Auspice Gifts

These Gifts are the secrets given to Gaia’s children by Luna. She bid her many servants teach the Garou their various tricks, arming them with magical skills with which to protect Gaia.

## Ragabash Gifts

Luna’s Gifts to the Ragabash defy tradition and conventional wisdom. Well-suited to tricksters, scouts and saboteurs, the eclectic blessings of the new moon are nothing if not effective.

#### **Blur of the Milky Eye:**

The werewolf’s form becomes a shimmering, indistinct blur, as though seen through heavy cataracts — even in the midday sun. The Ragabash is not truly invisible, however, and if spotted, this Gift’s protection fails until the observer is distracted. A chameleon- or ermine-spirit teaches this Gift.

System: The player rolls Manipulation + Stealth (difficulty 8). Each success increases the difficulty of all Perception rolls made to detect him by one for the rest of the scene.

#### **Disguise Fetish:**

Werewolves covet one another's treasures as much as anyone else. The clever Ragabash can hide the true nature of his fetishes to deflect curious eyes. A raven-spirit teaches this Gift.

System: The player rolls Manipulation + Subterfuge (difficulty 6) to create the illusion that one fetish or talen carried or touched by the character is just a mundane object. Klaives look like ordinary steel daggers, Jarlhammers seem much smaller than they are, and any glyphs or precious stones that ornament the fetish appear as cheap decorations. Gifts and other supernatural powers that could sense the nature of the fetish must overcome the number of successes rolled by the Ragabash's player to accurately identify the object as something extraordinary. The illusion ends if the fetish is used in its intended fashion. Otherwise, the effect lasts for the scene.

#### **Infectious Laughter:**

Laughter is the tool with which Gaia’s tricksters promote enlightenment and the knife that slashes through the veil of Rage. When the Ragabash laughs, those around her are compelled to follow along, forgetting their grievances. A coyote- or hyena-spirit teaches this Gift.

System: The Ragabash must make some comment mocking the present situation in which she finds herself, then laugh at it. The player then rolls Manipulation + Expression (difficulty of the highest Rage rating of anyone listening). Success causes those who hear the Ragabash’s comment and laughter lose hold of their ire, and forget what it was that had them upset in the first place — although their temper will return if they are reminded of what the New Moon has made them forget.

#### **Liar’s Face:**

The Ragabash wraps herself in such a deceitful attitude that nothing she says can be trusted — not even the clear and unvarnished truth. The werewolf may make a single truthful statement, and no human who hears it will believe her. A platypus-spirit teaches this Gift.

System: After the character makes a truthful statement, the player spends one Willpower point and rolls Charisma + Subterfuge (difficulty 7). This Gift is automatically effective on humans, causing them to believe the Ragabash is lying. Supernatural listeners whose Willpower rating is lower than the Ragabash’s successes also refuse to believe the Ragabash’s words.

#### **Open Seal:**

The werewolf can open nearly any sort of closed or locked physical device. A raccoon-spirit teaches this Gift.

System: The player rolls Gnosis (difficulty of the local Gauntlet rating). If the object is sealed with magic, the player must spend a Gnosis point before making the attempt.

#### **Scent of Running Water:**

The werewolf can mask her scent completely, making herself virtually impossible to track. A fox-spirit teaches this Gift.

System: The difficulties of all rolls to track the Garou increase by two. This Gift’s effects are permanent, though the Ragabash may temporarily suppress them at will (which may be necessary to blend in with wolf packs).

#### **Blissful Ignorance:**

The Garou can become completely invisible to all senses, spirits or monitoring devices by remaining still. A chameleon-spirit teaches this Gift.

System: The player rolls Stamina + Stealth (difficulty 5). Each success subtracts one success from the Perception + Alertness rolls of those looking for the character. If no one is actively seeking the werewolf, one success provides perfect concealment.

#### **Petal Float:**

The Ragabash becomes light as a flower petal when falling long distances, spinning, and drifting in the breeze. A Glade Child or flower-spirit teaches this Gift.

System: The player rolls Dexterity + Athletics (difficulty 6). Each success reduces the effective distance of the werewolf's fall by 10 feet (3 meters). If high wind is a factor, it can blow him off course, at the Storyteller's discretion.

#### **Play Dead:**

The Garou are loath to let a foe claim victory, but in these fallen times, living to fight another day can trump the satisfaction of refusing to surrender. The Ragabash can “play possum” and appear dead to all witnesses. Unsurprisingly, an opossum-spirit teaches this Gift.

System: The player rolls Stamina + Subterfuge (difficulty 5) and the Garou spends an action shutting down his body. He appears completely dead for one minute per success. He has no discernible pulse, doesn't appear to breathe, and smells like a corpse that has been rotting for several days. His muscles stiffen and he may, if he chooses, revert to breed form as part of this action. If the player spends a point of Gnosis when activating this Gift, the Ragabash can instead use it reflexively when hit with an attack to produce the illusion that it has killed him. In this case, he appears as a fresh corpse instead.

#### **Pulse of the Prey:**

If the werewolf knows anything about her prey—even a nickname, initials, or crude description—she can track it as fast as she can travel. This unerring sense of direction works anywhere, and is as useful for tracking spirits through the Deep Umbra as Pentex executives through Baltimore. A wolf- or dog-spirit teaches this Gift.

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

#### **Spider’s Song:**

The Ragabash can steal messages from the Weaver’s web, plucking them from the air or eavesdropping as they race through telephone lines. The Ragabash must be aware that a conversation is happening to listen in on it (though she doesn’t have to know who’s on the other end of the line). For conversations across land lines, the Ragabash must place her ear against a telephone pole or cord; to listen in on cell phone discussions (or even to intercept text messages) she need only be able to see one of the phones being used. Spiderand raven-spirits teach this Gift.

System: The player spends a Gnosis point. She listens in on the conversation (or receives mental translations of text messages) for as long as she keeps her ear to the line or keeps the cell phone user in sight.

#### **Taking the Forgotten:**

A Ragabash with this Gift can steal something from a target and make his victim forget that she ever possessed the stolen item. A mouse-spirit teaches this Gift.

System: After successfully stealing the item, the player must score three successes on a Wits + Larceny roll (difficulty of the victim’s Intelligence + Streetwise).

#### **Gremlins:**

The Ragabash can cause a technological device to malfunction merely by touching it. This Gift actually causes the spirit energy within the device to work counter to its function. If the Garou can frighten the spirit sufficiently, it will flee the device, causing it to malfunction permanently. A Gremlin teaches this Gift.

System: The player rolls Manipulation + Intimidation; the difficulty is determined by the complexity of the item. The more successes the Garou obtains, the more the device is damaged. Three successes disables the device permanently (the spirit has fled). Good roleplaying might certainly warrant one to three additional dice, at the Storyteller’s discretion.

Device              Difficulty

Computer               4

Phone                     6

Car                          7

Gun                         8

Knife                       9

#### **Liar’s Craft:**

The Ragabash can tell the most outrageous of lies and have them accepted as truth — for a while, at least. This Gift is taught by a fox-spirit.

System: The character first tells his lie, then the player rolls Wits + Subterfuge (difficulty of the target’s Wits + Subterfuge, or the highest rating in a group of listeners). One success convinces a single individual, while three successes are needed to dupe a crowd. Since the roll is made after the lie is told, this Gift always carries some element of risk.

#### **Monkey Tail:**

The Ragabash may lengthen her tail and use it as a prehensile appendage at will. Although it’s no replacement for a hand, it can grasp objects, wrap around branches, and even allow the Garou to hang upside-down. A monkey-spirit teaches this Gift.

System: The Gift may employ her prehensile tail at will in any form which possesses a tail. Successfully manipulating the tail requires a Dexterity + Athletics roll (difficulty varies according to the task).

#### **Open Moon Bridge:**

The werewolf has the ability to open a moon bridge, with or without the permission of the totem of that caern. A Lune teaches this Gift.

System: The player spends one Gnosis point. See the Rite of the Opened Bridge (p. 207) for more information on opening moon bridges. The maximum distance that can thereby be covered is 1,000 miles (1600 km).

#### **Pathfinder:**

The werewolf can strike implausible trails through pristine wilderness and the urban jungle alike, locating the fastest and shortest routes from one place to another. A crow-spirit teaches this Gift.

System: The player rolls Perception + Survival (for wilderness) or Streetwise (for urban environments) against difficulty 7. The number of successes equals the quality of the path she blazes and how much she decreases her travel time. Every success reduces travel time by approximately 10 percent, up to a maximum of half the original travel time. The difficulty of any rolls to track the werewolf increase by two when this Gift is active; this decrease is cumulative with other similar effects, such as Scent of Running Water.

#### **Terrain Shift:**

Nature accepts the Ragabash as an ally, and views his pursuers as enemies. Earth and stone move aside to create tunnels or footholds to climb, foliage gathers behind him impassably, and rivers create dry spots for him to cross. A Glade Child or earth elemental teaches this Gift.

System: The player spends one Gnosis point, and one feature of the terrain in the werewolf's immediate vicinity shifts to either allow him passage where there should be none, or deny passage to anyone pursuing him. These shifts are minor and localized, limited to an area of up to ; he couldn't build a bridge to cross the Grand Canyon this way. If he wishes to create a feature where one didn't exist, such as an earth bridge or tunnel, and then make it vanish behind him, he must activate the Gift twice.

#### **Luna’s Blessing:**

When Luna stands visible in the night sky, silver ceases to act as a bane to the Garou. Indeed, when the moon waxes full, silver may well turn on those who would wield it against Gaia’s children. A Lune teaches this Gift.

System: When the moon shows in the sky in a visible phase, the character suffers lethal or bashing damage from silver, rather than aggravated (damage type depends on the form of attack — a silver-headed cane would do bashing damage, while silver bullets inflict lethal damage). Additionally, all attacks against the werewolf with silver weapons at this time are considered to roll a 1 in addition to all dice actually rolled — or a pair of 1s during the full moon. The Garou retains his normal vulnerability to silver during the day, on nights of the new moon, and when the moon is below the horizon.

#### **Misdirection:**

Like a stage magician, the Ragabash combines a steady stream of words with expert sleight of hand to capture his target's attention fully. He can perform the most egregious acts of larceny or violence right under the nose of the unwitting witness. An avatar of Coyote teaches this Gift.

System: The player spends one Willpower point when making a roll to Fast-Talk a target. For each success, the Garou may take one action that goes completely unnoticed by the target if successful, such as stealing the glasses right off the target's face, or even killing someone behind his back. Any evidence he doesn't manage to hide before the effect wears off remains, though. The Ragabash may also use this Gift to turn a botch on a Fast-Talk roll into a mere failure, buying himself the chance to try some other underhanded tactic.

#### **Umbral Dodge:**

The Ragabash finds that the best way to deal with an enemy is to send him far away — perhaps to a place where he’ll learn the folly of his ways. She may tear open a hole in the Gauntlet while dodging an enemy’s attack, sending them to the land of spirits. A trapdoor spider-spirit teaches this Gift.

System: When attempting to dodge a close-range attack, the player spends one Gnosis point and increases the difficulty of the dodge by one, or to the rating of the local Gauntlet, whichever is higher. If the dodge succeeds in avoiding the attack completely, the attacker is dropped into the Penumbra (or into the physical world if this Gift is used in the Penumbra).

#### **Whelp Body:**

The Garou delivers a devastating curse upon a foe’s body, causing it to weaken or palsy. Many consider the use of this Gift upon a foe to constitute a declaration of eternal enmity. Pain- and disease-spirits teach this Gift.

System: The player spends one Gnosis point and rolls Gnosis, resisted by the target’s own roll of higher of Gnosis or Stamina. The Garou’s difficulty is the opponent’s Willpower, while the victim’s difficulty is the Ragabash’s Gnosis. Each success scored by the Ragabash allows her 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 ever against a given opponent.

### Level Five Gifts

Only Learnable as a Rank 5 or Rank 6 Garou

#### **Thieving Talons of the Magpie:**

The Ragabash can steal the powers of others and use them herself. These powers can be Gifts (either Garou or those of other Fera), spirit Charms, vampiric Disciplines, Sphere magic or any other such power (the Edges of the Imbued may be exempt, at the Storyteller’s discretion). Naturally, a magpie-spirit teaches this Gift.

System: The player must gain three successes on a Wits + Larceny roll (difficulty of the target’s Willpower). If successful, the Ragabash steals the targeted power, depriving its owner of its use. Powers are stolen piecemeal, so a Ragabash who steals a vampire’s power to merge with the earth (Protean •••) doesn’t also gain its ability to see in the dark or grow claws (Protean • and ••). The Garou may keep the power for as many turns as she wishes, so long as she pays a point of Gnosis each turn. The werewolf’s Gnosis is substituted for any Traits exclusive to the victim that might be necessary to work the power, such as a vampire’s blood pool or a mage’s Arete. The Ragabash must know something about her target’s powers, either through observation or rumor, and she must target a power in the terms by which she would understand it (“I wish to steal the wizard’s ability to command fire!”). This Gift grants no insight into stolen powers, so botches tend to be dramatic and memorable.

#### **Thousand Forms:**

The werewolf with this Gift may change herself into any animal between the sizes of a small bird and a bison. The Garou gains all the special capabilities (flight, gills, poison, sensory abilities, etc.) of the animal she mimics. She may not take the form of Wyrm-beasts (not that she would wish to!), but with some extra effort she may take the form of mystical beasts (such as a griffon or unicorn), provided the beast remains within the usual size limitations of the Gift. Wyld-spirits teach this Gift.

System: The player spends a point of Gnosis and rolls Intelligence + Animal Ken (difficulty 6). One success allows the character to assume the shape of any normal animal. For the duration of the scene, he may make additional transformation rolls without spending additional Gnosis, provided he only takes the shape of normal animals. To allow the character to take on a mythical form, the player must spend an additional point of Gnosis and succeed against a difficulty of 9.

### Rank Six Gifts

These gifts are more a tool of the STs than they are for players. But they will be listed here none the less and only available to Rank 6 Garou.

#### **Firebringer:**

The Ragabash performs the ultimate trick, stealing a supernatural power and turning it into a Gift, which may in turn be bestowed upon to others as though the New Moon were a spirit teacher. Alas, the Ragabash must first survive having the power used upon him. Coyote or another trickster Incarna teaches this Gift.

System: After having a power used on him, the Ragabash may spend one point of permanent Gnosis to internalize it into a Gift. The Ragabash cannot use this Gift himself, and in fact forfeits all defenses against that power if ever used on him in the future; it exists instead as a treasure to bequeath upon the Garou Nation. Any power may become a Gift in this fashion — even the vile magic of the Wyrm may be stolen and turned to the defense of Gaia. The Storyteller determines the new Gift’s appropriate level and what sort of spirit Garou should be able to learn it from. In the case of mages, this power steals particular rotes rather than entire Spheres.

## Theurge Gifts

Luna’s Gifts to the children of the Crescent Moon grant insight into the Umbra and its denizens, as well as power over spirits and the minds of others.

### Level One Gifts

#### **Hear the Silence:**

In tune with all things hidden, the Theurge can hear the tell-tale whispers of secret-spirits whenever someone nearby bears the burden of hidden knowledge. A crow- or raven-spirit teaches this Gift.

System: The player spends one Gnosis point, and the werewolf becomes aware of anyone in her immediate vicinity with an important secret weighing on his mind, hidden either from her specifically or from the world at large. The importance of the secret depends on how it's perceived by the one who keeps it. The Theurge gains no insight into the nature of the secrets; she only knows who keeps them.

#### **Mother’s Touch:**

The Theurge channels spiritual power through her hands, mending the wounds of any other living creature. This Gift may not heal the werewolf herself, spirits, or the undead. A bear- or unicorn-spirit teaches it.

System: The player spends one Gnosis point and rolls Intelligence + Empathy (difficulty is the target’s current Rage, or 5 for those with no Rage). Each success heals one level of lethal, bashing, or aggravated damage. The healer may even heal fresh Battle Scars in this manner, if the Gift is applied during the same scene in which the scar is received and an extra Gnosis point is spent.

#### **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.

#### **Spirit Snare:**

The Theurge casts out an invisible, mystic net which entangles hostile spirits, confounding them with a mixture of magical force and long-broken but still potent Gaian law. An owl-spirit teaches this Gift.

System: The player spends one Gnosis point and rolls Intelligence + Occult (difficulty 8) as an attack directed at a spirit within 30 feet, which can be defended against normally. Rather than inflicting damage, this attack reduces the spirit’s effective Willpower by two for the purpose of all combat actions for the rest of the scene. Multiple applications of this Gift don’t stack.

#### **Spirit Speech:**

This Gift bestows understanding of the language of the spirit world, permitting the Garou to clearly understand and speak with any spirit he encounters. The Gift doesn’t influence spirits’ attitudes toward the werewolf in any way, nor ensure that they have any desire to communicate with him. Any spirit can teach it.

System: This Gift’s effects are permanent.

#### **Umbral Tether:**

The Umbra is a shifting world where logic doesn’t always apply and losing one’s way is easy. Theurges ensure they can always find their way back to the point where they entered the Umbra with this Gift, which creates a silvery “umbilical cord” connecting the Garou to the point where they last crossed the Gauntlet. Only the werewolf who creates the tether can see it. This Gift is taught by a spider-spirit.

System: No roll is needed to create the thread. However, after each full day the character spends in the Umbra, a point of Gnosis must be spent to maintain the cord; otherwise, it slowly corrodes from the point of entry and toward the Garou.

### Level Two Gifts

#### **Battle Mandala:**

A mystical sigil burns itself into the ground around the Theurge, visible only to those with Gnosis ratings. This circle drains the Essence from spirits caught within its web. A spider- or antlion-spirit teaches this Gift.

System: The player spends one Gnosis and rolls Intelligence + Occult (difficulty 7). The battle mandala encompasses a radius of (50 x number of successes) feet (or 15 meters per success) around the Garou; spirits (other than the Garou’s pack totem) within the mandala lose one Essence per turn. The mandala dissipates at the end of the scene or when the werewolf steps outside of its bounds, whichever comes first.

#### **Blood Life:**

Many things reside in the blood, both mundane and mystical. Heritage, power, magical connections, and life-giving nutrients all pulse through the veins of living creatures, encompassing their life experiences. The Theurge can gain insight from these experiences by tasting the blood of her prey. An insect-spirit teaches this Gift.

System: The player spends one Gnosis point when the werewolf succeeds at a bite attack against a target that has blood running through its veins, and deals at least one level of damage. She experiences a brief vision that replays a memory from the target's past. It could be one of great mystical import or significant relevance to the current situation, or one that had a marked personal effect on the target. The Storyteller or the target's player chooses the memory, but it should be one that gives the Theurge some insight into her foe (or ally). At the Storyteller's discretion, the Garou gains between one and five bonus dice on the next roll her player makes for an action that's relevant to the experience, depending on its intensity and pertinence. This Gift only works on living creatures, although the Theurge may pick up fragments of distant memory from a vampire's victims if she uses this Gift to bite it.

#### **Command Spirit:**

The Theurge can give commands to spirits she meets and expect obedience. The Gift doesn’t grant the ability to summon spirits — only to compel them to obey. As always when dealing with spirits, clear wording is essential, as some clever spirits may attempt to twist the spirit of issued commands while obeying them to the letter. Any Incarna avatar can teach this Gift.

System: The player spends a Willpower point and rolls Charisma + Leadership (difficulty is the spirit’s Gnosis). The character can issue successive commands once the spirit is under her control; each additional command requires that the player expend an additional Willpower point. The spirit cannot be ordered to leave a place or object (or, in the case of fomori, person…) to which it is bound.

#### **Eyes of the Lynx:**

Lynx-spirits, embodying the Umbral ideal of their earthly counterparts' powerful eyesight, can see even beyond physical obstacles. Theurges who learn this Gift can peer through walls or beneath the earth. A lynx-spirit teaches this Gift.

System: The player rolls Perception + Alertness (difficulty 6). For the rest of the scene, the Garou can see through solid objects, up to a number of yards of material equal to the successes on the roll.

#### **Name the Spirit:**

The werewolf gains an instinctive rapport with denizens of the Umbra. He can sense the type and approximate Trait levels (Rage, Gnosis, Willpower) of spirits. Owl- and raven-spirits teach this Gift.

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

#### **Sight From Beyond:**

This is a Gift of prophecy. The werewolf becomes an oracle, prone to dreams and visions which hint at future opportunities, challenges and threats to come. These visions are always veiled in symbolism — an impending war against the local vampires might be presaged by visions of skyscrapers weeping blood from their upper stories, while a death in the sept might be heralded by dreams of a chorus of mournful howls rising to a ghost-pale moon. Owl-spirits teach this Gift.

System: Visions are entirely under the Storyteller’s control and are best handled through roleplaying, though a truly stumped player might ask for a Wits + Occult (difficulty 7) roll to help interpret a particularly puzzling vision.

### Level Three Gifts

#### **Exorcism:**

This is the Gift of ejecting spirits from places, objects, or even people, whether they are bound or in voluntary possession. Any Incarna avatar can teach this Gift.

System: The werewolf must concentrate for three uninterrupted turns. If the spirit does not wish to leave, the player must roll Manipulation + Intimidation (difficulty of the spirit’s Willpower). If the spirit was bound to its lodging, the exorcist must gain more successes than the binder did when tying the spirit to its location. This Gift can be used to “cure” fomori, although doing so inflicts ten levels of aggravated damage at a rate of one level per turn as the Bane tears free of its fleshly home. This ensures the host’s swift demise unless a powerful healer manages to preserve his life during the exorcism.

#### **Pulse of the Invisible:**

Spirits fill the world, and none know this fact better than the Theurge. This Gift grants constant awareness of the spirit world. Even in the physical world, the Theurge can interact with spirits in the Penumbra at will. While most spirit activity isn’t worth watching, the Theurge will be automatically aware of any dramatic changes or upheavals nearby. Any spirit can teach this Gift.

System: If the Garou’s permanent Gnosis equals or exceeds the local Gauntlet, he can see into the Umbra automatically. Otherwise, the player must roll Gnosis to look through the Gauntlet (difficulty of the Gauntlet rating). Such awareness lasts for the rest of the scene or until the character enters an area with a stronger Gauntlet.

#### **Umbral Camouflage:**

Although perfectly visible to all others, this Gift renders the werewolf undetectable to spirits. A wind-spirit teaches this Gift.

System: The player spends one Gnosis point, and for the remainder of the scene, she is completely invisible to spiritual senses. She may move about as normal but cannot make any attack actions without disrupting the Gift.

#### **Watchful Eyes:**

As a mouthpiece for the spirit world, the Theurge may invite its denizens to witness the wrongs of her enemies and render silent judgment. She appears mysterious and terrible as a force of nature to those who would stand against her, whether they are consciously aware of the spiritual audience at her side or not. Any feline spirit can teach this Gift.

System: The player spends a point of Gnosis as the Garou's presence becomes an invitation for spirits in the area, on either side of the Gauntlet, to gather and watch the proceedings. The spirits need not act, and the target need not know they even exist; their mere gaze adds an air of awe-inspiring mysticism to the Theurge's actions. If using this Gift in the material world, the difficulty of any roll she makes to intimidate, persuade, or impress for the rest of the scene is reduced by (7 – local Gauntlet rating), to a minimum difficulty of 3. If it's used in the Umbra, reduce the difficulty to 3 instead. If the watching spirits have an avenue to interact with the scene, they are generally more inclined to support the Garou than not, unless they're aligned with the Wyrm.

#### **Web Walker:**

The Garou may travel on the Pattern Web through the Umbra without physical difficulty, and without attracting the unfriendly attention of Weaver-spirits in the area. Any Weaver-spirit can teach this Gift.

System: The player spends one Gnosis point and rolls Charisma + Science (difficulty 7). Success enables the Garou (and her pack, so long as they stick close to her) to travel through the Umbra across the Pattern Web as though she were on a moon bridge. Whether the Web’s strands go where the Garou wants to travel is another matter entirely.

### Level Four Gifts

#### **Blurring the Mirror:**

This Gift allows the Theurge to cloud the minds of other beings, making it impossible for them to find the Umbra or step sideways into it. Once used as a form of punishment for arrogant pups, this Gift is more often deployed as a weapon against Black Spiral Dancers in the days of the coming Apocalypse. A Weaver-spirit teaches this Gift.

System: The player spends one Gnosis point for every individual she wishes to affect. The Gauntlet increases by five for those targets for the rest of the scene. Up to five individuals can be affected at once. While normally used against other Garou, this Gift is effective against any being capable of entering the Umbra sideways, including other Fera and some mages.

#### **Grasp the Beyond:**

The werewolf may carry things in and out of the Umbra without having to dedicate them to herself. This Gift affects objects, people and animals, both willing and unwilling. An opossum- or kangaroo-spirit teaches this Gift.

System: The character must grasp the object or person he wishes to take to (or from) the spirit world, and spend a number of Willpower points: one for small items (a knife or cell phone), two for larger items (a backpack or shotgun), and three for man-sized items (including people). The player makes the usual Gnosis roll to pierce the Gauntlet and step sideways; if successful, both he and the desired object or person pass into the Umbra. An unwilling subject may resist with a Willpower roll; each success subtracts one from the Garou’s successes. If left in the Umbra too long, living beings turn into spirits entirely.

#### **Spirit Blossom:**

The Theurge plants a part of herself as a seed of spiritual puissance that blooms into power she can harvest. She must protect her offshoot, though; as a part of her, its pain is hers. A Glade Child teaches this Gift.

System: The player spends two Gnosis points as the werewolf plants some detached part of her body, such as blood, a tuft of fur, or clipped fingernails, in soil in a place that gets significant sunlight. Within one week's time, a plant of the player's choice will grow in that spot, spiritually tied to the Garou. Once per day, the player may roll her Gnosis to wake the spirit of the plant. If successful, the spirit donates a number of Gnosis points equal to successes on the roll to the werewolf before going back to its slumber inside the plant. If the plant is plucked from its roots or otherwise destroyed, the Theurge suffers dice of unsoakable lethal damage equal to her permanent Gnosis. She may only have one Spirit Blossom at a time, but if one is destroyed, she may plant a new one.

#### **Spirit Drain:**

The Garou may drain power from a spirit to feed her own resolve. A rat-spirit teaches this Gift.

System: The player makes a resisted Gnosis roll against the spirit. If the player succeeds, the spirit loses one Essence point per success for the rest of the scene. For every two points drained, the Garou gains a temporary Willpower point. She loses any points exceeding her maximum at the end of the scene.

#### **Spirit Ward:**

This Gift allows a werewolf to protect herself from spirits by performing a quick warding rite. The werewolf traces an invisible pictogram in the air that frightens and unnerves any nearby spirits, and which travels with the Garou for as long as it persists. An ancestor-spirit teaches this Gift.

System: The player spends one Gnosis point and rolls Manipulation + Rituals (difficulty 7). Spirits within 100 feet (30 m) of the character must subtract one from their dice pools for each success. Any spirit that comes within 50 feet (15 m) of the character (except a caern spirit or the character’s pack totem) loses one point from its Essence per turn for each success the player rolled. This Gift lasts for one scene.

### Level Five Gifts

#### **Feral Lobotomy:**

Unleashing a surge of pure Wyld energy, the werewolf can devolve an opponent’s mind into that of an animal, effectively destroying his intelligence. A Wyldling teaches this Gift.

System: The player rolls Wits + Empathy (difficulty of the target’s Willpower + 3, maximum 10) and spends a number of Gnosis points. If successful, the Garou can destroy the target’s Intelligence Attribute permanently; the target loses one Intelligence dot for each two points of Gnosis spent, and cannot lose more Intelligence than the number of successes rolled. Lost Intelligence is replaced with feral, animalistic behavior.

#### **Malleable Spirit:**

The werewolf can change a spirit’s form or purpose. A Chimerling teaches this Gift.

System: The player must best the spirit in a resisted Gnosis roll. The difficulty is based on what the Garou tries to accomplish, while the spirit’s difficulty is the Garou’s Gnosis.

Change                                                       Difficulty

Characteristics (Willpower, Rage,

Gnosis; one point changed                           6

per success)

Disposition (Friendly,                                     7

Neutral, Hostile)

Type (Naturae, Elemental, Bane, etc)         9

#### **Ultimate Argument of Logic:**

Those who speak with the Theurge leave convinced of some fact they might otherwise have disbelieved. If successful, the Garou can cause the target to believe implicitly in one aspect of existence (true or false) — that the Earth is the center of the universe, that there is such a thing as a spirit world, or that cities are unnatural affronts to nature, for example. A coyote-spirit teaches this Gift.

System: The player needs three successes on a Manipulation + Performance roll (difficulty of the target’s Wits + Enigmas).

## Philodox Gifts

Luna gifts her Half Moon children with powers of balance, judgment, and enforcement of law. The judges and mediators of the Garou nation use their magic to discern the truth, lead in times of peace, and mediate among their fellows

### Level One Gifts

#### **Fangs of Judgment:**

It falls upon the Philodox to levy not only judgment but also punishment against those who have fallen from their proper stations. This Gift, taught by an ancestor-spirit, causes the werewolf’s claws and fangs to burn with the righteous power of law.

System: The player spends one Willpower point. For the next full day, all of the Garou’s natural weaponry attacks do two extra dice of damage to all beings who have fallen from their original purpose to the service of the Wyrm (such as Black Spiral Dancers, fomori, and corrupted nature spirits; Banes which came into existence as agents of the Wyrm are, regrettably, exempt from this Gift’s sanction).

#### **Persuasion:**

This Gift imbues a Philodox’s words with intrinsic credibility and conviction, causing them to ring true to the ear and lay heavy on the heart. An ancestor-spirit teaches this Gift.

System: The player rolls Charisma + Subterfuge (difficulty 7). Success lowers the difficulty of all social rolls by one for the rest of the scene, and allows successful rolls to have uncommonly strong impact (such as changing long-held political views, or causing an addict to seriously reconsider the course of his life).

#### **Resist Pain:**

Fortifying herself with purpose and will, the werewolf shuts out the pain of her wounds. A bear- or badger-spirit teaches this Gift.

System: The player spends one Willpower point; the character ignores all wound penalties for the rest of the scene.

#### **Scent of the True Form:**

The Philodox is able to scent the truth of those she meets, literally sniffing out an individual’s true form. A vulture spirit teaches this Gift.

System: The Garou can smell Kinfolk or a fellow werewolf automatically. In all other cases, the player must roll Perception + Primal-Urge (difficulty 6). One success will identify a normal human or animal; two successes will detect a vampire, changeling, demon, mummy, or Fera; four successes are needed to sniff out a mage, ghoul, or fomor. The Imbued register as normal humans to this Gift. Unfamiliar scents aren’t automatically recognized: A Philodox that has never encountered any Rokea might not immediately recognize the scent she detects as “wereshark.”

#### **Sense Trauma:**

As the counselors of the Garou Nation, the Philodox have a keen nose for those whose minds have been shattered by trauma or supernatural forces. A Lune teaches this Gift.

System: The player rolls Perception + Empathy (difficulty 6) and the werewolf spends an action concentrating. If successful, he can sense that a target suffers from a Derangement and can identify the type by scent. This Gift can also sense those under the influence of Delirium, and at what stage.

#### **Truth of Gaia:**

As judges of the Litany, Philodox may easily separate truth from falsehood. A Gaffling of Falcon teaches this Gift.

System: The player rolls Intelligence + Empathy (difficulty equals the subject’s Manipulation + Subterfuge). This Gift reveals only which of the words that have been spoken are true and which are false. It doesn’t reveal the truth behind a lie unless the speaker utters it. If the speaker is uncertain whether his words are true or false, the Gift identifies them as neither.

### Level Two Gifts

#### **Building a Legend:**

The Philodox are the natural leaders of the Garou in times of peace, bolstered by the faith and trust given to them by their charges. Each time the werewolf is accorded Renown by his fellows, he experiences a surge of confidence. A lion-spirit teaches this Gift.

System: Whenever the character gains a point of permanent Renown, he regains Willpower points up to his permanent rating. The effects of this Gift are permanent.

#### **Call to Duty:**

Names hold great power in the spirit world, and the Philodox may exploit this to summon and command any spirit she knows by name. Only one command may be given, and the spirit departs immediately after fulfilling it. Alternatively, all spirits in the area may be called in times of great need. An Incarna avatar teaches this Gift.

System: The Garou must know the name of the spirit she wishes to summon. The player rolls Charisma + Leadership (difficulty equal to the spirit’s Willpower). The second mode of this Gift simply requires the player to spend two Gnosis points to summon all Gaian spirits within a one-mile (1.6 km) radius. If the character has abused this Gift in the past (in the Storyteller’s estimation), the spirits might refuse the call — such a general summons is rooted more in appeal to duty than compulsion. The mightiest of spirits (Incarnae and above) are generally able to ignore this Gift if they choose.

#### **Command the Gathering:**

The Philodox draws all eyes to herself with a great exclamation, a clap of her hands, the striking of klaive to shield, or some other such gesture. Until she has had her say, none may depart or interrupt her. A lion-spirit teaches this Gift.

System: The player spends one Willpower point and rolls Appearance + Leadership (difficulty equals the highest Willpower among those whose attention she seeks to gain). If the roll succeeds, all in attendance fall quiet and listen. Any individual who wishes to interrupt the Philodox or walk out before she has finished speaking must spend two points of Willpower to do so.

#### **Firm Stance:**

With the affirmation of his fellow Garou behind him, the Philodox has no ear for paltry attempts to sway him from his path. His Honor acts as a shield against the subversive words of the Wyrm's minions and the misguided arguments of less righteous werewolves. A falcon-spirit teaches this Gift.

System: The player spends one Willpower point and rolls the character's Honor as a dice pool, subtracting a number of successes from a Social roll made against him equal to the successes scored on this roll. This Gift doesn't work against Garou with higher Honor than the Philodox.

#### **King of the Beasts:**

The Philodox’s authority extends even into the realm of beasts, so that he can command the loyalty of any single animal. If successful, the animal follows the letter and spirit of his commands unconditionally. A lion- or falcon-spirit teaches this Gift.

System: The Philodox targets one animal within 100 feet (30 m). The player rolls Charisma + Animal Ken (difficulty 7). The power lasts until the Garou releases the animal from its obligation to him; this Gift can only hold sway over one animal at a time.

#### **Strength of Purpose:**

Philodox use this Gift to fortify themselves in the face of the Apocalypse, turning hot passion and burning Rage into cold, steely resolve. A wolf-spirit teaches this Gift.

System: Once per scene, the player may roll Stamina + Rituals (difficulty 7). For every two successes, the Philodox recovers one point of Willpower, up to her maximum.

### Level Three Gifts

#### **Flow Like Water:**

As the river changes course to flow past the rock, so does the Philodox flow past his foe's attack to bring the pain. He learns to balance his offense and defense in perfect harmony. A water elemental teaches this Gift.

System: The player spends one Willpower point. For the rest of the scene, whenever he splits his dice pool or spends Rage to take both a defensive and an attack action in the same turn, he reduces the difficulty of both actions by one.

#### **Mental Speech:**

This Gift enables mental communication, even over vast distances. The user must either know the target personally (although friendship isn’t necessary) or have something that belongs to that person, such as a lock of his hair. Bird-spirits and spirits of intellect teach this Gift.

System: The player rolls Charisma + Empathy (difficulty 8) and spends a Willpower point; the effects last for a scene. The character may hold a mental conversation with a target at a maximum distance of 10 miles (16 km) per success. Mind reading isn’t possible, but the werewolf may use social Abilities such as Intimidation.

#### **Scent of the Oathbreaker:**

Oaths sanctified before a Philodox are a serious matter indeed, so this Gift grants the judges of the Garou nation the ability to know when an oath has been broken and to track down the oathbreaker to correct him personally. A dog-spirit teaches this Gift.

System: The Philodox may spend one Gnosis point to sanctify any oath or promise he personally witnesses, no matter how formal or informal. If at any point in the future one of the individuals sworn to the oath breaks it, the Philodox immediately becomes aware of this, and all rolls for the werewolf to track the oathbreaker by scent drop to difficulty 4. This benefit lasts until the Philodox next stands in the oathbreaker’s presence.

#### **Sense Balance:**

As the arbitrators of the Garou Nation, the Philodox have developed an attunement with the cosmic forces that balance the Tellurian. The werewolf may sense an overabundance of Wyrm, Wyld, or Weaver energies in a location. A catspirit teaches this Gift.

System: The player spends a Gnosis point and rolls Perception + Enigmas (difficulty 8) to detect the spiritual balance of an area, if any. Wyrm manifestations feel dense and oily, Weaver presence feels cold and unyielding, and Wyld energies feel hot and trembling. The Philodox must be at peace and without distraction to use this Gift.

#### **Weak Arm:**

By watching an opponent’s fighting style, the Philodox can quickly evaluate his strengths and weaknesses. Snake- and wind-spirits teach this Gift.

System: The player rolls Perception + Brawl (difficulty 8). Each success grants one bonus die to add to her attack or damage rolls against that opponent. For instance, a Philodox who gets four successes could add two dice to her attack rolls and two to her damage pool, or four to her damage rolls, or three to attack and one to damage — whatever combination suits her. However, the distribution of dice cannot be changed once the Gift has been activated. This Gift can be used against a given foe only once per scene, and its benefits are lost at the end of the scene. A full turn of concentration is necessary to use this Gift.

#### **Wisdom of the Ancient Ways:**

All werewolves have an innate connection to their ancestors — a spiritual, racial unconscious accessible through intense meditation. The Philodox can tap into these deep memories to remember ancient lore. An ancestor-spirit teaches this Gift.

System: The character must meditate for a short time, concentrating on the past. The player then rolls Gnosis (difficulty 9, –1 for each dot of Ancestors the Garou possesses). The number of successes determines how detailed and exact the answer he receives will be.

### Level Four Gifts

#### **Rebirth:**

From death can come hope. From the ashes of ruin can come renewed fighting spirit. The Philodox sheds his blood over the bones of the fallen to briefly return a creature to life, as it's said that the great feathered serpent Incarna Quetzalcoatl once did. An avatar of Quetzalcoatl teaches this Gift.

System: The werewolf must touch the bones of an animal corpse that has been dead no longer than (Gnosis) months and carries no Wyrm taint. The player spends a Gnosis point and the werewolf inflicts a number of lethal health levels upon himself, depending on the size of the corpse. Small creatures such as small birds or rodents require one level; medium sized creatures such as wolves, falcons, and iguanas require two; large creatures such as horses, alligators, and dolphins require three; and enormous creatures such as elephants or giraffes require four or more at the Storyteller's discretion. The player makes an extended Charisma + Primal-Urge roll with a difficulty of (5 + health levels inflicted), rolling once every turn until she has accumulated 12 successes. If successful, her blood forms into new muscle and flesh, filling in the gaps in the body until it is whole again. The revived creature is loyal to the Philodox for the duration of its existence, but returns to its original state at the end of the scene. The werewolf cannot use this Gift on the same corpse a second time.

#### **Roll Over:**

The werewolf radiates authority and power, allowing him to exert his dominance over others. Humans bow or kneel, while Garou roll over to expose their throats. A wolf-spirit teaches this Gift.

System: The player begins an extended, resisted Willpower contest. The results are compared to each of her opponents in turn; when the player has scored three more successes than an opponent, that opponent drops out of the contest and submits. If one of the opponents accumulates three more successes over the character, the contest ends. For the remainder of the scene, any individual who has submitted will take no actions at all without the approval of the character, unless their life depends on it.

#### **Scent of Beyond:**

 With a moment’s concentration, the werewolf can hurl her senses to any place with which she is familiar (even an Umbral location), no matter how far away it may be. Because a bird-spirit teaches this Gift, her senses perceive the scene from above.

System: The player rolls Perception + Enigmas (difficulty 8). If the target location is in the Umbra, the difficulty is 8 or the local Gauntlet rating, whichever is higher. This far-seeing continues for as long as the werewolf desires, but the character suffers a –3 penalty to any attempts to react to local stimuli while her senses are projected.

#### **Take the True Form:**

The Philodox can force a being into its true form. A wolf-spirit teaches this Gift.

System: The player rolls Manipulation + Primal-Urge (difficulty 7). If successful, Changing Breeds (including Garou) are forced to revert to their breed form for one turn per success. Other shapeshifted creatures (such as vampires masquerading as wolves) targeted by this power are likewise forced to revert to their true forms.

### Level Five Gifts

#### **Geas:**

This Gift binds an individual or group to a sacred oath. While the geas cannot force and individual to act against her nature (such as to allow herself to be killed), it also doesn’t allow her to act against the task the Philodox has set before her. This Gift is taught by an Incarna avatar.

System: The player spends one Gnosis point and rolls Manipulation + Leadership (difficulty of the opponent’s Willpower, or the highest Willpower in a group). The compulsion to complete the task set out in the geas lasts until the task is completed or the target is harmed to the point of incapacitation in pursuit of the quest.

#### **Wall of Granite:**

Philodox have a stronger relationship with the elementals of the earth than other werewolves do; just as the earth upholds those upon it, the Philodox uphold the Litany that sustains their people. While in contact with earth or rock, the Philodox can invoke a wall to protect himself. This wall moves with the Garou, defending him from all angles. Earth elementals teach this Gift.

System: The player spends one Gnosis point. The wall’s dimensions are three yards high, two yards long and one yard thick (or a similar number of meters), and if the Garou desires, it may be extended to encircle a number of allies up to the werewolf’s Gnosis, so long as they huddle close. It has a soak pool of 10 dice, and 15 health levels must be inflicted to penetrate it at any point. The wall lasts for one scene or until released into the earth by the Garou.

### Level Six Gifts

#### **Break the Bonds:**

This Gift shatters all bonds, whether physical or mental, from sturdy iron chains to the slavery of a vampire’s bewitched blood. The Garou may use it to benefit any being, including herself. It is taught by any Incarna with the freedom to come and go as they please.

System: The Garou is automatically immune to any supernatural coercion, and may break bonds as though she had Strength 15. She may also break another’s physical bonds with that same Strength, or banish mental bonds from another with a Manipulation + Leadership roll (difficulty 11 – target’s Willpower).

## Galliard Gifts

The Moon Dancers burn with passion and song, and so Luna gives them Gifts that allow them to weave dream, fantasy and emotion into a tapestry that serves Gaia’s best interests.

### Level One Gifts

#### **Beast Speech:**

The werewolf may instinctively understand and communicate with any natural animals, from fish to mammals. She need only speak normally to be understood by animals, along with a touch of appropriate body language — there is no need to bark like a dog. This Gift doesn’t change animals’ basic reactions or dispositions; most are still afraid of predators such as werewolves. Any animal spirit can teach this Gift.

System: This Gift’s effects are permanent.

#### **Call of the Wyld:**

The werewolf may send her howl far beyond the normal range of hearing and imbue it with great emotion, stirring the hearts of fellow Garou and chilling the bones of all others. A wolf-spirit teaches this Gift.

System: The player rolls Stamina + Empathy; the number of successes determines how far away the Call can be heard (double the normal range for each success) and how stirring it is to those who hear it. This Gift should be used in conjunction with one of the Garou howls . The Storyteller determines the effects as appropriate to the purpose to which it is put, perhaps awarding a bonus die to revel participants for each two successes, or granting a point of Rage to all listeners for an exceptional battlefield howl.

#### **Canine Call:**

Ever since the Impergium and the War of Rage, everything else on the planet has lived in awe and terror of the sound of wolves howling. Pitching her voice just so, the Galliard produces a call that only canines can hear (including homid werewolves). Humans and other creatures automatically ignore the sound, feeling safe in their ignorance. City Garou and those infiltrating enemy bases find this particularly useful. A wolf-spirit teaches this Gift.

System: This Gift is used in conjunction with one of the Garou howls, or a howl performed as part of another Gift. The player spends one Gnosis point to achieve the effect. This Gift doesn't work with rites, since the spirit world must hear any howls performed as part of a rite.

#### **Heightened Senses:**

This Gift sharpens the werewolf’s senses to an incredible degree. She enjoys the olfactory and auditory acuity of a wolf whenever she is in Homid and Glabro forms, along with superior night vision. In Crinos, Hispo and Lupus, her senses become preternaturally potent, allowing sensory feats that border on precognition. Sudden loud noises, bright lights or overwhelming scents can be disorienting, however. Wolf-spirits teach this Gift.

System: The player spends a Gnosis point to activate this Gift for a scene. In Homid and Glabro, the werewolf’s Perception difficulties decrease by two and she may roll Perception + Primal-Urge to perform uncanny sensory feats such as tracking by scent. In Crinos, Hispo, and Lupus, Perception difficulties decrease by three (this is not cumulative with the ordinary Lupus-form Perception bonuses) and the werewolf gains an extra die to Primal-Urge dice pools.

**Mindspeak:**

Invoking the power of a waking dream, the Garou can place any chosen characters into silent communication. A Chimerling teaches this Gift.

System: The player spends one Willpower point per chosen sentient being and makes a Manipulation + Expression roll (difficulty of the victim’s Willpower) if any participants are unwilling. All those included in the waking dream may interact normally through the Mindspeak, although they can inflict no damage through it. Their real bodies can still act, although all dice pools decrease by two. The Mindspeak ends when all the participants want it to, or on the turn the Galliard fails the roll against an unwilling member. All beings affected must be within line of sight. The Garou may include her entire pack in the waking dream for only one Willpower point, if she desires.

#### **Perfect Recall:**

The werewolf is able to remember and relive any memory with perfect clarity. An elephant-spirit teaches this Gift.

System: The player may spend one Gnosis point to perfectly remember any one detail, no matter how small, from any point in her character’s entire life.

### Level Two Gifts

#### **Battle Cry:**

Imbuing her battle cry with a sharp and rousing edge, the Galliard readies her packmates for a fight, stirring their blood and warning them of danger. A lion- or wolf-spirit teaches this Gift.

System: The werewolf shouts or howls to alert all Garou who can hear her, and the player rolls Charisma + Expression (difficulty 6). Any allied werewolf who hears the call gains bonus dice to initiative rolls in the same scene equal to the Galliard's successes. This Gift can be used in conjunction with Garou howls such as the Call to Succor, Call to Hunt or Warning of the Wyrm's Approach. It can also be used together with the Gift: Call of the Wyld to extend its range.

#### **Call of the Wyrm:**

This dangerous Gift attracts creatures of the Wyrm, luring them into traps and ambushes or flushing them from hiding. Any spirit servant of Gaia can teach this Gift.

System: The player makes a resisted roll of Manipulation + Performance against the Wyrm creature’s Willpower (both rolls are difficulty 7). If the Wyrm creature loses the contest, it must come to the source of the Call.

#### **Command the Gathering:**

The Philodox draws all eyes to herself with a great exclamation, a clap of her hands, the striking of klaive to shield, or some other such gesture. Until she has had her say, none may depart or interrupt her. A lion-spirit teaches this Gift.

System: The player spends one Willpower point and rolls Appearance + Leadership (difficulty equals the highest Willpower among those whose attention she seeks to gain). If the roll succeeds, all in attendance fall quiet and listen. Any individual who wishes to interrupt the Philodox or walk out before she has finished speaking must spend two points of Willpower to do so.

#### **Distractions:**

The werewolf can make distracting yips, yelps, and howls to divert the attention of his target. A coyote-spirit teaches this Gift.

System: The player rolls Wits + Performance (difficulty equals the victim’s Willpower). Each success subtracts one die from the target’s dice pool for the next three turns.

#### **Dreamspeak:**

The Galliard can walk among another’s dreams and thereby affect their course. The werewolf doesn’t have to be anywhere near the target, but she must know or have seen the dreamer. A Chimerling teaches this Gift.

System: The player rolls Wits + Empathy (difficulty 8). If the dreamer awakens while the Galliard is still within the dream, the werewolf is thrown out of the dream world and loses a Gnosis point.

#### **Howls in the Night:**

The werewolf sends a full-throated howl shivering into the night sky, evoking primal terror in Gaia’s enemies. Creatures of the Wyrm who hear the howl find themselves troubled and unable to rest easily while their enemies are on the prowl. A wolf-spirit teaches this Gift.

System: The player spends a Gnosis point and rolls Charisma + Primal-Urge (difficulty 7). Creatures of the Wyrm who hear the howl will be jolted awake if asleep, and rendered unable to sleep for the next (successes x 3) hours.

#### **Ritual Tuning:**

The Galliard sets the stage for a rite, performing a prelude before it begins that helps to catch the attention of the spirit world and put the attending Garou in the right frame of mind for the ritual. Any kind of performance can accompany this Gift, including dance, music, and song, howling, a rousing story or the recitation of a grand epic. Any others who wish to join in may do so; in fact, multiple Galliards using this Gift together can boost the rite even further.

System: The player spends a Gnosis point, and the werewolf spends anywhere from a few minutes to an hour or more on a performance for the attendees of a rite that's about to begin. The performance should be appropriate to the rite; the Gift won't work if she plays a soft lullaby as a prelude to the Rite of Boasting. So long as the rite commences immediately after the performance ends, the ritemaster gains a number of bonus dice on the rite's roll equal to the Galliard's dots of Performance, plus any specialty relevant to the performance given. For each Galliard after the first who participates in the same performance and uses this Gift at the same time, the ritemaster adds another bonus die. The ritemaster cannot gain more than ten dice through use of this Gift.

### Level Three Gifts

#### **Eye of the Cobra:**

With an unearthly stare, the werewolf can draw anyone to within striking distance. A snake-spirit teaches this Gift.

System: The player rolls Appearance + Enigmas (difficulty equal to the target’s Willpower). The Garou needs three successes to bring the target to his side; fewer successes will at least start the victim moving in the right direction. Once there, the target can do as he pleases, but he must try his best to get to the Galliard until then.

#### **Social Butterfly:**

Flitting from one conversation to another, the Galliard makes herself associate to many but friend to none. Once she 's spent time schmoozing with the crowd, she and her pack can get information out of them as though they knew her from somewhere they can't quite place, but that has positive associations. An insect-spirit teaches this Gift.

System: The character spends between a few minutes and an hour socializing with a group of people, and then the player rolls Charisma + Etiquette or Streetwise, depending on the situation. The difficulty depends on the size of the group; an intimate party with only 20-30 people would be difficulty 5, while a large gathering of hundreds at a performance or rally might be difficulty 8. For the next week, the Galliard and her packmates may treat the group as a temporary Contacts Background consisting only of minor contacts in an area related to the gathering, at a rating equal to the successes on the activation roll (to a maximum of five). For example, if the werewolf used this Gift to socialize with the attendees of a gay pride parade, the pack would gain temporary Contacts in the LGBTQ community.

#### **Song of Heroes:**

Reciting a tale of ancient Garou heroism, the Galliard conjures up the spirit of fallen heroes and infuses those listening with some portion of their power. An ancestor-spirit teaches this Gift.

System: This Gift requires the full recitation of a story of epic heroism, taking at least several minutes. At the end of the tale, the player spends two Gnosis points and rolls Charisma + Performance (difficulty 8). Every two successes on this roll add one point to a single Ability score for all listening Garou and Kinfolk, much like the Ancestors Background. This bonus lasts until the sun rises.

#### **Song of Rage:**

This Gift unleashes the beast in others, forcing werewolves, vampires, and other such creatures into frenzy and turning humans into berserkers. A wolverine-spirit teaches this Gift.

System: The Garou rolls Manipulation + Leadership (difficulty of the target’s Willpower). The victim flies into a violent rage (or frenzy, if naturally prone) for one turn per success.

#### **Song of the Siren:**

The Garou’s song or howl can entrance anyone who hears it. A songbirdspirit teaches this Gift.

System: The player rolls Charisma + Performance (difficulty equal to the target’s Willpower) and spends one Gnosis point. Packmates resist the Gift automatically; all others in earshot whose Willpower is exceeded are affected. Enchanted targets can’t perform any actions for a number of turns equal to the successes rolled, unless one Willpower point is spent per turn of free action.

### Level Four Gifts

#### **Bridge Walker:**

The Galliard may create minor moon bridges through which she alone can travel. Such travel takes one percent of the time the journey would take normally, allowing the werewolf to disappear from in front of a foe and reappear behind it instantly. These moon bridges are not protected by Lunes, and may attract the interest of spirits. A Lune teaches this Gift.

System: The player spends one Gnosis point to create the bridge. The moon bridge lasts for only one passage, unless the player spends an additional three Willpower, in which case it lasts until the next full moon. The maximum distance that can be traversed by the bridge is the Garou’s Gnosis in miles (1.6 km per Gnosis dot).

#### **Gift of Dreams:**

The Galliard crafts a dream, then breathes it into a sleeping individual. A Lune teaches this Gift.

System: The player rolls Wits + Expression (difficulty 6) to craft the dream; more successes allows for more vivid and impactful dreams. To ensure that an individual experiences this dream, the Galliard must breathe it into the target’s mouth while they sleep. The player spends a Gnosis point to complete the Gift. Dreams crafted with this Gift are often unusually vivid and dramatic, often leaving even lifelong skeptics convinced that they hold some deep meaning.

#### **Shadows by the Firelight:**

The Galliard invokes shadows and dreams to set the stage for a play in which other werewolves play a part. The Galliard narrates the tale, and the actors are swept along in the narrative, willing or no. The Gift is often used at moots, since it allows many to participate in the retelling of legends. It is also used as an object lesson for the wayward and stubborn. An ancestor-spirit teaches this Gift.

System: To press an unwilling actor into the shadowplay, the player spends one Gnosis point per target and rolls Manipulation + Performance (difficulty equal to the target’s Willpower). The effects last until the story ends (one scene), or until the actor is attacked. Willing participants require no roll or expenditure.

#### **Words Like Wind:**

Music, poetry and catchphrases are contagious, sweeping across cultures and communities like a breeze through trees. The Galliard knows how to take advantage of this habit of social creatures, sending her messages across the world one ear at a time. Wind-spirits and Net-Spiders can teach this Gift.

System: The player spends one Gnosis point when the werewolf gives a short performance or passes on a catchy message. She may make a Social roll as part of the message, or she may simply transmit it with no ulterior motive other than to spread it. For a number of days equal to her Gnosis, the snippet of communication spreads from listener to listener like a virus, reaching as far as any given listener travels. It can be transmitted digitally or over the phone, as long as it's audible (or visible, in the case of a dance or gesture). If the player included a Social roll with the message, the result of that roll applies to every listener who becomes part of the trend. Individual listeners with Willpower higher than the successes on the roll are unaffected by the influence, but they do not stop the spread of the message. While it circulates, the Galliard gains the effects of the Reputation Merit within ten miles of the point of origin.

### Level Five Gifts

#### **Fabric of the Mind:**

The greatest Galliards can bring the products of their imagination to life, crafting creatures from the essence of dreams. Chimerlings teach this Gift.

System: The player makes an extended Intelligence + Performance roll (difficulty 8). She can create any form of life she can imagine, assigning it one dot of Traits for each success gained on the roll. The werewolf can take as long as she wants to form the creature, accumulating successes from turn to turn, but once she stops, the dream being takes form and requires one Gnosis point per scene to keep it manifested.

#### **Head Games:**

Emotions become a palette with which the Galliard may paint whatever picture takes her fancy. She may change the target’s emotions as she pleases, from love to hate and back again. A coyote-spirit teaches this Gift.

System: The player rolls Manipulation + Empathy (difficulty equal to the target’s Willpower). Success allows the Garou to steer the emotions of any one individual for the rest of the scene. These emotions don’t last beyond the end of the Gift’s duration unless events naturally reinforce them (such as the Galliard acting friendly toward an individual she has forced to regard her warmly).

### Level Six Gifts

#### **Break the Bonds:**

This Gift shatters all bonds, whether physical or mental, from sturdy iron chains to the slavery of a vampire’s bewitched blood. The Garou may use it to benefit any being, including herself. It is taught by any Incarna with the freedom to come and go as they please.

System: The Garou is automatically immune to any supernatural coercion, and may break bonds as though she had Strength 15. She may also break another’s physical bonds with that same Strength, or banish mental bonds from another with a Manipulation + Leadership roll (difficulty 11 – target’s Willpower).

## Ahroun Gifts

While all Garou are Gaia’s warriors, the Ahroun are the fighters among fighters. Burning with the gift of Luna’s Rage, Ahroun channel their righteous fury into terrible weapons or cunning leadership on the battlefield.

### Level One Gifts

#### **Empathy of Hatred**

Using this Gift, an Ahroun can tell at a glance how strongly a given individual is ruled by anger — both at the moment and over the course of their life. An Epiphling of Rage teaches this Gift.

System: No roll is needed; the effect is automatic. By spending an action focusing on a person, the Ahroun can learn the permanent and temporary Rage that said person possesses. This is most useful for spirits and other shapechangers, of course, although some fomori may possess Rage as well. The Shadow Lord Gift: Aura of Confidence blocks the perception granted by this Gift completely.

#### **Falling Touch:**

This Gift allows the Garou to send her foe sprawling with but a touch. Any aerial spirit can teach this Gift.

System: The player rolls Willpower (difficulty of the opponent’s Stamina + Athletics). Even one success sends the victim to the ground. This Gift may be employed through even the lightest, brushing contact at no cost, or may be delivered through an attack by paying one point of Willpower or Rage. Such attacks inflict full damage in addition to knocking the target prone.

#### **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.

#### **Pack Tactics:**

While the Ahroun’s role as the overall leader of Garou is questionable, there’s no doubt at all who should take control of the pack in battle. By taking the lead and coordinating pack actions, the Ahroun gifts all her packmates with great competence in the heat of battle. A wolf-spirit teaches this Gift.

System: The player spends a Willpower point before initiating a Pack Tactics maneuver and divides a pool of extra dice equal to her Leadership score among everyone performing the maneuver. The dice should be divided as evenly as possible, although the player may choose where to distribute extra dice (or in case of the Ahroun’s Leadership score granting fewer dice than the number of packmates involved).

#### **Razor Claws:**

By raking his claws over stone, steel, or some other hard surface, the werewolf hones them to razor sharpness. A cat- or bear-spirit teaches this Gift.

System: The player spends one Rage point and the Ahroun takes a full turn sharpening her claws. All claw attacks do two additional dice of damage and are made at –1 difficulty for the rest of the scene.

#### **Rhythm of War:**

So long as the Ahroun keeps fighting to the rhythm of his inner war drum, he can't be stopped. Blows that would fell a lesser combatant are as mere wasp stings to the Garou's mightiest warriors. A bear-spirit teaches this Gift.

System: The player spends one Rage point. For the rest of the scene, as long as the werewolf makes an attack on every turn, he's immune to stunning via massive damage and knockdown. The Gift's effects end if a turn goes by in which he doesn't attack.

#### **Spur Claws:**

In ancient times, Ahroun warriors made common cause with the spirit-Queen of Bees. As her own hive-children rallied to protect her, so too did the Garou fight in defense of Gaia, and the Queen decreed that they should be properly equipped for the fight. This Gift, taught by a bee-spirit in recognition of that alliance, allows the Ahroun to transform her claws into hooked and barbed spurs.

System: The player spends one Rage. The next successful claw attack the character makes buries her claws into the victim, where they stick after breaking free from the werewolf’s fingertips. Until the victim takes the time to pull them out (which takes a full turn), they suffer +2 difficulty to all actions. The Garou’s claws take a full turn to regenerate.

### Level Two Gifts

#### **Loyal Defender:**

Dark forces conspire to turn the Garou against one another in these fallen days. Between the mind-bending powers of the Leeches, the meddling of mages, and the Thrall of the Wyrm, every pack fears the day when its Ahroun defender turns his claws on them instead of the enemy. The werewolf who learns this Gift pledges a vow of loyalty to his sisters and brothers in arms, as proof against anything that could tear open a rift between them. A wolf-spirit teaches this Gift.

System: Once learned, the effects of this Gift are permanent. The difficulty of any attack the character makes against his packmates, whether due to mind-control, uncontrolled frenzy, or even his own will, is raised by one. If he deals damage to a packmate while under supernatural influence or the Thrall of the Wyrm, he may immediately roll Willpower with a difficulty equal to the number of successes scored on the original roll that caused the influence. If successful, the supernatural effect or frenzy ends, and the Ahroun gains a point of Rage.

#### **Luna’s Armor:**

The Ahroun 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.

#### **Pack Shield:**

The Garou were chosen as Gaia's protectors, but even protectors need protecting occasionally. That's where the Ahroun come in. With a fierce snarl and a show of might, the werewolf convinces the enemy that he's the greatest threat on the battlefield (they're probably right!) and needs to be taken down first. An ancestor-spirit teaches this Gift.

System: The player rolls Charisma + Intimidation with a difficulty equal to the lowest Willpower among the enemies, and the Ahroun spends an action drawing their attention. For the rest of the scene, opponents take a dice penalty equal to the number of successes on the activation roll to any attacks that don't include the Garou as a target. Opponents who have lower Willpower than the activation roll result are unable to attack any target but the Ahroun.

#### **Renewed Vigor**

By slaying a Wyrm beast (or other enemy, shameful though inter-tribal conflicts may be) in a particularly spectacular fashion, the Ahroun can inspire all allies who have her in their line of sight to fight harder through her example. A hawk-spirit teaches this Gift.

System: To activate this Gift, the Ahroun must have spent at least three Rage points in that turn, and must have killed an enemy with a stroke that brought it at least three health levels below Incapacitated. The Ahroun spends a point of Willpower, and all her Garou allies gain a number of points of temporary Rage equal to her Charisma Rating. Using this Gift does not require a separate action in combat aside from the action used to kill the enemy.

#### **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.

#### **Shield of Rage:**

Such is the Rage burning within an Ahroun’s heart that all lesser furies quail before it. A wolverine-spirit teaches this Gift.

System: The player spends one Willpower point. For the rest of the scene, all spirits’ Rage scores are considered two less than their real values for the purpose of rolling damage against the Ahroun.

#### **Spirit of the Fray:**

A cat-spirit grants the Ahroun the Gift of blinding speed and lightning reflexes, permitting her to strike before any foe.

System: Once the Ahroun learns this Gift, its effects are permanent. She adds 10 to all her initiative rolls, and if she chooses, may spend a Gnosis point to add another 10 to an initiative roll (such an expenditure prevents spending Rage for extra actions, however).

#### **Spiritual Wrath**

Garou are by nature beings half of corporeal flesh and half of spirit ephemera, living in two worlds simultaneously. By calling upon this Gift, an Ahroun manifests her spiritual nature more strongly than physical for a brief period, allowing her claws to cut through defenses they could never normally pierce. This Gift has no effect on creatures that are half spirit already like other Garou, fomori and changelings. But any being entirely of one world, such as Banes, vampires, ghosts or animals, is vulnerable to its sting. Any spirit of war can teach this Gift.

System: The player spends a point of Gnosis; the difficulty to soak the damage from a single claw attack the Ahroun makes in that turn is raised to 9. Note that the usual rule of being unable to spend Rage and Gnosis in the same turn still applies.

#### **True Fear:**

The werewolf displays his full, terrifying might — baring teeth or claws, howling, or simply looming ominously over a foe. Terror strikes one foe into quiescence. Spirits of fear teach this Gift.

System: The player rolls Strength + Intimidation (difficulty equal to the target’s Willpower). Each success cows the enemy for one turn; the victim cannot attack during this time, but may defend himself and otherwise act normally (although his actions are likely guided by overwhelming terror).

### Level Three Gifts

#### **Combat Healing:**

This Gift allows the werewolf to mend his injuries without rest or hesitation — even in the heart of combat — as claws and bullets tear fresh rents in his flesh. While other Garou struggle to mend their wounds under fire, the Ahroun never stops fighting. Elemental spirits teach this Gift, although they must generally be bested in battle first.

System: The Ahroun no longer needs to pause or roll Stamina to heal during combat, and automatically regenerates one non-aggravated health level every round. This benefit is permanent.

#### **Heart of Fury:**

The Garou steels himself against anger, suppressing his Rage and creating a mental wall to hold back the tide of righteous fury that threatens to drown him. The anger always returns, however, and the Garou had best be ready to pay its bill. A boar-spirit teaches this Gift.

System: The player rolls Willpower (difficulty equals the character’s permanent Rage). Every two successes add +1 to the character’s frenzy difficulties for the scene, making it harder to frenzy. When the scene ends, past slights and injuries come rushing back to haunt the werewolf, refilling his heart and soul. He must spend one Willpower point or make an immediate frenzy check at regular difficulty.

#### **Home Turf:**

 When an Ahroun claims an area for his pack, he makes a challenge to all comers, daring them to invade at their peril. In this place, no packmate fears outside dangers, while those dangers have every reason to fear the united Garou. A wolf-spirit teaches this Gift.

System: The character howls his claim on an area around him with a radius of (10 x his Rage rating) yards, and the player rolls Charisma + Intimidation with a difficulty of (8 - number of packmates present, not counting himself). If he succeeds, rolls made to intimidate or cow the Ahroun's packmates suffer a dice penalty equal to his Rage. Rolls his packmates make to intimidate or cow others gain the same as a dice bonus. This effect lasts for a number of hours equal to successes on the activation roll. The Ahroun himself only benefits from this Gift if he has at least one other packmate with him.

#### **Purity of Spirit**

Many Galliards relate stories describing the werewolves’ weakness to silver as a kind of chiminage — the price Luna extracts from her children for the gift of Rage. Using this Gift, the werewolf can, at great cost, briefly shield himself against silver’s damaging power with his own spiritual energies. A Lune teaches this Gift.

System: The Garou spends a number of Gnosis points and immediately receives this many automatic successes to soak damage from silver, even if she has no dice to roll. The effects lasts for a number of turns equal to the Gnosis spent, not including the remainder of the turn in which it was activated.

The Gift does not take an action to activate, and indeed can be activated immediately if the Garou has been struck by surprise with a silver bullet or blade to help ameliorate the damage… as long as the user hasn’t spent any Rage that turn of course. This Gift cannot be active at the same time as Luna’s Armor; whichever is activated last cancels the prior Gift.

#### **Shatter Bone**

Victims with twisted arms or crushed legs are much easier prey. The Ahroun with this Gift can destroy bone with a single punch, regardless of the damage inflicted by the blow. A hyena-spirit teaches this Gift

System: Before striking an opponent, the Ahroun must spend a Willpower point and a Rage point. The Garou must target a specific limb, which increases the attack’s difficulty. The player must score at least three successes. Also, he must spend the Willpower and Rage even if the blow does not connect or he scores fewer than three successes. The Successful use of this Gift crushes whatever bone structure lies beneath the targeted flesh and causes a number of Health Levels of damage equal to the number of successes in the attack roll -3. Broken arms and legs subsequently handicap an opponent in any combat. Broken ribs hinder movement and can possibly puncture a lung. A fractured skull renders the victim unconscious in most cases. A broken spine causes paralysis. This attack is unsoakable but doe not cause aggravated wounds.

 Arm
 Leg
 Rib
 Spine

#### **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.

#### **Spirit Savage**

In the spirit world, a warrior often finds himself dealing with hostile spirits much more often than he’d like. This Gift allows the Ahroun to brutally savage a spirit with a bite, impeding the spirit’s ability to attack or defend itself. Spirits find this Gift horrifying, and are unwilling to aid any warrior who uses it unjustly (such as against any Gaian spirit). It’s taught by wolverine-spirits, who care little for the opinion of their fellows.

System: The Garou must successfully bite his spirit opponent and spend a Rage pint. The player then rolls Strength + Brawl, difficulty 4; if the successes equal or exceed the spirit’s Willpower, the spirit’s Rage is effectively reduced by one point, plus one point for every extra success, for the rest of the scene. This Gift can be used only once per scene against any given spirit, and it cannot reduce a spirit to zero Rage.

For example, Tanya Riverjumper ignores the foul stench and clamps down on a Hogling. She gains six successes; three more than the Hogling’s Willpower. The Hogling loses four Rage for the rest of the scene; it now has only four dice to attack and defends itself, and it’s probably terrified to boot.

#### **Wind Claws:**

The Ahroun’s claws and fangs pass through the flimsy protections of their enemies as though they were but air and hope. An air elemental teaches this Gift.

System: The player spends one Rage point. For the rest of the turn, all of the Ahroun’s attacks completely ignore any armor (mundane or magical) that targets might be wearing; the targets forfeit all soak dice from such protection.

### Level Four Gifts

#### **Black Mamba Strike:**

Between one blink and the next, the Ahroun is there to bury his claws in his unsuspecting prey. He can dash across the battlefield with astonishing speed when he's ready to strike. A snake-spirit teaches this Gift.

System: The player spends one Rage point. For the rest of the scene, the Garou doesn't need to split his dice pool or spend more Rage to move up to her running speed before making an attack on the same turn.

#### **Body Shift:**

Garou raised in the shifting maze of human society are well-prepared for the endless adaptations Gaia demands of her protectors. An ancestor-spirit teaches this Gift.

System: The Garou can use her shapeshifting to alter her physical Attributes: a dot of Dexterity can be shifted to Strength or Stamina, and so forth. The player rolls Stamina + Primal-Urge (difficulty 9). For each two successes, one physical Attribute dot can be shifted for the rest of the scene.

#### **Clenched Jaw:**

The werewolf bites down with such power that her grip won’t loosen until she chooses to let it; even in death, her jaws remain locked. A wolf- or hyena-spirit teaches this Gift.

System: After making a successful bite attack, the player may spend a Rage point to invoke this Gift. For each successive turn she chooses to maintain her grip, she makes a bite attack roll (difficulty 3). While foes can make a resisted Strength roll to break the grip (suffering an additional health level of damage in the process of trying to tear free), the Garou may add half her Willpower to her dice pool (round up).

#### **Full Moon’s Light:**

The full moon is Luna’s warrior phase, when she searches out her enemies. The Ahroun can call upon her determination in finding her foes, illuminating any who oppose her. Lunes teach this Gift.

System: The player spends one Gnosis point. For the remainder of the scene, anyone within one mile who is working against the Ahroun or her pack emits a soft glow, as though illuminated by moonlight. This Gift can be used to confound powers of stealth or even invisibility, but only if the target is actively attempting to harm, compete with, or otherwise foil the Ahroun or her pack.

#### **Stoking Fury’s Furnace:**

This Gift allows the Garou to husband his Rage, keeping it burning for as long as Gaia’s enemies remain to be defeated. A wolverine-spirit teaches it.

System: This Gift’s effects are permanent. The werewolf regains one Rage point during any turn in which he takes damage. This Rage does not cause a frenzy check, though other sources will induce checks as usual. Additionally, the player can spend one Rage point per turn without losing any temporary Rage. If multiple Rage points are spent during any turn, however, all are marked off.

#### **Touch of Rage**

Using this Gift, an Ahroun can channel a portion of her Rage to another, be the beneficiary Garou, human or animal. In the former case, the effect is fairly mundane, lending an ally strength in combat; in the latter, it grants an awesome and destructive quality to beings that do not normally possess such.

On a social level, this Gift can be a potent source of inspiration (and instigation) as well — while Rage is an intensely visceral and difficult-to-control quality, it also bestows the ability to feel righteous anger at corruption and injustice — a faculty many humans have lost in the quiet apathy of the World of Darkness. A fury-spirit teaches this Gift.

System: The Ahroun spends one Willpower, or two if bestowing Rage on a mortal. He then expends a number of temporary Rage points, and the target gains them and may spend them normally. Once any points above the target’s normal maximum Rage (zero for humans) are spent, they are gone for good barring a second use of this Gift.

This Gift cannot grant Rage to mages, ghosts or other kinds of supernatural beings that do not already possess Rage. Spirits already have a Rage Trait, but can receive the temporary points to use to gain extra actions in combat as Garou do.

### Level Fives Gifts

#### **Aegis**

This Gift grants a Garou a mystical aegis protecting her from attacks. This is not a literal shield; rather, strikes simply fail to hit vital areas, bullets defects of a belt buckle and circumstance otherwise conspires to prevent blows from landing solidly on the warrior while this ability is in effect. A wind-spirit teaches this Gift.

**System**: The player spends a point of Willpower, and the difficulty of all attack rolls made against her for the duration of the scene are increased by two. Any attack roll that scores only one success (after dodge, if applicable) against the Garou is considered to be a graze, and inflicts only bashing damage.

#### **Kiss of Helios:**

The Ahroun can invoke the sun’s power to gain immunity to flame. Additionally, she may ignite any portion of her body and keep it burning as she desires. Garou with this Gift are as likely to light their mane to honor the sun during rituals as they are to ignite their claws or fangs in battle. A fire elemental or sun-spirit teaches this Gift.

System: The player spends one Gnosis. For the rest of the scene, the character is unharmed by any natural source of flames or heat. Artificial (napalm, gas fires, etc.) and supernatural flames can inflict no more than a single level of bashing damage during a turn. The character inflicts two additional dice of aggravated damage with burning attacks.

#### **Strength of Will:**

A werewolf with this Gift is a pillar of indomitable will. He can share this terrifying strength with others as well, leading them through the gates of Malfeas without a moment’s fear or hesitation. A wolf-spirit or an Incarna avatar teaches this Gift.

System: The player spends a point of Willpower and rolls Charisma + Leadership (difficulty 8). Each success grants all the Garou’s allies within 100 feet (and her packmates anywhere within 100 miles) an extra point of Willpower. The extra points last for the rest of the scene and may raise an ally’s Willpower above its maximum (and even above 10). This Gift can only be used once per scene.

### Level Six Gifts

#### **One on One**

The World of Darkness is a complex place, filled with intrigue, misdirection and all manner of supernatural evasion. Ahroun, however, are simpler beings, and this Gift allows them to extend their direct methods where they might not otherwise reach. The Garou says a brief prayer to Luna and the other innumerable spirits of blood, terror and vengeance in the Garou pantheon. She is then transported instantly to a single foe of her choice, whom she may engage in one-to-one combat to the death under Luna’s own aegis. The foe cannot flee (though tactical withdrawal with the specific intent of continuing the fight this scene is acceptable), nor can she receive aid from outsiders. The invoker is bound by the same restrictions, of course.

Luna herself teaches this Gift, and not through an avatar — the petitioner must journey to Luna’s court in the Aetherial Realm and convince the capricious goddess that her reasons for needing this power are just.

System: This Gift cuts through all supernatural forms of warding, concealment, contingency spells and similar precautions without any roll. For the remainder of the scene, both affected parties can receive no aid from other sources, and can only use powers that are directly physical in nature. A vampire’s unearthly strength and speed or a faerie’s ability to strike at enemies with the spirit of holly would remain potent, but a member of either race would be stripped of his supernatural mind-clouding and unearthly presence. Likewise, a Namebreaker might throw lightning or increase his own strength, but not teleport away or turn incorporeal to avoid the Garou’s strikes utterly.

This Gift involves the direct interference of the Celestine Luna in mortal affairs, and the Storyteller should remember that a thinking being is determining the Gift’s exact effects, not a defined supernatural spell. The Storyteller should make judgement calls on the Gift’s effects keeping it within its intended spirit of providing a fair, open a physical fight. A Garou asking to be transported to a vampire in torpor, for example, might find the Leech awake and ready to fight…

The Garou must expend a point of permanent Gnosis to activate this Gift. Once the fight is done, normal rules of reality reassert themselves — which might be bad if the Garou has been sent to Malfeas or some other hellish domain.

#### **Unstoppable Warrior:**

The werewolf with this potent Gift may shrug off even flames and the claws of his own kind. A warrior Incarna teaches this Gift.

System: The Garou becomes permanently capable of healing all aggravated damage as though it were lethal damage, save for wounds inflicted by silver.