The spirit world shares many secrets with werewolves and other shapeshifters. In accordance with an ancient pact, spirits teach magical abilities called Gifts to the Garou. Gifts allow werewolves to focus their spiritual energy to affect reality.
Gifts are divided into levels. Level One Gifts are the weakest gifts – those taught to raw cubs – and Level Five Gifts are the greatest secrets, taught only to those heroes who have proved themselves time and again. A beginning character begins with two Gifts, which they may choose from the choices provided by their breed and auspice.
As a character advances through the campaign and increases in overall level, more Gifts are learned. One per level, specifically.
Unless otherwise stated, Gifts always require expending an action to activate them. Most Gifts also cost a Rage point to activate.
A werewolf must petition a particular spirit to teach him its powers or ask an elder to summon that spirit and petition oh is behalf. Only spirits allied to the Garou teach Gifts willingly. Spirits never teach a high-level Gift to a werewolf who has not attained the proper level himself.
When a werewolf wants to learn a Gift, she must find a willing instructor first. Usually, she travels to a caern with a power level equal to or grater than that of the desired Gift to petition the spirit personally. Traditionally, werwolves have always sought to beseech the teachings of a spirit thus. The act of summoning the spirit to a powerful caern is a sign of respect.
Werewolves may also teach each other Gifts. When a spirit imparts knowledge of a Gift, it involves a total immersion and direct sharing of how to unlock the power within the student. This process takes only a short time, usually no more than an hour, and a night at most. But when werewolves try to teach each other Gifts, it takes much longer. Packmates seem to learn faster from each other, but the process involves experimentation, practice and multiple failures beofre mastery of the Gift is attained. At best, the process takes a full lunar month.
The takeaway here is that learning a Gift is not guaranteed, despite unlocking the ability to learn one every time you level up; additional work must be put in to attain a Gift for your character.
Many spirits teach Breed Gifts, usually in accordance with ancient pacts or as rewards for past deeds. For instance, an ancient tale tells of a metis who heped a mole hide from predators. In return, the mole taught the metis how to burrow through the earth, and since that time mole-spirits will teach metis that Gift. When a werewolf wishes to learn a breed Gift, she will have a relatively easy time finding a spirit to teach her.
Hominid Gifts involve humankind’s (or that of the demi-humans, such as elves or dwarves) skills and abilities not only as toolmakers and cultural beings, but also conquerors of nature. Humanity’s adversarial stand against nature has given them great control over their environment, but also a vague disquiet within their souls. Such are the repercussions of severing their primordial relationship with nature. Humans have become strangers to the world of spirit. Thus, many of the hominid breed’s Gifts are taught by their ancestors rather than by nature spirits.
- Master of Fire (Level One): Once humans tamed fire to keep them warm and to drive off the wild beasts, they were on their way to civilization. Werewolves with this Gift invoke humanity’s ancient pact with the spirits of fire. The spirits of flame agree to hold back their hunger when the werewolf touches them, giving the werewolf resistance to fire damage. An ancestor-spirit or a fire-spirit teaches this Gift.
System: Whenever the werewolf would receive fire damage from any source, he can spend a Rage point and gain resistance to that damage. Additionally, werewolves with this Gift are no longer vulnerable to fire damage, even if they elect not to make use of the active resistance.
- Persuasion (Level One): This Gift allows a hominid to become more persuasive when dealing with others, in such a way that his statements and arguments are imbued with added meaning or credibility, granting advantage on Persuasion checks. An ancestor-spirit teaches this Gift.
System: This is a passive Gift that is always in effect, granting advantage on all Persuasion checks.
- Smell of Man (Level One): Creature of the wild have learned well that where man goes, death follows. With this Gift, the werewolf enhances the human scent around him greatly, causing wild animals to feel uneasy and nervous. However, the scene also causes domestic animals to recognize the werewolf as their master. An ancestor-spirit teaches this Gift.
System: All wild animals (not including supernatural creatures) are likely to flee. All domesticated animals recognize the werewolf as a friend and refuse to harm him. For example, an attack dog rodered to take down the werewolf would run up to the character and wag its tail. If the domesticated animal is harmed, then it will revert to acting naturally. The Garou may use this Gift at will.
- Jam Technology (Level Two): The werewolf can cause technological devices to cease functioning, albeit temporarily. Even the simplest of shaped objects will refuse to perform its function. A Gremlin (a fey spirit that enjoys breaking things) teaches this Gift.
System: The player spends a Rage point and causes all complex technological devices (devices made from fabricated materials) within 50 feet to cease functioning for one turn. The player may choose to make a second Rage check to also affect simple technological devices within the same radius. Examples of complex technological devices include firearms, automobiles, and computers. Examples of simple technological devices include knives, pulleys, and gears.
- Staredown (Level Two): By staring into the eyes of a human or animal, a werewolf can cause the target to flee in terror. This Gift can be used against other supernaturals, but the target will freeze in place rather than flee. A ram- or snake-spirit teaches this Gift.
System: The Garou using this Gift may focus on only one target per turn; the player rolls an Intimidation check (DC = 5 + CR). On a success, the victim flees or is frozen for one turn. The victim can attempt to break this effect early by passing a Wisdom saving throw (DC = 10 + your level). The werewolf must maintain eye contact for this effect to be maintained.
- Disquet (Level Three): This Gift makes its target feel inexplicably depressed and withdrawn. The subject finds it difficult to draw on his full emotion or to maintain any type of concentration. An ancestor-spirit teaches this Gift.
System: The player rolls an Intimidation check against a difficulty equal to the target’s Wisdom score. If successful, that opponent will be unable to concentrate on spells, cast spells involving concentration, or regenerate Rage for the duration of the scene. In addition, challenging tasks, such as carefully balancing on a tightrope, will be done so with disadvantage.
- Reshape Object (Level Three): The werewolf can shape once-living material into a variety of objects instantly. Trees may become shelter, buck antlers become spears, animal hides become armour, and flowers become perfumes. The item will resemble the object from which it was shaped. A Pattern Spider teaches this Gift.
System: The player makes a Survival check (DC determined by GM, but largely depends on the complexity of the item to be crafted) and spends a Rage point. The object is permanent and magical in nature.
- Cocoon (Level Four): The werewolf wraps himself in a thick, opaque sarcophagus-like epidermis, making him immobile but near-impervious to harm. This cocoon grants him immunity to fire, starvation, gas, high pressure, cold and similar environmental hazards. An insect-spirit teaches this Gift.
System: While in the cocoon, the werewolf ignores any attacks which fail to do damage at least equal to her Constitution score. The cocoon lasts for one scene, after which it dissolves rapidly and evaporates. The werewolf is unable to move, take any action, or communicate while in the cocoon. Creating the cocoon requires expending a Rage point.
- Spirit Ward (Level Four): A werewolf with this Gift may protect himself from spirits by performing quick a quick wardin ritual. To use this Gift, the werewolf draws an invisible pictrogram in the air that scares and unnerves any nearby spirits. The symbol travels with the werewolf as long as it lasts. An ancestor-spirit teaches this Gift.
System: The player spends a Rage point. Spirits within 100 feet of the character have disadvantage on all actions targeting the werewolf.
- Assimilation (Level Five): A werewolf with this Gift blends smoothly into any culture, no matter how strange or unfamiliar he might normally find it. The Gift doesn’t hide racial differences, but it does allow the user to mimic the behaviours and mannerisms of a native. It also grants the ability to speak and understand the culture’s language, although this knowledge begins to fade once the Gift ends. Ancestor-spirits teach this Gift.
System: The player makes a Charisma check (DC determined by the GM, but largely depends on how alien the culture is to the character’s own). On a success, the werewolf is effectively assimilated into the target culture and makes any applicable social checks with advantage. This Gift lasts for one session.
- Part the Veil (Level Five): With this Gift, a werewolf may immunize any human from the Delirium for a scene. In this way, the human can interact with Garou without deletrious effects. However, the human will forget much of what he knows if the Delirium is induced in him at a later date. An ancestor-spirit teaches this Gift.
System: The player makes a Charisma check (DC 10). On a success, the target human/demi-human is immune to the effects of Delirium for a scene.
Metis are the outcasts of Garou society. Unlike hominid and lupus Garou, however, they are born into werewolf society and raised within it, reminded constantly of their inadequacies. The abuse heaped on a metis usually creates a deeply repressed inner fury, but it also leads them to a deeper connection with the spirit world, possibly as a means of escape from the horror of their lives.
- Create Element (Level One): The metis has the power to create a small amount of one of the four basic elements – fire, air, earth or water. In this way, she can replenish the air supply in an airtight room, make a rock to throw at someone, create a fire without matches or wood, or even fill a bathtub without any faucet or pipes. The metis cannot create specialized forms of any element. Precious metals (especially silver), lethal gases and acid is beyond his reach. This Gift creates only natural air, earth, fire and water. Elementals teach this Gift.
System: The werewolf’s player spends a Rage point and creates one cubic foot of the desired element, to a maximum weight of 100 lbs, anywhere they can see within 60 feet. The element remains in existence until used up (breathed in the case of air or burned up in the case of fire without any fuel to keep it going). The flames created with this Gift are genuinely hot, inflicting 1d6 fire damage.
- Primal Anger (Level One): The metis learns to focus the anger within her heart and use it to increase her Rage. The anger takes a physical toll on the werewolf, and it is up to her to unleash it on her enemies. The spirits of ancient metis teach this Gift.
System: A character with this Gift may take on a level of exhaustion and gain two extra points of Rage.
- Sense Wyrm (Level One): The werewolf can sense manifestations of the Wyrm in the nearby area. This Gift involves a mystical sense, not a visual or olfactory image, although werewolves using this Gift sometimes say things like “This place stinks of Wyrm” (with a few more colourful adjectives). Garou should remember that the Wyrm’s taint can cling to relatively blameless souls. This power requires active concentration. Any spirit of Gaia may teach this Gift.
System: The player makes a Perception check, the difficulty depends on the concentration and strength of the Wyrm’s influence.
- Burrow (Level Two): Those who learn this Gift gain the ability to burrow through the earth. They make a real tunnel, and others can follow them through it. The digger creates a burrow just large enough for her to go through. thers may follow, but they are limited by the size of the hole. The werewolf must be in Crinos, Hispo, or Lupus form to use this Gift as she needs her claws for digging. The tunnel is not structurally sound, and it will collapse over time. Mole kindly teaches this Gift to all metis who seek him.
System: The player makes an Athletics check, the difficulty dependent upon how hard the earth is. Some materials cannot be tunneled through, such as reinforced structures made of alloyed metals. The character gains a burrow speed of 15 feet for the remaineder of the scene.
- Curse of Hatred (Level Two): The metis may verbalize the hatred in her heart, disheartening opponents with the intensity of her emotion. A spirit of hate teaches this Gift.
System: The player spends a Rage point. Enemies of the werewolf that can see her have disadvantage on their next action targeting the werewolf or her allies.
Eyes of the Cat (Level Three): The werewolf may see clearly in pitch darkness. His eyes glow a lambent green while this power is in effect. Any cat-spirit can teach this Gift.
System: The werewolf’s natural Darkvision is doubled, and can see in magical darkness out to the normal range. This is a passive Gift and is active at all times.
- Mental Speech (Level Three): This Gift grants telepathic communication, even over vast distances. The user must either know the target personally or have something which belongs to that person, such as a lock of his hair. Bird spirits and spirits of intellect teach this Gift.
System: The werewolf gains the effects of the Telepathy spell for one scene. Activating this Gift requires expending a Rage point.
- Gift of the Porcupine (Level Four): When using this Gift, the werewolf undergoes a startling transformation. her fur becomes elongated, bristly and sharp like the quills of a porcupine. This change makes her an even more fearsome killing machine. A werewolf must be in Crinos, Hispo or Lupus form to use this Gift. Porcupine teaches this Gift, and he has a great fondness for metis.
System: The character spends a Rage point. In exchange, the werewolf’s AC increases by 2 and any creature that succeeds on a melee attack against her receives 2d6 piercing damage. This damage is considered magical.
- Whither Limb (Level Four): With a snarl and an angry gaze, the werewolf forces the target’s arm or leg to twist, desiccate and whither, making it useless. Creatures with regenerative abilities will restore the limb to full function after one scene ; otherwise, the effects are permanent. Snake-spirits, spider-spirits and other venomous spirits teach this Gift. Some werewolves even invoke spirits of disease to learn this Gift.
System: The player spends a Rage point and triggers a contested Intimidation roll (vs target’s Wisdom save). On a success, the victim either loses the use of an arm or a leg. If a leg, their speed is reduced by half.
- Madness (Level Five): The metis struggles his whole life to find a place, a purpose and a sense of stability in his horrifying existence. With this Gift, he can force others to face their inner demons, inducing insanity and madness. The nature of the derangement varies among individuals, but it will always be severe, making it impossible for the victim to function normally. Lunes, along with spirits of trickery and madness, each this Gift.
System: The player spends a Rage point and triggers a contested Intimidation roll (vs target’s Wisdom save). On a success, the target descends into madness for a number of days equal to the margin of success. The victim can roll another Wisdom save at the end of each day to atempt end the effect, though there may be lasting secondary effects to having gone insane. The GM decides the specific nature of the mental illness, taking into account the victim’s personality and characteristics.
The Gifts of the lupus breed reflect their strong ties to the natural world and the wilds. Usually these Gifts enhance the natural abilities of the werewolf, allowing her to perform feats that other breeds would find impossible.
- Hare’s Leap (Level One): Werewolves with this Gift may leap incredible distances. Hare-, frog- and cat-spirits usually teach this Gift.
System: Your Long Jump and High Jump distances are doubled. This Gift is passive and is always in effect.
- Heightened Senses (Level One): The werewolf with this Gift tunes into the world around him, increases his senses vastly. When in Hominid or Glabro forms, her senses become as sharp as those of a wolf, allowing her to hear sounds beyond her normal range, granting her superior night vision and making her sense of smell stronger than that of any dog. In wolf forms, her senses become preternaturally potent, allowing him to perform feats that border on precognition. This Gift has drawbacks as well, as powerful stimuli, such as loud noises or bright flashes of light, can overwhelm the senses. Wolf-spirits teach this Gift.
System: Activating this Gift is free and is active until deactivated. When active, all DCs for Perception checks are halved for you.
- Sense Prey (Level One): Werewolves used this ancient Gift during hard winters to feed their packs. The Gift lets Garou locate enough prey to feed a pack. In urban environments, this Gift guides the lupus to prey within the city, usually in parks, sewers, animal shelters and even zoos. The Gift will tell the werewolf the location of large numbers of prey within 50 miles in the wilds, and within the limits of a city and its suburbs. Humans and demi-humans do not register as prey animals to neutral- and good-aligned werewolves. A wolf-spirit teaches this Gift.
System: The hunter’s player rolls Survival with a DC of 10 for wilderness environments and 15 for urban. Success indicates the location of enough prey to feed a large pack. In the case of multiple sources, the Gift guides the werewolf to the nearest source (although not necessarily the easiest or safest).
- Scent of Sight (Level Two): The werewolf can compensate for her vision completely by using her sense of smell. She can attack invisible creatures normally or navigate roughly in absolute darkness. Wolf-spirits teach this Gift.
System: The werewolf gains Blindsight to 30 feet for one scene. Activating this Gift requires expending a Rage point.
- Sense the Unnatural (Level Two): The werewolf can sense any unnatural presence and determine its approximate strength and type. Supernatural presences can include magic, spirits, the Wyrm, wraiths and vampires, although it won’t pick them out specifically as such. The werewolf may sense ap erson plagued by hauntings as easily as a ghost. Any spirit servant of Gaia can teach this Gift.
System: The player rolls Perception against a flat DC of 10. The higher the roll, the more information he gains. The sensory input is somewhat vague and subject to interpretation, though. For instance, a vampire might smell of old blood, of fear, of rotten flesh, or fresh meat or whatever the GM finds appropriate. Interpreting the information properly might require an Investigation check.
- Catfeet (Level Three): This Gift gives the werewolf the agility of a cat, making him immune to falls under 100 feet (he lands on his feet just right). He also has perfect balance even on the most slippery surfaces, and all Acrobatics checks are made with advantage.
System: This ability becomes innate to those who learn the Gift.
- Name the Spirit (Level Three): A werewolf with this Gift becomes familiar with the ways of the Umbra. He can sense the type and approximate power levels of spirits. Any spirit servant of Gaia can teach this Gift.
System: The player rolls Perception against a flat DC of 10. The higher the roll, the more information he gains.
- Beast Life (Level Four): The werewolf with this Gift can communicate with other wild animals and attract (or even command) them. Domesticated animals will speak with the werewolf, but they have given themselves to the ways of humans and must be persuaded to obey the Garou. Any animal spirit may teach this Gift.
System: Werewolves with this Gift can communicate with all animals. To attract specific types of animals within a 10 mile radius, the player rolls Animal Handling (DC = 10 + the CR of the animal). All wild animals attracted are friendly to the character. They follow any reasonable request the character makes. A character who uses this Gift to force an animal to sacrifice itself had best pay homage to its spirit or risk angering Gaia. The effect lasts for one scene.
- Gnaw (Level Four): The werewolf’s jaws strength to the point that she can chew through just about anything, given enough time. In addition, her jaws do more damage in combat, and only death will break her grip if she clamps her teeth into an opponent. Wolf-spirits teach this Gift.
System: The player spends a Rage point and gains the ability to chew through all materials. The amount of time it takes to gnaw through something depends on the thickness of the material, determined by the GM. In addition, this Gift gives a character’s bite an additional 2d6 of piercing damage and she has advantage on any rolls to grapple her opponent for the duration of the scene.
- Elemental Gift (Level Five): The werewolf calls upon the primal force of Gaia Herself, thereby commanding the spirits of the elements to rise up, undulate forward and even engulf foes. This Gift summons an elemental spirit, not merely the raw matter of the elements, but primal spirits possessing power enough to challenge even the strongest of foes. The elementals grant this Gift.
System: The player spends a Rage point and calls an elemental who grants him the ability to control a large volume of air, earth, water or fire (in any of their forms) that is approximately 20′ by 20′. The effect lasts for one scene or until the elemental leaves or is destroyed.
- Song of the Great Beast (Level Five): To tuse this Gift, the werewolf must travel to the deep wilderness. When she reaches her destination, she howls the Song of the Great Beast into the sky, summoning one of the Great Beasts to her aid. These beasts are the terrible and ancient creatures that walked Cambria in ages past. Once the ancient one arrives, the werewolf may make a request, although she should do so with geat caution. If the Great Beast agrees to aid the werewolf, it will do so in its own way, but enemies of the lupus should beware. Few spirits know this Gift.
System: The player spends a Rage point and rolls Performance (DC 15) to sing the Song of the Great Beast. The Beast shall come. Hold onto your butts!
These Gifts represent the secrets given to Gaia’s children by Luna. She bade her many servants teach the Garou their various tricks, giving them magical skills to use in protecting Gaia.
The Ragabash were blessed by Luna with the wit to question rigid tradition and the cunning to use stealth and trickery against the Garou’s enemies. The New Moons’ Gifts allow them to get the job done in a clever, unconventional fashion.
- Blur of the milky Eye (Level One): The Garou’s form becomes a shimmering blur, allowing him to pass unnoticed among others. Once the Garou has been seen, however, this Gift is negated until the viewer has lost line of sight or is otherwise distracted. A chameleon-spirit teaches this Gift.
System: The werewolf gains advantage on Stealth rolls to pass undetected. The effect of this Gift lasts for one scene.
- Open Seal (Level One): With this Gift, the Garou can open nearly any sort of closed or locked physical device. A raccoon-spirit teaches this Gift.
System: This functions identical to the spell Knock. Activating this Gift requires the expenditure of a Rage point.
- Scent of Running Water (Level One): The Garou can mask her scent completely, making herself virtually impossible to track. A fox-spirit teaches this Gift.
System: For one scene, the werewolf becomes impossible to track by scent alone. Would-be observers have disadvantage when attempting to detect the werewolf, so long as they lack line of sight.
- Blissful Ignorance (Level Two): The Gaou can become completely invisible to all senses, spirits or monitoring devices by remaining still. A chameleon-spirit teaches this Gift.
System: This Gift works similarly to the spell Invisibility, except that it only works if the werewolf remains still. Activation requires a Rage point and lasts for one scene.
- Sense of the Prey (Level Two): If he knows anything about his prey, the character can trackit down as rapidly as he can travel. This unerring sence of direction operates anywhere, and it is useful for tracking spirits through the Umbra as well as finding beings on Cambria. A wolf- or dog-spirit teaches this Gift.
System: No roll is required unless the target is hiding actively (intent alone is not enough), in which case a Perception roll is made against the target’s Stealth.
- Tracking the Forgotten (Level Two): The Ragabash with this Gift can steal something from a target, and his victim will forget that she ever possessed the stolen item. A mouse-spirit teaches this Gift.
System: The player rolls a Sleight of Hand check (DC = 10 + target’s CR). On a success, the item is effectively forgotten by its former owner. Activating this Gift requires expending a Rage point.
- Gremlins (Level Three): The Ragabash can cause a technological device to malfunction merely by touching it. This Gift actually disrupts the spirit energy within the device that aids 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 an Intimidation check; the difficulty is determined by the complexity of the item. The higher the margin of success on the roll, the more the device is damaged. A margin of five or greater disables the device permanently (the spirit has fled). Good roleplaying can negate the need for a sufficient margin. Activating this Gift requires expending a Rage point.
- Luna’s Blessing (Level Four): When the moon is visible in the night sky, silver refuses to cause the Garou wounds. Indeed, if the moon waxes full, silver weapons may well turn on those who would wield them against the character. A Lune teaches this Gift.
System: While the moon is in a visible phase above the horizon, the werewolf treats damage from silvered weapons as normal damage and can regenerate normally. On a full moon, missed attacks with silvered weapons against the werewolf instead inflict damage to the wielder. This Gift requires spending a Rage point to activate and has no effect during a new moon.
- Whelp Body (Level Four): With this Gift, a Garou may deliver a devastating curse upon a foe’s body, causing it to weaken or palsy. Many consider the use of this power on a foe to be a declaration of unending war. Either a pain-spirit or a spirit of disease teaches this Gift.
System: The player spends a Rage point and triggers a contested Intimidation roll (vs target’s Wisdom save). Each margin of success in favour of the Ragabash allows him to remove one point from any of the victim’s physical ability scores (Strength, Dexterity, or Constitution). This effect is permanent. This Gift may be used only once ever against a given opponent.
- Thieving Talons of the Magpie (Level Five): The Garou can steal the powers of others and use them herself. These powers can be Garou Gifts, spirit Charms, vampiric Disciplines, Magic spells, or any other such power. Naturally, a magpie-spirit teaches this Gift.
System: The player spends a Rage point and triggers a contested Sleight of Hand check (vs the target’s Wisdom save). If successful, the Ragabash can use the specified power (and the victim cannot) for each successive turn she is willing to make a Rage check. The Ragabash must know something about the target’s powers, and she must target a power in the terms by which she would understand it.
- Thousand Forms (Level Five): Most trickster archetypes are shapeshifters, and the Ragabash is no different. The Garou with this Gift may change herself into any beast she has encountered. The Garou gains all of the abilities of the target creature (flight, gills, poison, sensory abilities, etc.).
System: The player makes a Nature check (DC = 10 + CR of the intended beast). On a success, the werewolf is transormed into the intended creature. She gains all of the special abilities of the beast, but her statistics remain the same. The werewolf’s ability to communicate is limited to that of her new form. This effect lasts for one scene or until cancelled. Activating this Gift requires the expenditure of a Rage point.
Luna’s Gifts to her Crescent Moon children grant them insight into power over the spirit world. The Theurge is blessed with the ability to manipulate the Umbra and the intellect of others, all in the name of serving a greater wisdom.
- Mother’s Touch (Level One): The Garou is able to heal the wounds of any living creature, simply by laying hands over the afflicted area. The Garou may not heal herself, spirits or the undead with this Gift. A bear- or unicorn-spirit teaches this Gift.
System: This Gift acts identically to the spell Healing Word. Activation requires the expenditure of a Rage point.
- Sense Wyrm (Level One): As the metis Gift.
- Spirit Speech (Level One): This Gift allows the Garou to communicate with encountered spirits. The Garou is thus able to address them whether they wish to be addressed or not. Of course, nothing (usually) prevents the spirit from ignoring the Theurge or leaving. Any spirit can teach this Gift.
System: Once learned, this Gift allows the Garou to understand the communication of spirits intuitively.
- Command Spirit (Level Two): The Theurge can give simple commands to encountered spirits and expect a measure of compliance. This Gift does not grant the ability to summon spirits. Any Incarna avatar can teach this Gift.
System: The player must spend a Rage point and triggers a contested Persuasion roll (vs target’s Wisdom save). On a success, the spirit will act in compliance to the instructions given by the werewolf. Note that the Garou cannot command spirits to leave areas to which they have been bound, and successive commands require additional activations of this Gift.
- Name the Spirit (Level Two): As the Level Three lupus Gift.
- Sight from Beyond (Level Two): When danger stalks the Garou or momentous events are in the offing, visions begin striking the Garou without warning. The nature of the danger is veiled in metaphor – a powerful vampire may appear in the Theurge’s dream as a bloody skeleton, while an impending batle might be heralded by dreams of carrion crows. Crow-spirits teach this Gift.
System: This is a passive Gift and triggers when dramatically appropriate, as determined by the GM (but it doesn’t hurt to remind the poor sod that you have this Gift!). Interpretation of the visions will come down to roleplaying only.
- Exorcism (Level Three): This is the Gift of ejecting spirits from places or objects, whether they are there voluntarily or are bound there. Any Incarna avatar can teach this Gift.
System: The Garou must concentrate uninterrupted for three turns. If the spirit does not wish to leave, the player must make a contested Intimidation roll (vs the spirit’s Wisdom save). If the spirit was bound there, then the exorcist must score higher on a Nature roll than the binder did when tying the spirit to its location. Activating this Gift requires expenditure of a Rage point.
- Pulse of the Invisible (Level Three): Spirits fill the world around the Garou, and none knows this fact better than the Theurge. This Gift grants constant awareness of the spirit world. Even in the physical world, the Theurge with this Gift can interact with spirits in the Penumbra at will. While most spirit activity is barely worth watching, the Theurge will be aware of any dramatic changes. Any spirit can teach this Gift.
System: The player makes a Perception check (DC determined by the GM, based on the strength of the Gauntlet – the veil between worlds – in that area. The effect lasts for an entire scene or until the character enters an area with a thicker Gauntlet.
- Grasp the Beyond (Level Four): The Garou may take things to and from the Umbra, including people and animals. Garou often use this power to take loyal Kinfolk with them on Umbral quests to heal injured Kinfolk – both body and soul – in mystic glens.
System: The Garou must grasp the object, person or animal he wishes to take to the spirit world. He must then make a Nature check, with a variable DC depending on what he is trying to convey through (10 for small items, 15 for larger items, and 20 for huge items (including people). The player then follows the usual process to pierce the Gauntlet and step sideways; if successful, both he and the desired thing pass into the Umbra. An unwilling target may resist in the usual way, and be contested in the usual way. Activating this Gift requires expenditure of a Rage point.
- Feral Lobotomy (Level Five): With but a thought, the Garou can devolve an opponent’s mind to that of an animal, effectively destroying his intelligence. A griffin-spirit teaches this Gift.
System: The player spends a Rage point and triggers a contested Nature roll (vs target’s Wisdom save). The margin of success in favour of the Theurge dictates how many points of intelligence the target loses. The effect is permanent, and the target begins acting more animalistic with each point removed. This Gift may be used only once ever against a given opponent.
Luna gifts her Half Moon children with the powers of balance, the ability to detect truth and enforce law. As judges and mediators, many Philodox gravitate into leadership positions, and they possess Gifts to aid them in this role.
- Resist Pain (Level One): Through force of will, the Philodox is able to ignore the pain of his wounds and continue acting normally. A bear-spirit teaches this Gift.
System: The player spends a Rage point; his character may continue to act despite gaining the broken condition for the rest of the scene.
- Scent of the True Form (Level One): This Gift allows the Garou to determine the true nature of a person. This information is conveyed as an olfactory sensation – it is actually a scent of the target’s natural form. Any spirit servant of Gaia can teach this Gift.
System: The Garou can tell automatically when someone is a werewolf; anything else requires a successful Perception check (DC depends on how alien the creature is to the werewolf).
- Truth of Gaia (Level One): As judges of the Litany, Philodox have the ability to sense whether others have spoken truth or falsehood. A Gaffling of Falcon teaches this Gift.
System: The player spends a Rage point. The werewolf is able to reveal whether those nearby are speaking the truth or lies. This effect lasts for a scene.
- Call to Duty (Level Two) Any spirit the Philodox knows by name is a potential servitor. With this Gift, the werewolf can summon and command any spirit she knows by name. Only one command is possible at a time, and the spirit departs after fulfilling the one request. An Incarna avatar teaches this Gift.
System: Obviously, the Philodox must learn the spirit’s name, which usually requires personal acquaintance or use of the Gift: Name the Spirit. The player rolls Persuasion (vs the spirit’s Wisdom save). If the player makes two Rage checks, the werewolf can summon all Gaian spirits within one mile to protect or assist her, even if she does not know their names.
- King of the Beasts (Level Two): The Philodox’s authority extends even into the realm of beasts, such that he can command the loyalty of any specific animal. If successful, the animal follows his commands willingly and unconditionally. A lion- or falcon-spirit teaches this Gift.
System: The Philodox must choose one target within 100 feet. The player rolls Animal Handling against a difficulty based on the werewolf’s relationship with the animal (determined by the GM). This power works on only one animal at a time, and it does not attract animals to the Garou’s vicinity (see the Level Four lupus Gift: Beast Life).
- Weak Arm (Level Three): Philodox are masters of judgment, and this trait extends even into the field of battle. By watching an opponent’s fighting style, the werewolf can evaluate his strengths and weaknesses. Snake- and wind-spirits teach this Gift.
System: The player rolls Perception (DC = 10 + target’s CR). On a success, the player gains advantage on attacks made against the target.
- Wisdom of the Ancient Ways (Level Three): All werewolves have an innate connection to their ancestors, a form of racial subconscious accessible through intense meditation. The Philodox can tap into these deep memories to remember ancient facts and lore. An ancestor-spirit teaches this Gift.
System: The character must meditate for a short time, concentrating on the past. The player then gains advantage on the next History, Nature, or Religion checks.
- Roll Over (Level Four): The Philodox can call on her power to radiate a commanding presence that compels others to submit to her. Should she succeed in a test of wills, she dominates her foe, which causes humans to fall to their knees and wolves to roll on their backs. Either a lion- or a wolf-spirit teaches this Gift.
System: The player spends a Rage point and triggers a contested Intimidation check (vs target’s Wisdom save). If the Gift takes effect, the victim can take no action other than submission unless he is in direct danger.
- Scent of Beyond (Level Four): The werewolf can bring all his senses to bear on one spot with which he is familiar (even an Umbral site), no matter how far away that spot is. The Philodox senses the site from a point of view as if he were standing in the middle of the area being scanned. A bird-spirit teaches this Gift.
System: The player rolls Perception (DC 20). Activation of this Gift requires expenditure of a Rage point.
- Geas (Level Five): This Gift places its target under a geas, a sacred oath to obey the Philodox’s bidding. The geas cannot make the targets act contrary to their basic instincts (such as self-preservation). Therefore, she could send a group on a quest, but she could not make its members attack and try to kill each other — unless they were psychotics or werewolves without pack bonds. An Incarna avatar teaches this Gift.
System: The player spends a Rage point and triggers a contested Intimidation check (vs the target’s Wisdom save). In the case of a group, the member with the strongest Wisdom save makes the contesting roll. The geas’ compulsion lasts until the task is completed or until the target is incapacitated in pursuit of the quest. No victim can labor under more than one geas at a time; the first one laid always takes precedence.
- Wall of Granite (Level Five): Philodox have a stronger relationship with the elementals of the earth than do other werewolves, for just as the earth upholds those upon it, the Philodox uphold their people’s ways. While in contact with earth or rock, the Philodox can invoke a wall to protect himself. This wall will move with the Garou, defending him from all angles. Earth elementals teach this Gift.
System: The Garou spends a Rage point. The wall’s dimensions are three yards high, two yards long and one yard thick. It has a damage resistance of 10 (meaning it ignores the first 10 points of damage from each attack), and 150 health. The wall lasts for one scene or until released into the earth by the Garou.
The Moon Dancers are filled with passion and song, so Luna gives them Gifts that allow them to weave emotions, dreams and hopes. The Galliard is an artist of the highest order, and all the world is his canvas.
- Beast Speech (Level One): The werewolf with this Gift may communicate with any animals from fish to mammals. This Gift does not change their basic reactions; most animals are still afraid of predators such as werewolves. Any spirit of nature can teach this Gift.
System: This Gift is innate once learned.
- Call of the Wild (Level One): This Gift augments the Galliard’s natural task of communication through howls. The Galliard can howl a cry that stirs and invigorates other werewolves, even those far beyond the normal range of hearing. This Gift is most commonly used at the beginning of revels or other events to charge up the pack, or to call for aid in times of peril. A wolf-spirit teaches this Gift.
System: The player rolls Performance (DC 10); the margin of success determines how far away the Call can be heard (in miles) and how stirring it is to those who hear it. This Gift can be used in concert with any of the standard Garou howls. The GM determines the actual effects, but they should be linked to the type of howl made and the intent of the Garou.
- Mindspeak (Level One): By invoking the power of waking dreams, the Garou can place any chosen characters into silent communion. A Chimerling teaches this Gift.
System: The player makes a contested Wisdom roll if a being is unwilling. All those included in the dream may interact normally through the Mindspeak, although they can inflict no damage through it. Their real bodies can still act, although all actions are made with disadvantage. The Mindspeak ends when all the participants want it to, or on the turn the Galliard fails the roll against an unwilling member. The beings affected must be within line of sight.
- Call of the Wyrm (Level Two): This dangerous Gift actually attracts creatures of the Wyrm. Galliards typically use the Call to bait an ambush or to flush prey from hiding. Any spirit servant of Gaia can teach this Gift.
System: The Garou’s player spends a Rage point and triggers a contested roll of Intimidation against the Wyrm creature’s Wisdom save. If the Wyrm creature loses the contest, it must come to the source of the Call.
- Distractions (Level Two): The Garou can make annoying yips, yelps and howls to divert the attention of his target. A coyote-spirit teaches this Gift.
System: The player rolls Performance (vs the victim’s Wisdom save). On a success, the victim suffers disadvantage on all actions until the start of the werewolf’s next turn.
- Dreamspeak (Level Two): The Galliard can enter another’s dream and thereby affect the course of that dream. The werewolf does not have to be anywhere near the target, but she must know or have seen the dreamer. A Chimerling teaches this Gift.
System: The player makes a Persuasion check (vs the target’s Wisdom save). If the dreamer awakens while the Galliard is still within the dream, the werewolf is thrown out of the dream world, and he must make a Rage check.
- Eye of the Cobra (Level Three): With but a look, the Garou can attract anyone to his side. A snake-spirit teaches this Gift.
System: The player rolls Persuasion (vs the target’s Wisdom save). On a success, the target will move to the Garou’s side. Once there, the target can do as he pleases, but he must try his best to get to the Galliard until then.
- Song of Rage (Level Three): 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 Intimidation (vs the target’s Wisdom save). The victim flies into a violent rage (or frenzy, if naturally prone) for one turn. Activating this Gift requires expending a Rage point.
- Bridge Walker (Level Four): The Galliard has the ability to create minor moon bridges through which she alone can travel. The Garou travels between the ends of this moon bridge in one percent of the time it would take to travel that distance normally, allowing her to disappear from in front of a foe and reappear behind it instantly. Note that these moon bridges are not protected by Lunes, and they attract the interest of spirit creatures occasionally. These beings have even been known to follow the Garou into the physical world. A Lune teaches this Gift.
System: This Gift works identical to the spell Misty Step and costs a Rage point to activate.
- Shadows by the Firelight (Level Four): By invoking the power of shadows and dreams, the Galliard may create interactive stories in which others take part — willingly or not. Shadows dance around the participants as they act out their roles (as directed by the Galliard). This Gift is used commonly at moots, allowing many Garou to take part in the same legend recounted by the Galliard. However, this Gift can also be used on the unwilling, forcing them to participate in a story of the Garou’s choosing. An ancestor-spirit teaches this Gift.
System: When using this Gift on the unwilling, the player must succeed on contested Performance roll (vs the target’s Wisdom save). If successful, the player may tell a story and force the victim to perform exactly as the story’s character does. This effect lasts one scene or until the story ends, but the victim may attempt to escape with subsequent saves. This Gift requires a Rage check to activate.
- Fabric of the Mind (Level Five): The highest-ranked Galliards can bring the products of their imagination to very solid life, grafting creatures from the spiritual essence of dreams. Chimerlings teach this Gift.
System: The player makes a Performance check (DC 20). She can create any form of life she can imagine. The werewolf can take as long as she wants to form the creature, accumulating successes from turn to turn, each turn increasing the CR of the creature by 1, but once she stops, the dream being takes form and requires the expenditure of Rage to keep it manifested. The cost is one Rage per scene if the dream being remains relatively inactive (such as doing minor chores or watching a location), or one point per turn if the being engages in combat or similarly strenuous activity. The werewolf must be careful, because if she botches at any point, the dream being escapes her control. It will remain in the physical world for as long as it sees fit.
- Head Games (Level Five): This Gift embodies the Galliard’s ability to manipulate emotion in its purest form. The Galliard can change a target’s emotions as she pleases, from hate to love and back again. Coyote-spirits teach this Gift.
System: The Garou rolls Intimidation (vs the target’s Wisdom save). Success allows the Garou to steer the emotions of any one individual. The higher the margin of success the player rolls, the more quickly the emotions manifest and the stronger they feel. Some emotions won’t last without good cause. A Galliard could make someone fall in love with him, but the love won’t last. (It may well even turn into justified resentment.) If the Galliard’s actions would reinforce the emotion — treating a “new friend” well or threatening a terrified foe — there’s a better chance that the emotions will become the real thing.
When Luna is full, she floods her children with Rage. The Ahroun is her chosen warrior, born to fight and die in her name and Gaia’s alike. Luna rewards these brave souls with strength, speed, skill and power, all of which one needs direly in the face of the Enemy.
- Falling Touch (Level One): This Gift allows the Garou to send her foe sprawling with but a touch. Any aerial spirit can teach this Gift.
System: The Garou’s player rolls a Medicine check (vs the target’s Constitution save). Success sends the victim to the ground. Doing so counts as an action; activating this Gift and striking a foe with intent to harm are two separate things.
- Inspiration (Level One): Other werewolves look to the Ahroun for leadership in combat. The Gift of Inspiration is one reason. The Garou with this Gift lends new resolve and righteous anger to his brethren. Either a lion- or wolf-spirit teaches this Gift.
System: The player spends one Rage point. All comrades (but not the Gift’s user) rain advantage on any Wisdom saves made for the duration of the scene.
- Razor Claws (Level One): By raking his claws over stone or another hard surface, the Ahroun hones them to razor sharpness. Either a cat- or bear-spirit teaches this Gift.
System: The player spends one Rage point, and the Ahroun must take a full turn to sharpen her claws. For the remainder of the scene, her claw attacks do an additional 1d6 slashing damage.
- Sense Silver (Level Two): As consummate warriors, Ahroun must be prepared for every eventuality — including silver weaponry. This Gift, taught by Lunes, allows the Ahroun to detect the presence of silver.
System: The Garou rolls Perception (DC 10). If successful, she can detect the presence of any nearby silver. A critical success allows the werewolf to pinpoint the silver’s location.
- Spirit of the Fray (Level Two): This Gift allows the Ahroun to attack with lightning speed, striking before any foe. A cat-spirit teaches this Gift.
System: Once the character learns this Gift, its effects are permanent. The Ahroun may add 10 to all his initiative rolls, which will nearly always ensure that he strikes first. If he chooses, the Ahroun may spend a Rage point to add another 10 to his initiative roll.
- True Fear (Level Two): The Ahroun can display the true extent of her power, scaring one chosen foe into quiescence for a number of turns. Spirits of fear teach this Gift.
System: The player rolls Intimidation (vs the target’s Wisdom save). On a success she cows the enemy for one turn; the victim cannot attack at this time. He may defend himself if attacked and otherwise act normally, although his actions will likely be guided by fear.
- Heart of Fury (Level Three): The Garou can steel himself against anger, suppressing his Rage and creating a mental dam against the explosive frenzies of his kind. This anger will catch up with him eventually, though, so he must vent it before it breaks free. A boar-spirit teaches this Gift.
System: The player can postpone a frenzy for one turn by spending a Rage point. This can be repeated each turn for as long as the player has Rage points to spend.
- Silver Claws (Level Three): The Ahroun can establish her battlefield primacy against other werebeasts by transforming her own claws into silver. A Lune teaches this Gift.
System: The transformation lasts for the scene or until the Ahroun decides to end the Gift. The werewolf’s claws become silvered for the purposes of inflicting damage. While the Ahroun manifests the claws, she suffers searing agonies. Each turn, she gains an automatic Rage point but is unable to regenerate health. Furthermore, all non-combat checks are made with disadvantage due to the distracting pain.
- Clenched Jaw (Level Four): The werewolf with this Gift can bite down with such power that her grip won’t loosen until she chooses to do so; even in death, her jaws bite down. A wolf- or hyena-spirit teaches this Gift.
System: After making a successful bite attack, the player may invoke this Gift by spending a Rage point. The target becomes grappled and subsequent bite attacks hit automatically until the target escapes. The target can attempt to escape in the usual manner, via a contested Athletics (you) vs Acrobatics/Athletics (them) roll.
- Stoking Fury’s Furnace (Level Four): No auspice is as closely tied to their Rage as the Ahroun, who is the master of directing his fury. This Gift, taught by a wolverine-spirit, allows him to channel his Rage even more effectively.
System: The Garou regains one Rage point in any turn that he takes damage, and he does not have to check for frenzy from that specific stimulus (other stimuli induce frenzy checks as normal). In addition, the Garou can spend one Rage point — and only one — per turn without losing any Rage. However, if he spends multiple Rage in any turn, they are marked off as usual.
- Kiss of Helios (Level Five): The Ahroun can invoke the sun’s power to become completely immune to the damaging effects of fire. Additionally, the Ahroun may ignite any portion of his body and keep it burning for extended periods. Most commonly the Garou will light his mane during rituals, but he can also ignite his claws or mouth without ill effect. A fire elemental or a sun-spirit teaches this Gift.
System: The player spends one Rage point. For the rest of the scene, the Ahroun cannot be harmed by any natural forms of fire, up to and including molten lava. The Garou does an additional 1d6 fire damage if he attacks with blazing fists, claws or fangs. The effects last for one scene.