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Basic Gifts

 

Beast Speech

Challenge: Social vs. the animal

Retest: Animal Ken

Effect: You are able to speak with any sort of animal. If successful, you can speak not only to the target animal, but to all animals of the same type. This gift doesn't change their natures nor their reactions to the predatory nature of the Garou, nor does it force them to cooperate.

Duration: One Scene or Hour

Call of the Wyld

Challenge: Physical vs. 8 Traits

Retest: Performance

Followup Cost: 0-2 Physical Traits

Effect: You let forth a mighty howl, one that stirs your allies into action and can strike fear into your enemies. The call spreads out even beyond the normal range of hearing, allowing any within double the normal hearing range to understand your call. Spending one additional Physical Trait grants all your allies a one-Trait bonus to the next challenge they make toward a pack or Sept effort; spending two Physical Traits also imposes a one-Trait penalty on the your enemies' combat-related challenges for the rest of the scene.

Duration: One Scene

 

Call of the Wyrm

Challenge: Social vs. the Wyrm-creature in the area with the highest Social Traits

Retest: Performance

Followup Cost: optionally, one Social Trait

Effect: You let out a call audible to all creatures of corruption. Though a dangerous gift to use, this call implants an urge that cannot be ignored, bringing all the creatures in the area to your location. You can't control which creatures are attracted, so there are many cautionary tales about using this gift in the wrong areas. These creatures know they are being supernaturally drawn unless you spent the optional additional Social Trait, in which case they think it's their own idea.

 

Distractions

Challenge: Social vs. target

Retest: Performance

Followup Cost: 0-5 Social Traits

Effect: By making a series of yips, yelps, howls, and other distracting sounds (which counts as your action), you impose a penalty to all challenges your target makes during the next turn. This penalty is equal to one Trait plus one for each additional Social Trait you spend. If other characters are using Distractions, this effect may stack with their efforts for a cumulative effect.

Duration: The next turn

 

Dreamspeak

Required: You must know or have seen your target.

Challenge: Mental vs. target

Retest: Empathy

Effect: You enter another person's dream and alter their dreamscape. No damage will carry over into the waking world, but, if you intend to give the person unpleasant dreams, disorientation will impose a one-Trait penalty on the victim for one turn per Gnosis you possess you posess once they wake. If the dreamer wakes up while you are still in their dream, you will be immediately thrown out of the dreamscape and will lose one Gnosis Trait.

 

Mindspeak

Cost: One Willpower per target

Challenge: Social vs. unwilling target; automatic otherwise

Retest: Investigation

Effect: You layer a daydream across the thoughts of multiple Garou, allowing you all to communicate in telepathic words and images with one another. You can even use Social abilities like Intimidation and Subterfuge against one another this way. This is, however, highly distracting, so everyone caught up in the gift suffers a two-Trait penalty to all challenges that involve dealing with their actual surroundings. You must be within line of sight to your targets when you activate this gift, but once active, you can communicate at any distance. A Garou may even be subject to multiple uses of this gift from different Galliards, in which case they suffer cumulative penalties.

Duration: When all participants choose to end it, or when you fail your challenge against an unwilling target

 

Perfect Recall

Cost: One Gnosis

Effect: Your spiritual nature enhances your memory, giving you perfect clarity in summoning up one detail you have experienced. You might remember a license plate you only glimpsed, a sequence of touch-tones you heard dialed, or the exact words spoken by a dying messenger. The detail you remember is short, specific, and accurate.

 

Reverie

Challenge: Social vs. target

Retest: Enigmas

Effect: You lure a target into daydreams and nostalgia, setting their mind wandering down memory lane. For a short while they have difficulty focusing on their tasks, taking a two-Trait penalty to all Mental Challenges.

Duration: Five minutes, or until a loud noise or attack jolts them out of the effect.

 

Unified Force

Required: At least three pack members present

Cost: 1-5 Gnosis

Effect: You coord inate the timing of your pack so that you strike as one. All pack members act on the best initiative in the pack.

Duration: One turn per Gnosis spent, or until a pack member Frenzies

 

Intermediate Gifts

 

Book of Years

Challenge: Mental vs. the Gauntlet rating

Retest: Enigmas

Effect: You fall into an ancestral flow of memory, tapping into knowledge of almost any topic Garou history can teach. The Storyteller guides you on a vision quest for the answers you seek. You are in a trance while this Gift is active; for each hour you spend in that trance, you can reach back through five centuries of Garou wisdom. Every hour after the first, make a Willpower challenge vs. seven Traits; if you fail, the trance ends and you make two Simple Tests. If these also fail, you fade into memory and emerge in the Umbra somewhere -- both the Battlegrounds and the Legendary Realm being common destinations.

Duration: Until you voluntarily end the gift, or until you fail the hourly Willpower challenge.

 

Bridge Walker

Required: You must be able to move at least one step to use this gift.

Initial Cost: One Gnosis

Followup Cost: optionally, one Permanent Gnosis

Effect: You open a minor moon bridge for your own personal use -- short enough to effectively teleport you behind an enemy, or long enough to take you up to one mile per current Gnosis from your starting point. It takes one percent of your usual travel time to use this bridge (so if you can run a six-minute mile, you can travel a mile by Moon Bridge in three seconds). The bridge is not protected by Lunes, so sometimes curious or hostile spirits can follow you to your destination, even materializing in the physical world.

Duration: The bridge closes immediately after you use it, unless you spend a permanent Gnosis, in which case it stays open until the next full moon.

 

Eyes of the Cobra

Challenge: Social vs. target

Retest: Enigmas

Followup Cost: optionally, one Mental Trait

Effect: With a hypnotic glance, you beckon a victim to approach you. Your target will immediately (if slowly) begin moving toward you. If you spend the Mental Trait, they move as fast as they can without risking injury.

Duration: Until your target is within arm's reach.

 

Fog of War

Required: Perform a song to create and maintain the effect

Initial Cost: One Gnosis

Challenge: Social vs. the number of enemies

Retest: Performance

Followup Cost: 1-5 Social Traits

Effect: You perform a song whose melodies inspire confusion and fugue in your enemies. At the beginning of every turn, enemies within earshot must throw a Rock-Paper-Scissors test. A win means they are unaffected, a tie puts them down three Traits on all Perceptive Challenges (or synonyms) for that turn, and on a loss they lose all ties on challenges for the turn. The effect ends prematurely if you take any action other than singing, moving, and defending yourself.

Duration: One turn per Social Trait spent, or until you take action other than singing

 

Shadows by the Firelight

Challenge: Social vs. each unwilling target; automatic vs. willing targets

Retest: Performance

Followup Cost: 1-5 Gnosis

Effect: You spin a story from dreams and shadows, compelling others to take on a role you assign them. While compelled by the gift, they act out their role precisely, and dreamlike sensations immerse them in the tale. Galliards commonly employ this gift to highlight climactic moments in the stories they tell at moots -- that is, when they're not in battle, weaving a tale of bitter defeat for their enemies to take part in.

Duration: One turn per Gnosis spent

 

Sing the Spirits

Required: You must address the spirit by name or by type ("You, Bane!" is fine), order it to stay away, and make a threat for if it doesn't.

Cost: One Gnosis

Challenge: Social vs. the spirit

Retest: Performance

Followup Cost: 0-5 Social Traits

Effect: You ward a spirit away from you with a dire threat. The spirit must attempt a Rage challenge vs. eight Traits. If it fails, it cannot come within 10 feet of you, plus an additional 10 feet for each Social Trait you spent.

Duration: One Scene or Hour

 

Song of Rage

Frequency: Once per turn

Challenge: Social vs. target

Retest: Leadership

Followup Cost: 0-5 Social Traits

Effect: You sing a maddening song, compelling humans to fly into a violent rage and forcing Garou and vampires into Frenzy. Your target remains in this state until the gift ends.

Duration: One turn, plus one for each Social Trait you spent

 

View the Battlefield

Cost: One Gnosis

Challenge: Mental vs difficult based on the size of the battle: 8 Traits for a large room, 11 Traits for an acre, 15 Traits for an entire forest.

Retest: Alertness

Effect: You gain an innate sense of everything going on in a battle -- both for the purposes of coordinating your packmates and for telling the tale afterward. You get a hazy picture of the battlefield as if seen from a bird's-eye view, including the power to see through walls and other obstacles to detect all friends and foes alike. Even if supernatural concealment like Shroud be in effect, you still know exactly where each of your own packmates can be found.

Duration: One Scene or Hour

 

Advanced Gifts

 

Fabric of the Mind

Initial Cost: One Gnosis

Challenge: static extended Mental vs. eight Traits

Retest: Performance

Followup Cost: One Gnosis per turn, for any object that gets involved in a fight or other strenuous activity

Effect: You weave creations out of your imagination and into reality. For each success you accumulate in the challenge, you have one Trait to assign to these fabrications. You can create one object or many, with whatever attributes you can imagine and describe. You can even create sentient creatures that react naturally, and behave as you direct. If you fail the challenge before you achieve the number of Traits you want, perform two Simple Tests: failing both means you create the object, but it acts independently of your control, and may even be somewhat malicious. It will last until you destroy or banish it.

Duration: One Scene (but you may extend the gift another Scene for another Gnosis); if your fabrications get involved in combat or the like, the gift ends if the followup cost isn't paid.

 

Head Games

Cost: One Willpower

Challenge: Social vs. target

Retest: Empathy

Effect: You become a master manipulator of the soul, puppeting a target's emotions as you please. You control whether your target feels love, hate, trust, fear, joy or despair, and you determine the object of their emotions. These emotions fade after the gift ends, but some vestige may linger if events occurred to reinforce those emotions while they were in place -- if their newfound beloved, for example, accepts their advances, or if the snakes they are so afraid of end up biting.

Duration: One Scene or Hour

 

Legend’s Insight

Required: the Ancestors background

Cost: 1-5 levels of Ancestors

Effect: You call upon your ancestors not for glimmers of insight, but for absolute mastery of subjects or skills. Each Trait of Ancestors you spend will boost your Traits to five in an Ability of your choice, or add a sixth Trait to a five-Trait Ability you already have. (This does not refresh any spent Traits in the Ability.)

Duration: One Scene

 

Song of the Siren

Required: You must sing, audibly and continuously.

Cost: One Gnosis

Challenge: Mass Social vs. 1-5 targets

Retest: Performance

Effect: Your soothing song lulls your targets into a trance, during which they can do nothing but relax and listen to your music.

Duration: Until any target is attacked, or until they can no longer hear you singing.

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