Silver Fang Gifts

# Silver Fangs

The regal Silver Fangs are the traditional leaders of the Garou, and their Gifts reflect — and support — that birthright.

## Level One Gifts

### Eye of the Falcon

The werewolf’s vision gains the predatory clarity of a bird of prey. A falcon-spirit teaches this Gift.

System: The player spends one Gnosis point. For the rest of the scene, all long-range attack rolls and visually based Perception rolls are made at –1 difficulty.

### Falcon’s Grasp

The werewolf’s hands or jaws tighten in a mighty death-grip, making it nearly impossible to escape. A falcon-spirit teaches this Gift.

System: The player spends one Rage point. For the rest of the scene, the Garou’s grip (with both hands and jaws) is much stronger — her Strength is considered three points higher for grappling or maneuvers such as the jaw lock. This extra Strength does not apply to damage rolls.

### Ice Dance

This Gift is a legacy of the tribe’s deep roots in Russia and the frozen north. The Wyrm often chooses its battlegrounds with cunning, using Gaia’s own snow and ice against Her defenders. This Gift allows the Fangs to face the Wyrm on equal terms, or even turn Gaia’s own beauty to their advantage by moving freely across snow and ice, as if it was a flat plain of green grass. An ice elemental teaches this Gift.

System: The player spends a single Gnosis point to activate this Gift. Its effects then last until the next sunrise. All Dexterity-based rolls while on ice or snow are at -1 difficulty and the werewolf may move normal speed across both deep snow and ice. As this is a Gift of balance, Philodox gain more from it than most: their Dexterity rolls on snow and ice are at -2 difficulty and they may double their normal running speed when they are on snow or ice.

### Inspiration

Other werewolves look to the Ahroun for leadership in battle, and this Gift helps them to live up to that trust. The werewolf employs this Gift to lend her resolve and righteous anger to those who share her cause. A lion- or wolf-spirit teaches it.

System: The player spends one Gnosis point. All comrades (but not the Gift’s user) receive one Willpower point, which disappears if it is not used before the end of the scene.

### Lambent Flame

The werewolf causes her body to ignite with silver light. A Lune teaches this Gift.

System: The player spends one Willpower point to activate the Gift. The light illuminates a 100-foot (30 m) area around the Garou for the rest of the scene. All attacks against the Garou suffer a +1 difficulty penalty while this Gift persists.

### Sense Wyrm

The werewolf can sense nearby manifestations of the Wyrm. This Gift involves a mystical sense, not a visual or olfactory image, although Garou often describe the Wyrm’s spiritual emanations as a stench. This Gift doesn’t necessarily sense dedication to the Wyrm, merely contact with its spiritual essence, which can cling to even blameless souls. Sense Wyrm requires active concentration; the spiritual sense it provides doesn’t function passively. The Gift may be taught by any Gaian spirit.

System: The player rolls Perception + Occult. The difficulty depends on the concentration and strength of the Wyrm’s influence: sensing a single fomor in the next room would be difficulty 6, while detecting the stench of a Bane that was in the room an hour ago would be difficulty 7. Vampires register as Wyrm-tainted, save those with Humanity ratings of 7 or higher.

## Level Two Gifts

### Awe

The Garou, simply by her bearing and strength, proves to others her mastery and right to rule other tribes. This Gift is taught by a Falcon spirit.

System: The Garou rolls Appearance + Empathy (difficulty of the target’s Willpower). If successful, the difficulties for all Social rolls made by the Garou against that target are reduced by one, and the target’s difficulty to hit the Garou in combat is increased by one.

### Empathy

Among wolves, alphas rule by strength, but leaders of men must be able to read their subjects if they are to keep their crown. A falconspirit teaches this Gift.

System: The player spends one Gnosis point and rolls Intelligence + Empathy (difficulty 4). One success indicates that the Garou knows the general feelings and expectations of any one group. The more successes the player rolls, the greater her understanding of the group’s wants and needs.

### Hand Blade

Many Silver Fangs are trained in swordplay as part of their birthright. This Gift allows them to rely on such skills at any time by turning their arm into a razor-sharp blade that slices and cuts like the best-forged sword. An ancestor spirit, usually a former klaive-dueling master, teaches this Gift.

System: The player spends a point of Rage to transform one or both hands. For the rest of the scene, he may use his arm like a sword by rolling Dexterity + Melee (difficulty 6). Such attacks inflict Strength + 2 aggravated damage, as his claws are part of the blade.

### Luna’s Armor

The Silver Fang invokes the moon’s sacred power. Her body is briefly wreathed in a shimmer of moonlight, granting her Luna’s protection. This Gift is taught by a Lune.

System: The werewolf concentrates for a turn; the player spends one Gnosis point and rolls Stamina + Survival (difficulty 6). Each success allows the Garou to add one die to his soak pools. These dice, and these dice alone, may even be rolled to soak damage from silver. The benefit lasts for one scene

### Reason

The Silver Fangs took up many burdens when they accepted the leadership role for the Garou Nation. One of the hardest of these to bear is the propensity towards Harano and the mental disabilities that beset members of the Tribe. However, the spirits took pity upon the tribe members who were suffering and failing at a time of need, so they sent a Firebird spirit to teach them this Gift. Reason allows a Silver Fang to free herself temporarily from Harano or mental illness. It can also protect against any sanity-altering attack, be it from a spirit, Wyrm creature, vampire, mage or demon.

System: The player spends a point of Gnosis and rolls Willpower (difficulty 7). The character can ignore the effects of all mental disabilities for a number of scenes equal to the number of successes rolled. Alternatively, each success may reduce by one the number of successes scored on a roll to affect the character’s sanity made by an outside agency. Should the unfortunate player botch this roll at any point, the werewolf’s dementia runs out of control, completely dominating the character’s thought process for 24 hours.

### Sense Silver

To those truly born Garou, Luna has granted the ability to sense a werewolf’s greatest weakness. This Gift, taught by Lunes, allows the metis to detect the presence of silver.

System: The player rolls Perception + Primal-Urge (difficulty 7). If successful, she can detect the presence of any silver within 100 yards. Three successes allow her to pinpoint the silver’s location.

### Unity of the Pack

It is only natural for those guided by canny leaders to excel. This Gift allows the Silver Fang’s pack to enjoy the benefits of her unifying aura, making them deadlier warriors against the Wyrm’s minions. A wolf-spirit teaches this Gift.

System: Whenever the Silver Fang is present, all members of her pack (including herself) gain one extra die on all rolls to execute Pack Tactics. This Gift’s benefits are permanent. The Silver Fang cannot benefit from this Gift when she is alone.

### Word of Honor

To a Silver Fang, honor is everything. This Gift imbues a Garou’s words with his honorable bearing. As long as the Silver Fang speaks the truth, others believe him. An eagle-spirit teaches the Silver Fangs how to speak clear and true.

System: By spending a Gnosis pint, the Silver Fang can make every word he says bear the ring of truth. Anyone who listens hears that the Gift user speaks the truth. Listeners are not necessarily inclined to obey the Fang or follow his suggestions, but the facts are clear. The Silver Fang *must* speak the truth, as he knows it, or the Gift automatically backfires.

## Level Three Gifts

### Burning Blade

This Gift causes a Garou’s weapon, whether it’s a sword, klaive or axe, to burn with a deadly fire that burns her enemy even as it bites into their flesh. A firebird spirit teaches this Gift.

System: The werewolf concentrates for a turn, and the player rolls Gnosis (difficulty 7) to activate the Gift. The weapon now does two extra dice of aggravated fire damage. Flammable objects will catch fire if struck by the blade. The weapon remains ignited for a number of turns equal to the number of successes rolled.

### Claim of Authority

There are times when a Silver Fang cannot be present at important moots or meetings, and must send another Garou in her place. To make sure that any advantages to be gained aren’t neglected, a Silver Fang with this Gift can grant her messenger some of her own natural authority. It is taught by an ancestor-spirit.

System: The Silver Fang spends on one point of Gnosis and one point of Willpower before selecting a Garou as her representative. For a week thereafter, the representative is considered to possess the same level of Pure Breed as the Silver Fang, so long as she notes the name of the Silver Fang she speaks for. This Gift may not be used on an unwilling target.

### Dominance Blow

Smart Garou know to pay the Silver Fangs their due. Stupid ones openly challenge them, and force the Silver Fangs to assert their dominance. This Gift allows a Silver Fang to easily knock down would-be rebels by connecting physical dominance with rightful leadership. When this Gift is working, might *does* make right. Lupus Silver Fangs are fond of this Gift, which resembles wolf understandings of alpha standing. A wolf-spirit teaches this Gift

System: The player spends one point of Rage, and rolls Charisma + Brawl, difficulty 7. If the rolls succeeds, then every blow the Silver Fang strikes against a specific target grants the Silver Fang an additional die in all Social rolls against that target, allowing him to browbeat or intimidate the target more easily. The blow need not be full force to grant the bonus, which lasts for one day.

### Silver Claws

Luna sends her children to teach this powerful but painful Gift to those warriors who gain her favor. When invoked, it transforms the werewolf’s claws into silver.

System: The player rolls Gnosis (difficulty 7) to activate this Gift. Silver claws inflict aggravated damage to all targets, and are naturally unsoakable to Garou and most other Fera. The Ahroun suffers searing agony while manifesting these silver claws. Each turn, she gains an automatic Rage point, and all non-combat difficulties increase by one because of the distraction. On each turn that her Rage points exceed her Willpower, she must check for frenzy. The Gift lasts for one scene, unless the Garou takes a turn to voluntarily end it sooner.

### Talons of the Falcon

The Silver Fang’s claws transform into impaling weapons, allowing her to cut muscle, bone, and sinew as though they were paper. A falcon-spirit teaches this Gift.

System: The player spends one Gnosis point and makes a Dexterity + Brawl roll to attack. The attack does three additional levels of damage, and its damage may not be regenerated for the rest of the scene.

### Wrath of Gaia

The werewolf shows himself in full, terrible glory as Gaia’s chosen warrior. His splendor overwhelms minions of the Wyrm, driving them before him in terror. An avatar of Gaia herself teaches this Gift.

System: The player spends a Gnosis point and rolls Charisma + Intimidation. Any minions of the Wyrm who look upon the Garou during the rest of the scene must either roll Willpower (difficulty 7) and equal or exceed the player’s successes, or flee in terror.

## Level Four Gifts

### Mastery

The Silver Fang can command other Garou — even Black Spiral Dancers — to do her bidding. A falcon-spirit teaches this Gift.

System: The player rolls Charisma + Leadership (difficulty equal to the target’s Wits + 3). If the roll succeeds, the Garou can give the target one non-suicidal command, which he must obey for one turn per success. This Gift works only against Garou.

### Mindblock

The Garou fortifies her will against mystical influences of all sorts. A falconspirit teaches this Gift.

System: The difficulties of any direct mental attacks or attempts to control the Garou’s mind, as well as more insidious psychic assaults (mind-reading, illusions, possession, and so forth) are raised to 10. The effects of this Gift are permanent, but do not apply to magic which sways the Garou’s emotions.

### Sidestep Death

Legends say that when the first Silver Fang died, he was reborn with this Gift. The Fang simply sidesteps what would have become his deathblow. A lion-spirit teaches this Gift.

System: Once per scene, the player may spend three Willpower points to evade a single attack that would inflict enough damage to place the Fang’s health levels below Crippled (before soak). The Garou simply appears instantly at the nearest location not affected by the attack, which may be an inch, a mile, or even farther away.

## Level Five Gifts

### Luna’s Avenger

The Silver Fang transforms his greatest weakness into his greatest strength, transforming his body into living silver. A Lune teaches this Gift.

System: The Garou concentrates for a full turn to activate this Gift. The player spends a Gnosis point; for the rest of the scene, the Garou is immune to the effects of silver. All damage inflicted by attacks made with the werewolf’s body are considered to have been made with silver weapons. Additionally, the character gains two additional points of Stamina and one extra health level for the duration of this Gift (any damage marked to this additional health level vanishes harmlessly when the Gift ends).

### Paws of the Newborn Cub

With only a glare and a snarl, the Silver Fang can temporarily suppress an opponent’s supernatural tricks, leaving him to face the werewolf’s wrath as nothing more than an animal or human. A falcon-spirit teaches this Gift.

System: The player spends two Gnosis points and rolls Gnosis (difficulty of the target’s Willpower). Each success removes all supernatural powers (shapeshifting, Gifts, Disciplines, and any other sort of supernatural or magical power) from the target for one turn.

### The Secret of Gaia

Some Silver Fang legends tell of a Great White Wolf who gave his own life to save Mother Gaia. He was the ancestor of the Silver Fangs, and of all the werewolves. Those werewolves who rise to the highest rank amongst the tribe sometimes learn the secret that Gaia imparted to the Great White Wolf after his sacrifice, one that deepens their connection to Her and allows them to be completely aware of their surroundings.

Everything about her environment suddenly becomes part of the werewolf’s awareness. She can sense the lay of the land, the type and nature of the plants growing on it and what forms of animal life live there. She can sense what spirits are at work in the area’s Penumbra. The werewolf also gains some sense of the health of Gaia in that area. In an urban area, she might feel constricted or restrained, while in an area under attack by the Wyrm, she might feel itchy or in pain, depending on how successful the Wyrm minions are.

Any Silver Fang of sufficient rank may learn this Gift, but the majority of those who learn it are Theurges. For some reason, members of House Wise Heart receive this Gift more frequently than to those of any other House. It is technically possible for a Garou of another tribe to learn this Gift, but it has not happened in living memory, and no song records such an event occurring. Those werewolves who do learn this Gift are often changed as a result. Many choose to walk barefoot on the earth whenever they can, and show a greater than usual aversion to cities. None of them can actually articulate what the secret is, saying that it is either something you understand, or you don’t.

**System**: Secret of Gaia is a more powerful version of the Theurge Gifts Spirit Speech (Werewolf, p. 138) and Pulse of the Invisible (Werewolf, p. 139) and works in a similar fashion. The player spends a point of Gnosis to activate the Gift and then rolls the character’s permanent Gnosis (difficulty 7). The werewolf gains an uncanny awareness of her surroundings for a one-mile radius for every success achieved on this roll, almost integrating her awareness into the very landscape. She can automatically see into the Penumbra and may look at both the Penumbra and the material realm simultaneously if she wishes and can step sideways at -2 difficulty. Some Theurges have likened the experiences to what the world must have been like before matter and spirit separated. App Perception rolls made within that radius are at -3 difficulty. All local spirits that are free of Wyrm taint can sense the character’s oneness with Gaia and are well disposed towards her. All social rolls are at -2 difficulty while dealing with spirits. This same oneness grants the player an extra die in all rolls, save those involving combat, that occur while the character is in the state in addition to the other bonuses.

The Gift lasts for one hour for each point of permanent Gnosis the werewolf has. If the roll is a botch, the pain of Gaia overwhelms the character’s senses and Harano cripples him for the duration of the scene.

## Level Six Gifts

### Renew the Cycle

One of the most potent powers available to the Garou, this Gift allows the correction of a grievous wrong done to the natural cycle of Gaia. The undead, whose very existence is an affront to the natural order of things, wither and crumble to dust when struck by the power of this Gift. Whether the undead is a shambling, month-old animated corpse or an ancient vampire, the Fang can destroy it with but a glance. Only an avatar of Gaia Herself can teach this Gift.

System: The player and the target enter into a resisted contest of Gnosis versus Willpower (both difficulty 8). If the Garou wins the contest, the undead is reduced to its natural state — fresh corpses simply lose their animation, whereas an elder vampire would crumble to dust. Mummies are simply banished to a season of sleep. The Garou must spend one Gnosis for every hundred years (or fraction thereof) the undead has existed in its unnatural state; should the target’s age exceed the Garou’s capacity to spend Gnosis points, permanent Gnosis may be sacrificed to account for 500 years of age per dot spent.

## Lodge Gifts

### Level One Lodge Gifts

#### Full Moon Cleansing

Lodge: Moon Lodge (Waning Cycle)

This Gift allows a Garou to turn her own Rage against her Harano, thereby defeating it like any other enemy. The werewolf learns this Gift in ritual combat with a blood-warrior spirit, who must be defeated and burnt in an Umbral fire. The Garou then marks himself with the glyph for her own auspice and the Ahroun glyph. Thus, she learns how the anger of the Full Moon may be made part of herself.

System: The player must spend one point of Rage and make a Rage roll (difficulty 7, difficulty 6 for Ahroun) to activate the Gift. The character may then ignore the effects of Harano for one scene per success rolled.

#### New Moon’s Laughter

Lodge: Moon Lodge (Waxing Cycle)

This Gift allows a werewolf to make others around her more receptive to criticism and less obsessed with their own pride, thus showing them the wisdom of the New Moon. To learn this Gift, the werewolf must trick a Lune into revealing the Gift.

System: The player must spend a point of Gnosis and roll Gnosis (difficulty 6). For one hour per success scored, the gathering that the character attended takes on a lighter mood. All Social rolls with a positive intent are at -1 difficulty, while all Social rolls intended to provoke argument, insult or misery are at +1 difficulty. If the character using the Gift is a Ragabash, the bonus and penalty are doubled.

### Level Two Lodge Gifts

#### Crescent Moon’s Awareness

Lodge: Moon Lodge (Waxing Cycle)

This Gift allows the character to make other around her more aware of the spirits of the place. Garou catch glimpses and hear incomprehensible whispers of the spirits in the Penumbra, while Kinfolk and other humans feel an unsettling awareness of an alien world that they are normally oblivious to and have no means of understanding. This teaches them the power of the Crescent Moon. To learn this Gift, the Fang must track down any one of Falcon’s brood and perform one, simple service for him.

System: The player spends a point of Gnosis and rolls Gnosis (difficulty 7). If the roll succeeds, all creatures in her immediate area (20 yards or so) become aware of the Penumbra at the edge of their senses. Garou may then step sideways or communicate with spirits at -1 difficulty. Humans, Kinfolk and animals find the effect profoundly disconcerting and lose one die from all their rolls while the Gift is in effect. Crescent Moon Awareness lasts for one turn per success rolled. The effects are doubled when a Theurge uses this Gift.

#### Gibbous Moon Song

Lodge: Moon Lodge (Waning Cycle)

The Gift allows a Garou to learn the benefits of a smooth tongue and social awareness. It makes the werewolf talkative, interesting and likable, the very life and soul of any gathering. The moon’s own light seems to make her more interesting and attractive than she normally seems. A Great Green Cheese spirit, a lively and somewhat aromatic member of Luna’s brood, best known to the Bone Gnawers, teaches this Gift. Arrogant Silver Fangs who will not deign to deal with such a spirit will struggle to progress on this cycle. The werewolf and the spirit engage in a battle of wits, to see who can come up with the cleverest word play. If the Garou wins, the spirit happily teaches the Gift. Thus, she makes the persuasiveness of the Gibbous Moon part of herself.

System: The player rolls Wits + Enigmas (difficulty 8) to best the spirit. This roll may only be attempted once per month and only during a gibbous moon. Once the character knows the Gift, the player activates it by spending a point of Gnosis. All Social rolls gain an extra die for the remainder of the scene (three dice for Galliards).

#### Truce of Helios

Lodge: Sun Lodge

Helios brings reason and tact to the werewolves who honor him. He teaches the Garou to temper their instinct and Rage with thought and logic. Thus, those who follow him often become skilled diplomats and negotiators. Often the biggest problem in achieving a truce, treaty or alliance is getting the other side to listen to the argument that the character is putting forward. This Gift forces them to listen to what the Silver Fang has to say. However, Helios values truth and justice. He does not force the listener to accept what is said. Neither does he allow his followers to use this Gift to gain a combat advantage over another by using it to delay the listener while an ambush or attack is organized. Any werewolf using the Gift in that way will find that it doesn’t’ work, and may find it never working for them again. Helios sends a Child of Kamak or a Firebird spirit to teach this Gift to those he finds worthy.

System: To enforce a truce, the player spends a point of Gnosis and rolls Charisma + Etiquette (difficulty 7). If the roll succeeds, the negotiation proceeds under the force of a spiritually imposed peace. All those involved in the debate must make a Willpower roll (difficulty 9, minimum of two successes needed) to attack the speaker, ignore him or otherwise disrupt the proceedings. The truce endures for one hour per success rolled. However, should the Silver Fang calling upon this Gift break the truce, its effects immediately end and will never be effective against the same target again. Doing this is a terrible insult to Helios and results in the loss of three points of temporary Honor and may lead to the character’s expulsion from the Sun Lodge.

### Level Three Lodge Gifts

#### Half Moon’s Diplomacy

Lodge: Moon Lodge (Waxing Cycle)

Sometimes the first step to resolving a dispute is to prevent yourself saying anything to make the situation worse. This Gift allows a werewolf to try to calm an explosive moment by preventing everyone present from saying anything inflammatory, thus bringing them all the Half Moon’s wisdom. To learn this Gift, the werewolf must follow a harrier-spirit for an hour, matching her flight path from the ground, until she tries and consents to share this Gift.

System: The player spends a point of Gnosis and rolls Manipulation + Empathy (difficulty 7). If the roll succeeds, anyone involved in the debate must concentrate for a turn by staying silent and then roll Willpower (difficulty 8) to say anything that they know is likely to make things worse. The effect lasts for one minute per success rolled. If a Philodox uses this Gift, then the initial roll is at difficulty 6 and the participants in the debate must make a Willpower roll (difficulty 9) to inflame the argument.

#### Half Moon Mnemonics

Lodge: Moon Lodge (Waning Cycle)

This Gift allows a Garou to remember a moment with perfect clarity, fixing it forever within their mind. They may recall that moment at any time, and examine the memory from any angle they wish. The memory does not dim with age, and the recall is always perfect and total. A sea spirit teaches this Gift. The werewolf must seek an Umbral sea and meditate on the sound of its wave, until she can hear the sea spirit calling to her. She must then focus on those instructions while at the same time keeping total awareness of the moment to learn this Gift. Thus, she makes the wisdom and reflection of the Half Moon part of herself.

System: The player must spend one point of Gnosis to store a memory and then rolls Wits + Alertness (difficulty 6) to fix it in the characters mind. The roll is at difficulty 5 for a Philodox. The character can store one memory for every point of permanent Gnosis she has. To recall the memory, the player must make an Intelligence + Occult roll (difficulty 7, 6 if the character is a Philodox, 5 if the character is a Philodox and staring into water). A botch means the memory vanishes, leaving a permanent hole in the character’s memory. The character may dump memories at any time, leaving her only a normal fallible recollection of the event.

#### Honor Pact

Lodge: Sun Lodge

This is another of Helios’ Gifts that allows diplomacy between even the most intransigent of opponents. For the Gift to work, though, all parties involved in the negotiation must agree to its use willingly, even if they consider their position fixed and room for debate to be minimal. Participants must show their willingness by spilling their own blood and mingling it with that of the other participants, usually by slicing open their palms and shaking hands. Helios does not consider those creatures without blood or with toxic or damaging blood worthy of his Gift and they cannot participate. Each participant then swears an oath to both Falcon and Helios to work with her fellow participants to find a solution. This forges spiritual bonds between all involved, preventing them from acting against one anther’s interests and hopefully allowing a conclusion to the negotiations that suits and benefits all.

On occasions, a pack with a Sun Lodge member will use this Gift to prevent minions of the Defiler Wyrm turning one packmate against another. Helios allows a Child of Kamak to teach this Gift.

System: Each participant must spend three Gnosis, while the player of the user of the Gift spends four Gnosis. All players (and the Storyteller, if a Storyteller character is participating) make a Charisma + Rituals roll (difficulty 7). If the rolls succeed, all Social rolls between the group are at -2 difficulty. The players should also roleplay the lack of antagonism and care for each others interests with the guidance of the Storyteller, who has the final say on what this entails.

The effects of the Gift are permanent, unless one of the participants breaks faith. Servants of Falcon and Helios immediately set upon the character that does so, burning and tearing at her for five health levels of aggravated damage. If the character survives, she is marked as an oath breaker, as per the Stone of Scorn rite. Repeated arguments or petty fights between the participants will erode the Gift’s effects over time, at the Storyteller’s discretion. The only way to strengthen an eroded Pact is to perform the whole process again.

Any servant of the Defiler Wyrm who tries to corrupt or turn those under the Honor Pact is at +3 difficulty to any roll related to the action.

### Level Four Lodge Gifts

#### Crescent Moon Fata

Lodge: Moon Lodge (Waning Cycle)

This Gift allows a Garou to perceive the very threads of fate and destiny that direct the world. By studying a person or object, she can learn a little about its past, or its possible future. To learn this Gift, the werewolf must find a spider or firefly Jaggling of Moria, one of Luna’s Incarna, and challenge it to a contest of gamecraft. Should the Garou win, the Jaggling opens her eye to the play of fate upon the world. Thus, she makes the spiritual awareness of the Crescent Moon part of herself.

System: To win the gamecraft contest, the player rolls Wits + Enigmas (difficulty 9, 7 if the character is a Theurge). Should the roll be botched, the Jaggling takes umbrage at the character’s clumsy mind and takes three temporary Gnosis from the character as payment for its wasted time.

To activate the Gift, the player makes a Perception + Empathy roll (difficulty 5, 4 if the character is a Theurge). The character sees one thread of fate per success. The player may choose to spend multiple threads on one target, or to spread them amongst several. Each thread allows a single glimpse into the future or past. Multiple threads allocated int he same direction on the same target will allow the character to see further into the past or future. The Storyteller determines exactly what she sees, but should be both inventive and somewhat cryptic in the description. The workings of fate are strange and not easily understood by even the most aware of Theurges. However, it is much easier to see the past than the future. As a rule of thumb, each success will add hours into the past or minutes into the future.

#### Gibbous Moon’s Understanding

Lodge: Moon Lodge (Waxing Cycle)

The greatest of the Silver Fangs’ Galliards have sometimes also been some of the tribe’s most successful battlefield leaders. This Gift can take some of the credit for this. It allows the werewolf to howl out general or specific instructions to her allies, and have them heard and understood even over the noise of battle, thus showing everyone the Gibbous Moon’s wisdom. To learn this Gift, the werewolf must persuade three different Lunes to spend a whole night in the character’s company. Just before dawn, one of them will teach the Gift.

System: The player spends a point of Rage and rolls Charisma + Leadership (difficulty 7). The number of successes is the number of howls the werewolf can make during this scene that will be understood as an order by any ally fighting in the same battle as the character. A Galliard character makes the roll at difficulty 5.

### Level Five Lodge Gifts

#### Full Moon’s Wrath

Lodge: Moon Lodge (Waxing Cycle)

Sometimes Luna’s wrath waxes so great that her enemies fall before her chosen like corn before a scythe. This Gift allows a hard-pressed werewolf to summon war-spirits to her aid, striking at her enemies and giving her respite. Their power teaches the werewolf and her allies, not to mention her enemies, the wisdom and strength of the Full Moon. The werewolf must find an defeat nine of Falcon’s brood of Jagglings in succession on a night of the full moon to learn this Gift. At the end of the night, an Avatar of Luna appears and binds the defeated spirits to the Fang’s service ever more. However, she demands that the Garou be at her disposal on nights of the full moon in exchange.

System: To activate the Gift the player spends a point of Rage and Gnosis and then rolls Gnosis (difficulty 7, 5 for Ahroun). One of the defeated bird-spirits appears and attacks the enemies of the werewolf for each success rolled. The spirits remain part of the fray until they are defeated, the werewolf dies or the battle ends, at which point they depart into the Umbra once more.

#### New Moon Legerdemain

Lodge: Moon Lodge (Waning Cycle)

This Gift allows the werewolf to summon and command a group of small trickster spirits. This last step in the Cycle brings the werewolf to an understanding of Luna’s need for the tricksters and the madness that she welcomes. The spirits, once summoned, dance around the Garou in the Penumbra, protecting her from harm but disturbing and unsettling all those around her. They play tricks on everyone in the vicinity; harmless and amusing ones on the werewolf’s allies and destructive ones on her enemies. An avatar of Luna herself teaches this Gift, which puts the Garou in her debt — and service — forever. To learn the Gift, the Garou must undertake a great quest in Luna’s name, one that may take several game sessions to play out. Once the werewolf succeeds, Luna gifts her loyal subject an understanding of the true nature of madness. Thus, the werewolf makes the New Moon’s twisted wisdom part of herself.

System: The Gift costs a point of permanent Gnosis to learn. Once the spirits are summoned, strangelings, chimera and Wyldlings usually, they never leave their werewolf. At time, they may rest quietly, semi dormant in the Penumbra near the Garou, although they may occasionally play tricks on her or those around her. They are always dormant during the day. They awaken into full life during the New Moon or at the call of the Garou. To awaken the spirits, the player rolls Gnosis (difficulty 6, 5 if the character is a Ragabash) and spends a point of Gnosis. The pack of spirits becomes active for one night per success. If the werewolf wishes them to go back to sleep, the player must roll Gnosis as above, spending another point of Gnosis and get at least two successes.

Once they are active, the spirits play games and vicious tricks on all the werewolf’s enemies within a 25-foot radius, pinching, tripping and interfering with them in all manner of ways. This creates a +2 difficulty to all the enemies’ rolls and removes two dice from their dice pools to boot. The spirits may steal an object from an enemy in the Umbra once per day. It will only be a minor item of little worth or power, as defined by the Storyteller. The spirits might show their werewolf their prize, or they may not, depending on their whims. If no enemies are at hand, the spirits may turn their attentions to whomever is at hand (save the Gift’s master) — even allies are not quite safe, although the spirits harass them somewhat more infrequently. It is the wise Garou who sings the spirits back to slumber when the battle is done.

A powerful spirit of Jaggling level or higher, may disperse the spirits for a scene by spending a point of Gnosis.

## House Gifts

### Level One House Gifts

#### Harrier’s View

House Unbreakable Hearth

The Gift allows a pack alpha to have a perfect sense of where his packmates are, relative to his own position. This allows him to howl or shout orders more effectively and plan the tactics of the group better. A barrier-spirit teaches this Gift.

System: The player spends one Gnosis to activate the Gift. For the remainder of the scene he has an uncanny sense of his packmates’ location. All Leadership rolls involving packmates are at -2 difficulty and all participants in any pack tactic gain an extra die on their roll(s) to complete the tactic.

#### Osprey’s Eye

House Austere Howl

Osprey can spot his prey in the water from high in the air above, despite the distorting effect of the water itself. She gives her children the same ability, so they may hunt the enemies of Gaia as easily in the water as in the air. This Gift is taught by an osprey spirit, or by her ally, Salmon.

System: The player spends a point of Gnosis. For the rest of the scene, the character can see into water as if there was no distortion at work. In addition, if the character is submerged in the water, he as at -2 difficulty to any vision-based Perception roll.

#### Wind of Buzzard’s Wings

House Crescent Moon

The Garou calls up a strong (20 mpg), cold breeze and directs it at whim. This breeze chills anyone not prepared for it, and it disperses (or redirects) clouds of vapor (including tear gas or airborne toxins) or swarms of insects. A wind-spirit teaches this Gift.

System: The Garou simply whistles to call the breeze. Anyone caught in it loses one die from Perception rolls as long as the breeze lasts.

### Level Two House Gifts

#### Austere Mind

House Austere Howl

The Silver Fangs of House Austere Howl have always valued self-control. To this end, they successfully petitioned a stone elemental to teach them this Gift that grant s them the emotional stoicism of a rock.

System: The player spends one Gnosis; the difficulty to enter frenzy is raised by 3, and the character may add two dice to any roll to escape frenzy. This Gift’s effects last until the next sundown.

#### Deep Roots

House Wise Heart

This Gift allows the steadfast members of House Wise Heart to stand their ground against their foes. Nothing can move a werewolf rooted with this Gift, although he is as vulnerable to other forms of attack as ever. Any forest-dwelling spirit can teach this Gift.

System: The player rolls Gnosis (difficulty 7). The character becomes rooted to that spot for a number of turns equal to the number of successes on the roll. Any attempt to push, pull, drag or life the Garou automatically fails to move the character, although it can still do damage.

#### Eagle’s Beak

House Wyrmfoe

The eagle’s beak is a sharp, tearing weapon that can tear its prey apart in seconds. An eagle spirit can teach a Silver Fang the secret of eviscerating his enemy swiftly through this Gift.

System: The player spends a Rage point and spends a turn screeching his defiance at his enemy. For the remainder of the scene all bite attacks do two extra dice of damage.

#### Hidden Meaning

House Unbreakable Hearth

Sometimes what someone doesn’t say is just as revealing as what they do say. This Gift allows a listener a sense of exactly what a speaker is concealing or avoiding saying. A heron-spirit teaches this Gift.

System: The player rolls Perception + Empathy. If the roll succeeds, the character gains an idea of what worries the speaker most, even if they haven’t alluded to it in any way during the speech. The more successes achieved, the more information the Storyteller should provide.

#### Locate Spirit Tutor

House Wise Heart

The werewolves of House Wise Heart are renowned for their skill as tutors and mentors. However, they know that the spirits themselves are the best tutors for Gifts. This Gift allows a Silver Fang in the Umbra to locate the nearest spirit that can teach a particular Gift that he wishes his student to learn. From that point onwards, it is all up to the student and the spirit. A peregrine falcon-spirit teaches this Gift.

System: The player spends a Willpower point and rolls Charisma + Leadership (difficulty 7). The more successes scored the better sense the character has of where an appropriate spirit resides.

#### Merlin’s Call

House Blood Red Crest

This Gift allows the alpha of a pack to call out to her fellows, letting them know exactly where she is and allowing them to rally around her, even in complete darkness or other situations in which the werewolves are effectively blinded like heavy fog, or intervening walls. However, the sound that the alpha makes cannot be used by other creatures to locate the Garou. A merlin-spirit teaches this Gift.

System: The player spends one Gnosis and rolls Charisma + Expression (difficulty 7). Any other member of the character’s pack knows exactly where she is, relative to his own position, for a number of turns equal to the successes rolled; any creature within earshot who is not a member of the pack hears nothing.

#### Osprey’s Flight

House Austere Howl

When Osprey hunts, she can hover over the water. She wishes her children to hunt over rivers just as easily, so she teaches this Gift to those who prove themselves worthy enough.

System: The player spends a point of Gnosis. For the rest of the scene, the character may move over the surface of a river or lake as if it were solid ground. However, for the character to do anything other than just run across the water, the player must make a reflexive Dexterity + Athletics roll (difficulty 8). Failure sends the unfortunate werewolf to a humiliating bath. This Gift only applies to rivers and other freshwater bodies. It cannot be used on the sea or on saltwater estuaries.

### Level Four House Gifts

#### Leshii’s Boon

House Crescent Moon

This Gift allows the Fang to turn the very plants and trees of the forest against her enemies. Tree branches lash against them and roots trip them up, animals nip at their heels and insects swarm around them. A leshii spirit teaches this Gift.

System: The player spends one Gnosis point and rolls Intelligence + Occult (difficulty 6). Every enemy of the werewolf within a radius of the number of successes scored in meters loses two dice from every non-reflexive roll for the duration of the scene. In addition, should they be foolish enough to try to eat anything they find in the forest, it will do the number of successes rolled in levels of lethal damage.