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Gifts 

 

The inhabitants of the spirit world share their secrets with werewolves and other shapechangers. In accordance with pacts struck long ago, the spirits teach Gifts, magical abilities of many sorts, to the Garou. Tribe, breed and auspice all influence a spirit’s willingness to teach a particular Gift to a Garou; every community within the Garou Nation has its own secrets and connections.

There’s a story behind each Gift: A spirit bound itself to a pact to teach that Gift to Garou who meet a particular qualification. Storytellers and players should keep this in mind when characters use Gifts in play. See “Systems,” below, for ways the vital history of Gifts can matter in the course of a game. 

Gifts do not come automatically or mechanically. Living spirits teach them, and when a Garou fails particularly impressively in his fundamental duties, the spirits can revoke their Gifts. The Gifts come to allow Garou to accomplish their assigned roles and tasks more thoroughly, not to do whatever seems like fun. Gifts are divided into three levels. Basic Gifts are available to cubs from the moment of their First Change, while Advanced Gifts are granted to those Garou who have done great deeds. A new Garou begins with one Basic Gift each from the lists for her breed, auspice and tribe. The player can spend freebie points to acquire more starting Gifts during character creation and can buy others after play begins with experience points.

 

Learning Gifts

The quickest and most reliable way for a Garou to learn a Gift is through dealing with spirits. Either the Garou petitions a suitable spirit himself, or he requests an elder to do so on his behalf. No spirit teaches a Gift to a werewolf who hasn’t earned the proper rank, and only spirits allied with the Garou willingly teach Gifts at all. The usual way to learn a Gifr is to travel to a caem with a power level equal to or greater than that of the Gift the Garou wishes to learn: level 1 or 2 for Basic Gifts, level 3 or 4 for Intermediate Gifts, level 5 for Advanced Gifts. The traveling Garou then petitions the spirit directly. The act of summoning a spirit to a powerful caem it shows proper respect and inclines the spirit to honor the request. 

Unfortunately, the world is sadly lacking in powerful caems as the Apocalrpse approaches, so it’s often necessary to seek compromises. The next best course of action is for the Gift-seeking Garou to ask a powerful Theurge to petition the spirit on the seeker’s behalf. The Theurge’s rank and expertise in rites can offset some of the penalty from using a weak caem.

A Garou may choose to enter the Umbra and seek out a spirit teacher directly.This is generally a bad idea. Inexperienced Garou can easily offend a spirit, and doing that in the spirit’s home realm leads to reprisals that may insure the Garou never gets home. Even a well-behaved Garou arouses spirits’ suspicion by making a request

without proper support and ritual.

Storytellers and players alike should keep in mind that spirits aren’t vending machines for Gifts. Every spirit has its ownpersonality, history, concerns and agenda. Garou who spend time cultivating the spirit’s company may win an ally as well as a source of Gifts, and spirits do sometimes return (without advance notice) to see how Garou use their Gifts. Werewolves who fulfill the general mission of the Garou and the more specific callings of their auspice, breed and tribe earn favor and may have an easier time dealing with pleased spirits in the future. Roleplaying the experience around the challenges to learn Gifts can strengthen a chronicle and help guide it away from clicht. 

Garou can teach Gifts to each other. This is inefficient, and when spirits find out that Garou have been doing it, some sort of atonement must almost always follow to restore spiritual harmony. Whena spirit teaches aGift, it merges withtheGarou’s soul and, in a period ranging from an hour (for Basic Gifts) up to asingle night (for the most complex Advanced Gifts), the spirit shows the Garou what to do and how it feels when the Gift works properly. When one Garou teaches another, on the other hand, it takes at least a full lunar month and often more. Practice requires a great deal of experimentation and often painful failure: learning Silver Claws, for instance, can render a Garou nearly incapacitated throughout the learning period. Garou teach Gifts this way because they must, thanks to the shortage of elders as well as of powerful caems. A Garou teaching a Gift to another Garou must be of the same Rank or above (or only one level less, if they’re packmates). Unless otherwise stated, Gifts may retest with the Occult Ability.

 

The Consequences

Once he leams a Gift, a Garou does not forget it.Once a spirit teaches a Gift, that spirit cannot remove it: It’s now part of the Garou’s own nature, an innate ability to call upon like the reflexes for walking. Garou who use their Gifts in disregard for the Litany and fundamental tenets of Garou society face social sanction, even as their Gifts continue to work. In the gravest extreme, Incamae and Celestines can block a Garou’s access to the Gifts their spirit broods teach. This is usually a temporary matter, Lasting until theGarou atones; blocking Gifts permanently is far more shameful than a mere death sentence. Most Garou live their lives without ever seeing a great spirit’s sanction imposed, though tales circulate about the unfortunates who suffer the consequences. The vast majority of packs and septs intervene to discipline or expel their rebellious members long before one of the kings of the spirit world can take offense.

Social sanctions can punish careless or inappropriate use of Gifts. For instance, Sense Wym doesn’t tell Garou that the targets are active minions of the Wyrm, only that they’ve been touched by the Wyrm at some point, perhaps through tainted food or a contaminated workplace. A Garou who uses Sense Wym to justify rampant slaughter and destruction is eventually going to lose Renown for foolish waste of effort and for failing to protect innocents: He’s forgotten that the Gift is a way to gather clues,  not a license for carnage. Likewise with other Gifts, which Garou might attempt to justify with appealing to just one of the taboos that define Garou norm. There’s seldom just one relevant principle, and Gaia gave Her warriors judgment as well as strength. Storytellers and players alike should feel free to ask “Was this agood idea?“ as well as to reward innovation and ingenuity. Garou who use their Gifts intelligently as well as courageously should earn favor for it.

 

 

Breed Gifts
 
Basic Gifts

 

Climb Like an Ape

Cost: One Rage

Effect: If you can climb a surface, you may do so at your full movement rate. This gift doesn't make surfaces any easier to climb (that's still determined by an Athletics challenge from a Storyteller), and surfaces like walls of glass may still be outright impossible to scale -- but if you can successfully climb something, you're quick about it.

Duration: One scene or hour

 

Divide

Initial Cost: One Gnosis

Challenge: Social vs. one target

Retest: Empathy

Followup Cost: 0 to 5 Mental Traits

Effect: You put a spiritual spin on the human knack for escalating tense situations. The target of this gift is unable to end a particular disagreement peacefully. If the target is Garou, they take a penalty to resist Frenzy equal to the number of Mental Traits spent plus one.

Duration: until the disagreement in question is settled

 

Jam Gun

Cost: One Gnosis

Activation: Social vs. variable difficulty (see below)

As the workings of guns become more and more present within the dockyards of Tortuga, the ability to defend yourself becomes a much needed necessity. With this gift you may spend a Gnosis and throw a social challenge vs. an amount defined by your Storyteller against the weapon you would like to Jam. 

 

Master of Fire

Cost: One Gnosis

Effect: Fire spirits have taught you the secret to resisting their caress. You heal damage from fire as if it were merely Bashing damage.

Duration: One scene or hour

 

Persuasion

Cost: One Social Trait

Activation Time: At will

Frequency: Once per Social Challenge

Effect: Your ancestors have imbued you with sublime composure and a keen ability to drive an argument home. You may immediately retest a Social Challenge you've just failed.

 

Rooftop Sprint

Cost: One Rage, plus 1-5 Physical Traits

Effect: With the grace of an alley-cat you can chase your quarry across the rooftops. For each Physical Trait you spend, you gain a leaping distance of three steps horizontally or one story vertically. In combat, making such a leap replaces your standard movement; no Athletics challenges are necessary unless you're trying something especially tricky, like leaping from car to car in traffic.

Duration: The gift ends the moment you touch the ground ("city" ground, like pavement and sidewalks, included).

 

Smell of Man

Activation Time: At will

Frequency: This gift is either on or off -- you can't activate it multiple times for more effect.

Effect: Tapping into the human half of your spirit, you put tame animals at ease and you frighten wild ones away. Wild animals will flee you if they can, and take a 1-Trait penalty to all challenges within 20 feet of you. Domesticated animals won't attack you unless you harm them in some way.

 

Staredown

Requirement: Your target must be able to see your eyes.

Challenge: Social vs. one target (see below)

Retest: Intimidation

Frequency: Once per turn

On a Human or Animal Target: Followup Cost: 0 to 5 Mental Traits

Effect: The target flees your frightful gaze for the duration; they may reduce this duration by spending Willpower. One point of Willpower reduces the duration by one turn.

Duration: One turn plus one per Mental Trait spent

On a Garou Target:

Effect: Primal instinct flashes in your gaze, and the target cannot flee or attack you for the duration.

Duration: Until your gaze is broken or one of you is attacked

Other Supernatural Targets:

Treat Fomori, Mages, and Changelings like humans; treat Fera, Spirits, and Vampires like Garou.

 

Intermediate Gifts

 

Cocoon

Initial Cost: One Gnosis

Activation Time: One turn

Followup Cost: 0 or more Gnosis

Effect: You spin a protective cocoon out of the Weaver's webs, immobilizing but protecting yourself from environmental hazards. You are completely immune to fire damage, and immune to all other damage until the cocoon breaks (see below).

Duration: One scene or hour, plus an additional scene or hour for each additional Gnosis spent. The cocoon breaks if it takes five Aggravated damage, or if a single attack deals it non-aggravated damage equal to your Tough (or Stamina-related) Traits.

 

Disquiet

Challenge: Social vs. target

Retest: Empathy

Followup Cost: 1-5 Social Traits

Effect: You project a spiritual disquiet into your opponent's soul. Your target cannot regain Rage and suffers a one-Trait penalty on any extended challenge.

Duration: One turn, plus an additional turn for each Social Trait you spent.

 

Paralyzing Stare

Requirement: Your target must be able to see your eyes and facial expression.

Cost: One Gnosis

Challenge: Social vs. target

Retest: Intimidation

Effect: One glimpse of your terrifying visage freezes your target in place, unable to move, for the duration.

Duration: A number of turns equal to your permanent Gnosis, or until the target takes damage.

 

Reshape Object

Cost: One Gnosis

Challenge: Social vs. a Storyteller-chosen difficulty, based on the change being attempted

Retest: Repair

Followup Cost: 0 to 3 Mental traits or a permanent Gnosis for duration; an optional Gnosis to deal Aggravated damage (see effect)

Effect: You extend your shape-shifting spirit into an organic, non-living object, changing its shape and size to suit your needs: you can turn a dead branch into a spear, a pile of leaves into armor, or a piece of bone into a canoe, for example. If you create a weapon and spend an additional Gnosis, this new object can deal Aggravated damage.

Duration: The duration depends on the followup cost paid:

0 Mental Traits: 5 minutes;

1 Mental Trait: 10 minutes;

2 Mental Traits: 1 hour;

3 Mental Traits: the remainder of the session; or

1 Permanent Gnosis: the change is permanent.

 

Spirit Ward

Cost: One Gnosis

Challenge: Static Social vs. 11 Traits

Retest: Spirit Lore

Followup Cost: 0 to 5 Social Traits

Effect: You place a protective ward over the local area, interfering with spiritual activity. In challenges, spirits within 100 feet of you (excluding pack totem and Caern spirits) take a penalty equal to one Trait plus one per Social Trait you spent.

Duration: One scene or hour

 

Tongues

Activation Time: At will

Challenge: Mental vs. a difficulty based on the obscurity of the language (between 6 and 15)

Retest: Linguistics

Effect: Calling on the vast experience of homid ancestor-spirits, you may understand, speak and read (but not write) any human language.

Duration: One scene or hour

 

Advanced Gifts

 

Assimilation

Activation Time: At will

Challenge: Static Social vs. a Storyteller-set difficulty based on how foreign the culture is

Retest: Subterfuge

Followup Cost: 0 or more Willpower

Effect: You gain a supernatural facility for blending in with the local culture, be that a local street gang or a spirit court on a distant planet. You take no social penalties for interacting with that culture.

Duration: One scene or hour, plus one day per Willpower spent

 

Calm the Flock / Part the Veil

Cost: One Gnosis

Challenge: Social vs. target (who may not relent)

Retest: Empathy

Effect: You soothe the supernatural fear of werewolves born into each human soul. Your target will not experience the Delirium for the gift's duration.

Duration: One scene or hour

 

Ubermensch

Frequency: Once per scene

Cost: 1 to 5 of either Rage or Gnosis (or, if you have a way to spend both at once -- 1 to 5 of both, giving a max of 10)

Effect: When this Gift take effect, humans no longer fear you because of the Curse: instead, they feel awe toward you, perceiving you as a paragon of human potential. You gain a trait bonus on all Social Challenges equal to the number of Rage and/or Gnosis you spent.

Duration: One scene or hour

 
Lupus Gifts

 

Basic Gifts

 

Axis Mundi

Cost: One Gnosis

Effect: Once active the Lupus always knows which direction she is traveling in, or facing, no matter where they are on earth. In addition, the lupus carries her “territory” around with her in a mystical sense. Wolves will detect this, and concede her right to travel through their territories and hunt there. Other Lupus may make a contested Willpower Challenge (retest Primal Urge) to not recognize this right as well. If the Lupus attempts to use this gift to claim territory over another Lupus’s kinfolk (or something of equal importance), they should well expect a “dispute” to occur.

Duration: One Day

 

Heightened Senses

Activation Time: At will

Effect: All your senses become keen to an astonishing degree. In Homid or Glabro shape, you have senses as sharp as a wolf's, gaining a two-Trait bonus to all Perceptive challenges (or synonymous), and you may make Mental Challenges to perform tasks like tracking by scent that would ordinarily only be possible to wolves. In Crinos, Hispo and Lupus forms, you gain a three-Trait bonus to Perceptive challenges and a one-Trait bonus to challenges of the Primal Urge Ability. If you experience any sudden blasts of sensory information while this Gift is active, like seeing a camera flash, hearing a klaxon or getting sprayed by a skunk, you will be stunned for two rounds, and you may lose that sense completely for an hour at the Storyteller's discretion.

Duration: One Scene or Hour

 

Hare's Leap

Activation Time: Activate instead of taking your regular movement

Challenge: Physical vs. Storyteller-set difficulty

Retest: Athletics

Effect: You leap with a hare's agility, traveling remarkable distances. If successful, your leap will carry you up to forty feet (thirteen steps) in combat, or a dramatically appropriate distance outside of combat.

 

Prey Mind

Required: You're actively fleeing or hiding from someone

Challenge: Mental vs. 10 in the wilderness, 15 in the city

Retest: Primal-Urge

Followup Cost: 0 to 5 Mental Traits

Effect: Sometimes the wolf is prey rather than predator; this Gift helps you survive that unfortunate circumstance. You gain a three-Trait bonus to all challenges to escape, outdistance, evade, or hide from your pursuers.

Duration: One turn, plus one per Mental Trait spent (in combat); five minutes, plus five per Mental Trait spent (out of combat)

 

Scent of Sight

Challenge: Static Mental vs. surroundings or target scent (5 Traits for strong scents, 10 Traits for faint ones)

Retest: Primal Urge

Effect: You don't need to see if you can smell. Your nose compensates you completely in darkness, and you can attack invisible creatures with uncanny accuracy.

Duration: Until the specific scent or ambient environmental scents change significantly (like trying to track across a river)

 

Scent of the True Form

Challenge: Automatic vs. Garou; Static Mental vs. variable for others (10 Traits for fomori and mages; 8 Traits for vampires, changelings and fera; 6 Traits for everything else)

Retest: Primal Urge

Effect: Mystical cues come to you with a target's scent, informing you of its primal nature. You automatically recognize another werewolf as such; to recognize other types of creatures. succeed at the challenge.

 

Sense Prey

Challenge: Static Mental vs. 6 Traits in the wilderness, or 15 Traits in the city

Retest: Primal Urge

Effect: A spiritual sense of direction leads you to the nearest large number of prey animals, enough to provide a good meal for a pack of wolves. In the wilderness, it's the nearest within 50 miles; in the city, it's the nearest within the limits of the city and its suburbs (and which often indicates an animal shelter or zoo). Humans and other Garou don't count as prey for this Gift, although it's said that the Red Talon tribe might know a version that doesn't draw that distinction.

 

Sense the Unnatural

Challenge: Mental vs. Storyteller-determined difficulty

Retest: Enigmas

Followup Cost: 0 to 2 Mental Traits

Effect: This spiritual sense reveals any presence that is out-of-place in Gaia's design: magic, ghosts, strange spirits, vampires, Wyrm influence, etc. The number of Mental Traits you spend determines how clear the information is. If you spend no Traits, the Storyteller will give you a cryptic but vague hint, like the smell of old blood for either a vampire or a man-eating fomor. One Mental Trait will get you a clear but generic idea of what's unnatural here; two Mental traits will give you a specific signature impression that will allow you to recognize similar disturbances in the future. If an impression is particularly unfamiliar, the Storyteller may require a followup Mental Challenge (retest Occult) against six Traits.

 

Sense Wyld

Challenge: Mental vs. Storyteller difficulty based on intensity of Wyld influence (high intensity is low difficulty, low intensity is high difficulty)

Retest: Enigmas or Investigation

Effect: A mystical sense not unlike a scent tells you whether the Wyld has changed anything in the area. This "Wyld-Taint" may mean there is a Wyld-spirit nearby, or it may simply mean that a random passerby employs Wyld-touched childcare or spends a lot of time in the verdant wilderness.

 

Intermediate Gifts

 

Beast Life

Initial Cost: One Gnosis

Followup Cost: 0 to 5 Mental Traits (range); 0 to 5 Gnosis (duration)

Effect: You can communicate with all animal life. Animals become inclined to help you, fulfilling any request, even risky or suicidal ones -- although you may gain notoriety with Gaian spirits if you fail to give homage to such animal-spirits after they've sacrificed themselves for you. You may also summon all animals of a chosen type within ten miles, plus another then miles for each Mental Trait spent; those animals who can reach you without too much difficulty will do so, and follow your commands.

Duration: One Scene or Hour, plus one for each additional Gnosis spent

 

Catfeet

Effect: A cat-spirit has shared its secrets of agility with you, granting you unusual grace. You take no damage from falls of less than 100 feet (you always land perfectly) and expert balance on any slope. In challenges involving dodging, grappling and biting, you may call on additional Quick x3 Traits. You MUST be in Lupus or Hispo forms.

Duration: Always in effect

 

Gnaw

Cost: One Willpower

Challenge: Physical vs. hardness of the target material (5 for wood; 9 for steel; 15 for titanium)

Retest: Athletics

Effect: The power of your jaws increases sharply, giving you the ability to gnaw easily through the target material. In addition, your bite inflicts one additional level of Lethal damage in combat.

Duration: One Scene or Hour

 

Monkey Tail

Effect: Your tail is prehensile. It can grasp objects, suspend you from the rafters, or even swing a weapon (though it doesn't count as an "off-hand" or give you extra actions). Your tail is not especially strong, however, so you may not bid Strength traits when using it for Physical Challenges.

Duration: Always in effect

 

Name the Spirit

Required: Target spirit within 50 feet

Challenge: Mental vs. target spirit

Retest: Spirit Lore

Followup Cost: one Willpower (optional)

Effect: With a glance, you take the measure of a given spirit, learning its type, Rage, Gnosis and Willpower. If you spend a Willpower Trait, you learn the spirit's true name as well.

 

Advanced Gifts

 

Boon of the Animal Fathers

Frequency: Once per scene

Cost: Two Gnosis

Challenge: Social vs. Storyteller difficulty

Retest: Primal Urge

Effect: By entreating one of the Animal Fathers, you gain the bonuses of a chosen Totem spirit for the duration. The Totem chosen must be one of the natural animals current to Gaia, such as Bear, Owl, or Chameleon -- it cannot be a mythical or non-animal Totem like Unicorn, Pegasus, or Granite.

Duration: One Scene

 

Elemental Gift

Cost: One Gnosis

Followup Cost: 0 to 5 Social Traits

Effect: Having made permanent pacts with elemental spirits, you can call on their aid at any moment. You summon one elemental, capable of commanding one of the four elements in any of their forms, in an area 20 feet (plus another 20 per Mental Trait spent) square. The elemental remains for the duration.

Duration: One Scene, or until the elemental is destroyed or dismissed

 

Song of the Great Beast

Required: You are in the deep wilderness

Initial Cost: One Gnosis

Followup Cost: 0 to 5 Social Traits

Effect: Howling an ancient song, you summon a Great Beast out of the Umbra: a Yeti, the Willawau (giant owl), the Tyrannosaurus Rex, the Loch Ness Monster or the like. Take care, because the Great Beast will listen to you but may choose not to cooperate (hint: say please). Spending Social Traits increases the odds that the beast will look on you favorably. The Storyteller will set the beast's exact Traits and abilities, but you can expect them to be impressive.

 

Venom

Activation Time: At will once per bite

Cost: 1 Physical Trait

Effect: Your teeth inject a deadly venom when you bite an enemy. Each round after you activate the gift, your victim attempts a Rock-Paper-Scissors test. If they tie or lose, they suffer a level of Aggravated damage. If they win, the venom has run its course, and the Gift ends. Multiple bites may deliver multiple doses of the venom; handle each dose separately.

Duration: Until the victim wins (not ties) the Rock-Paper-Scissors test

Metis Gifts

 

Basic Gifts

 

Burrow

Required: You must be in Crinos, Hispo or Lupus form.

Challenge: Physical vs. difficulty based on substance being burrowed through (six Traits for mud, fifteen for solid rock)

Retest: Athletics

Followup Cost: 0 to 5 Physical Traits

Effect: You dig a tunnel through the earth at remarkable speed. The tunnel is just big enough for you to crawl through, traveling one yard (one step), plus one for each additional Physical Trait you spend. The tunnel naturally collapses given time, but until that happens, others can follow you if they can fit. You cannot dig through metal or reinforced materials.

Duration: Until the composition of the substance you're burrowing through changes

 

Create Element

Cost: One Gnosis

Challenge: automatic if you're not trying to do damage; otherwise, Mental vs. target's Physical

Retest: Occult (you); appropriate combat retest (them)

Effect: This Gift lets you create a small amount of air, earth, fire, or water -- 10 pounds of the element per current Gnosis Trait you have, up to a maximum of 100 pounds. You can create the element anywhere within 60 feet. To create something like a burst of fire on a target, you must also win the specified Mental challenge. Fire does one level of Aggravated damage per current Gnosis trait, up to a maximum of three levels. This Gift creates pure, platonic elements -- no specialized forms like poison gas or precious metals.

 

Curse of Hatred

Frequency: Once per target per scene

Cost: One Gnosis

Challenge: Social vs. target

Retest: Expression

Effect: You project into an opponent all the hate and bitterness you've built up through your Metis upbringing, demoralizing them. Your target loses two Willpower Traits and two Rage Traits.

 

Primal Anger

Frequency: Once per scene

Cost: One or more of your natural Health Levels (mark off as Aggravated damage)

Effect: You channel the abuse you have suffered as one of the Metis breed, mortifying your own flesh to gain Rage. You gain two Rage for each Health level you sacrifice. This Rage may take you over your permanent rating.

 

Sense Wyrm

Challenge: Mental vs. Storyteller difficulty based on intensity of Wyrm influence (high intensity is low difficulty, low intensity is high difficulty)

Retest: Occult or Investigation

Effect: A mystical sense not unlike a scent tells you whether the Wyrm has corrupted anything in the area. This "Wyrm-Taint" may mean there is an enemy nearby, or it may simply mean that an innocent bystander ate Wyrm-manufactured food or works at a spite-filled office.

 

Shed

Required: A form with fur - Crinos, Hispo or Lupus

Activation Time: Always on (in furred forms)

Effect: Releasing a coat of fur, you become difficult to keep hold of. You have an additional Quick x3 Traits for use in a Physical Challenge to escape a grapple.

Duration: One challenge

 

Intermediate Gifts

 

Badger's Heart

Cost: One Gnosis

Challenge: Willpower vs. Target

Retest: Primal Urge

Followup Cost: 1-5 Mental Traits

Effect: You force a target to burn through their Rage twice as fast. The target must spend two Rage in order to gain the effect of spending one. They may spend up to ten Rage a turn for the purposes of meeting this increased cost.

Duration: One turn, plus one per Mental Trait spent

 

Eyes of the Cat

Activation Time: At will

Effect: Your eyes take on an eerie green glow that allows you to see in complete darkness. This Gift eliminates all penalties you would take from darkness.

 

Gift of the Porcupine

Required: Crinos, Hispo or Lupus form

Cost: One Gnosis

Effect: A porcupine-spirit has taught you to shape your fur into long, sharp quills. Anyone you grapple, pin or tackle suffers a level of Aggravated damage. Anyone who strikes you with bare flesh suffers damage as if they'd struck themselves (maximum three). The attacker may avoid this drawback by bidding two additional traits to avoid the quills when striking. (The extra bid is not itself a called shot.)

Duration: One Scene or Hour (may be dismissed at will)

 

Grovel

Cost: One Gnosis

Challenge: Social Challenge vs. target Garou

Retest: Subterfuge

Effect: You grovel before another Garou, triggering their wolf reflex to accept your surrender. The Garou attacking you must back off, ending their attacks. This isn't a particularly glorious gift to use, and sometimes stories to that effect begin to circulate at the next moot.

Duration: One Scene or Hour, or until you make a move against your target

 

Mental Speech

Required: Know your target personally, or have something that belongs to them; the target is less than 10 miles away per current Gnosis you have

Cost: One Willpower

Challenge: Social Challenge vs. Target

Retest: Empathy

Effect: You establish a telepathic link with a target, wherever they are within the Gift's range. You can communicate, even using Social Abilities like Intimidation, but you can't read their mind.

Duration: One Scene or Hour

 

Shell

Effect: You wall in your mind and emotions, protecting yourself from psychic harm and cutting off access to your own instincts. Once you activate this Gift, you cannot Frenzy and you become immune to mind-altering powers and magic. (Examples of gifts that alter the mind are Roll Over, Mastery, and Head Games; other powers include vampiric Dominate and the Mind sphere.) You are also, however, unable to use Rage; you act last in the initiative order; and you cannot initiate Empathy or Primal-Urge challenges (with the exception of crossing the Gauntlet and activating Fetishes and Talens).

Duration: As long as desired

 

Splintered Claw

Activation Time: At will, immediately upon making a successful claw attack that deals at least one damage

Cost: One Rage, and you take one Lethal damage to your natural Health Levels

Effect: Your claws shatter inside the wound you dealt your foe. The damage they took from your claw strike can't be healed by any means until they remove the shrapnel from the wound, which takes one action. The one Lethal damage you take represents damage to your claws; until you heal that Lethal (which you may do by the usual means) you have no claws.

Duration: Until someone spends one action digging the shrapnel from the wound

 

Wither Limb

Cost: One Gnosis

Challenge: Willpower Challenge vs. target

Retest: Occult

Effect: You lash out with your hostility given spiritual force, catching an opponent's limb of your choice and forcing it to twist, degenerate and wither. Your target takes a two-Trait penalty to all Quick challenges (and synonyms); if you chose to target a leg, they can only move at half their usual speed. If the target has regenerative powers, they can heal this effect after the scene or hour; otherwise, the damage is permanent

Duration: One Scene or Hour for targets who can regenerate; permanent for targets who can't

 

Advanced Gifts

 

Madness

Cost: One Gnosis

Challenge: Social vs. target

Retest: Empathy

Effect: Many metis are cursed by Gaia with infirm minds, and now you can thrust that infirmity upon others. Your target gains an active Derangement for one day, during which time you can control the intensity of the madness at will -- giving lucidity in one moment and plunging them back into psychosis the next. Your target always suffers at least a one-Trait penalty to all tasks requiring concentration, with more penalties at Storyteller discretion. Even after the day is over and the madness ends, memories of their time unhinged will haunt the target long afterward.

Duration: One day

 

Totem Gift

Cost: 1 to 4 Gnosis (one for a Gaffling, two for a Jaggling, three for an avatar, four for a Totem Incarna)

Effect: You channel your lifetime living among the Garou Nation into a request for the aid of your Tribal Totem. The amount of aid you recieve depends on the cost you pay, and on the nature of your Totem. Rat might send a swarm of his Gafflings to overwhelm an enemy, where Thunder might strike your foes with lightning and hail from the heavens; regardless, the results are usually spectacular.

 

Umbral Body

Cost: One Gnosis

Effect: Metis are creatures of two worlds and of neither; this Gift makes that metaphor literal. Parts of your body can escape attacks by flickering into other realities. You never need to devote an action to dodging (so you can always dodge as passive resistance in combat), and you gain a free retest on all Dodge-related Challenges.

Duration: Scene or Hour

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