|
Select a group to view available gifts:
Breed
Homid
Metis
Lupus
Auspice
Ragabash
Theurge
Philodox
Galliard
Ahroun
Tribe
Black Furies
Bone Gnawers
Children of Gaia
Fianna
Get of Fenris
Glass Walkers
Red Talons
Shadow Lords
Silent Striders
Silver Fangs
Uktena
Wendigo
|
Master of Fire
Once humans tamed fire to keep them warm and to drive off
the wild beasts, they were on their way to civilization. Werewolves
with this Gift invoke humanity’s ancient pact with the
spirits of fire. The spirits of flame agree to hold back their
hunger when the werewolf touches them. An ancestor-spirit
or a fire-spirit grants this Gift.
System:
This Gift allows a werewolf
to heal fire damage as if it were bashing. This requires the
expenditure of a Gnosis point; the effects last for a scene.
Persuasion
This gift allows a homid to become more persuasive when dealing
with others, in such a way that his statements and arguments
are imbued with added meaning or credibility. An ancestor-spirit
teaches this Gift.
System:
The player rolls Charisma + Subterfuge. If successful, the
storyteller reduces the difficulties of all social rolls by
one for the remained of the scene. In addition, any successful
social rolls may have significantly more impact than they
would without the Gift. A werewolf could win arguments with
hard line opponents, or cause a cold-hearted psychopath to
relent (at least for a little while).
Smell of Man
Creatures of the wild have learned well that where man goes,
death follows. With this Gift, the werewolf enhances the human
scent around him greatly, causing wild animals to feel uneasy
and nervous. However, the scent also causes domestic animals
to recognize the werewolf as their master. An ancestor-spirit
teaches this Gift
System: All
wild animals (not including supernatural creatures in animal
form) lose one die from their dice polls when within 20 feet
of the Garou( save when defending themselves or running away),
and they are likely to flee. All domesticated animals recognize
the werewolf as a friend and refuse to harm him. For example,
an attack-trained dog ordered to take down the werewolf would
run up to the character and wag its tail. If the domesticated
animal is harmed, then it will revert to acting naturally.
The Garou may use this Gift at will. She simply states when
she is activating it or turning it off.

Jam Technology
The werewolf can cause technological
devices to cease functioning, albeit temporarily. Even the
simplest of shaped objects will refuse to perform its function.
A Gremlin – a type of Wyld-Spirit that enjoys breaking
things – teaches this Gift.
System:
The player spends one Gnosis point and rolls Manipulation
+ Crafts. The werewolf may choose the level of complexity
she intends to “jam.” All technological devices
(i.e. any devices shaped from fabricated materials like metal
or plastic) of that complexity within 50 feet cease functioning
for one turn per success. The devices remain unchanged but
inert. Knives won’t cut, gunpowder won’t ignite,
gears won’t turn and so on. The difficulty of the roll
is based on the following chart:
|
Device |
|
Difficulty |
| Computer |
|
4 |
| Phone |
|
6 |
| Automobile |
|
8 |
| Gun |
|
9 |
| Knife |
|
10 |
Staredown
By staring into the eyes of a human or animal, a werewolf
can cause the target to flee in terror. This Gift can be used
against any other werewolves, but the target will freeze in
place rather than flee. A ram or snake spirit teaches this
Gift.
System: The
Garou using this Gift may focus on only one target per turn;
the player rolls Charisma + Intimidation (difficulty 5 + the
victim’s Rank). The victim flees for one turn per success,
although he may expend a Willpower point to resist the Gift’s
effects for a turn. Should the character score five or more
successes, the victim flees for the duration of the scene.
Werewolves (and most powerful Wyrm-monsters) will not flee,
but they cannot attack while the Gift’s user continues
to stare them down. However, if they are attacked themselves,
all bets are off.

Disquiet
This Gift makes its target feel inexplicably depressed and
withdrawn. The subject finds it difficult to draw on his full
emotion or to maintain any type of concentration. An ancestor
spirit teaches this Gift.
System: The
player rolls Manipulation + Empathy against a difficulty equal
to the target’s Willpower. If successful, that opponent
will not be able to recover Rage for the duration of the scene.
Furthermore, all difficulties for extended actions increase
by one.
Reshape Object
The werewolf can shape once-living material (but not undead!)
into a variety of objects instantly. Tress may become shelter,
buck antlers become spears, animal hides become armor, and
flowers become perfumes. The item will resemble the object
from which it was shaped. A pattern spider, one of the Weaver’s
spirits, teaches this Gift.
System:
The player rolls Manipulation
+ Crafts against a variable difficulty (5 to turn a broken
tree limb into a spear, 8 to turn a plank into a floatable
raft) and spends a Gnosis point. The created object is not
necessarily permanent; it will last a length of time according
to the following chart. Expending an additional Gnosis point
allows a created weapon to inflict aggravated damage for the
scene’s duration or until the object returns to its
original form. This effect can be made permanent with the
sacrifice of a permanent Gnosis point if the object itself
is changed permanently.
|
Successes |
|
Duration |
| One |
|
5 Minutes |
| Two |
|
10 Minutes |
| Three |
|
One Scene |
| Four |
|
One Story |
| Five |
|
Permanent |

Cocoon
The werewolf can wrap himself in a thick, opaque sarcophagus-like
epidermis, making him immobile but near impervious to harm.
This cocoon grants him immunity to fire, starvation, gas,
high pressure, cold, and similar environmental hazards. An
insect or weaver spirit teaches this Gift.
System: The
Garou spends one Gnosis point. While in the cocoon, the werewolf
ignores any attacks which fail to do damage at least equal
to her Stamina + Rituals, but attacks that pierce the cocoon
destroy it. The cocoon lasts for one scene, after which it
dissolves rapidly and evaporates. The player may extend the
duration of the Gift by spending more Gnosis points. Spending
days in the cocoon is entirely possible, but the maximum duration
is up to the Storyteller.
Spirit Ward
A werewolf with this Gift may protect himself from spirits
by performing a quick warding rite. To use this Gift, the
werewolf draws an invisible pictogram in the air that scares
and unnerves any nearby spirits. The symbol travels with the
werewolf as long as it lasts. An ancestor spirit teaches this
Gift.
System:
The player spends one gnosis point and rolls Manipulation
+ Rituals (difficulty 7). Spirits within 100 feet of the character
(except pack totems or caern spirits) must subtract one from
their dice pools for each success. This Gift lasts for one
scene.

Assimilation
A werewolf with this Gift blends smoothly into any culture,
no matter how strange or unfamiliar he might normally find
it. He could slip among Bedouin nomads as if he were one of
them, or he could shop in a Chinese market without anyone
noticing that he does not belong. The Gift doesn’t hide
racial differences, but it does allow the user to mimic behaviors
and mannerisms of a native. It also grants the ability to
speak and understand the culture’s language, although
this knowledge vanishes as the gift ends. Ancestor spirits
teach this Gift.
System: The
player rolls Manipulation + Empathy. If successful, the character
interacts with members of another culture as if he were one
of them. The difficulty depends on how alien the culture is.
The difficulty would be a 5 for another Garou sept, but it
could be as high as 9 when trying to assimilate into a Black
Spiral Hive in another country. The character will not suffer
Social-roll penalties when interacting with members of the
culture, although he will not receive any special benefits.
The Gift lasts for one scene plus one day per Willpower point
spent when activating it.
Part the Veil
With this gift, a werewolf may immunize any human from the
Delirium for a scene. In this way, the human can interact
with Garou without deleterious effects. However, the human
will forget much of what he knows if the Delirium is induced
in him at a later date. An ancestor spirit teaches this gift.
System: The
player spends a Gnosis point and rolls Charisma + Empathy.
One success is all that’s required.
|