Sunteți pe pagina 1din 8

Mark of the Wolf (Homid Rank 2)

The werewolf marks those she comes in contact with, leaving them to carry the same
aura of the predator the Garou does. This subtle curse can wreak havoc in a target's
private or professional life, and is a favourite of many homids looking to provoke
discord in the ranks of the enemy. A Lune teaches this Gift
System: The player selects a target that has had some interaction with the Garou
during the scene (even something as simple as light conversation in an elevator
counts), then rolls Manipulation + Primal-Urge (difficulty 7). The target inherits the
Curse (see p.262) as though she had a Rage rating equal to that of the Garou for one
day per success.
Taught by: Lune
Book: WW20

Speech of the World (Homid Rank 2)


Those who wander can encounter a new human dialect in every valley. This Gift
allows the Garou to speak any human language he encounters, although his speech is
slightly accented in any tongue but his own. Unlike the Rank Three Gift: Tongues (a
Warder Gift; also Werewolf Players Guide, pg. 35), this Gift does not convey literacy.
The Gift is taught by an Owl-spirit.
System: The plaer rolls Intelligence + Linguistics, difficulty 7; the effects last for the
entire scene.
Taught by: Owl-spirit
Book: WWtDA
Alternative Versions

From: WW20 (Homid Rank 2)


This Gift allows Gaias warriors to read and wield the spirit of speech, bypassing the need to
learn different languages and dialects. The Garou may speak and understand any human
language she encounters, though she speaks with an obvious accent, marking her as an
outsider. Speech of the World does not convey literacy, nor is it an encyclopedia of cultural
information. An ancestor-spirit teaches this Gift
System: The player rolls Intelligence + Academics, difficulty 7; the effects last for the entire
scene.
Taught by: Ancestor spirit

Unnatural Camoflage (Homid Rank 2)


This odd Gift allows the Garou who employs it to merge in with the homids around
him, not appearing out of place or unusual in the circumstances in which they find
themselves. However, the Garou is not able to interact with any of the people around
them without the illusion dropping.
The Gift will even seem to clothe the Garou appropriately for the current
environment, and subtley change that appearance if the Garou moves. So a Garou
who was in a lift with a number of corporate drones would appear to be wearing a
similar sort of suit to their companions, but if they then joined a group of skaters,
their apparently clothing would change to jeans and baggy tops.
This Gift has been of great use in the past to Garou who find themselves with
insufficient amounts of dedicated clothing when forced to change form, or step
sideways.
System: The player spends a Gnosis point to activate the Gift. For the rest of the
scene, the character is shrouded in an illusion of the appropriate appearance, even as
far as hiding tattoos or scars. If the ST feels that they are in a situation where a
surrounding homid might interact with them, the player can roll Wits + Subterfuge
(difficulty as appropriate) to avoid the contact - else the Gift drops immediately,
revealing the Garou for what they are. This Gift only works on characters in Homid
form.
Taught by: Spirits of illusion or trickster spirits
Book: Damien

Calm the Savage Beast (Homid Rank 3)


Even the most callous of homids can sympathise with the Rage that moves their
fellow Garou in the final days. This Gift allows the werewolf to lend a frenzying
Garou the will to escape her Rage's hold over her. It is taught by an ancestor-spirit.
System: The player spends a Willpower point and rolls Manipulation + Primal-Urge
(difficulty 8). If successful, the Willpower point soothes a frenzying Garou within 30
feet (9m), cancelling the frenzy. By spending an extra point of Willpower, this Gift
may affect non-Garou in a state of frenzy, such as other shapeshifters or vampires
Taught by: Ancestor spirit
Book: WW20
Alternative Versions

Spirit Ward (Homid Rank 4)


This Gift allows a Garou to protect himself from spirits by performing a quick
warding rite. The Garou, by drawing an invisible pictogram into the air, scares and
unnerves any nearby spirits (except the pack totem). This sign travels with the Garou
wherever he goes for the duration of the Gift. This Gift is taught by an Ancestor-
spirit.
System: The Garou spends one Gnosis point and rolls Manipulation + Rituals
(difficulty 7); spirits within 100 feet of the Garou (again, except for the pack totem)
must subtract one from their Dice Pools for each success. This Gift lasts for one
scene.

Mother's Touch (Theurge Rank 1)


The Garou is able to heal the wounds of others, aggravated or otherwise, simply by
laying hands over the afflicted area. The Garou may not heal herself with the Gift.
This Gift is taught by a Unicorn-spirit.
System: The Garou spends on Gnosis point and rolls Intelligence + Medicine
(difficulty of the wounded individual's Rage, or 6 for non-Garou). Each success heals
one Health Level. Even battle scars may be cured in this manner, but this must be
done in the same scene the scar was obtained and requires the expenditure of a
Gnosis point. There is no limit to how many times this may be used on a person, but
each use requires a Gnosis point.
Spirit Speech (Theurge Rank 1)
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 leaving. This Gift can be taught by any
spirit.
System: Once learned, this Gift allows the Garou to understand the communication
of spirits intuitively. Some spirits, such as Banes, may not always be understood.

Uncloak the Hidden (Theurge Rank 1)


By concentrating on a person, object or area, the Garou can determine whether or not
her target is hiding anything. The Garou can spot disguises, concealed weapons and
wires; determine if a room contains trapdoors, hidden cameras, microphones and wire
taps; or if someone lurks in a hidden passage. The Gift does not, however, allow the
Garou to seek beneath the disguise, determine the nature of a concealed weapon or
tell what lies within a hidden wall safe - this trick reveals only that a deception is
present. The Garou must concentrate on the target in order to invoke this Gift.
System: The player rolls Perception + Investigation (difficulty 8). Extra successes
might reveal more facts about the subject, if multiple secrets exist to be sought out.
The Storyteller should inform the player of her characters' knowledge in general
terms ("That man has some sort of disguise"; "The floor contains a hollow beneath
the floorboards").
Taught by: Hakahe
Book: RatH

Command Spirit (Theurge Rank 2)


The character can manipulate encountered spirits, giving simple commands and
expecting their compliance. While she cannot summon spirits by name with this Gift ,
she can interact with those she meets. This Gift is taught by any Incarna avatar.
System: The Garou must spend a Willpower point and roll Charisma + Leadership
(difficulty of the spirit's Gnosis). Each successive command requires the expenditure
of another Willpower point. Note that the Garou cannot command spirits to leave
areas to which they have been bound; that requires the Exorcism Gift (see below).

Spirit Skin (Theurge Rank 2)


Generally, spirits are fairly friendly to Garou, at least ones that aren't automatically
hostile to anything. That doesn't mean, however, that they treat a Garou exactly the
same as they treat other spirits, and that's where this Gift comes in handy. By
activating it within the Umbra, the Theurge disguises herself as a spirit (usually a
wolf spirit) to all concerned. She still physically looks exactly like her lupus form,
she simply gives the impression of a spirit rather than Garou. Some Theurge have
also used the Gift to throw off pursuit by hiding in a pack of wolf spirits. A
chameleon spirit teaches this Gift.
System: The player spends one Gnosis and rolls Appearance + Subterfuge (difficulty
6 if imitating a wolf spirit, difficulty 8 for anything else). Each success keeps the
disguise in place for one hour. While sometimes imitating a spirit other than a wolf is
useful, it should be noted that the character will still somehow be recognisable as
themselves to those looking for them. Even though they will clearly not look like
their Lupus form, someting about them will still give the game away. This Gift is
obviously of little use outside the Umbra.
Taught by: Chameleon spirit
Book: PG3e

Parting the Velvet Curtain (Theurge Rank 3)


This Gift allows a Garou to transport non-Garou into the Umbra. If the non-Garou
wants to resist, she must make a resisted Willpower roll against the bearer of the Gift.
This Gift can be used for physical transport through a reflective surface, or in
combination with other Gifts, for spirit travel. While in the Umbra, the non-Garou are
connected to the Gift user by silver threads. The others brought with the Theurge
leave when she does, or at the whim of the Theurge.
System: The player must make their normal Gnosis roll and spend a Willpower point
for each non-Garou or non-Kinfolk that they wish to bring with them. The Theurge
can send others home before herself by spending a Willpower point.

Spirit Path (Theurge Rank 3)


The Umbra can often confuse the senses of even the most perceptive tracker. The
Theurge who possesses this Gift can track a particular spirit anywhere in the spirit
world. As long as the Garou knows the spirit's name, she can find that spirit no matter
which Umbral realm it takes refuge in. A cockroach-spirit can teach this Gift.
System: As long as the Garou knows the true name of the spirit, she can use this Gift.
She must spend a Gnosis point to be able to find the spirit. A successful Perception +
Enigmas roll (difficulty 8) reveals the location of the errant Umbral denizen. Some
Realms and certain Charms can make this Gift more difficulty to use. The Gift: Name
the Spirit can be used in conjunction with Spirit Path.

Web Walker (Theurge Rank 3)


The Garou may travel on the Pattern Web through the Umbra without physical
difficulty, and without attracting the unfriendly attention of Weaver-spirits in the area.
Any Weaver-spirit can teach this Gift.
System: The player spends one Gnosis point and rolls Charisma + Science (difficulty
7). Success enables the Garou (and her pack, so long as they stick close to her)
to travel through the Umbra across the Pattern Web as though she were on a moon
bridge. Whether the Web's strands go where the Garou wants to travel is another
matter entirely.
Taught by: Weaver
Book: WW20
Grasp the Beyond (Theurge Rank 4)
The Garou may take things to and from the Umbra without having to Dedicate them
to herself (see Rite of Talisman Dedication, pg. 144). This includes humans and
animals, both willing and unwilling. Garou often use this power to take loyal Kinfolk
with them on Umbral quests or to heal injured Kinfolk - both body and soul - in
mystic Glens.
System: The Garou must grasp the object or person he wishes to take to the spirit
world. He must then spend a number of Willpower points: one for small items, two
for larger items (swords, etc) and three for huge items (including people). He makes
the usual Gnosis roll to pierce the Gauntlet and step sideways; if successful, both he
and the desired object or person pass into the Umbra. An unwilling target may resist
with a Willpower roll; each success subtracts one from the Garou's successes. A
Garou attempting to abduct an unwilling victim must achieve at least three successes
on his Gnosis roll. Any person taken to the Umbra, unless she has the ability to step
sideways, must rely on the Garou to escape, or else find an area with a very thin
Gauntlet, such as a caern. The Gauntlet rating must be 3 or lower for a victim to exit
of his own accord. If he does exit, he may not reenter the Umbra, no matter what the
Gauntlet rating.

Mooncat (Theurge Rank 4)


This Gift allows the Garou to assume form of a small white cat (one of Sokhta's
favoured animals). THis ability can prove useful for getting into small places (or
escaping from such) and remaining hidden. The Garou has the senses of a cat for the
duration of the Gift, including good night sight, the ability to absorb information
through her whiskers and extreme flexibility of movement - however, she also retains
the power of a full-fledged Garou, and is much more dangerous than she looks.
Anyone studying the cat closely can tell that it is not a normal feline because the cat's
eyes always reflect the current phase of the moon regardless of the surrounding light
sources.
System: The player spends a point of Gnosis and rolls Dexterity + Animal Ken
(difficulty 7). Each success allows the character to remain in cat form for one scene,
although she can end the gift at any time before the duration runs out. While in cat
form, the Garou retains her Lupus-form Attributes, may soak silver as if it were
ordinary damage (although silver damage is still aggravated), and can inflict
aggravated damage with claw and bite attacks as usual. No successes means that the
Gift fails, while a botch results in a transformation into a misshapen creature
somewhere between a cat and a wolf. The character may choose to end the Gift
immediately if this happens.
Taught by: Sokhta
Book: RatH
Tribe- Fianna
Earth Sense (Fianna Rank 1)
The Garou can feel the "aura" of an area and determine if it is healthy or blighted. For
a brief instant, the user of the Gift becomes so attuned to the land immediately around
her that she can sense the pain of Wyrm-taint, the sickness of pollution or the robust
energy of an unspoiled piece of wilderness. In some instances, the source of an area's
pain - or the reason for its health - may reveal itself to the Garou through the use of
this Gift.
System: The players spends a point of Gnosis. While no roll is necessary, the
character must concentrate on the target area for several minutes of game time before
receiving any information about its condition. The amount of information that is
revealed is left to the Storyteller and can vary from vague feelings ("The land doesn't
feel well, as if it has been poisoned.") to extremely specific facts ("There is an
underground spring which channels Gnosis into topsoil, making the land productive
and fertile.").
Taught by: Eshtarra
Book: RatH

Faerie Light (Fianna Rank 1)


With this Gift, a Fianna can create a wisp of ghostly light, usually white, green, or
faint blue in color. She can direct the glow to move, but the light isn't strong enough
to illuminate more than three feet around the Garou. Some Fianna like to use this Gift
to make their eyes flash green or blue. Ragabash love to create tricks with Faerie
Light. This Gift is taught by marsh spirits and faeries.
System: The Garou rolls Wits + Enigmas against a difficulty of 6. The light appears
anywhere the Fianna chooses, as long as it is within line of sight. It may float slowly
at about 10 yards per turn. The Gift lasts for one turn per success, unless a Gnosis
point is spent, in which case the Faerie Light remains in effect for an entire scene.
Alternative Versions
From: WW20 (Fianna Rank 1)
System: The player rolls Wits + Enigmas (difficulty 6). The light can
appear anywhere within the Garou's line of sight, and bobs about at 10 feet
(3 m) per turn if bidden to do so. It lasts for the rest of the scene.

Hare's Leap (Fianna Rank 1)


The werewolf can leap impossible distances. Hare-spirits teach this Gift
naturally, though cat-, frog-, kangaroo-, and even flea spirits occasionally do so as
well.

System: The player makes a reflexive Strength + Athletics roll (difficulty 7) to


activate this Gift. If successful, the character's leaping distances are doubled for the
scene -- or tripled for a single turn with the expenditure of a Willpower point (see
Jumping, p. 271).
Taught by: Hare spirit; Cat spirit; Frog spirit; Kangaroo spirit; Flea spirit
Book: WW20
Primal Song (Fianna Rank 1)
The Fianna ingratiates himself with strangers by seeming to know all of their songs
and dances. Having heard only a few hummed bars or having glimpsed at just a
movement or two, the Garou can sing along or lead the dance. Skilled musicians can
create new songs appropriate to the style of the culture in question. A Songbird-spirit
teaches this Gift.
System: After learning this Gift, it starts automatically whenever the Fianna hears a
song or sees a dance. He will know every word, note or step as if he'd created the
piece himself. Whether or not he can entertain people still depends on the regular
rules for Performance.
Taught by: Songbird-spirit
Book: Wild West Companion

Resist Toxin (Fianna Rank 1)


The Fianna have long engaged themselves in the concoction of a variety of
recreational liquids, many of them distilled from deadly substances. They very
quickly learned how to adapt - in the interests of continued partying, of course. With
this Gift, the Garou takes no damage from poisons or diseases of any sort, and can
heal many Wyrm toxins. This Gift is taught by a Toad spirit or Plant spirit.
System: The Garou rolls Stamina + Survival (difficulty 6); only one success is
required.

(Fianna Rank 2)
The Garou may emit a fearful howl that unnerves all in the vicinity. This Gift is
taught by a Banshee, a woeful spirit of the dead.
System: The Garou spends one Gnosis point. All who hear the howl, friends or foes,
must make Willpower roll (difficulty 8 for foes, 6 for friends) or run in terror for one
turn per success.
Alternative Versions

From: WWtDA (Fianna Rank 2)


The werewolf may throw back his head and unleash a long, ululating howl like the wail of
hundred ghostly mourners. The howl can strike fear even into the heart of the undead, and
peasants who hear it even from afar cross themselves - for surely such a noise is Death
himself walking the valleys. This Gift is taught by a Banshee (or Bean Sidhe), a Death spirit
whose task is to mourn and foretell.
System: The player spends a Gnosis point and rolls Charisma + Intimidation (difficulty 6).
Anyone who hears the howl, friend or foe, must make a Willpower roll (difficulty 8 if the
Garou's foe, 6 if a friend) or flee in terror for one turn for every success on the werewolf's
Charisma + Intimidation roll.
Taught by: Banshee
From: WW20 (Fianna Rank 2)
System: As per WWtDA version

Sense the Unnatural (Fianna Rank 3 - Tuatha de Fionn)


The Tuatha de Fionn have long delved into magic and have gained the ability to sense
its presence. The Garou can sense any unnatural presence and determine its
approximate strength and type. supernatural presences can include: magic, spirits, the
Wyrm, wraiths, etc. This will detect vampires, but only those with Humanity scores
below 7. This Gift is taught by any spirit servant of Gaia.
System: The Garou rolls Perception + Enigmas (difficulty 6). The more successes
rolled, the more information is gained. However, understanding the information
might require an Intelligence + Occult roll (Storyteller's option).

Song of the Dire (Fianna Rank 4)


The Fianna sings a battle song to empower her comrades as she enters a fray. Driven
by their packmate, the embattled Garou double their efforts to defeat the foe. The
Black Spiral Dancers have learned to turn tail and flee upon hearing the lyrics of this
dread Gift.
System: The player spends two Gnosis points and rolls Manipulation + Performance
(difficulty 8). Each success adds one die to each of her packmates' Dice Pools; the
number of successes cannot exceed the Fianna's Performance rating. The Garou must
keep singing throughout the contest; to do so she must remain in Hispo form, spend
two Gnosis points and allocate at least two dice for singing each round.

S-ar putea să vă placă și