
a Gnosis point before making the attempt. effects are permanent, though the Ragabash one success from the Perception + Alertness
may temporarily suppress them at will (which rolls of those looking for the character. If no
may be necessary to blend in with wolf packs). one is actively seeking the werewolf, one success
provides perfect concealment.

Pulse of the Prey Spider’s Song Taking the Forgotten


(Level Two) (Level Two) (Level Two)
Ragabash, Black Furies, Red Talons Ragabash Ragabash
If the werewolf knows anything about The Ragabash can steal messages from A Ragabash with this Gift can steal
her prey — even a nickname, initials, or crude the Weaver’s web. The Ragabash must be something from a target and make his victim
description — she can track it as fast as she aware that a conversation is happening to forget that she ever possessed the stolen item.
can travel. This unerring sense of direction listen in on it. For conversations across land A mouse-spirit teaches this Gift.
works anywhere, and is as useful for tracking lines, the Ragabash must place her ear against System: After successfully stealing the
spirits through the Deep Umbra as Pentex a telephone pole or cord; to listen in on cell item, the player must score three successes on
executives through Baltimore. A wolf- or phone discussions she need only be able to a Wits + Larceny roll (difficulty of the victim’s
dog-spirit teaches this Gift. see one of the phones being used. Spider- and Intelligence + Streetwise).
System: No roll is required unless the raven-spirits teach this Gift.
target is actively hiding, in which case the player System: The player spends a Gnosis
rolls Perception + Enigmas against a difficulty point. She listens in on the conversation (or
of the target’s Wits + Stealth. If the target is receives mental translations of text messages)
a spirit, the difficulty is the spirit’s Gnosis. for as long as she keeps her ear to the line or
keeps the cell phone user in sight.
Gremlins Liar’s Craft Open Moon Bridge
(Level Three) (Level Three) (Level Three)
Ragabash Ragabash Ragabash
The Ragabash can cause a technological The Ragabash can tell the most outra- The werewolf has the ability to open a
device to malfunction merely by touching it. geous of lies and have them accepted as truth moon bridge, with or without the permission
This Gift actually causes the spirit energy within — for a while, at least. This Gift is taught by of the totem of that caern. A Lune teaches
the device to work counter to its function. If a fox-spirit. this Gift.
the Garou can frighten the spirit sufficiently, System: The character first tells his lie, System: The player spends one Gnosis
it will flee the device, causing it to malfunction then the player rolls Wits + Subterfuge (dif- point. See the Rite of the Opened Bridge for
permanently. A Gremlin teaches this Gift. ficulty of the target’s Wits + Subterfuge, or more information on opening moon bridges.
System: The player rolls Manipulation + the highest rating in a group of listeners). One The maximum distance that can thereby be
Intimidation; the difficulty is determined by the success convinces a single individual, while covered is 1,000 miles (1600 km).
complexity of the item. The more successes the three successes are needed to dupe a crowd.
Garou obtains, the more the device is damaged. Since the roll is made after the lie is told, this
Three successes disables the device permanently Gift always carries some element of risk.
(the spirit has fled). The lower the difficulty, the
more complex the device, i.e. computer = diffi-
culty 4, phone = difficulty 6, gun = difficulty 8.

Pathfinder Luna’s Blessing Umbral Dodge


(Level Three) (Level Four) (Level Four)
Ragabash Ragabash Ragabash
Werewolves can strike implausible trails When Luna stands visible in the night The Ragabash finds the best way to
through pristine wilderness and the urban jungle sky, silver ceases to act as a bane to the Garou. deal with an enemy is to send him far away —
alike, locating the fastest and shortest routes from Indeed, when the moon waxes full, silver may perhaps to a place where he’ll learn the folly
one place to another. A crow-spirit teaches this Gift. well turn on those who would wield it against of his ways. She may tear open a hole in the
System: The player rolls Perception + Gaia’s children. A Lune teaches this Gift. Gauntlet while dodging an enemy’s attack,
Survival (for wilderness) or Streetwise (for urban System: When the moon shows in the sky sending them to the land of spirits. A trapdoor
environments) against difficulty 7. The number of in a visible phase, the character suffers lethal spider-spirit teaches this Gift.
successes equals the quality of the path she blazes or bashing damage from silver, rather than System: When attempting to dodge
and how much she decreases her travel time. Every aggravated. Additionally, all attacks against a close-range attack, the player spends one
success reduces travel time by approximately 10 the werewolf with silver weapons at this time Gnosis point and increases the difficulty of
percent, up to a maximum of half the original are considered to roll a 1 in addition to all the dodge by one, or to the rating of the local
travel time. The difficulty of any rolls to track dice actually rolled — or a pair of 1s during Gauntlet. If the dodge succeeds in avoiding
the werewolf increases by two when this Gift the full moon. The Garou retains his normal the attack completely, the attacker is dropped
is active; this decrease is cumulative with other vulnerability to silver at all other times. into the Penumbra (or into the physical world
similar effects, such as Scent of Running Water. if this Gift is used in Penumbra).

Whelp Body Thieving Talons Thousand Forms


(Level Four) of the Magpie (Level Five)
Ragabash (Level Five) Ragabash, Black Furies
The Garou delivers a devastating curse Ragabash The werewolf with this Gift may change
upon a foe’s body, causing it to weaken or palsy. The Ragabash can steal the powers of herself into any animal between the sizes of
Many consider the use of this Gift upon a foe others and use them herself. Naturally, a a bird and a bison. The Garou gains all the
to constitute a declaration of eternal enmity. magpie-spirit teaches this Gift. special capabilities of the animal mimicked.
Pain- and disease-spirits teach this Gift. System: This Gift requires three successes She may even take the form of mystical, non-
System: The player spends one Gnosis on a Wits + Larceny roll (difficulty of the target’s Wyrm beasts. Wyld-spirits teach this Gift.
point and rolls Gnosis, resisted by the target’s Willpower). If successful, the Ragabash steals the System: The player spends a point of
own roll of higher of Gnosis or Stamina. The targeted power, depriving its owner of its use. A Gnosis and rolls Intelligence + Animal Ken
Garou’s difficulty is the opponent’s Willpower, Ragabash who steals a vampire’s power to merge (difficulty 6). Success allows the character to
while the victim’s difficulty is the Ragabash’s with the earth (Protean •••) doesn’t also gain assume the shape of any normal animal. For
Gnosis. Each success allows her to remove one his ability to see in the dark or grow claws. The the duration of the scene, he may make addi-
point from any of the victim’s Physical Attributes. Garou may keep the power if she pays a point tional transformation rolls without spending
The effect is permanent, although the victim may of Gnosis each turn. The werewolf’s Gnosis is Gnosis. To take on a mythical form, the player
restore these Attributes via experience. This Gift substituted for any Traits exclusive to the victim, must spend an additional Gnosis and succeed
may be used only once against a given opponent. such as a vampire’s blood pool or a mage’s Arete. against difficulty 9.
Firebringer Mother’s Touch Spirit Snare
(Level Six) (Level One) (Level One)
Ragabash Theurge, Bunyip, Children of Gaia Theurge
The Ragabash performs the ultimate The werewolf channels spiritual power The Theurge casts out an invisible, mystic
trick, stealing a supernatural power and through her hands, mending the wounds net that entangles hostile spirits, confounding
turning it into a Gift, which may in turn be of any other living creature. This Gift may them with a mixture of magical force and
bestowed upon others as though the New not heal the werewolf herself, spirits, or the long-broken but still-potent Gaian law. An
Moon were a spirit teacher. Coyote or another undead. A bear- or unicorn-spirit teaches it. owl-spirit teaches this Gift.
trickster Incarna teaches this Gift. System: The player spends one Gnosis System: The player spends one Gnosis
System: After having a power used on point and rolls Intelligence + Empathy (dif- point and rolls Intelligence + Occult (difficulty
him, the Ragabash may spend one permanent ficulty is the target’s current Rage, or 5 for 8) as an attack directed at a spirit within 30
Gnosis to internalize it into a Gift. The Ragabash those with no Rage). Each success heals one feet, which can be defended against normally.
cannot use this Gift, and forfeits all defenses level of lethal, bashing, or aggravated damage. Rather than inflicting damage, this attack
against that power if used on him in the future; The healer may even heal fresh Battle Scars reduces the spirit’s effective Willpower by
it exists instead as a treasure to bequeath upon in this manner, if the Gift is applied during two for the purpose of all combat actions for
the Garou Nation. Any power may become a the same scene in which the scar is received the rest of the scene. Multiple applications of
Gift in this fashion. The Storyteller determines and an extra Gnosis point is spent. this Gift don’t stack.
the new Gift’s appropriate level and teacher.

Spirit Speech Umbral Tether Battle Mandala


(Level One) (Level One) (Level Two)
Theurge, Uktena Theurge Theurge
This Gift bestows understanding of the The Umbra is a shifting world where A mystical sigil burns itself into the
language of the spirit world, permitting the logic doesn’t always apply and losing one’s ground around the Theurge, visible only to
Garou to clearly understand and speak with way is easy. Theurges ensure they can always those with Gnosis ratings. This circle drains
any spirit he encounters. The Gift doesn’t find their way back to the point where they the Essence from spirits caught within its web.
influence spirits’ attitudes toward the werewolf entered the Umbra with this Gift, which A spider- or antlion-spirit teaches this Gift.
in any way, nor ensure they have any desire to creates a silvery cord connecting the Garou to System: The player spends one Gnosis
communicate with him. Any spirit can teach it. the point where they last crossed the Gauntlet. and rolls Intelligence + Occult (difficulty 7).
System: This Gift’s effects are perma- Only the werewolf who creates the tether can The battle mandala encompasses a radius of
nent. see it. This Gift is taught by a spider-spirit. (50 x number of successes) feet (or 15 meters
System: No roll is needed to create per success) around the Garou; spirits (other
the thread. However, after each full day the than the Garou’s pack totem) within the
character spends in the Umbra, a point of mandala lose one Essence per turn. The
Gnosis must be spent to maintain the cord; mandala dissipates at the end of the scene or
otherwise, it slowly corrodes from the point when the werewolf steps outside of its bounds,
of entry and toward the Garou. whichever comes first.

Command Spirit Sight From Beyond Exorcism


(Level Two) (Level Two) (Level Three)
Theurge Theurge Theurge
The Theurge can give commands to This is a Gift of prophecy. The werewolf This is the Gift of ejecting spirits from
spirits she meets and expect obedience. The becomes an oracle, prone to visions that hint places, objects, or even people, whether they
Gift doesn’t grant the ability to summon spirits at future opportunities, challenges, and threats are bound or in voluntary possession. Any
— only to compel them to obey. As always when to come. These visions are always veiled in Incarna avatar can teach this Gift.
dealing with spirits, clear wording is essential. symbolism — an impending war against the System: The werewolf must concentrate
Any Incarna avatar can teach this Gift. local vampires might be presaged by visions of for three uninterrupted turns. If the spirit
System: The player spends a Willpower skyscrapers weeping blood from their upper sto- does not wish to leave, the player must roll
point and rolls Charisma + Leadership (diffi- ries, while a death in the sept might be heralded Manipulation + Intimidation (difficulty of the
culty is the spirit’s Gnosis). The character can by dreams of a chorus of mournful howls rising spirit’s Willpower). If the spirit was bound to its
issue successive commands once the spirit is to a ghost-pale moon. Owl-spirits teach this Gift. lodging, the exorcist must gain more successes
under her control; each additional command System: Visions are entirely under the Sto- than the binder did when tying the spirit to
requires that the player expend an additional ryteller’s control and are best handled through its location. This Gift can be used to “cure”
Willpower point. The spirit cannot be ordered roleplaying, though a truly stumped player might fomori, although doing so inflicts 10 levels of
to leave a place or object (or, in the case of ask for a Wits + Occult (difficulty 7) roll to help aggravated damage at a rate of one level per
fomori, person) to which it is bound. interpret a particularly puzzling vision. turn as the Bane tears free of its fleshly home.
Pulse of the Invisible Umbral Camouflage Web Walker
(Level Three) (Level Three) (Level Three)
Theurge, Bunyip Theurge Theurge
This Gift grants constant awareness of Although perfectly visible to all others, The Garou may travel on the Pattern
the spirit world. Even in the physical world, the this Gift renders the werewolf undetectable to Web through the Umbra without physical dif-
werewolf can interact with spirits in the Pen- spirits. A wind-spirit teaches this Gift. ficulty, and without attracting the unfriendly
umbra at will. The Garou will be automatically System: The player spends one Gnosis attention of Weaver-spirits in the area. Any
aware of any dramatic changes or upheavals point and, for the remainder of the scene, she Weaver-spirit can teach this Gift.
nearby. Any spirit can teach this Gift. is completely invisible to spiritual senses. She System: The player spends one Gnosis
System: If the Garou’s permanent Gnosis may move about as normal but cannot make point and rolls Charisma + Science (difficulty
equals or exceeds the local Gauntlet, he can any attack actions without disrupting the Gift. 7). Success enables the Garou (and her pack,
see into the Umbra automatically. Otherwise, so long as they stick close to her) to travel
the player must roll Gnosis to look through through the Umbra across the Pattern Web as
the Gauntlet (difficulty of the Gauntlet rating). though she were on a moon bridge. Whether
Such awareness lasts for the rest of the scene the Web’s strands go where the Garou wants
or until the character enters an area with a to travel is another matter entirely.
stronger Gauntlet.

Blurring the Mirror Grasp the Beyond Spirit Drain


(Level Four) (Level Four) (Level Four)
Theurge Theurge Theurge
This Gift allows the Theurge to cloud the The werewolf may carry things in and out The Garou may drain power from a
minds of other beings, making it impossible for of the Umbra. This Gift affects objects, people, spirit to feed her own resolve. A rat-spirit
them to find the Umbra. Once used as a form and animals, both willing and unwilling. An teaches this Gift.
of punishment for arrogant pups, this Gift is opossum- or kangaroo-spirit teaches this Gift. System: The player makes a resisted
more often deployed as a weapon against Black System: The character must grasp the Gnosis roll against the spirit. If the player
Spiral Dancers. A Weaver-spirit teaches this Gift. object or person he wishes to take to (or from) succeeds, the spirit loses one Essence point
System: The player spends one Gnosis the spirit world, and spend a number of Will- per success for the rest of the scene. For
point for every individual she wishes to affect. power points: one for small items, two for larger every two points drained, the Garou gains
The Gauntlet increases by five for those targets items, and three for man-sized items (including a temporary Willpower point. She loses any
for the rest of the scene. Up to five individuals people). The player makes the usual Gnosis points exceeding her maximum at the end
can be affected at once. While normally used roll to pierce the Gauntlet and step sideways; if of the scene.
against other Garou, this Gift is effective successful, both he and the desired object pass
against any being capable of entering the into the Umbra. An unwilling subject may resist
Umbra sideways, including other Fera and with a Willpower roll; each success subtracts
some mages. one from the Garou’s successes.

Feral Lobotomy Malleable Spirit Ultimate Argument


(Level Five) (Level Five) of Logic
Theurge Theurge (Level Five)
Unleashing a surge of pure Wyld energy, The werewolf can change a spirit’s form Theurge
the werewolf can devolve an opponent’s mind or purpose. A Chimerling teaches this Gift. Those who speak with the Theurge leave
into that of an animal, effectively destroying System: The player must best the spirit in convinced of some fact they might otherwise
his intelligence. A Wyldling teaches this Gift. a resisted Gnosis roll. The difficulty is based have disbelieved. If successful, the Garou can
System: The player rolls Wits + Empa- on what the Garou tries to accomplish, while cause the target to believe implicitly in one
thy (difficulty of the target’s Willpower + 3, the spirit’s difficulty is the Garou’s Gnosis. aspect of existence (true or false) — that the
maximum 10) and spends a number of Gnosis If attempting to change characteristics such Earth is the center of the universe, that there
points. If successful, the Garou can destroy the as Willpower, Rage, or Gnosis, one point is is such a thing as a spirit world, or that cities
target’s Intelligence Attribute permanently; changed per success and the roll has a difficulty are unnatural affronts to nature, for example.
the target loses one Intelligence dot for each of 6. If attempting to change disposition, the A coyote-spirit teaches this Gift.
two points of Gnosis spent, and cannot lose difficulty is 7. If trying to change the spirit System: The player needs three successes
more Intelligence than the number of successes type — such as elemental, Bane, etc. — the on a Manipulation + Performance roll (diffi-
rolled. Lost Intelligence is replaced with feral, difficulty is 9. culty of the target’s Wits + Enigmas).
animalistic behavior.
Fangs of Judgment Resist Pain Scent of
(Level One) (Level One) the True Form
Philodox Philodox, Children of Gaia, Get of Fenris, (Level One)
It falls upon the Philodox to levy not only Wendigo Philodox
judgment but also punishment against those Fortifying herself with purpose and will, The Philodox is able to scent the truth of those
who have fallen from their proper stations. the werewolf shuts out the pain of her wounds. she meets, literally sniffing out an individual’s true
This Gift, taught by an ancestor-spirit, causes A bear- or badger-spirit teaches this Gift. form. A vulture-spirit teaches this Gift.
the werewolf’s claws and fangs to burn with System: The player spends one Will- System: The Garou can smell Kinfolk or a fellow
the righteous power of law. power point; the character ignores all wound werewolf automatically. In all other cases, the player
System: The player spends one Will- penalties for the rest of the scene. must roll Perception + Primal-Urge (difficulty 6). One
power point. For the next full day, all of the success will identify a normal human or animal; two
Garou’s natural weaponry attacks do two extra successes will detect a vampire, changeling, demon,
dice of damage to all beings who have fallen mummy, or Fera; four successes are needed to sniff
from their original purpose to the service of the out a mage, ghoul, or fomor. The Imbued register
Wyrm (such as Black Spiral Dancers, fomori, as normal humans to this Gift. Unfamiliar scents
and corrupted nature spirits; Banes which aren’t automatically recognized: A Philodox that has
came into existence as agents of the Wyrm are, never encountered any Rokea might not immediately
regrettably, exempt from this Gift’s sanction). recognize the scent she detects as “wereshark.”

Truth of Gaia Call to Duty Command the


(Level One) (Level Two) Gathering
Philodox Philodox (Level Two)
As judges of the Litany, Philodox may The Philodox may summon and com- Philodox, Galliard
easily separate truth from falsehood. A Gaf- mand any spirit she knows by name. Only one The werewolf draws all eyes to herself with a
fling of Falcon teaches this Gift. command may be given, and the spirit departs great exclamation, a clap of her hands, the striking
System: The player rolls Intelligence immediately after fulfilling it. Alternatively, all of klaive to shield, or some other such gesture.
+ Empathy (difficulty equals the subject’s spirits in the area may be called in times of Until she has had her say, none may depart or
Manipulation + Subterfuge). This Gift reveals great need. An Incarna avatar teaches this Gift. interrupt her. A lion-spirit teaches this Gift.
only which of the words that have been spoken System: The Garou must know the System: The player spends one Willpow-
are true and which are false. It doesn’t reveal name of the spirit she wishes to summon. The er point and rolls Appearance + Leadership
the truth behind a lie unless the speaker player rolls Charisma + Leadership (difficulty (difficulty equals the highest Willpower among
utters it. If the speaker is uncertain whether equal to the spirit’s Willpower). The second those whose attention she seeks to gain). If
his words are true or false, the Gift identifies mode of this Gift simply requires the player to the roll succeeds, all in attendance fall quiet
them as neither. spend two Gnosis points to summon all Gaian and listen. Any individual who wishes to
spirits within a one-mile (1.6 km) radius. The interrupt the Garou or walk out before she
mightiest of spirits (Incarnae and above) are has finished speaking must spend two points
generally able to ignore this Gift. of Willpower to do so.

King of the Beasts Strength of Purpose Scent of the


(Level Two) (Level Two) Oathbreaker
Philodox Philodox, Croatan (Level Three)
The Philodox’s authority extends even Werewolves use this Gift to fortify them- Philodox
into the realm of beasts, so that he can selves in the face of the Apocalypse, turning Oaths sanctified before a Philodox are
command the loyalty of any single animal. If hot passion and burning Rage into cold, steely a serious matter indeed, so this Gift grants
successful, the animal follows the letter and resolve. A wolf-spirit teaches this Gift. the judges of the Garou Nation the ability
spirit of his commands unconditionally. A System: Once per scene, the player may to know when an oath has been broken. A
lion- or falcon-spirit teaches this Gift. roll Stamina + Rituals (difficulty 7). For every dog-spirit teaches this Gift.
System: The Philodox targets one animal two successes, the Garou recovers one point System: The Philodox may spend one
within 100 feet (30 m). The player rolls Cha- of Willpower, up to her maximum. Gnosis point to sanctify any oath or promise
risma + Animal Ken (difficulty 7). The power he personally witnesses, no matter how formal
lasts until the Garou releases the animal from or informal. If at any point in the future one of
its obligation to him; this Gift can only hold the individuals sworn to the oath breaks it, the
sway over one animal at a time. 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.
Sense Balance Weak Arm Wisdom of the
(Level Three) (Level Three) Ancient Ways
Philodox, Stargazers Philodox (Level Three)
As an arbitrator of the Garou Nation, the By watching an opponent’s fighting style, Philodox, Wendigo
werewolf has developed an attunement with the Philodox can quickly evaluate his strengths All werewolves have an innate connec-
the cosmic forces that balance the Tellurian. and weaknesses. Snake- and wind-spirits teach tion to their ancestors — a spiritual, racial
The werewolf may sense an overabundance of this Gift. subconscious accessible through intense
Wyrm, Wyld, or Weaver energies in a location. System: The player rolls Perception + meditation. The werewolf can tap into these
A cat-spirit teaches this Gift. Brawl (difficulty 8). Each success grants one deep memories to remember ancient lore. An
System: The player spends a Gnosis point bonus die to add to her attack or damage ancestor-spirit teaches this Gift.
and rolls Perception + Enigmas (difficulty 8) rolls against that opponent. For instance, a System: The character must meditate for
to detect the spiritual balance of an area, if Philodox who gets four successes could add a short time, concentrating on the past. The
any. Wyrm manifestations feel dense and oily, two dice to her attack rolls and two to her player then rolls Gnosis (difficulty 9, −1 for each
Weaver presence feels cold and unyielding, damage pool. The distribution of dice cannot point of Ancestors the Garou possesses). The
and Wyld energies feel hot and trembling. be changed once the Gift has been activated. number of successes determines how detailed
The werewolf must be at peace and without This Gift can be used against a given foe only and exact the answer he receives will be.
distraction to use this Gift. once per scene. A full turn of concentration
is necessary to use this Gift.

Roll Over Scent of Beyond Take the True Form


(Level Four) (Level Four) (Level Four)
Philodox Philodox Philodox
The werewolf radiates authority and power, With a moment’s concentration, the The Philodox can force a being into
allowing him to exert his dominance over others. werewolf can hurl her senses to any place its true form. A wolf-spirit teaches this Gift.
Humans bow or kneel, while Garou roll over to with which she is familiar (even an Umbral System: The player rolls Manipulation
expose their throats. A wolf-spirit teaches this Gift. location), no matter how far away it may be. + Primal-Urge (difficulty 7). If successful,
System: The player begins an extended, Because a bird-spirit teaches this Gift, her Changing Breeds (including Garou) are forced
resisted Willpower contest. The results are com- senses perceive the scene from above. to revert to their breed form for one turn per
pared to each of her opponents in turn; when the System: The player rolls Perception + success. Other shapeshifted creatures (such
player has scored three more successes than an Enigmas (difficulty 8). If the target location as vampires masquerading as wolves) targeted
opponent, that opponent drops out of the contest is in the Umbra, the difficulty is 8 or the local by this power are likewise forced to revert to
and submits. If one of the opponents accumu- Gauntlet rating, whichever is higher. This their true forms.
lates three more successes over the character, the far-seeing continues for as long as the werewolf
contest ends. For the remainder of the scene, any desires, but the character suffers a −3 penalty
individual who has submitted will take no actions to any attempts to react to local stimuli while
at all without the approval of the character, unless her senses are projected.
their life depends on it.

Geas Wall of Granite Break the Bonds


(Level Five) (Level Five) (Level Six)
Philodox Philodox Philodox, Galliard
This Gift binds an individual or group Just as the earth upholds those upon it, This Gift shatters all bonds, whether
to a sacred oath. While the geas cannot force the Philodox uphold the Litany that sustains physical or mental, from sturdy iron chains
and individual to act against her nature (such their people. While in contact with earth or to the slavery of a vampire’s bewitched blood.
as to allow herself to be killed), it also doesn’t rock, the Philodox can invoke a wall to protect The Garou may use it to benefit any being,
allow her to act against the task the Philodox himself. This wall moves with the Garou. Earth including herself. It is taught by any Incarna
has set before her. This Gift is taught by an elementals teach this Gift. with the freedom to come and go as they please.
Incarna avatar. System: The player spends one Gnosis System: The Garou is automatically im-
System: The player spends one Gnosis point. The wall’s dimensions are three yards mune to any supernatural coercion, and may
point and rolls Manipulation + Leadership high, two yards long and one yard thick and, break bonds as though she had Strength 15.
(difficulty of the opponent’s Willpower, or the if the Garou desires, it may be extended to She may also break another’s physical bonds
highest Willpower in a group). The compul- encircle a number of allies up to the werewolf’s with that same Strength, or banish mental
sion to complete the task set out in the geas Gnosis. It has a soak pool of 10 dice, and 15 bonds from another with a Manipulation
lasts until the task is completed or the target health levels must be inflicted to penetrate it. + Leadership roll (difficulty 11 – target’s
is harmed to the point of incapacitation in The wall lasts for one scene or until released. Willpower).
pursuit of the quest.
Beast Speech Call of the Wyld Mindspeak
(Level One) (Level One) (Level One)
Galliard, Red Talons Galliard Galliard, Croatan
The werewolf may instinctively under- The werewolf may send her howl far Invoking the power of a waking dream, the
stand and communicate with any natural beyond the normal range of hearing and im- Garou can place any chosen characters into silent
animals, from fish to mammals. She need bue it with great emotion, stirring the hearts communication. A Chimerling teaches this Gift.
only speak normally to be understood by of fellow Garou and chilling the bones of all System: The player spends one Willpower
animals, along with a touch of appropriate others. A wolf-spirit teaches this Gift. point per chosen sentient being and makes a
body language — there is no need to bark like System: The player rolls Stamina + Em- Manipulation + Expression roll (difficulty of the
a dog. This Gift doesn’t change animals’ basic pathy; the number of successes determines victim’s Willpower) if any participants are un-
reactions or dispositions; most are still afraid how far away the Call can be heard (double willing. All those included in the waking dream
of predators such as werewolves. Any animal the normal range for each success) and how may interact normally through the Mindspeak,
spirit can teach this Gift. stirring it is to those who hear it. This Gift although they can inflict no damage through it.
System: This Gift’s effects are perma- should be used in conjunction with one of Their real bodies can still act, although all dice
nent. the Garou howls. The Storyteller determines pools decrease by two. All beings affected must
the effects as appropriate to the purpose to be within line of sight. The Garou may include
which it is put. her entire pack in the waking dream for only
one Willpower point, if she desires.

Perfect Recall Call of the Wyrm Distractions


(Level One) (Level Two) (Level Two)
Galliard Galliard Galliard
The werewolf is able to remember and This dangerous Gift attracts creatures The werewolf can make distracting yips,
relive any memory with perfect clarity. An of the Wyrm, luring them into traps and yelps, and howls to divert the attention of his
elephant-spirit teaches this Gift. ambushes or flushing them from hiding. target. A coyote-spirit teaches this Gift.
System: The player may spend one Any spirit servant of Gaia can teach this Gift. System: The player rolls Wits + Perfor-
Gnosis point to perfectly remember any one System: The player makes a resisted roll mance (difficulty equals the victim’s Will-
detail, no matter how small, from any point of Manipulation + Performance against the power). Each success subtracts one die from
in her character’s entire life. Wyrm creature’s Willpower (both rolls are the target’s dice pool for the next three turns.
difficulty 7). If the Wyrm creature loses the
contest, it must come to the source of the Call.

Dreamspeak Howls in the Night Eye of the Cobra


(Level Two) (Level Two) (Level Three)
Galliard Galliard, Red Talons, Shadow Lords, White Galliard
The Galliard can walk among another’s Howlers With an unearthly stare, the werewolf
dreams and thereby affect their course. The The werewolf sends a full-throated howl can draw anyone to within striking distance.
werewolf doesn’t have to be anywhere near shivering into the night sky, evoking primal A snake-spirit teaches this Gift.
the target, but she must know or have seen terror in Gaia’s enemies. Creatures of the System: The player rolls Appearance
the dreamer. A Chimerling teaches this Gift. Wyrm who hear the howl find themselves + Enigmas (difficulty equal to the target’s
System: The player rolls Wits + Empathy troubled and unable to rest easily while their Willpower). The Garou needs three successes
(difficulty 8). If the dreamer awakens while the enemies are on the prowl. A wolf-spirit teaches to bring the target to his side; fewer successes
Galliard is still within the dream, the werewolf this Gift. will at least start the victim moving in the right
is thrown out of the dream world and loses System: The player spends a Gnosis point direction. Once there, the target can do as he
a Gnosis point. and rolls Charisma + Primal-Urge (difficulty 7). pleases, but he must try his best to get to the
Creatures of the Wyrm who hear the howl will Galliard until then.
be jolted awake if asleep, and rendered unable
to sleep for the next (successes x 3) hours.
Song of Heroes Song of Rage Song of the Siren
(Level Three) (Level Three) (Level Three)
Galliard Galliard Galliard, Fianna
Reciting a tale of ancient Garou heroism, This Gift unleashes the beast in others, The Garou’s song or howl can entrance
the Galliard conjures up the spirit of fallen forcing werewolves, vampires, and other such anyone who hears it. A songbird-spirit teaches
heroes and infuses those listening with some creatures into frenzy and turning humans into this Gift.
portion of their power. An ancestor-spirit berserkers. A wolverine-spirit teaches this Gift. System: The player rolls Charisma +
teaches this Gift. System: The Garou rolls Manipulation Performance (difficulty equal to the target’s
System: This Gift requires the full rec- + Leadership (difficulty of the target’s Will- Willpower) and spends one Gnosis point.
itation of a story of epic heroism, taking at power). The victim flies into a violent rage Packmates resist the Gift automatically; all
least several minutes. At the end of the tale, (or frenzy, if naturally prone) for one turn others in earshot whose Willpower is exceeded
the player spends two Gnosis points and rolls per success. are affected. Enchanted targets can’t perform
Charisma + Performance (difficulty 8). Every any actions for a number of turns equal to the
two successes on this roll add one point to a successes rolled, unless one Willpower point
single Ability score for all listening Garou and is spent per turn of free action.
Kinfolk, much like the Ancestors Background.
This bonus lasts until the sun rises.

Bridge Walker Gift of Dreams Shadows by the Firelight


(Level Four) (Level Four) (Level Four)
Galliard Galliard Galliard
The Galliard may create minor moon The Galliard crafts a dream, then The Galliard invokes shadows and dreams
bridges through which she alone can travel. breathes it into a sleeping individual. A Lune to set the stage for a play in which other were-
Such travel takes one percent of the time the teaches this Gift. wolves play a part. The Galliard narrates the tale,
journey would take normally. These moon System: The player rolls Wits + Expres- and the actors are swept along in the narrative,
bridges are not protected by Lunes, and may sion (difficulty 6) to craft the dream; more willing or no. The Gift is often used at moots,
attract the interest of spirits. A Lune teaches successes allows for more vivid and impactful used as an object lesson for the wayward and
this Gift. dreams. To ensure that an individual experi- stubborn. An ancestor-spirit teaches this Gift.
System: The player spends one Gnosis ences this dream, the Galliard must breathe it System: To press an unwilling actor
point to create the bridge. The moon bridge into the target’s mouth while they sleep. The into the shadow play, the player spends one
lasts for only one passage, unless the player player spends a Gnosis point to complete the Gnosis point per target and rolls Manipula-
spends an additional three Willpower, in Gift. Dreams crafted with this Gift are often tion + Performance (difficulty equal to the
which case it lasts until the next full moon. unusually vivid and dramatic, leaving even target’s Willpower). The effects last until the
The maximum distance that can be traversed lifelong skeptics convinced they hold some story ends (one scene), or until the actor is
by the bridge is the Garou’s Gnosis in miles deep meaning. attacked. Willing participants require no roll
(1.6 km per Gnosis dot). or expenditure.

Fabric of the Mind Head Games Falling Touch


(Level Five) (Level Five) (Level One)
Galliard, Uktena Galliard Ahroun, Stargazers
The greatest werewolves can bring the Emotions become a palette with which This Gift allows the Garou to send her
products of their imagination to life, crafting the Galliard may paint whatever picture foe sprawling with but a touch. Any aerial
creatures from the essence of dreams. Chi- takes her fancy. She may change the target’s spirit can teach this Gift.
merlings teach this Gift. emotions as she pleases, from love to hate and System: The player rolls Willpower
System: The player makes an extended back again. A coyote-spirit teaches this Gift. (difficulty of the opponent’s Stamina +
Intelligence + Performance roll (difficulty System: The player rolls Manipulation Athletics). Even one success sends the victim
8). She can create any form of life she can + Empathy (difficulty equal to the target’s to the ground. This Gift may be employed
imagine, assigning it one dot of Traits for each Willpower). Success allows the Garou to steer through even the lightest, brushing contact at
success gained on the roll. The werewolf can the emotions of any one individual for the no cost, or may be delivered through an attack
take as long as she wants to form the creature, rest of the scene. These emotions don’t last by paying one point of Willpower or Rage.
accumulating successes from turn to turn, but beyond the end of the Gift’s duration unless Such attacks inflict full damage in addition
once she stops, the dream being takes form events naturally reinforce them (such as the to knocking the target prone.
and requires one Gnosis point per scene to Galliard acting friendly toward an individual
keep it manifested. she has forced to regard her warmly).
Inspiration Pack Tactics Razor Claws
(Level One) (Level One) (Level One)
Ahroun, Silver Fangs Ahroun Ahroun, Get of Fenris
Other werewolves look to the Ahroun There’s no doubt at all the Ahroun should By raking his claws over stone, steel, or
and Silver Fangs for leadership in battle, and take control of the pack in battle. By taking the some other hard surface, the werewolf hones
this Gift helps them to live up to that trust. lead and coordinating pack actions, the Ahroun them to razor sharpness. A cat- or bear-spirit
The werewolf employs this Gift to lend her gifts all her packmates with great competence in teaches this Gift.
resolve and righteous anger to those who share the heat of battle. A wolf-spirit teaches this Gift. System: The player spends one Rage
her cause. A lion- or wolf-spirit teaches it. System: The player spends a Willpower point and the Garou takes a full turn sharpen-
System: The player spends one Gnosis point before initiating a Pack Tactics maneuver ing her claws. All claw attacks do two additional
point. All comrades (but not the Gift’s user) and divides a pool of extra dice equal to her dice of damage and are made at −1 difficulty
receive one Willpower point, which disappears Leadership score among everyone performing for the rest of the scene.
if it is not used before the end of the scene. the maneuver. The dice should be divided as
evenly as possible, although the player may
choose where to distribute extra dice (or in case
the Ahroun’s Leadership score grants fewer
dice than the number of packmates involved).

Spur Claws Shield of Rage Spirit of the Fray


(Level One) (Level Two) (Level Two)
Ahroun Ahroun Ahroun
This Gift, taught by a bee-spirit in rec- Such is the Rage burning within an A cat-spirit grants the Ahroun the Gift
ognition of that alliance, allows the Ahroun Ahroun’s heart that all lesser furies quail of blinding speed and lightning reflexes, per-
to transform her claws into hooked and before it. A wolverine-spirit teaches this Gift. mitting her to strike before any foe.
barbed spurs. System: The player spends one Willpow- System: Once the Ahroun learns this
System: The player spends one Rage. The er point. For the rest of the scene, all spirits’ Gift, its effects are permanent. She adds 10 to
next successful claw attack the character makes Rage scores are considered two less than their all her initiative rolls and, if she chooses, may
buries her claws into the victim, where they real values for the purpose of rolling damage spend a Gnosis point to add another 10 to an
stick after breaking free from the werewolf’s against the Ahroun. initiative roll (such an expenditure prevents
fingertips. Until the victim takes the time to spending Rage for extra actions, however).
pull them out (which takes a full turn), they
suffer +2 difficulty to all actions. The Garou’s
claws take a full turn to regenerate.

True Fear Combat Healing Heart of Fury


(Level Two) (Level Three) (Level Three)
Ahroun, Wendigo Ahroun Ahroun
The werewolf displays his full, terrifying This Gift allows the werewolf to mend The Garou steels himself against anger,
might — baring teeth or claws, howling, or his injuries without rest or hesitation — even suppressing his Rage and creating a mental
simply looming ominously over a foe. Terror in the heart of combat — as claws and bullets wall to hold back the tide of righteous fury that
strikes one foe into quiescence. Spirits of fear tear fresh rents in his flesh. While other Garou threatens to drown him. The anger always re-
teach this Gift. struggle to mend their wounds under fire, the turns, however, and the Garou had best be ready
System: The player rolls Strength + Ahroun never stops fighting. Elemental spirits to pay its bill. A boar-spirit teaches this Gift.
Intimidation (difficulty equal to the target’s teach this Gift, although they must generally System: The player rolls Willpower (diffi-
Willpower). Each success cows the enemy for be bested in battle first. culty equals the character’s permanent Rage).
one turn; the victim cannot attack during this System: The Ahroun no longer needs to Every two successes add +1 to the character’s
time, but may defend himself and otherwise pause or roll Stamina to heal during combat, frenzy difficulties for the scene, making it
act normally (although his actions are likely and automatically regenerates one non-aggra- harder to frenzy. When the scene ends, past
guided by overwhelming terror). vated health level every round. This benefit slights and injuries come rushing back to haunt
is permanent. the werewolf, refilling his heart and soul. He
must spend one Willpower point or make an
immediate frenzy check at regular difficulty.
Silver Claws Wind Claws Clenched Jaw
(Level Three) (Level Three) (Level Four)
Ahroun, Silver Fangs Ahroun Ahroun, Kucha Ekundu
Luna sends her children to teach this The Ahroun’s claws and fangs pass The werewolf bites down with such power
powerful but painful Gift to those warriors through the flimsy protections of their enemies that her grip won’t loosen until she chooses to
who gain her favor. When invoked, it trans- as though they were but air and hope. An air let it; even in death, her jaws remain locked. A
forms the werewolf’s claws into silver. elemental teaches this Gift. wolf- or hyena-spirit teaches this Gift.
System: The player rolls Gnosis (difficulty System: The player spends one Rage System: After making a successful bite
7). Silver claws inflict aggravated damage to all point. For the rest of the turn, all of the attack, the player may spend a Rage point
targets, and are naturally unsoakable to Garou Ahroun’s attacks completely ignore any ar- to invoke this Gift. For each successive turn
and most Fera. The Ahroun suffers searing mor (mundane or magical) targets might be she chooses to maintain her grip, she makes
agony while manifesting these silver claws. Each wearing; the targets forfeit all soak dice from a bite attack roll (difficulty 3). While foes can
turn, she gains an automatic Rage point, and all such protection. make a resisted Strength roll to break the grip
non-combat difficulties increase by one because (suffering an additional health level of damage
of the distraction. On each turn that her Rage in the process of trying to tear free), the Garou
points exceed her Willpower, she must check for may add half her Willpower to her dice pool
frenzy. The Gift lasts for one scene, unless the (round up).
Garou takes a turn to voluntarily end it sooner.

Full Moon’s Light Stoking Fury’s Furnace Kiss of Helios


(Level Four) (Level Four) (Level Five)
Ahroun Ahroun Ahroun
The full moon is Luna’s warrior phase, This Gift allows the Garou to husband The Ahroun can invoke the sun’s power
when she searches out her enemies. The his Rage, keeping it burning for as long as to gain immunity to flame. Additionally, she
Ahroun can call upon her determination in Gaia’s enemies remain to be defeated. A may ignite any portion of her body and keep
finding her foes, illuminating any who oppose wolverine-spirit teaches it. it burning as she desires. A fire elemental or
her. Lunes teach this Gift. System: This Gift’s effects are perma- sun-spirit teaches this Gift.
System: The player spends one Gnosis nent. The werewolf regains one Rage point System: The player spends one Gnosis.
point. For the remainder of the scene, anyone during any turn in which he takes damage. This For the rest of the scene, the character is
within one mile who is working against the Rage does not cause a frenzy check, though unharmed by any natural source of flames
Ahroun or her pack emits a soft glow, as other sources will induce checks as usual. or heat. Artificial (napalm, gas fires, etc.) and
though illuminated by moonlight. This Gift Additionally, the player can spend one Rage supernatural flames can inflict no more than
can be used to confound powers of stealth point per turn without losing any temporary a single level of bashing damage during a turn.
or even invisibility, but only if the target is Rage. If multiple Rage points are spent during The character inflicts two additional dice of
actively attempting to harm, compete with, any turn, however, all are marked off. aggravated damage with burning attacks.
or otherwise foil the Ahroun or her pack.

Strength of Will Unstoppable Warrior


(Level Five) (Level Six)
Ahroun Ahroun
A werewolf with this Gift is a pillar of The werewolf with this potent Gift may
indomitable will. He can share this terrifying shrug off even flames and the claws of his
strength with others as well, leading them own kind. A warrior Incarna teaches this Gift.
through the gates of Malfeas without a mo- System: The Garou becomes permanent-
ment’s fear or hesitation. A wolf-spirit or an ly capable of healing all aggravated damage as
Incarna avatar teaches this Gift. though it were lethal damage, save for wounds
System: The player spends a point of inflicted by silver.
Willpower and rolls Charisma + Leadership
(difficulty 8). Each success grants all the Ga-
rou’s allies within 100 feet (and her packmates
anywhere within 100 miles) an extra point of
Willpower. The extra points last for the rest
of the scene and may raise an ally’s Willpower
above its maximum (and even above 10). This
Gift can only be used once per scene.

You might also like