Werewolf Gifts

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Homid Gifts

Homid GiftsDead-Eye (Homid Rank 1)

Survival in the Savage West may depend on a single lucky bullet. With this Gift, a Garou makes her own luck. Even the most difficult shots can be accomplished with the assistance of this power. A Raven-spirit teaches this Gift.

System: By spending one Willpower, the player can reroll any one Firearms, Archery or other missile weapon roll.

Taught by: Raven-spirit

Book: Wild West Companion

Master of Fire (Homid Rank 1)

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 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 a scene

Taught by: fire spirit, ancestor spirit

Book: WW3e

Persuasion (Homid Rank 1)

This Gift allows a Homid to become more persuasive when dealing with others; his statements and arguments are imbued with meaning or credibility. This Gift is taught by an Ancestor-spirit.

System: The Garou rolls Charisma + Subterfuge (difficulty 6). If successful, the difficulties of all Social rolls are reduced by one for the remainder of the scene.

Alternative Versions

From: Damien (Homid Rank 1)

System: The Garou rolls Charisma + Subterfuge (difficulty 8). If 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)

Creatures of the wild have learned well 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. This Gift is taught by an Ancestor-spirit.

System: All normal animals (not including supernatural creatures in animal form) lose one die from their Dice Pools when within 20 feet of the Garou, and are likely to flee. The Garou may use this Gift at will; she simply states when she is activating it or turning it off.

Divide (Homid Rank 2)

Perhaps more than any other species, humans are excellent at making tiny differences into massive gulfs. This can be seen in racism, sexism, homophobia and even in the quickly distancing term used to describe some criminals: monsters. Garou, who are part human, have picked up neatly on these sorts of activities and even perhaps exceed humanitys capacity for them. This Gift, which raises up hatred and suspicion, is an example of that. It is taught by a dog spirit.

System: By spending one Gnosis point, and rolling Manipulation + Brawl, difficulty 7, the Garou can exacerbate divisions between individuals or groups. Note that the Gift cannot actually create anger and divisions; they must already exist to be exploited. If used on the theoretical "perfect family", the Gift would fail. Among humans, the Gift simply prevents any resolution of issues and difficulties, possibly breaking into violence. One success might cause targets to raise voices at one another, three would spell lawsuits, and five might bring them to blows. Amongst Garou and other shapeshifters with Rage, however, the Gift is even more powerful. Every 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 new troubles will emerge.

Taught by: Dog spirits

Book: PG3e

Jam Technology (Homid Rank 2)

The Garou can cause technological devices to cease functioning, albeit temporarily. This Gift is taught by a Gremlin, a type of Wyld spirit that enjoys breaking things.

System: The Garou spends one Gnosis point and rolls Manipulation + Repair. Technological devices within 50 feet cease functioning for one turn per success, though the devices are unharmed. The difficulty of the roll is based on the following chart:

DeviceDifficulty

Computer4

Phone6

Automobile8

Knife10

Speech of the World (Homid Rank 2)

Those who wander can encounter a new human dialect in every valley. This Gift allows the Garou to speak any human language he encounters, although his speech is slightly accented in any tongue but his own. Unlike the Rank Three Gift: Tongues (a Warder Gift; also Werewolf Players Guide, pg. 35), this Gift does not convey literacy. The Gift is taught by an Owl-spirit.

System: The player rolls Intelligence + Linguistics, difficulty 7; the effects last for the entire scene.

Taught by: Owl-spirit

Book: Werewolf: The Dark Ages

Staredown (Homid Rank 2)

By staring into the eyes of a human or animal, the Garou can cause the target to flee in terror. This Gift can be used against Garou, but the Garou will freeze in place rather than flee. This Gift is taught by a Ram-spirit or a Snake-spirit.

System: The Garou rolls Charisma + Intimidation (difficulty 6). The 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 will not flee, but they cannot attack while this Gift is in effect, although they can defend themselves.

Unnatural Camouflage (Homid Rank 2)

This odd Gift allows the Garou who employs it to merge in with the Homids around him, not appearing out of place or unusual in the circumstances in which they find themselves. However, the Garou is not able to interact with any of the people around them without the illusion dropping. The Gift will even seem to clothe the Garou appropriately for the current environment, and subtly change that appearance if the Garou moves. So a Garou who was in a lift with a number of corporate drones would appear to be wearing a similar sort of suit to their companions, but if they then joined a group of skaters, their apparently clothing would change to jeans and baggy tops. This Gift has been of great use in the past to Garou who find themselves with insufficient amounts of dedicated clothing when forced to change form, or step sideways.

System: The player spends a Gnosis point to activate the Gift. For the rest of the scene, the character is shrouded in an illusion of the appropriate appearance, even as far as hiding tattoos or scars. If the ST feels that they are in a situation where a surrounding Homid might interact with them, the player can roll Wits + Subterfuge (difficulty as appropriate) to avoid the contact - else the Gift drops immediately, revealing the Garou for what they are. This Gift only works on characters in Homid form.

Taught by: Spirits of illusion or trickster spirits

Book: Damien

Disquiet (Homid Rank 3)

The Garou causes the subject of this Gift to feel inexplicably depressed and withdrawn. The subject will find it hard to use his anger (Rage) or concentrate effectively on tasks. This Gift is taught by an Ancestor-spirit.

System: The Garou rolls Manipulation + Empathy against a difficulty equal to the Willpower of the opponent. If successful, that opponent will not be able to recover Rage for the duration of the scene; furthermore, all difficulties for extended actions (not combat) are increased by one.

Reshape Object (Homid Rank 3)

The Garou can instantly shape once-living material (but not undead!) into a variety of objects - thus trees may become shelter, buck antlers become spears, animal hides become armor, and flowers become perfumes. The item will in some way resemble the object from which it was created (the spear is made of antler, not wood). This Gift is taught by a Weaver-spirit.

System: The Garou rolls Manipulation + Repair against a variable difficulty (5 to turn a broken tree limb into a spear, 8 to turn a plank into a floatable raft, etc). The created object is not necessarily permanent; it will last a length of time according to the chart below. Expending a Gnosis point allows a created weapon to inflict aggravated damage (this effect is not permanent unless a permanent Gnosis point is spent).

SuccessesDuration

One5 minutes

Two10 minutes

ThreeOne Scene

FourOne Story

FivePermanent

Tongues (Homid Rank 3)

This Gift allows the user to read or write any human language encountered, no matter how ancient or obscure. Galliards often use this Gift when translating ancient texts to revive old legends or compose new songs for Moots. This Gift is taught by a Raven-spirit.

System: After spending one Willpower point, the player rolls her Intelligence + Linguistics. The obscurity and relative age of the language determines the difficulty. A common modern language such as Spanish is difficulty 4. An ancient and obscure tongue such as Etruscan would be difficulty 10. The number of successes determines the character's fluency with the language.

Body Shift (Homid Rank 4)

This Gift allows the Garou who possesses it to extend their shapeshifting abilities to a new plane. They can alter their physical form to improve their strength, or to gain increased speed above and beyond the ability to change to Crinos by borrowing from one aspect of themselves to temporarily give to another.

System: The player who wishes to use this Gift must spend a point of Rage and roll Stamina + Primal Urge (difficulty 7). Each success allows them to move a point from one physical attribute to another - from Stamina to Strength, or from Dexterity to Stamina.

Cocoon (Homid Rank 4)

The Garou causes a thick, opaque epidermis to surround him. The Garou is immune to fire, starvation, gas, et al. This Gift is taught by an Insect- or Weaver-spirit.

System: The Garou spends one Gnosis point. While in the cocoon, attacks must do an amount of damage equal to the Garou's Stamina + Rituals to affect him at all. The cocoon lasts for one scene. Extra time may be gained by spending more Gnosis points, allowing Garou to stay protected for days. How long a Garou can ultimately spend in the cocoon is up to the Storyteller.

Gaia's Embrace (Homid Rank 4 - Pure Ones)

Known only to the Pure Ones, this Gift allows the Garou to become one with the land. If seriously wounded, the Garou may "crawl into" the earth to seek Gaia's aid. Once protected within Her womb, the wounded child is mended by the power of the Goddess. An Earth-spirit teaches this Gift.

System: After suffering aggravated wounds, the Garou must be buried alive or dig his own way under the soil. This Gift sustains an interred Garou and heals his aggravated wounds at a rate of one per hour, instead of one per day.

Taught by: Earth-spirit

Book: Wild West Companion

Spirit Ward (Homid Rank 4)

This Gift allows a Garou to protect himself from spirits by performing a quick warding rite. The Garou, by drawing an invisible pictogram into the air, scares and unnerves any nearby spirits (except the pack totem). This sign travels with the Garou wherever he goes for the duration of the Gift. This Gift is taught by an Ancestor-spirit.

System: The Garou spends one Gnosis point and rolls Manipulation + Rituals (difficulty 7); spirits within 100 feet of the Garou (again, except for the pack totem) must subtract one from their Dice Pools for each success. This Gift lasts for one scene.

Assimilation (Homid Rank 5)

The Garou is able to blend smoothly into any culture, not matter how strange or alien the culture is. The Garou can slip in among Bedouin nomads as if he were one of them, or shop in a Chinese market without anyone noticing he does not belong. This Gift will not hide racial differences, but the behaviors and mannerisms of a native can be mimicked. This also allows the Garou to speak and understand the culture's language, although it will be forgotten when the Gift wears off. This Gift is taught by an Ancestor-spirit.

System: The Garou rolls Manipulation + Empathy. If successful, he is able to interact with members of another culture as if he were from that culture. The difficulty depends on how alien the culture is; the difficulty would be 5 for another Garou sept, but it could be as high as 9 when trying to assimilate into a Black Spiral Hive. The Garou will not suffer Social roll penalties when interacting with members of the culture, although she 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 (Homid Rank 5)

The Garou may immunize any human from the Delirium for a scene. In this way, the human can interact with the 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 (he sees a Crinos, etc). This Gift is taught by an Ancestor-spirit.

System: The Garou spends a Gnosis point and rolls Charisma + Empathy (difficulty 6).

Ubermench (Homid Rank 5)

The Garou is human plus. Human plus strength, agility and health. Human plus devoted, assured spirituality and meaning. Human instinct plus wolf instinct and lightning reflexes. He is as man, but greater and more whole. Every Garou radiates this to some extent, causing humans to fear and avoid them instinctively. This Gift warps this perception, turning the Garou from a figure to be avoided into a figure to be admired or adored.

System: Once learned, this Gift is always active. Human dealing with the character will 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. The Curse still applies, but rather than being instinctively feared as a predator, the werewolf is dreaded as an intimidating figure of great presence. Also, the character may boost his Social Attributes by spending Rage or Gnosis, each dot of either spent raises one Social Attribute by one point for a single scene.

Book: PG3e

Metis Gifts

Create Element (Metis Rank 1)

The Garou can create a small amount of one of the four basic elements - fire, air, earth or water. In this way, a Garou can replenish the air supply in an airtight room, make a rock to throw at someone, create a fire without matches or wood, or fill a bathtub without any faucet or pipes. Precious metals (especially silver) cannot be created, nor can lethal gases or acid. This Gift is taught by an elemental.

System: The Garou spends one Gnosis point and rolls Gnosis (difficulty 6). One cubic foot of the desired element is created per success, to a maximum weight of 100lbs. The element is now permanent until used up (breathed in the case of air or burned up in the case of fire without any fuel to keep it going).

Primal Anger (Metis Rank 1)

The metis learns to focus the anger within her heart and use it to increase her Rage. The anger takes a physical toll on the werewolf, and it is up to her to unleash it on her enemies. The spirits of ancient metis teach this Gift. Few members of other breeds have suffered enough shame and suffering to learn this Gift.

System: A character with this Gift may sacrifice a single health level, once per scene, and gain two extra points of Rage in exchange (even if doing so takes her above her permanent Rage rating). The health level is treated as aggravated.

Taught by: ancestor

Book: WW3e

Sense Wyrm (Metis Rank 1)

The Garou can sense manifestations of the Wyrm in the nearby area. This Gift involves a mystical sense, not a visual or olfactory image, although Garou using this Gift are likely to say, "This place stinks of the Wyrm." This power requires active concentration. This Gift is taught by any spirit servant of Gaia.

System: The Garou rolls Perception + Occult. The difficulty for this Gift is based on the concentration and strength of the Wyrm's influence (sensing a single fomori in a room would have a difficulty of 6). Vampires can be sensed using this Gift, but only those with Humanity scores lower than 7.

Shed (Metis Rank 1)

The Garou knows the trick of shedding and growing fur at an alarming rate. This gift makes the Garou especially hard to grapples successfully; opponents find themselves holding tufts of fur instead of their target. The Garou can also slide through tight spaces using his shedding fur as natural lubrication. A Lizard-spirit or Snake-spirit teaches this Gift.

System: The Garou may use his slick outer coating to avoid being grappled. With a successful Dexterity + Primal Urge roll (difficulty 7); he can free himself from any successful grappling attack. The fur also reduces by two the werewolf's difficulty whenever he squeezes through tight spaces or slips restraints, such as handcuffs.

Burrow (Metis Rank 2)

The Garou can burrow a tunnel into the earth. The tunnel is relatively permanent, and other can follow the Garou through it, although it is tight and only one person at a time can go through. However, no being larger than the Garou can travel the tunnel. The Garou must be in Crinos, Hispo or Lupus form to use this Gift, but the tunnel will only be as large as the form he assumed while burrowing it (only Lupus- or smaller-sized beings can travel a tunnel burrowed by a Garou in Lupus form). The tunnel is not structurally sound and will collapse over time. This Gift is taught by a Mole-spirit.

System: The Garou rolls Strength + Athletics against a difficulty depending on the substance to be excavated (4 for loose mud, 9 for solid rock). One yard per turn can be burrowed for each success.

Curse of Hatred (Metis Rank 2)

The Garou may verbalize the hatred in her heart, disheartening opponents with the intensity of her emotion. This Gift is taught by a spirit of Hate.

System: The Garou spends one Gnosis point and rolls Manipulation + Expression (difficulty of the opponent's Willpower). If the Garou succeeds, her opponent loses two Willpower points and two Rage points. This may only be used on an opponent once per scene.

Grovel (Metis Rank 2)

By calling upon the behavior ingrained into Garou by the Litany, the possessor of this Gift can all but force an attacker to accept their surrender. This does not mean the attacker will leave the Gift user alone. They may continue to watch you and may verbally berate you, but they will not harm your as long as you do not initiate any attack. This Gift lasts for a scene and is taught by any Canine spirit.

System: By spending an Gnosis point and rolling Charisma + Performance (difficulty 6, resisted by the other's Rage), the character may effectively surrender. In certain situations, the use of this Gift may induce an Honor loss or an increase in Social difficulties for a time.

Haunting Stare (Metis Rank 2)

The Garou summons her hereditary instability and focuses it into her stare. Going into the eyes of the metis leaves the victim choking with horror. An Ancestor-spirit teaches this Gift.

System: The user must spend a turn in concentration to focus her will, but the Gift takes effect immediately. Upon making eye contact, the victim must successfully roll her Willpower (difficulty 8) or be unable to act during her next turn. The difficulty to use Haunting Stare increases by one against Garou who are insane (including Silver Fangs).

Taught by: Ancestor-spirit

Book: Wild West Companion

Wriggle (Metis Rank 2)

Metis sometimes have to hide in all the wrong places at the wrong times. With this Gift, they can take best advantage of their surroundings to get away and take a breather. The spirit of a Cockroach teaches this gift.

System: Spend a Gnosis point and the Gift takes effect immediately. For the rest of the scene, no matter what her form, the metis can squeeze into a space no less than half the size of her body. Storytellers should make judgments on space limitations.

Taught by: Cockroach

Book: GotC

Awaken Beast (Metis Rank 3)

This is the old ability out of legends and folklore; the power to change someone else into a werewolf by biting him. If the Gift is successfully used on a victim, their Beast awakens and they begin to Frenzy. The effect lasts for a single scene, although a human bit with this Gift may develop permanent derangements.

System: After a successful bite attack, the metis' player may spend a Gnosis point and roll Manipulation + Primal Urge (difficulty 6) against a resisted roll of the target's Willpower (difficulty 7) - B'et'e may add their Primal Urge score to the Willpower pool. If the attack is successful, the victim begins to Frenzy and will come to believe they are a werewolf.

Chameleon (Metis Rank 3)

Like the Gift's reptilian namesake, the Garou can blend with her natural surroundings. Unlike the lizard, however, the Gift user shifts fluidly with changing backgrounds, thus allowing the Garou to move about and even attack. A Chameleon-spirit teaches this Gift.

System: The player spends one Gnosis point to activate the Gift. Anyone trying to see the Garou, even in open ground, must make Perception rolls (difficulty equals the Garou's Wits + Stealth). Failure indicates that the Garou remains undetected. Once the Garou attacks, the difficulty drops by three. Note that the Gift affects only visual senses, and it provides no camouflage for sound or scent.

Taught by: Chameleon-Spirit

Book: Wild West Companion

Eyes of the Cat (Metis Rank 3)

The Garou may see clearly in pitch darkness. The Garou's eyes will glow a lambent green while this power is in effect. This Gift is taught by a Cat-spirit.

System: The Garou must state when this Gift is in effect, but there is no roll or cost expenditure. The Garou suffers no difficulty or Dice Pool penalties from darkness.

Frozen Form (Metis Rank 3)

Homids and lupus have no idea what its like to grow up as a metis, never changing from Crinos form for years upon years. This Gift, taught by any aerial spirit, lets a metis give others a taste of what spending extended time in Crinos is really like.

System: Spend a Willpower point and roll Stamina + Primal Urge, difficulty 6. For each success, the target must spend one full day in Crinos, consecutively if more than one success is rolled. This Gift works only on other Garou, including Black Spiral Dancers.

Taught by: Aerial spirits.

Book: GotC

Mental Speech (Metis Rank 3)

The Garou may mentally communicate with another being over great distances. This does not allow mind-reading, but does allow the Garou to use Social Abilities, such as Intimidation, from a distance. The Garou must know the person with whom he is attempting to communicate (although he does not have to be friends with that person). If he does not know the person, he must have something that belongs to that person, such as a lock of his hair. This Gift is taught by a Bird-spirit or any spirit affiliated with intellect.

System: The Garou rolls Charisma + Empathy (difficulty 8). The Garou may transmit a maximum distance of 10 miles per success.

Shell (Metis Rank 3)

Consider the state of the Metis cub. He is outcast from birth, knows this from the moment he can talk, and is trapped within a body that reacts powerfully to his slightest emotional twinge. Once you appreciate this state, it becomes easy to understand how this Gift was first learned. Shell places an emotional and instinctual barrier around the metis. A turtle spirit teaches this Gift.

System: While active, the metis cannot use Rage nor achieve any successes on Rage rolls, nor will mind-altering Gifts or magic affect him. However, he can also not attempt any rolls using Empathy or Primal Urge, and suffers a -1 dice penalty on all initiative rolls.

Taught by: Turtle

Book: PG3e

Splintered Claw (Metis Rank 3)

This painful Gift causes the metis' claws to splinter as they piece flesh. Tiny bits of claw imbed themselves deep in the victim's body, thus causing tremendous irritation. Healing such a wound without first removing the splinters is both painful and stupid. Unfortunately the Gift's user loses her claws until she spends a round regenerating new ones. A Tree-spirit teaches this Gift (especially one with thorns or spiky seedpods). Glass Walkers or Bone Gnawers can learn this Gift from spirits living in houses or other wooden constructs.

System: After a successful attack that causes at least one Health Level of damage, the Garou may spend a Rage point to activate the Gift. Any damage that the target does not soak cannot be healed until he removes the bits of claw. As with all other werewolf claw attacks, the wounds are aggravated. The attacking Garou receives one automatic, non-aggravated wound. The werewolf cannot soak this wound, but can heal it as normal. Until the Garou heals the wound, he has no claws.

Badger's Heart (Metis Rank 4)

Metis often possess angry hearts, and in their own way, they have a keen understanding of Rage, no matter what their auspice. This Gift allows them to affect the Rage of other werewolves, causing their enemies to expend more of it than necessary. A Badger spirit teaches this Gift.

System: Spend a Gnosis point and roll Willpower, difficulty 7. Three successes are necessary, but if the roll is made, the target expends twice as many Rage points as he normally would. For example, if Merryk Winterchase successfully uses this Gift on Mari Cabrah while they're in combat, each time she spent one Rage point, she would actually use two, without gaining any benefit of the second Rage point. This Gift lasts an entire day.

Taught by: Badger spirits

Book: GotC

Gift of the Porcupine (Metis Rank 4)

This Gift allows a Garou's fur to become bristly and sharp like the quills of a porcupine. The Garou must be in Crinos, Hispo or Lupus form. This Gift is, of course, taught by a Porcupine-spirit.

System: The Garou spends a Gnosis point to sharpen his fur. Anyone whom the Garou body slams, grapples or immobilizes takes aggravated damage from the Garou's sharp fur (Strength + 1). Furthermore, anyone who hits the Garou with bare flesh and scores fewer than five successes takes damage based on the attacker's Strength, although the Garou still takes normal damage. This Gift lasts for one scene or until the Garou deactivates it.

Wither Limb (Metis Rank 4)

The Garou can cause a target's limb to wither, making it useless. Which limb is withered is the Garou's choice, but is must be an arm or leg. If the victim is a creature with regenerative properties, such as a Garou or vampire, the limb will regenerate whole after one scene. This Gift is taught by a venomous animal spirit or a spirit of Disease.

System: The Garou spends a Gnosis point and rolls Willpower (difficulty of the victim's Stamina + 4).

Madness (Metis Rank 5)

The Garou can induce madness in others. The madness will take a form decided by the Storyteller, but should be severe. This Gift is taught either by a Lune or by a spirit of Madness or Trickery.

System: The Garou spends a Gnosis point and rolls Manipulation + Intimidation (difficulty of the victim's Willpower). The number of successes determines the number of days that the insanity lasts.

Totem Gift (Metis Rank 5)

The Garou is in touch with the totem of her tribe and can actually plead with the totem, gaining some of its power. The effects of this power are up to the Storyteller, but should be in keeping with the totem; thus Chimera (totem of the Stargazers) might grant the Garou increased insight or the ability to shapeshift into anything desired, while Rat (totem of the Bone Gnawers) might send swarms of rats to attack the Garou's enemies, and Grandfather Thunder (totem of the Shadow Lords) might smite the Garou's enemies with a blast of thunder and lightning. This gift is taught by the Garou's tribal totem.

System: The Garou spends one Gnosis point and rolls Charisma + Rituals (difficulty 9).

Twist of Fate (Metis Rank 5)

Some Stargazer metis have used this Gift to deliver a fatal blow to unsuspecting enemies, even knowing that the cost will be their own lives. After a Garou has been dealt her own deathblow, if she invokes this Gift, she may strike her enemy once more ere she dies. It's bittersweet but often leads to an enemy falling dead alongside the metis warrior. This Gift is taught by a Cobra spirit.

System: The player need only spend one Rage point to get that final shot; no wound penalties apply. The attack doesn't automatically land, although the metis may spend Willpower to add to the attack roll's successes (even though she's already spent Rage in the turn). The metis' damage pool is increased by ten dice - a metis' parting shot channels a lifetime of Rage, and is almost always lethal.

Taught by: Cobra spirits

Book: GotC

Umbral Body (Metis Rank 5)

The metis body is strange. Born in a form not intended by Gaia or nature, deformed and occasionally showing signs of animals entirely unrelated to man or wolf, it is little wonder the breed has been outcast and hated. But some metis have used this body to their advantage, and it is perhaps this strangeness that allows their body to withstand the pressures this Gift inflicts. With this Gift, the metis can partially reach into the Umbra, sending certain body parts into the Umbra while maintaining others in the physical world. Doing so makes the metis difficult to hit in combat, to say the least. A Pattern spider teaches this Gift.

System: The metis rolls Gnosis (difficulty of the local Gauntlet) and if the roll succeeds spends 1 Gnosis. For the rest of the scene, the metis receives one extra automatic success on all Dodge rolls.

Taught by: Pattern spider

Book: PG3e

Alternative Versions

From: Damien (Metis Rank 5)

System: The metis rolls Gnosis (difficulty of the local Gauntlet) and if the roll succeeds spends 1 Gnosis. For the rest of the scene, the metis receives one automatic success to avoid any blow directed at themselves, whether with weapons, claws or missiles. In addition, if they choose to spend an action avoiding a blow, they automatically succeed without the need to roll.

Lupus Gifts

Find Water (Lupus Rank 1)

This gift allows a Garou to locate any body of water within 20 miles. This Gift is taught by a Frog spirit

System: The Garou makes a Perception + Survival roll against a difficulty of 6 to use this Gift. One or two successes will indicate the genera direction of the water. Three or four success will indicate the distance, and five successes will allow the Garou to determine if the water is contaminated in any way.

Heightened Senses (Lupus Rank 1)

The 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 wolf, while in her wolf forms, her senses become preternaturally potent. This gift is taught by Wolf-spirits.

System: The Garou spends a Gnosis point. The effects last for one scene. Homid and Glabro forms: Perception difficulties are reduced by two; roll Perception + Primal-Urge (difficulty 6) to perform sensory feats impossible to humans. Crinos, Hispo and Lupus forms: Perception difficulties are reduced by three; +1 to Primal-Urge Dice Pools.

Leap of the Kangaroo (Lupus Rank 1)

This Gift was originally developed by the lost Bunyip tribe. By invoking the Gift, Garou may leap incredible distance. Despite its name, this Gift is taught by Hare- or Cat-spirits (marsupial-spirits seem loath to aid the Garou these days...).

System: The Garou rolls Stamina + Athletics (difficulty 7). If successful, she may double her normal jumping distance. See the Jumping Chart, pg212.

Prey Mind (Lupus Rank 1)

The wolf is not always the predator, as lupus sorely realize. Humans' capability for destruction grows ever greater, and more wolves 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, showing them places to hide, ways to run, and even chances to attack back. A lamb or deer spirit teaches the Gift

System: The player rolls Wits + Primal Urge (difficulty 7 in the wild, 9 in urban lands). Success guides the wolf in how to best evade her pursuers; she gains three dice to any pool made to escape, outdistance or evade pursuit. The Gift's effects last for one turn per success, so if the lupus hasn't thrown pursuit by then, she's on her own.

Taught by: Lamb and deer spirits

Book: PG3e

Sense Prey (Lupus Rank 1)

Werewolves used this ancient Gift during hard winters to feed their packs. The Gift lets Garou locate enough prey to feed a pack. In the urban environment, This Gift guides the lupus to prey within the city, usually in parks, sewers, animal shelters and even zoos. The Gift will tell the werewolf the location of large numbers of prey within 50 miles in the wilds, and within the limits of a city and its suburbs. Humans and wolves do no register as prey animals (as per the Litany), but it is said that the Red Talons know a variant of this Gift that acts otherwise. A wolf spirit teaches this Gift.

System: The Garou makes a roll using Perception + Primal-Urge against a difficulty of 7. Success will lead the Garou to a suitable animal sufficient to feed a pack of up to 12 wolves. The range extends up to 50 miles.

Taught by: Wolf spirit

Book: WW3e

Sense Wyld (Lupus Rank 1)

The Garou invoking this Gift may sense Wyld energies or spirits in the nearby area. This Gift is taught by a Wyld-spirit

System: The player must roll Perception + Enigmas. The difficulty is based on the strength of the local influence (a Garou in a forest would be difficulty 5).

Axis Mundi (Lupus Rank 2)

The Garou with this Gift can center herself in relation to Gaia, and always know which direction she is traveling in or facing, no matter where she may be in the Gaia realms. In addition, the werewolf carries her "territory" around with her, in a mystical sense. Wolves will detect this, and concede her right to travel through their territories and hunt there. Other animals will also recognize this, and not attack the intruder.

System: To activate this Gift, the player must expend a point of Gnosis. Animals will automatically sense the presence of the Garou and leave her be, and even other lupus must make a Willpower roll not to recognize this right.

Eye of the Eagle (Lupus Rank 2)

This gift allows the user to see long distance, over "two looks away". This gift will not work well in the city, as buildings tend to get in the way. It is, eerily enough, taught by an Eagle spirit.

System: Roll Perception + Alertness against an 8 difficulty. The number of successes is the number of miles away one can see as normal.

Scent of Sight (Lupus Rank 2)

The 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. This Gift is taught by a Wolf-spirit.

System: The Garou rolls Perception + Primal-Urge against a Storyteller-determined difficulty (depends on how powerful local smells are). The Storyteller should not require rolls every turn, but only when something could cause the Garou to lose his opponent's scent (he ran through water, they are fighting in a smelly alley, etc.)

Sense the Unnatural (Lupus Rank 2)

The Garou can sense any unnatural presence and determine its approximate strength and type. supernatural presences can include: magic, spirits, the Wyrm, wraiths, etc. This will detect vampires, but only those with Humanity scores below 7. This Gift is taught by any spirit servant of Gaia.

System: The Garou rolls Perception + Enigmas (difficulty 6). The more successes rolled, the more information is gained. However, understanding the information might require an Intelligence + Occult roll (Storyteller's option).

Wyld Ferocity (Lupus Rank 2)

The harsh, untamed wilderness frequently brings death to humans who venture into it unprepared. With this Gift, the Garou can heighten the fear humans have of the wild. A panic-stricken human may be unable to act or have to flee the area. An Ancestor-spirit teaches this Gift.

System: The Garou must spend one Rage point to activate the Gift and must growl (even in human form) for the effect to work. All normal humans lose one die from their Dice Pools within 20 feet of the Garou. Those humans not used to dealing with wild animals must make a Willpower roll (difficulty equals the Garou's Rage) or flee the area.

Taught by: Ancestor-spirit

Book: Wild West Companion

Catfeet (Lupus Rank 3)

This Gift gives the Garou the agility of a cat, making him immune to falls under 100 feet (he lands on his feet just 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 two. This Gift is taught by a Cat-spirit.

System: The Garou does not need to expend points or roll for this ability; it becomes innate to those who learn the Gift.

Death Whispers (Lupus Rank 3)

The ancient Greeks associated the wolf with death. Hecate wore three wolf heads, while Charon wore wolf ears. Lupus with this Gift echoes that connection. By standing entirely still near a recently dead body, the lupus can hear the final worlds of the deceased. These words are often rambling and incoherent, but can provide clues and understanding of what happened at the moment of their death, or of their most prominent thoughts at the moment of their demise.

System: The lupus must stand next to the corpse and stay entirely still, trying to hear the very soft whispers. The player then rolls Perception + Occult (diff 7). To successfully hear the death whispers, the lupus must obtain more successes than the number of hours the body has been dead. More successes than required increase the clarity of the whisper. This Gift may be attempt only once per dead body.

Taught by: Wolf

Book: PG3e

Monkey Tail (Lupus Rank 3)

Although the lupus' tail retains the appearance of a regular wolf's tail, it gains far more agility and flexibility. Although incapable of fine manipulation, the tail can grasp objects, wrap around branches or allow the Garou to hang upside down. The tail can also attack from an unexpected direction. A Monkey-spirit must be persuaded to teach a Garou this Gift

System: After learning this Gift, the Garou's tail automatically becomes prehensile whenever she likes. In order to manipulate the tail successfully, the player must make a Dexterity + Athletics roll (difficulty 6). The difficulty can increase for very delicate operations. If the Garou's strength exceeds her Stamina, she can use the tail to hang or swing. When attempting to lift objects with her tail, the Garou's strength rating is halved. If used as an attack, the damage from the tail is Strength-1.

Name the Spirit (Lupus Rank 3)

The Garou is able to detect the type of approximate Trait levels (Rage, Power, etc) of a spirit. This Gift is taught by a spirit servant of the Uktena totem.

System: The Garou spends one Willpower point and rolls Perception + Occult (difficulty 8).

Strength of Gaia (Lupus Rank 3)

The Goddess blesses her child with enhanced strength to defeat her enemies. The Garou must maintain her Lupus form, but she retains the might of the Crinos.

System: The player must spend one Rage point to activate the Gift. Her base strength increases by four, rather than the normal one, in her Lupus form. The Gift works only in Lupus form and its effects cease if she shapeshifts. In any case, the Gift's effects last one scene.

Book: Wild West Companion

Beast Life (Lupus Rank 4)

The Garou may not only communicate with animals, but can attract and command them. If there are no animals of the sort desired in the vicinity, none can be called. This Gift is taught by any Animal-spirit.

System: The Garou spends one Gnosis point and rolls Charisma + Animal Ken (difficulty 7). One success causes animals within a 10-mile radius to be affected. Each additional success adds 10 miles (two successes indicate a 20-mile radius). The effect lasts for one scene, but the time may be extended by spending one Gnosis point per extra scene.

Gnaw (Lupus Rank 4)

The Garou may strengthen her jaws to the point that, given time, she can chew through just about anything. In addition, her jaws do more damage in combat. This Gift is taught by a Wolf-spirit.

System: The Garou spends one Willpower point and rolls Stamina + 4 against a variable difficulty (3 for wood, 6 for steel cables, 9 for a titanium door). The length of time it takes to gnaw through something is up to the Storyteller. When employing this power in combat, the Garou's bite does an extra die of damage.

Venom (Lupus Rank 4)

A common trick of desert-dwelling Garou, this Gift allows the user to produce a noxious venom. The werewolf's bile can incapacitate or even kill a victim. The Garou is immune to her own poison, but she can be incapacitated by another Garou's venom attack. A venomous snake spirit teaches this gift. Most Garou hesitate to make deals with snakes or serpents, but sometimes necessity outweighs prejudice.

System: After making a successful bite attack, the Garou must roll Stamina + Primal Urge in a resisted roll against the target's Stamina+4. For every additional success the attacker gets, the victim receives an additional nonsoakable, aggravated wound along with whatever damage the bite caused. Each success also reduces the target's Stamina by one level until the victim loses consciousness. Additional poison bites can force the victim into a coma and eventually kill her.

Taught by: Snake spirits

Boon of the Animal Fathers (Lupus Rank 5)

By entreaty to a specific to a specific Animal Father, the Garou can gain that specific animal totem for a scene. If the Garou entreaties Father Moose, the Garou can gain Moose as his totem for that scene, gaining all the benefits as if she were allied to that totem. This does not give the special powers granted by the metis gift Totem Gift, only the regular benefits of a totem alliance. The Animal Fathers are believed to be different, more specific, aspects of the animal totems. This gift only works with totems that embody "real" animals; Unicorn or Pegasus cannot be entreated with this gift.

System: The Garou must spend 2 Gnosis and make a successful Charisma + Primal-Urge roll. This gift may only be used once per scene.

Elemental Gift (Lupus Rank 5)

The Garou may call upon the primal force of Gaia Herself, thereby commanding the spirits of the elements. The Garou can cause the elements to rise up, undulate forward, and even engulf foes. This Gift summons an elemental spirit, not merely the raw matter of the elements. This Gift is taught by an elemental.

System: The Garou spends one Gnosis point and rolls Charisma + Occult (difficulty 8). If successful, he may control a large volume of air, earth, water, or fire - approximately 20' by 20' per success. The effect lasts for one scene.

Song of the Great Beast (Lupus Rank 5)

The Garou must be in the deep wilderness to employ this Gift. If so, he can, by howling at the sky, call one of the Great Beasts - the ancient creatures that used to walk the Earth in ages past - to his aid. Examples of Beasts are the Sasquatch (Bigfoot), the Willawau (giant owl), the Yeti, the great megalodon sharks that swam the seas eons ago, and other legendary creatures. Who knows - there are rumors of surviving dinosaurs in the deep Congo... This Gift is taught by a Nature-spirit.

System: The Garou spends on Gnosis point and rolls Charisma + Primal-Urge (difficulty 9). More successes improve the Beast's disposition.

Ragabash Gifts

Blur of the Milky Eye (Ragabash Rank 1)

The Garou's form becomes a shimmering blur, allowing him to pass unnoticed among others. Once the Garou has been seen, however, this Gift is negated until the viewer has again been distracted. This Gift is taught by a Chameleon-spirit.

System: The Garou rolls Manipulation + Stealth (difficulty 8[6]). Each success increases by one the difficulties of all Perception rolls made to detect him.

Open Seal (Ragabash Rank 1)

With this Gift the Garou can open nearly any sort of closed or locked device. This Gift is taught by a Raccoon-spirit.

System: The Garou rolls Gnosis (difficulty of the local Gauntlet rating).

Scent of Running Water (Ragabash Rank 1)

The Garou can completely mask her scent, making her virtually impossible to track. This Gift is taught by a Fox-spirit.

System: The difficulties of all rolls to track the Garou are increased by two. This Gift becomes an innate ability to the Garou who learns it. She need not expend any points or make any rolls.

Sense Limits (Ragabash Rank 1)

The Garou can determine approximately the amount of Rage, Gnosis or Willpower within an individual. This ability enables the Garou to judge whether or not her target can resist an attempt to influence her actions or whether she is likely to draw upon her supply of Gnosis or Rage. This Gift also allows a Garou to gauge whether or not other supernaturals are currently weak-willed or drained of some other source of power. For example, a Garou may be able to tell that a vampire has little power but may not realize that the Leech's blood supply is low. This Gift also enables a Garou to sense whether an Umbral spirit's Power is weak or near depletion.

System: The player rolls Perception + Occult (difficulty 8). Each success enables the character to determine the general levels of Rage, Gnosis and Willpower for one targeted individual. Additional successes allow the character access to more specific information about a single target or else gives her general information about another target. The Storyteller should not give the player precise numbers, but should relay information in relative terms ("The Black Spiral Dancer has used most of his Rage but still has a lot of Willpower and Gnosis left", "The mage has plenty of magical energy left inside her").

Taught by: Lu-Bat

Book: RatH

Alternative Versions

From: Damien (Child of Gaia Rank 1)

System: The player rolls Perception + Occult (difficulty 8). More successes allow for a more accurate measure of the traits of the victim - one may only allow for a general impression, whereas 3 successes could give the Garou a fairly accurate idea of the balance within that victim, and 5 might give a more absolute impression. The Storyteller should not give the player precise numbers, but should relay information in relative terms ("The Black Spiral Dancer has used most of his Rage but still has a lot of Willpower and Gnosis left", "The mage has plenty of magical energy left inside her").

Snow Running (Ragabash Rank 1)

The severe winters in much of Europe can immobilize a village or greatly impair a wolf pack. This Gift allows a werewolf to circumvent the problems caused by heavy snowfall. The Garou using this Gift can run across snow or ice as if it were solid ground, without sinking in or leaving footprints. The Silver Fangs are said to have a version of this Gift that lends them more supernatural grace while treading on ice or snow, but leaves their tracks behind. The Gift is taught by an Ice elemental.

System: The Garou need only spend a Gnosis point. The effects last for a day.

Taught by: Ice elemental

Book: Werewolf: The Dark Ages

Speed of the Messenger (Ragabash Rank 1)

This Gift increases the movement rate of the Garou so that he can travel long distances in short periods of time. The character's body seems to flow like quicksilver, enabling him to accomplish astounding feats of agility while under the effects of this Gift. Thus, the Garou can travel rapidly across a tree limber along a narrow wooden beam without slowing down or faltering.

System: The player spends one Gnosis point and rolls Dexterity + Athletics (difficulty 8). One success allows the character to move at twice her normal speed; two successes give her three times normal speed, while three successes allow the character to move four times as quickly. More than three successes cause the character to assume a blurry form that confers two extra dice to any rolls involving Dexterity while the character is in motion. The effect lasts for one turn or one scene, depending on the circumstance. This Gift affects movement only and cannot allow a character to stop to deliver blows in combat without ending the Gift's duration. Thus, a character can use the Gift to get to a combat more quickly, but once she engages in battle, she loses the benefits conferred by the Gift.

Taught by: Mitanu

Book: RatH

Trailblazer (Ragabash Rank 1)

With this Gift, the Garou can wend his way through thick underbrush as if walking on the open plains. The Ragabash also finds the fastest trails and shortest routes from one location to another. When used in a town or city, the Garou can still find the shortcuts through alleys and dart through crowded streets with ease. A Crow-spirit teaches this Gift.

System: The player must roll her Perception + Survival, or Larceny in cities (difficulty 7). The number of successes equals the quality of the new route and decreases travel time. Every success reduces travel time approximately 10 percent, up to a maximum of half the original travel time. The difficulty of any rolls to track the user increase by two when this Gift is active.

Taught by: Crow-spirit

Book: Wild West Companion

Alter Scent (Ragabash Rank 2)

The Garou can change his scent trail to evade a hunter or leave a false trail. The Garou can reproduce any scent he has encountered, from deer to diesel trucks. A Skunk-spirit teaches this Gift.

System: The player rolls Wits + Primal Urge to reproduce any scent the Garou has encountered (difficulty 6). The number of successes determines the accuracy of the false scent. Garou with this Gift can reproduce the aroma of other Garou or even inanimate objects.

Blissful Ignorance (Ragabash Rank 2)

The Garou can become completely invisible to all sense, spirits or monitoring devices by remaining still. This Gift is taught by a Chameleon- spirit.

System: The Garou rolls Dexterity + Stealth (difficulty 7); each success subtracts one success from the Perception + Alertness rolls of those actively looking for the character. If no one is so doing, then one success indicates complete concealment.

Obscure the Truth (Ragabash Rank 2)

Not many Garou can look a Philodox in the eye and get away with bald-faced lies. The Ragabash with this Gift has an edge over all his kin. She can calmly explain that the sky is green or gleefully regale her comrades with the exploits of a lone, heroic Ragabash and have no fear of being called on her prank.

System: By spending a Gnosis point, the Ragabash gains an air of sincerity that is nearly impossible to penetrate. Once activated, consider the Ragabash's Subterfuge to be double its normal rating.

Peace of the Counselor (Ragabash Rank 2)

This Gift enables a Garou to bring even the most heated discussion to a peaceful conclusion. Though 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 blows over volatile issues. During 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: The player spends a Willpower point and rolls Charisma + Empathy (difficulty of the highest Willpower among the quarreling individuals). One success causes combatants to stop fighting (or prevents them from initiating combat) for one turn. Each extra success increases the length of time in which peace prevails by an additional turn; five successes extends the Gift to an entire scene.

Taught by: Lu-Bat

Book: RatH

Sense of the Prey (Ragabash Rank 2)

The character, if he knows anything about his prey, can track it down as rapidly as he can travel. This unerring sense of direction operates anywhere, and is used to track spirits through the Umbra as well as to find beings on Earth. This Gift is taught by a Wolf- or Dog-spirit.

System: No roll is required unless the target is actively hiding, in which case a Perception + Enigmas roll is made against a difficulty of the target's Wits + Stealth. If the target is a spirit, the difficulty is the spirit's Gnosis.

Shadow Puppetry (Ragabash Rank 2)

This strange Gift is not commonly known amongst the Garou. The Gift allows the Garou who possesses it to effectively steal the shadow of another being, and use it to determine what they may be doing once they have left the Garou's presence.

System: Stealing another's shadow is not a subtle process. The Ragabash must pounce on the shadow of the victim (roll Dexterity + Brawl, diff 8) and if successful, spend a Gnosis point to 'tear it off'. Once the shadow is detached, the Ragabash must continue to hold it firmly, else it will fly away (lose 2 dice off all actions). However, until sundown of that evening, the shadow of the victim (usually held up against a wall) will continue to silhouette the victim's actions, perhaps giving clues to their current activities. A victim may feel strange for the time during which their shadow is held by the Garou, and others may notice its loss (Perception + Alertness, difficulty 7) simply by being in the presence of the victim.

Taught by: Shadow and cat spirits

Book: Damien

Sticky Fingers (Ragabash Rank 2)

This trick coats the fingers of a Garou with a silvery substance that adheres to anything, making it possible to climb slick vertical surfaces with ease. In addition, this Gift also assists a Garou in pilfering small items such as credit cars, keys or loose change.

System: The player spends a point of Gnosis. The ability to cling to sheer surfaces is automatic. In addition, the character gains two extra dice to any Streetwise or other roll the Storyteller deems appropriate; he might get extra dice on a pick pocketing attempt, but not when trying to hot-wire a car. The effect lasts for one scene

Taught by: Mitanu

Book: RatH

Taking the Forgotten (Ragabash Rank 2)

Not only is the Ragabash an accomplished thief, but those from whom she steals often never realize they have been robbed. If the character succeeds in stealing something, her victim will forget he ever possessed the stolen item. This Gift is taught by a Mouse-spirit.

System: The Garou must score three successes on a Wits + Stealth roll (difficulty of the victim's Intelligence + Streetwise).

Deliberate Misinformation (Ragabash Rank 3)

The Garou can slip confusing and contrary information into his target's conversation, making their plans fall apart or otherwise causing them to suffer from a gross breakdown in communications. Opponents in the immediate vicinity of the Garou mishear each other or misinterpret instructions. The 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: The player rolls Perception + Linguistics (difficulty of the target's Willpower, or the highest Willpower in the target group). Each success allows the character to subject one opponent to the effects of this Gift. All actions that result from information communicated verbally receive a +2 difficulty; simple orders, such as proceeding to a certain address or moving to the left or right flank in battle, automatically go awry. The Gift lasts for one scene.

Taught by: Mitanu

Book: RatH

Empty Hand (Ragabash Rank 3)

The Garou's hand may seem to grasp the air, while in reality it may hold a pistol or even a stick of dynamite. This Gift obscures one possession for the Garou, making it completely undetectable to others. A Raccoon-spirit teaches this Gift.

System: The player grasps the item and spends one Willpower point to make the object undetectable. The object must be hand-held and should not be larger than the Garou's arm. For one scene, the item remains undetectable to all senses (including peeking from the Umbra) except touch, even if the Garou drops it. Unfortunately, even the Gift user can't see the item, so dropping it is bad.

Taught by: Raccoon-spirit

Book: Wild West Companion

Fly Feet (Ragabash Rank 3)

Like an insect, the Garou can now cling to vertical surfaces. She can walk along walls or hang from a ceiling. The adhesive grip of the Garou can even assist her when catching falling objects or seizing handholds when she is falling. A fly-spirit, naturally, teaches this Gift.

System: The Garou can automatically activate this Gift with a Dexterity + Athletics rolls. The difficulty depends on the surface. For instance, wood or stone is difficulty 5; glass or ice is difficulty 9. Moving along the ceiling increases the difficulty by 1. The Storyteller should halve all movement rates unless the player rolls five or more successes.

Gremlins (Ragabash Rank 3)

The Garou can cause a technological device to malfunction merely by touching it. Use of this Gift actually intimidates the spirit that inhabits the device and causes it to function. If the Garou can sufficiently frighten the spirit, it will flee the device, causing it to malfunction permanently. This Gift is taught by a Gremlin, a type of Wyld spirit that enjoys breaking things.

System: The Garou rolls Manipulation + Intimidation; the difficulty is determined by the complexity of the item (see below). The more successes the Garou obtains, the more the device is damaged. Five successes permanently disable the device (the spirit has fled). Good role-playing might certainly warrant one to three additional dice at the discretion of the Storyteller.

DeviceDifficulty

Computer4

Phone6

Automobile8

Knife10

Laughter (Ragabash Rank 3)

Those who learn this Gift can cause others to realize the humor of any situation - in fact, the uproarious hilarity of any situation. This Gift is taught by Tulu the Kookaburra

System: After spending a Gnosis point, the player rolls Charisma + Expression (difficulty of the target's Willpower). If successful, the target is struck by how funny the situation is and breaks into peals of laughter. Any attack made by the target against the Tulu Child suffers a penalty of the number of successes rolled to the dice pool (just looking at the Child is enough to cause spontaneous belly laughs).

Open Moon Bridge (Ragabash Rank 3)

The Garou has the ability to open a Moon Bridge, with or without the permission of the totem of that caern. This Gift is taught by a Lune.

System: The Garou spends one Gnosis point. See the Rite of the Opened Bridge (pg. 141) for more information on opening Moon Bridges. The maximum distance that can thereby be covered is 1,000 miles.

Pall of Despair (Ragabash Rank 3)

This Gift inflicts a wave of despair upon a targeted individual, making the victim incapable of action due to feelings of profound melancholy.

System: The player spends a point of Gnosis and rolls Manipulation + Empathy (difficulty of the victim's Willpower). A successful roll causes the victim to experience a feeling similar to Harano (or, in the case of humans, clinical depression). This state of mind forces the victim to roll her Willpower in order to take any action, while combat becomes almost impossible. (Optionally, the Storyteller can enforce the limitations of Harano found in the Werewolf Players guide, pg 207). The effects of this Gift last for one scene.

Taught by: Lu-Bat

Book: RatH

Reynard's Lie (Ragabash Rank 3)

The Ragabash can tell the most blatant lies and have them accepted as truth, at least for a little while. Even the most stern-faced priest or suspicious baron will believe the Garou's pleas of innocence, no matter how guilty she may be. This Gift is taught by a Fox-spirit.

System: The player tells the lie and rolls Wits + Subterfuge (difficulty is the target's Wits + Subterfuge, or the highest rating in a crowd). Two successes convince a single individual; three are required to dupe multiple listeners at once. In any event, convinced listeners believe the lie for the duration of the scene. However, the roll must always be made after the lie has been told; it's easy to get into trouble by trusting this Gift to protect you. A failed roll raises suspicion; a botch makes the listeners outright hostile.

Taught by: Fox-spirit

Book: Werewolf: The Dark Ages

Riddle (Ragabash Rank 3)

Taking their cue from numerous trickster legends, some Ragabash love to confuse their targets with unusual quizzes and mysterious puzzles. Those with this Gift add a little spiritual punch into the mix, slowly driving their targets mad with riddles. A spirit servant of Sphinx teaches this Gift.

System: The player must first create (or find) a riddle to be told. It must have a solid answer that can be understood by most people. After telling it to the victim, the player spends one Gnosis. From then on, the victim will be driven to distraction by the riddle and until he can solve it, he suffers a +1 difficulty to all rolls. In addition, every morning the victim loses one Willpower. Should this drain him entirely of Willpower, he will go a little crazy, most commonly by barricading himself in his room for a day and refusing to come out. At the end of the day, however, the riddle will no longer concern him.

Taught by: Spirit servant of Sphinx

Book: PG3e

Shadow Tracking (Ragabash Rank 3)

Shadow Tracking allows a Garou to grapple and pin the shadow of a victim, holding it in place. If the victim flees, their shadow is stretched and lengthened, but remains pointing towards their current direction until sundown, or until the Garou lets go of the pinned shadow.

System: Stealing another's shadow is not a subtle process. The Ragabash must pounce on the shadow of the victim (roll Dexterity + Brawl, diff 8) and if successful, spend a Gnosis point to pin it down. The Garou must remain holding the shadow to the ground with at least one hand, and cannot move about while the Gift is enacted.

Taught by: Shadow and cat spirits

Book: Damien

Silence (Ragabash Rank 3)

By invoking this Gift, the Ragabash can cause all sounds made within their presence to vanish into the Gauntlet, thus silencing the area around them. No normal sounds may be made by anyone within the effect, including the user.

System: With the expenditure of two Gnosis points and a roll of Manipulation + Stealth (difficulty 7) the Garou can completely silence an area. Each success adds another 5 yards to the area of affect. Any Gifts which require the use of sound (e.g.: Clap of Thunder) require the two Garou to make a resisted Gnosis roll against difficulty 6. The winner's Gift takes precedence over the loser's.

Fool's Luck (Ragabash Rank 4)

This Gift allows the Garou to tamper with Fate - when things go catastrophically wrong for the werewolf, they can insist that there must have been some mistake.

System: By spending one Gnosis point, the character can choose to disregard one botched roll per scene and roll again. This can only be done when the roll concerned the Ragabash's Auspice roll - a roll for stealth, trickery or such, and not combat, tracking, singing or spirit interaction.

Harmonious Slumber (Ragabash Rank 4)

This Gift enables the Garou to create a perfect environment for sleep even in the most difficulty circumstances. Under the influence of this Gift, the Garou receives the equivalent of eight hours of restful sleep and awakens refreshed and with his spirits revived.

System: The player spends a point of Gnosis and rolls Stamina + Enigmas (difficulty 7). One success is necessary to affect the character. Each additional success allows him to include another individual in the effects of the Gift. A failure means that the Gift does not work, while a botch inflicts restless sleep on the character, with no benefits. When a character awakens from a successful use of this Gift, he finds that his Gnosis is fully replenished. The nap can last for up to eight hours, although only two hours are necessary to reap full benefits.

Taught by: Lu-Bat

Book: RatH

Alternative Versions

From: Damien (Ragabash Rank 4)

System: The player rolls Stamina + Enigmas (difficulty 7). Each success allows the character to regain a point of Willpower and Gnosis while 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). A failure means that the Gift does not work, while a botch inflicts restless sleep on the character, and they lose a Willpower point. The nap can last for up to eight hours, although only two hours are necessary to reap full benefits.

Luna's Blessing (Ragabash Rank 4)

When the moon is visible in the night sky, silver refuse to cause the Garou aggravated wounds. Indeed, if the moon waxes full, silver weapons may well turn on those who would wield them against the character. This Gift is taught by a Lune.

System: For each strike against the Garou, the wielder of the weapon must roll three extra dice on the attack; these dice are read only to check for botches. The Garou can soak and regenerate silver as if it were normal damage, but only when the moon is visible. Thus, the Garou is still vulnerable during a new moon.

Mercurial Messenger (Ragabash Rank 4)

This Gift enables a Garou who overhears a conversation or who is entrusted with a message to remember what she has heard. At a later time, the Garou may repeat back verbatim everything heard over a single scene as if she had total recall. The Gift allows the Garou to reproduce voice intonations, accents and speech patterns or mannerisms which match those of the original speaker. In addition, the Garou can approximate the speaker's actual voice.

System: The player spends a point of Gnosis and rolls Wits + Linguistics (difficulty 7). Each success increases the accuracy of the character's delivery of the remembered conversation or message. If necessary, the Storyteller may repeat the conversation for the benefit of the character's audience. A failure means that the character remembers only what the player remembers. A botch introduces a series of discrepancies into the repetition.

Taught by: Mitanu

Book: RatH

The Crawling Hand (Ragabash Rank 4)

This eerie and somewhat macabre Gift allows the Ragabash to detach their hand, allowing it to crawl off and perform tasks. Controlling this disembodied hand requires more concentration than usual - it is an odd feeling to feel items 20 feet away at first.

System: The Garou must roll Dexterity + Primal Urge (difficulty 9) to detach the hand - only one success is necessary. At least one die must be allocated from any Dice Pool to the hand per turn. To perform find manual tasks, the player must make a Perception + Athletics roll (difficulty 5) to adjust to the weird situation. The character must retrieve their hand to reattach it (within the scene) or regenerate another (as if they had four aggravated Health Levels of damage, which heal at the rate of one per week). The hand may travel up to Wits * 3 yards away from the werewolf.

Whelp Body (Ragabash Rank 4)

With this Gift a Garou may deliver a devastating curse upon a foe's body, causing it to weaken or palsy. Many consider the use of this power on a foe to be a declaration of unending war. This Gift is taught by a Pain- spirit or a spirit of Disease.

System: The Garou spends one Gnosis point and rolls Gnosis; this roll is resisted by the target's Gnosis roll. The Garou's difficulty is the opponent's Willpower, while her victim's difficulty is the Ragabash's Gnosis. Each success scored by the Ragabash allows him to remove one point from any of the victim's Physical Attributes. The effect is permanent, although the victim may restore these Attributes via experience. This Gift may be used only once per scene against a given opponent.

Blank (Ragabash Rank 5)

"Consider it a bio-electrical blackout." That's how Pat O'Reidy described this Gift, and it remains the best description there is for it. For a short period, everyone in the room simply goes blank. They still stand upright (unless they were laying down to begin with, but eyes close, senses go dead, and nobody moves. Meanwhile, the Ragabash can move about without being seen, or can take actions they otherwise couldn't. Any actual attempt to harm someone will break the communal trance, so slitting their throat while they remain unconscious won't work. But you could certainly pick someone up, put him in the trunk of a car, and take him elsewhere. A spirit of electricity or an electric eel spirit teaches this Gift.

System: The player spends three Rage and rolls Gnosis (difficulty 8). Each success "blanks" every person in a room for one turn. Supernatural creatures (including vampires, mages and imbued hunters) can make a resisted Willpower roll (again, difficulty 8) against the Ragabash's Gnosis roll. Every extra success the Ragabash gains over his target blanks the victim for one turn.

Taught by: Electricity or electric eel spirits

Book: PG3e

Burden of Knowledge (Ragabash Rank 5)

The Garou floods an individual with the knowledge of all her own limitations, making the victim aware of every flaw or failing and reminding her of all the wrongs she has committed or caused. The weight of this enlightenment can either change an individual for the better, or drive her into suicidal despair or murderous frenzy. Few individuals survive the effect of this Gift unscathed. This 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: The player spends a point of Gnosis and rolls Intelligence + Empathy (difficulty of the victim's Willpower). Success causes the victim to experience every negative aspect of her personality and past, including secret vices, shortcomings, failures and other similar faults. The Storyteller should decide what ultimate effect the Gift produces in the victim - either a desire to reform her ways and correct her failings, an impulse to kill her out of shame and despair or some course of action in between the two extremes. Once the victim has experienced the total effect of the Gift, the intense awareness begins to fade - but residual memories may plague the victim for a long time afterward.

Taught by: Lu-Bat

Book: RatH

Madthought (Ragabash Rank 5)

This trick literally makes the werewolf's foes too clever for their own good. The 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. The victim of the Gift can only stand still as his thoughts run away with him, rushing madly from one brilliant plan to another or considering all the multiple alternatives for their "next" action.

System: The player spends a point of Willpower and rolls Wits + Subterfuge (difficulty of the victim's Willpower). The number of successes determines how 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 otherwise discover what's been happening while he "was out". A failure simply means that the Gift does not work, while 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: Mitanu

Book: RatH

Steal Spirit (Ragabash Rank 5)

The Ragabash can steal an opponent's strength of spirit or her Rage. With her ill-gotten gains, she can pummel her drained opponent.

System: The player rolls her Wits + Larceny (difficulty equals the target's Willpower). The number of successes indicates the number of temporary Rage or Willpower points (not both) that the victim loses. The player receives that number of points to the appropriate statistic up to her permanent maximum. If she receives Rage in excess of her permanent rating, she must make an immediate frenzy roll.

Book: Wild West Companion

The Thousand Forms (Ragabash Rank 5)

Most trickster archetypes are shapeshifters and the Ragabash is no different. The Garou with this Gift may change herself into any animal between the sizes of a small bird and a bison. The 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 would want to!), but she may take the form of mythical beasts with some extra effort.

System: The Garou spends a Gnosis point and rolls Intelligence + Animal Ken. The difficulty varies, rising higher the farther removed from the Garou's natural form the desired animal is. For example, an ape or panther (mammals of roughly similar mass) might be difficulty 5, while an alligator (a reptile of larger mass) might be difficulty 7, and a frog might be difficulty 9. Mimicking mythical animals is always difficulty 10.

Book: WW3e

Thieving Talons of the Magpie (Ragabash Rank 5)

The Garou can steal the powers of others and use them herself. These powers can be Garou Gifts, spirit Charms, vampiric Disciplines, mage Spheres, etc. This Gift is taught by, of course, a Magpie-spirit.

System: The Garou must gain three successes on a Wits + Stealth roll (difficulty of the target's Willpower). If successful, the Garou can use the specified power for each successive turn she is willing to spend a Gnosis point.

Violation (Ragabash Rank 5)

Those few Garou privy to the secret of Violation well know the hate and revulsion of others. This power requires the Garou to make physical contact with the target, but once that has happened; the victim is quickly overwhelmed by feelings of defilement. To learn this Gift, the Garou must confront a malevolent spirit (not necessarily a Bane) in spirit combat; if he wins, he may wrest the knowledge of the Gift from it.

System: The Garou rolls Manipulation + Primal-Urge (difficulty of the target's Willpower). For the next turn, and for a number of turns equal to the number of successes, the victim cannot spend Rage or Willpower. Additionally, the difficulties of all Willpower rolls are increased by two, while the difficulties of Rage rolls are decreased by two (the victim may not be able to direct his anger, but he definitely feels it).

Theurge Gifts

Find the Portent (Theurge Rank 1)

With this Gift, a Garou can call for and receive some omen or portent which can help her determine her next course of action. The Garou must meditate for a few minutes in order to place herself in a receptive state so that she can recognize the sign that comes to her.

System: No roll is necessary, but the player must spend a point of Gnosis. The Storyteller then produces some sort of omen or portent to serve as a hint for the character about what lies in the future. ("A black bird carrying something in its beak flies north"; "You feel a sense of dread about entering this part of the forest").

Taught by: Ruatma

Book: RatH

Lambent Sight (Theurge Rank 1)

This Gift allows the Garou the ability to see under circumstances where sight would normally be impossible, such as in conditions of total darkness (inside a deep cave, for example) or if the Garou is blindfolded. This Gift provides illumination for the Garou equivalent to that of a full Moon.

System: The player spends a point of Gnosis; no roll is necessary. The effects of this Gift last for one scene. This Gift cannot grant sight to one who is naturally blind.

Taught by: Sokhta

Book: RatH

Mother's Touch (Theurge Rank 1)

The Garou is able to heal the wounds of others, aggravated or otherwise, simply by laying hands over the afflicted area. The Garou may not heal herself with the Gift. This Gift is taught by a Unicorn-spirit.

System: The Garou spends on Gnosis point and rolls Intelligence + Medicine (difficulty of the wounded individual's Rage, or 6 for non-Garou). Each success heals one Health Level. Even battle scars may be cured in this manner, but this must be done in the same scene the scar was obtained and requires the expenditure of a Gnosis point. There is no limit to how many times this may be used on a person, but each use requires a Gnosis point.

Sense Wyld (Theurge Rank 1)

The Garou invoking this Gift may sense Wyld energies or spirits in the nearby area. This Gift is taught by a Wyld-spirit

System: The player must roll Perception + Enigmas. The difficulty is based on the strength of the local influence (a Garou in a forest would be difficulty 5).

Sense Wyrm (Theurge Rank 1)

The Garou can sense manifestations of the Wyrm in the nearby area. This Gift involves a mystical sense, not a visual or olfactory image, although Garou using this Gift are likely to say, "This place stinks of the Wyrm." This power requires active concentration. This Gift is taught by any spirit servant of Gaia.

System: The Garou rolls Perception + Occult. The difficulty for this Gift is based on the concentration and strength of the Wyrm's influence (sensing a single fomori in a room would have a difficulty of 6). Vampires can be sensed using this Gift, but only those with Humanity scores lower than 7.

Spirit Speech (Theurge Rank 1)

This Gift allows the Garou to communicate with encountered spirits. The Garou is thus able to address them whether they wish to be addressed or not. Of course, nothing (usually) prevents the spirit from leaving. This Gift can be taught by any spirit.

System: Once learned, this Gift allows the Garou to understand the communication of spirits intuitively. Some spirits, such as Banes, may not always be understood.

Uncloak the Hidden (Theurge Rank 1)

By concentrating on a person, object or area, the Garou can determine whether or not her target is hiding anything. The Garou can spot disguises, concealed weapons and wires; determine if a room contains trapdoors, hidden cameras, microphones and wire taps; or if someone lurks in a hidden passage. The Gift does not, however, allow the Garou to seek beneath the disguise, determine the nature of a concealed weapon or tell what lies within a hidden wall safe - this trick reveals only that a deception is present. The Garou must concentrate on the target in order to invoke this Gift.

System: The player rolls Perception + Investigation (difficulty 8). Extra successes might reveal more facts about the subject, if multiple secrets exist to be sought out. The Storyteller should inform the player of her characters' knowledge in general terms ("That man has some sort of disguise"; "The floor contains a hollow beneath the floorboards").

Taught by: Hakahe

Book: RatH

Command Spirit (Theurge Rank 2)

The character can manipulate encountered spirits, giving simple commands and expecting their compliance. While she cannot summon spirits by name with this Gift, she can interact with those she meets. This Gift is taught by any Incarna avatar.

System: The Garou must spend a Willpower point and roll Charisma + Leadership (difficulty of the spirit's Gnosis). Each successive command requires the expenditure of another Willpower point. Note that the Garou cannot command spirits to leave areas to which they have been bound; that requires the Exorcism Gift (see below).

Hidden Depths (Theurge Rank 2)

This Gift allows a Garou to uncover some hidden piece of information, or to decipher some cryptic passage of text. The Gift can also enable a Garou to figure out who the real power behind the scenes is in a given situation

System: The player spends a point of Gnosis and rolls Perception + Enigmas (difficulty 8). Each success allows the character to learn one hidden or concealed fact about the person, place or thing targeted by the Gift. For example, one line of prophecy may be explained for each success. The 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

Moonpool of Sokhta (Theurge Rank 2)

This Gift enables a Garou to transform clear, standing water into a pool which offers visions of possible futures. Wilderness ponds, small mountain tarns, pools of clear rainwater or even basins filled with water can serve as a conduit for the images. The scenes that appear within the pool depict what might happen unless something occurs to change the course of events. The Garou must concentrate on the event (or series of events) to get a sense of the outcome. The pool may reflect either literal or symbolic images.

System: The player spends a point of Gnosis and rolls Wits + Enigmas (difficulty 7 for near future events, difficulty 8 for more distinct occurrences). Each success causes one vision of the future to appear in the pool. The Storyteller should determine the clarity and accuracy of the visions. No successes indicate a failure of the Gift, while a botch produces false visions or an extremely chaotic jumble of meaningless images.

Taught by: Sokhta

Book: RatH

Name the Spirit (Theurge Rank 2)

The Garou is able to detect the type of approximate Trait levels (Rage, Power, etc) of a spirit. This Gift is taught by a spirit servant of the Uktena totem.

System: The Garou spends one Willpower point and rolls Perception + Occult (difficulty 8).

Shadow of the Ebon Whisperer (Theurge Rank 2)

This Gift makes the Garou as insubstantial as a shadow and as hard to see. The physical form of the Garou fades to a murky, dark shape that can slither and flow almost anywhere. Although others can use certain Gifts to spot the "shadow" werewolf, anyone wishing to do so must first have a reason to suspect the presence of the Gift's user. This Gift does not function in bright daylight or in places where no shadows exists - such as a brightly lit room (or a room in total darkness, for that matter).

System: The player spends a point of Willpower and rolls Appearance + Occult (difficulty as assigned by the Storyteller depending on the surroundings). Each success allows the character to assume the shadow-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 (Theurge Rank 2)

When danger stalks the Garou or momentous events are in the offing, visions being striking the Garou without warning. Her dreams are haunted by images of the Cainite elder stalking her; she begins seeing symbols of the Wyrm wherever she looks; the sky itself opens to show her images of the glorious battle to come. This Gift is taught by a Crow-spirit.

System: Interpreting these signs is best handled through role-playing, but the Storyteller can require the Garou to roll Wits + Occult (difficulty 7) if appropriate.

Spirit Blow (Theurge Rank 2)

A Garou using this Gift is able to 'deflect' an incoming physical blow such that it affects them spiritually rather than physically. The attack still hits, but instead of taking physical damage the Garou loses some spiritual energy. This Gift is only useable against physical attacks (such as claws or bullet wounds), but it also works against aggravated attacks.

System: This Gift is activated by spending a point of Willpower after an attack has been successful, but before the damage has been resolved. Instead of taking wound levels, the Garou loses as many temporary gnosis (after soak) as they would have lost wound levels. If they have less temporary gnosis than damage, the remainder is taken as wound levels.

Taught by: Any animal spirit that leaves part of its body behind (like Drop-tail skinks).

Book: Damien

Spirit Skin (Theurge Rank 2)

Generally, spirits are fairly friendly to Garou, at least ones that aren't automatically hostile to anything. That doesn't mean, however, that they treat a Garou exactly the same as they treat other spirits, and that's where this Gift comes in handy. By activating it within the Umbra, the Theurge disguises herself as a spirit (usually a wolf spirit) to all concerned. She still physically looks exactly like her lupus form; she simply gives the impression of a spirit rather than Garou. Some Theurge have also used the Gift to throw off pursuit by hiding in a pack of wolf spirits. A chameleon spirit teaches this Gift.

System: The player spends one Gnosis and rolls Appearance + Subterfuge (difficulty 6 if imitating a wolf spirit, difficulty 8 for anything else). Each success keeps the disguise in place for one hour. While sometimes imitating a spirit other than a wolf is useful, it should be noted that the character will still somehow be recognizable as themselves to those looking for them. Even though they will clearly not look like their Lupus form, something about them will still give the game away. This Gift is obviously of little use outside the Umbra.

Taught by: Chameleon spirit

Book: PG3e

Tinker's Touch (Theurge Rank 2)

The Theurge can mend a broken object with a touch, as long as the item contains metal. This Gift is especially useful for emergency wagon repairs or for fixing guns during a siege.

System: The 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. During which time, slipped nails slither solidly back into place, bent rifle barrels straighten, shattered blades re-form, and so forth. Items blasted to bits (such as an exploded artillery shell) are beyond the scope of Tinker's Touch. A Metal-spirit teaches this Gift.

Taught by: Metal-spirit

Book: Wild West Companion

Umbral Tether (Theurge Rank 2)

Although most Theurges would never admit it, even they can become lost in the spirit world from time to time. This Gift allows the werewolf to spin a spiritual line, resembling spider silk, behind her as she explores the Umbra. Only the Garou using the Gift can see the trail, thus increasing the Theurge's reputation as master of the spirit world. A spider spirit teaches this gift.

System: The player does not need to roll to create the trail, but must spend one Gnosis point for every hour of Umbral travel to maintain it. At dawn, the player must spend an additional Gnosis point to maintain the trail in the physical world. Although only the werewolf using this Gift can see her trail, some Gaffling pests occasionally sever or alter the tail without knowing it.

Alternative Versions

From: WW3e (Theurge Rank 1)

As above, but rank 1.

Exorcism (Theurge Rank 3)

This is the Gift of ejecting spirits from places or objects, whether they are there voluntarily or are bound there. This Gift is taught by any Incarna avatar.

System: If a spirit does not wish to leave, the character must make a Manipulation + Intimidation roll (difficulty of the spirit's Willpower). If the spirit has been bound to its lodging place (or into a fetish), then the Exorcist must make a Wits + Subterfuge roll (difficulty 8) and gain more successes than the binder did when tying the spirit to its location.

Hidden Heart (Theurge Rank 3)

This Gift allows the Garou to take a dangerous piece of knowledge she possesses and lock it away in her mind so that it becomes inaccessible without a key. The concealed information cannot be taken from her through mental powers or coercion; she can neither access the information nor remember that she has something hidden away in her mind. Until someone speaks the trigger word, performs the appropriate gesture or enacts the conditions set forth in the activation of the Gift, the Garou remains b