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1 of 5 09/04/2005 1:42 AM
Homid http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
activities and even perhaps exceed huamnity's capacity for them. This Gift, which raises up hatred and
suspicion, is an example of that. It is taught by a dog spirit.
System: By spending one Gnosis point, and rolling Manipulation + Brawl, difficulty 7, the Garou can
exacerbate divisions between individuals or groups. Note that the Gift cannot actually create anger and
divisions; they must already exist to be exploited. If used on the theoretical "perfect family", the Gift
would fail. Among humans, the Gift simply prevents any resolution of issues and difficulties, possibly
breaking into violence. One success might cause targets to raise voices at one another, three would spell
lawsuits, and five might bring them to blows.
Amongst Garou and other shapeshifters with Rage, however, the Gift is even more powerful. Every
sucess on the initial roll adds one success on all Rage rolls the targets make through out the scene. With
such manipulation, it is doubtful that any peace can be made, and highly probable new troubles will
emerge.
Taught by: Dog spirits
Book: PG3e
2 of 5 09/04/2005 1:42 AM
Homid http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
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
3 of 5 09/04/2005 1:42 AM
Homid http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
This Gift allows the Garou who possesses it to extended their shapeshifting abilities to a new plane.
They can alter their physical form to improve their strength, or to gain increased speed above and
beyond the ability to change to Crinos by borrowing from one aspect of themselves to temporarily give
to another.
System: The player who wishes to use this Gift must spend a point of Rage and roll Stamina + Primal
Urge (difficulty 7). Each success allows them to move a point from one physical attribute to another -
from Stamina to Strength, or from Dexterity to Stamina.
4 of 5 09/04/2005 1:42 AM
Homid http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
interact with the Garou without deleterious effects. However, the human will forget much of what he
knows if the Delirium is induced in him at a later date (he sees a Crinos, etc). This Gift is taught by an
Ancestor-spirit.
System: The Garou spends a Gnosis point and rolls Charisma + Empathy (difficulty 6).
5 of 5 09/04/2005 1:42 AM
Metis http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
System: A character with this Gift may sacrifice a single health level, once per scene, and gain two
extra points of Rage in exchange (even if doing so takes her above her permanent Rage rating). The
health level is treated as aggravated.
Taught by: ancestor
Book: WW3e
1 of 5 09/04/2005 1:45 AM
Metis http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
use this Gift, but the tunnel will only be as large as the form he assumed while burrowing it (only
Lupus- or smaller-sized beings can travel a tunnel burrowed by a Garou in Lupus form). The tunnel is
not structurally sound and will collapse over time. This Gift is taught by a Mole-spirit.
System: The Garou rolls Strength + Athletics against a difficulty depending on the substance to be
excavated (4 for loose mud, 9 for solid rock). One yard per turn can be burrowed for each success.
2 of 5 09/04/2005 1:45 AM
Metis http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
System: While active, the metis cannot use Rage nor acheive any successes on Rage rolls, nor will
mind-altering Gifts or magic affect him. However, he can also not attempt any rolls using Empathy or
Primal Urge, and suffers a -1 dice penalty on all initiative rolls.
Taught by: Turtle
Book: PG3e
3 of 5 09/04/2005 1:45 AM
Metis http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
themselves deep in the victim's body, thus causing tremendous irritation. Healing such a wound without
first removing the splinters is both painful and stupid. Unfortunately the Gift's user loses her claws until
she spends a round regenerating new ones. A Tree-spirit teaches this Gift (especially one with thorns or
spiky seedpods). Glass Walkers or Bone Gnawers can learn this Gift from spirits living in houses or
other wooden constructs.
System: After a successful attack that causes at least one Health Level of damage, the Garou may spend
a Rage point to activate the Gift. Any damage that the target does not soak cannot be healed until he
removes the bits of claw. As with all other werewolf claw attacks, the wounds are aggravated. The
attacking Garou receives one automatic, nonaggravated wound. The werewolf cannot soak this wound,
but can heal it as normal. Until the Garou heals the wound, he has no claws.
4 of 5 09/04/2005 1:45 AM
Metis http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
Garou's enemies with a blast of thunder and lightning. This gift is taught by the Garou's tribal totem.
System: The Garou spends one Gnosis point and rolls Charisma + Rituals (difficulty 9).
5 of 5 09/04/2005 1:45 AM
Lupus http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
1 of 4 09/04/2005 1:46 AM
Lupus http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
Book: WW3e
2 of 4 09/04/2005 1:46 AM
Lupus http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
3 of 4 09/04/2005 1:46 AM
Lupus http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
(two successes indicate a 20-mile radius). The effect lasts for one scene, but the time may be extended
by spending one Gnosis point per extra scene.
4 of 4 09/04/2005 1:46 AM
Ragabash http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
1 of 9 09/04/2005 1:47 AM
Ragabash http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
The severe winters in much of Europe can immobilize a village or greatly impair a wolf pack. This Gift
allows a werewolf to circumvent the problems caused by heavy snowfall. The Garou using this Gift can
run across snow or ice as if it were solid ground, without sinking in or leaving footprints. The Silver
Fangs are said to have a version of this Gift that lends them more supernatural grace while treading on
ice or snow, but leaves their tracks behind. The Gift is taught by an Ice elemental.
System: The Garou need only spend a Gnosis point. The effects last for a day.
Taught by: Ice elemental
Book: Werewolf: The Dark Ages
2 of 9 09/04/2005 1:47 AM
Ragabash http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
System: Stealing another's shadow is not a subtle process. The Ragabash must pounce on the shadow
of the victim (roll Dexterity + Brawl, diff 8) and if successful, spend a Gnosis point to 'tear it off'. Once
the shadow is detached, the Ragabash must continue to hold it firmly, else it will fly away (lose 2 dice
off all actions).
However, until sundown of that evening, the shadow of the victim (usually held up against a wall) will
continue to silhoutte the victim's actions, perhaps giving clues to their current activities. A victim may
feel strange for the time during which their shadow is held by the Garou, and others may notice its loss
(Perception + Alertness, difficulty 7) simply by being in the presence of the victim.
Taught by: Shadow and cat spirits
Book: Damien
3 of 9 09/04/2005 1:47 AM
Ragabash http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
appropriate; he might get extra dice on a pickpocketing attempt, but not when trying to hot-wire a car.
The effect lasts for one scene
Taught by: Mitanu
Book: RatH
4 of 9 09/04/2005 1:47 AM
Ragabash http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
System: The Garou rolls Manipulation + Intimidation; the difficulty is determined by the complexity of
the item (see below). The more successes the Garou obtains, the more the device is damaged. Five
successes permanently disable the device (the spirit has fled). Good roleplaying might certainly warrant
one to three additional dice at the discretion of the Storyteller.
Device Difficulty
Computer 4
Phone 6
Automobile 8
Knife 10
5 of 9 09/04/2005 1:47 AM
Ragabash http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
Taking their cue from numerous trickster legends, some Ragabash love to confuse their targets with
unusual quizzes and mysterious puzzles. Those with this Gift add a little spiritual punch into the mix,
slowly driving their targets mad with riddles. A spirit servant of Sphinx teaches this Gift.
System: The player must first create (or find) a riddle to be told. It must have a solid answer that can be
understood by most people. After telling it to the victim, the player spends one Gnosis. From then on,
the victim will be driven to distraction by the riddle and until he can solve it, he suffers a +1 difficulty
to all rolls.In addition, every morning the victim loses one Willpower. Should this drain him entirely of
Willpower, he will go a little crazy, most commonly by barricading himself in his room for a day and
refusing to come out. At the end of the day, however, the riddle will no longer concern him.
Taught by: Spirit servant of Sphinx
Book: PG3e
System: Stealing another's shadow is not a subtle process. The Ragabash must pounce on the shadow
of the victim (roll Dexterity + Brawl, diff 8) and if successful, spend a Gnosis point to pin it down. The
Garou must remain holding the shadow to the ground with at least one hand, and cannot move about
while the Gift is enacted.
Taught by: Shadow and cat spirits
Book: Damien
6 of 9 09/04/2005 1:47 AM
Ragabash http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
Book: RatH
Alternative Versions
From: Damien (Ragabash Rank 4)
System: The player rolls Stamina + Enigmas (difficulty 7). Each success allows the character to
regain a point of Willpower and Gnosis while they sleep, or to include another individual in the
effects of the Gift (a connection of some sort, physical, or spiritual is necessary to include others
in the Gift's effects). A failure means that the Gift does not work, while a botch inflicts restless
sleep on the character, and they lose a Willpower point. The nap can last for up to eight hours,
although only two hours are necessary to reap full benefits.
7 of 9 09/04/2005 1:47 AM
Ragabash http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
Physical Attributes. The effect is permanent, although the victim may restore these Attributes via
experience. This Gift may be used only once per scene against a given opponent.
8 of 9 09/04/2005 1:47 AM
Ragabash http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
9 of 9 09/04/2005 1:47 AM
Theurge http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
1 of 10 09/04/2005 1:49 AM
Theurge http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
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.
2 of 10 09/04/2005 1:49 AM
Theurge http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
successes indicate a failure of the Gift, while a botch produces false visions or an extremely chaotic
jumble of meaningless images.
Taught by: Sokhta
Book: RatH
3 of 10 09/04/2005 1:49 AM
Theurge http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
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
4 of 10 09/04/2005 1:49 AM
Theurge http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
necessary for the Gift to take effect. The effect of the Gift lasts until the hidden information is
triggered.
Taught by: Hakahe
Book: RatH
5 of 10 09/04/2005 1:49 AM
Theurge http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
6 of 10 09/04/2005 1:49 AM
Theurge http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
analysis of a situation and formulate a course of action. This is particularly useful in situations where
gathering concrete information is difficult or in extremely complex situations.
System: The player spends a point of Gnosis and rolls Intelligence + Enigmas (difficulty 7). Only on
success is necessary to make sense out of even the most confusing situation, but each additional success
furhter clarifies matters. (The player may ask the Storyteller to explain to her what is actually going on
in a given scene and use that information as character knowledge).
Taught by: Ruatma
Book: RatH
7 of 10 09/04/2005 1:49 AM
Theurge http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
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
8 of 10 09/04/2005 1:49 AM
Theurge http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
altered, it does allow the Garu to attempt to avert disaster or improve an individual's lot.
System: The player sacrifices a permanent point of Gnosis and rolls Perception + Enigmas (difficulty
8). Only one success is necessary to effect a change in a future event. The player should explain to the
Storyteller which element of the future even she wishes to alter. (For example, "I want my packmater to
survive the coming battle against the fomori horde."). If possible, the Storyteller should arrange events
so that the change takes place exactly as stated. The Gift only affects events that will occur within the
24 hours immediately following the activation of the Gift; furthermore, characters cannot ensure the
death or destruction of their foes with this power. Only pleas for preservation meet with the Veiled
Mother's approval
Taught by: Tambiyah
Book: RatH
9 of 10 09/04/2005 1:49 AM
Theurge http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
eight hours late. Once the Garou has entered her Moon Dream, she may not be awakened until the full
eight hours has passed.
System: The player spends a point of Gnosis and rolls Wits + Enigmas. The number of successes
indicates the degree of control the character has over her part in the dream. The Storyteller may either
take the player aside to run the dream privately or else create a scene that involves the entire troupe
(particularly if the subject of the dream also involes the character's park mates). The dream should give
a reasonably accurate picture of the next two or three scenes so that the character may experiment with
ways of handling the future, or, perhaps, changing it. No successses means that the character receives
no dream while a botch gives the character an eight-hour long nightmre which she cannot remember
but which results in a -1 penalty to all rolls involving Alertness.
Taught by: Sokhta
Book: RatH
10 of 10 09/04/2005 1:49 AM
Philodox http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
1 of 7 09/04/2005 1:55 AM
Philodox http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
2 of 7 09/04/2005 1:55 AM
Philodox http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
Relationship Difficulty
A sibling 3
Feed and care for 6
Stranger 8
Hostile 10
3 of 7 09/04/2005 1:55 AM
Philodox http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
4 of 7 09/04/2005 1:55 AM
Philodox http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
5 of 7 09/04/2005 1:55 AM
Philodox http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
contest.
6 of 7 09/04/2005 1:55 AM
Philodox http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
By bestowing appropriate gifts on an individual or a group, the Garou increases her esteem and
reputation in the eyes of the recipients of her largesse. The targets of this Gift tend to listen favourably
to suggestions made by the Gift's user and to support her arguments or come to her aid in a battle of
words or weapons. This Gift lasts for an entire scene. When the effects of the Gift come to an end, the
individuals affected may still continue to regard the Garou with some residual respect depending on
their experiences while the Gift was active.
System: The player rolls Manipulation + Empathy (difficulty of the highest Willpower in the target
group). Each success allows her to affect one individual. While the Gift is in effect, all Gifts or Social
rolls involving persuasion are automatically successful against the affected individuals.
Taught by: Zarok
Book: RatH
7 of 7 09/04/2005 1:55 AM
Galliard http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
1 of 8 09/04/2005 2:03 AM
Galliard http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
("There is an underground spring which channels Gnosis into topsoil, making the land productive and
fertile.").
Taught by: Eshtarra
Book: RatH
2 of 8 09/04/2005 2:03 AM
Galliard http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
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 Galliard 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
3 of 8 09/04/2005 2:03 AM
Galliard http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
4 of 8 09/04/2005 2:03 AM
Galliard http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
5 of 8 09/04/2005 2:03 AM
Galliard http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
number of successes indicate the degree to which the character can alter her appearance or that of
another individual. One success allows only minor details in height weight, facial features, skin tone
and other similar qualities. Three successes enables the character to effect a drastic change in her
physical form, even to the extent of appearing to be a specific person. (The Garou must, of course, be
familiar with the appearance of anyone whose form she assumes). The effect of this Gift lasts for one
scene.
Taught by: Tambiyah
Book: RatH
6 of 8 09/04/2005 2:03 AM
Galliard http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
Book: RatH
7 of 8 09/04/2005 2:03 AM
Galliard http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
8 of 8 09/04/2005 2:03 AM
Ahroun http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
1 of 7 09/04/2005 2:12 AM
Ahroun http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
2 of 7 09/04/2005 2:12 AM
Ahroun http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
strength.
The player may spend only one point of Rage each time the Gift is used; this prohibits spending Rage
to gain extra actions in the same turn as invoking the shards. Although a character may use the Gift
mroe than once in a scene, each successive use after the first adds +1 to the difficulty roll to activate the
gift.
Taught by: Nerigal
Book: RatH
3 of 7 09/04/2005 2:12 AM
Ahroun http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
4 of 7 09/04/2005 2:12 AM
Ahroun http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
Leg +1 Dexterity roll to remain standing; target cannot run or attack with broken limb
Rib +2 Stamina roll (difficulty 6) to avoid puncturing a lung.
Spine +4 Must attack target from rear; target remains paralysed until this wound heals.
5 of 7 09/04/2005 2:12 AM
Ahroun http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
System: The Garou regains one Rage point if he takes a Health Level of damage that turn and does not
have to check for frenzy. In addition, the Garou can spend one Rage point per turn without losing that
point. However, if more than one point is spent that turn, the point is lost normally.
6 of 7 09/04/2005 2:12 AM
Ahroun http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
System: The player spends two Gnosis and states a period of time for the Gift to remain active. This
could be "the next turn", "an hour", "the rest of the scene" or even "until the day I die". If the Ahroun
dies, the Gift ceases to work immediately, so "until the Final Battle" won't work unless you survive to
see it.
For that amount of time, one Garou of the Ahroun's choice and within their line of sight immediately is
treated as possessing the Ahroun's Physical Attributes, Brawl, Dodge and Melee abilities (if the target
has higher abilities, they retain their own high scores). However, the Ahroun is treated as having a mere
one dot in all Physical attributes, in all forms, as long as the Gift is active and no dots in Brawl, Melee
and Dodge. The target and Ahroun cannot spend experience points to raise any of the shared Traits
until the Gift ends.
Taught by: Wolf spirit
Book: PG3e
7 of 7 09/04/2005 2:12 AM
Black Fury http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
System: The Fury must touch her target's skin, and this Gift must be used outdoors in a natural setting
(a city park is sufficient for the Gift to function). The player rolls Gnosis (difficulty 6 for humans, 5 for
Garou). Success grants a rush of energy and clarity of thought. In game terms, this Gift grants one extra
die on all Mental rolls for the next scene. Its also adds one to the difficulty of any Rage rolls the target
makes in that time.
Taught by: Spirit servant of Pegasus
Book: WW3e
1 of 8 09/04/2005 2:17 AM
Black Fury http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
The Garou may vastly increase her sensory input for a short time. When in Homid or Glabro form, her
senses become as sharp as those of a wolf, while in her wolf forms, her senses become preternaturally
potent. This gift is taught by Wolf-spirits.
System: The Garou spends a Gnosis point. The effects last for one scene. Homid and Glabro forms:
Perception difficulties are reduced by two; roll Perception + Primal-Urge (difficulty 6) to perform
sensory feats impossible to humans. Crinos, Hispo and Lupus forms: Perception difficulties are reduced
by three; +1 to Primal-Urge Dice Pools.
2 of 8 09/04/2005 2:17 AM
Black Fury http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
3 of 8 09/04/2005 2:17 AM
Black Fury http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
First developed by the Amazons of Diana camp, this Gift allows the user to sense persons in agony.
The Amazons use this Gift to uncover individuals suffering abuse. Other Black Furies use this Gift to
track the abusers after wounding them. This Gift is taught by a spirit servant of Pegasus.
System: The Garou must focus and spend a Gnosis pint. At least one turn is required for the Gift user
to attune herself to the mental anguish of the target. A Perception + Empathy roll discerns a single
sufferer among many. The Fury can sense any living being in tremendous pain, physical or emotional,
within 50 yards. The user senses only the general direction and urgency, but that's typically enough for
an angry Black Fury.
4 of 8 09/04/2005 2:17 AM
Black Fury http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
point, he may imbue the effects of this Gift upon another being.
5 of 8 09/04/2005 2:17 AM
Black Fury http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
System: The player spends three Rage points to summon Gaia's wrath. The Storyteller determines what
freak natural events follow, but the full force of the Goddess strikes the target (multiple lightning bolts,
a tornade touching down at his feet, etc.). Unfortunately, the Gift affects everyone around the target as
well, as the power of nature is indifferent to innocence.
Taught by: An avatar of Gaia
Book: Wild West Companion
6 of 8 09/04/2005 2:17 AM
Black Fury http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
can be hurled. The difficulty at long range is increased by one. On the other hand, attacks made at
targets within a yard of the Garou are considered "point-blank" (difficulty 4).
7 of 8 09/04/2005 2:17 AM
Black Fury http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
willpower) to determine the number of rounds the victim remains stone. The player can double this
time with a Willpower point.
8 of 8 09/04/2005 2:17 AM
Bone Gnawer http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
1 of 8 09/04/2005 2:20 AM
Bone Gnawer http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
2 of 8 09/04/2005 2:20 AM
Bone Gnawer http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
previously mentioned benefits for one day, and that the totem will not look favourably on a Garou who
mistreats the Bone Gnawer without cause. This Gift usually won't cause any bad feelings from the sept
or pack in question as long as the Bone Gnawer minds his manners. However,using it too often
certainly will.
Taught by: A lost-dog spirit, a servant of Rat
Book: WW3e
3 of 8 09/04/2005 2:20 AM
Bone Gnawer http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
4 of 8 09/04/2005 2:20 AM
Bone Gnawer http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
botches, he takes double damage (he fell on his ankle, etc.). The Garou can also leap from tall buildings
in this manner, but it requires one success per story to negate damage.
5 of 8 09/04/2005 2:20 AM
Bone Gnawer http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
Willpower (difficulty 7) and must succeed for the transfer to take place. If the roll botches, the Bone
Gnawer loses the traits in question, but the recipient does not gain them. This Gift lasts until the end of
the scene unless the recipient
decides to terminate it early. If the recipient dies before the Traits are returned, the Bone Gnawer loses
them permanently.
Taught by: Dog
Book: WW3e
6 of 8 09/04/2005 2:20 AM
Bone Gnawer http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
Gift may only be used in urban areas, as the Gnawers have become desensitised to the wilderness.
7 of 8 09/04/2005 2:20 AM
Bone Gnawer http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
When the victim recovers from the Gift, he is most likely highly disoriented, and may need to regain
focus and otherwise discover what's been happening while he "was out". A failure simply means that
the Gift does not work, while a botch gives the victim not only rapid thought but the ability to translate
those thoughts into immediate action - usually to the detriment of the character.
Taught by: Mitanu
Book: RatH
8 of 8 09/04/2005 2:20 AM
Child of Gaia http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
1 of 9 09/04/2005 2:20 AM
Child of Gaia http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
duels, allows the Garou to use her natural weaponry and Rage without fear of killing her
opponent. A dove-spirit teaches this Gift.
System: The player spends one Gnosis point. For the rest of the scene, all damage that the Garou
inflicts with her own body (claws and teeth, but not weapons of any kind) is 'virtual' - the
creature does not actually suffer any wounds, but suffers the same effects as if they had. A
creature "killed" by such damage merely falls unconscious.
2 of 9 09/04/2005 2:20 AM
Child of Gaia http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
Willpower). Each success removes one of the target's Rage points, although lost Rage can be regained
normally.
3 of 9 09/04/2005 2:20 AM
Child of Gaia http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
form), the difficulties of Social rolls are reduced by two and then by one per success. The Garou must
orate for at least five successes.
4 of 9 09/04/2005 2:20 AM
Child of Gaia http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
or exaggerated stands intended to be bargained away. Those who resist, and continue to bargain in bad
faith, become loudly and uncontrollably flatulent each time they state their position. This Gift is taught
by avatars of the New World Trinity totem.
System: The Garou rolls Wits + Expression against a difficulty of 6. Anyone who actively wants to
resist finding common ground or negotiating in good faith must make a resisted Willpower roll
(difficulty 6) against the Garou's number of successes. If he fails to resist, his opposition will be
betrayed by his sudden flatulence, and he will likely be shunned and viewed as absurdly inflexible by
those who bargain in good faith.
5 of 9 09/04/2005 2:20 AM
Child of Gaia http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
successfully to her destination (or until she decides to end her journey). Additional successes either
allow the Garou to carry others with her (on a one-for-one basis) or reduce the travel time by half per
success. Thus, with one additional success, a journey of one month would only take two weeks, while
two additional successes reduces the journey to a week. A character may use some of her extra
successes to allow others to travel with her and the remaining ones to speed up travel time.
Taught by: Katanka-Sonnak
Book: RatH
6 of 9 09/04/2005 2:20 AM
Child of Gaia http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
Book: RatH
7 of 9 09/04/2005 2:20 AM
Child of Gaia http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
8 of 9 09/04/2005 2:20 AM
Child of Gaia http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
the dark - may flee before the brightly shining Garou. This Gift is taught by a spirit allied to Helios, the
Sun Celestine.
System: The Garou spends one Gnosis point; the effect lasts for one scene. The damage of any
hand-to-hand attack made by the Garou is increased by two; alternative, the Garou can cause
aggravated damage when in Homid or Glabro form. Anyone directly facing the Garou adds three to all
attack difficulties because of the glare, and any vampires within 20 yards suffer damage as if exposed to
true sunlight.
9 of 9 09/04/2005 2:20 AM
Fianna http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
1 of 9 09/04/2005 2:35 AM
Fianna http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
2 of 9 09/04/2005 2:35 AM
Fianna http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
3 of 9 09/04/2005 2:35 AM
Fianna http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
whim.
4 of 9 09/04/2005 2:35 AM
Fianna http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
System: The Garou using this Gift must spend a Gnosis point, then roll Manipulation + Performance
against a difficulty of the opponent's Willpower. If the roll succeeds, and the target is Wyrm-tainted,
then she loses a point of Appearance for every success as incriminating blotches spread across her face
and body. These marks last for a scene. If the roll fails, or the target is not Wyrm corrupted, nothing
happens.
5 of 9 09/04/2005 2:35 AM
Fianna http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
target, to the damage roll (normally Strength + 2), or even spent to increase the spear's effective range
(by twenty yards per dice assigned).
The Gift functions only on a spear's throw; it cannot be used to augment a blow made in melle, or any
other missile attack. However, the spear need not be metal-tipped; this Gift proves very effective at
placing a six-foot wooden stake through a vampire's black heart.
Taught by: Ancestor spirits
Book: WW:tDA
6 of 9 09/04/2005 2:35 AM
Fianna http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
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).
7 of 9 09/04/2005 2:35 AM
Fianna http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
one scene.
8 of 9 09/04/2005 2:35 AM
Fianna http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
women would dump water over his body to cool him down. This Gift causes the user to radiate a
tremendous heat, igniting nearby flammable items and melting metal. The aura only works while the
Fianna is in a berserk frenzy. At the end of the frenzy, the Fianna cools off. This Gift is taught by
Fianna ancestor spirits.
System: The Garou spends one point of Rage to activate this Gift, after which she will automatically go
into a Berserk Frenzy. All flammable material she touches bursts into flame. Her hand to hand attacks
do two aggravated wounds of damage in addition to regular attack damage.
9 of 9 09/04/2005 2:35 AM
Glass Walker http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
1 of 12 09/04/2005 2:36 AM
Glass Walker http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
control. For the remainder of the scene or until she loses contact, the rope writhes and dances at her
command. The Gift affects only one rope at a time and every new contact requires another Willpower
point.
Taught by: Spider-spirit
Book: Wild West Companion
System: The player adds the character's permanent Glory rating to his dice pool when performing a
really outlandish shooting trick. Again, this Gift does not allow direct damage to targets ("I'll shoot him
between the eyes!"), but it can be used to injure opponents indirectly ("I'll shoot the rope that's holding
the chandalier over his head!"). The effects are permanent.
Taught by: Air spirits
Book: WW3e
2 of 12 09/04/2005 2:36 AM
Glass Walker http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
3 of 12 09/04/2005 2:36 AM
Glass Walker http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
Gift allows a Warder to temporarily hide his presence. This Gift allows a Warder to temporarily hide
his inner Rage, allowing him to ride horses or work with dogs as if he were an ordinary man.
This Gift is taught by the spirit of any domesticated animal - a face that has earned the Warders much
derision among other tribes.
System: The player rolls Charisma + Animal Ken. Success means that animals treat the Warder as if he
was an ordinary human for the duration of the scene. However, this power is ineffective against wolves;
the Warders have had little luck in winning the confidence of their wild relatives.
Taught by: Domesticated animal spirits
Book: WW:tDA
4 of 12 09/04/2005 2:36 AM
Glass Walker http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
5 of 12 09/04/2005 2:36 AM
Glass Walker http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
Although the object is absorbed, it still counts towards the maximum number of objects that a Garou
can dedicate with the Talisman Dedication ritual. The Garou can expunge an absorbed object only
within the Umbra, and it is expelled in a spirit form only - the material form is destroyed as part of the
Gift.
Taught by: Bower birds and Weaver spiders
Book: Damien
6 of 12 09/04/2005 2:36 AM
Glass Walker http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
7 of 12 09/04/2005 2:36 AM
Glass Walker http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
8 of 12 09/04/2005 2:36 AM
Glass Walker http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
surfing the phone networks until he arrives at his destination. Unlike the original Gift, however, the
phone need not be answered for the Garou to appear.
System: The Garou simply steps sideways as per normal, but chooses to travel down the phoneline. No
Willpower point is spent, and if the Gnosis roll is botched, the Gift simply fails. However, because the
phone receiver at the far end does not need to be lifted (although the Garou needs to know the number)
there is a chance that the Garou can be trapped at the far end of the line. If the other end of the phone
line is a modem, answering machine or voice mail, the Garou must make a Wits + Athletics roll
(difficulty 7) to dodge ending up in the wrong place. If they fail - well, listening to the voicemail or
answering machine message will surprise its owner. If the other end of the line is a modem, then the
Garou is catapulted into the Computer Realm.
9 of 12 09/04/2005 2:36 AM
Glass Walker http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
10 of 12 09/04/2005 2:36 AM
Glass Walker http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
11 of 12 09/04/2005 2:36 AM
Glass Walker http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
System: The player spends three Rage and rolls Charisma + Science, difficulty 8. Assuming at least
one success, every electric device in the room the Glass Walker is in will begin to shake. Two turns
after that, the entire room is flled with monstrous electrical appliances, and everyone in the room
suffers a number of unsoakable aggravated wounds equal to the number of successes rolled. Since this
includes the Glass Walker, it behooves him to leave the room in the time he has.
Taught by: Pattern spider
Book: PG3e
12 of 12 09/04/2005 2:36 AM
Get of Fenris http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
System: The player rolls Charisma + Intimidation. Only one success is necessary to affect non-Garou
and Garou of equal or lower rank. To affect Garou of higher rank, the player must score a number of
successes equal to twice the difference in Rank between the Garou and the target. Allies and peers
aaffected by this Gift see the Get as impressive and noble (-1 to all Social rolls). Foes pause for a
moment to summon the resolve necessary to fight such a monster (losing one from their initiative
ratings). This Gift lasts for one scene.
Taught by: A wolf spirit
Book: WW3e
1 of 7 09/04/2005 7:12 AM
Get of Fenris http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
System: The Garou spends one turn concentrating and rolls Charisma + Intimidation (difficulty of the
foe's Willpower); if successful, the Garou may halve the speed of the individual for a scene.
2 of 7 09/04/2005 7:12 AM
Get of Fenris http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
When a Garou with this gift frenzies, he will always enter a berserk frenzy, never a fox frenzy. This
Gift is taught by a Bear-spirit.
System: No roll is required; once this Gift is learned, the effects are automatic. In addition, the Garou
can make a Willpower roll to resist any Gifts, Disciplines, Arcanos or other powers that incite fear,
even if a resistance roll is normally not allowed.
3 of 7 09/04/2005 7:12 AM
Get of Fenris http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
himself if attacked.
4 of 7 09/04/2005 7:12 AM
Get of Fenris http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
the warrior who sings it. Some younger Fenrir have begun experimenting with the tune and
discovered that the lyrics can be sung in any method - so long as they maintain the lyrics, they
can sing it in more modern styles (which outrages some Elder Get). An ancestor spirit teaches
this Gift, but cannot explain its origins.
System: After spending two Rage points, the player rolls Stamina + Expression or Performance,
whichever is higher, against difficulty 6. For a number of rounds equal to the successes gained,
the Get automatically frenzies, shifting immediately to Crinos, and gaining immunity to mind
influencing powers. However, he can pull out of Frenzy immediately and may use simple
weapons like swords or bludgeons. If the Garou is stopped from singing, somehow, the effect
automatically ends.
5 of 7 09/04/2005 7:12 AM
Get of Fenris http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
For the duration of the scene, the Fenrir takes no damage from attacks inflicted by ferrorus metals,
although wood, stone, silver, claws or teeth and other non-ferrous attack forms can wound her as
normal.
Taught by: War spirits
Book: WW:tDA
6 of 7 09/04/2005 7:12 AM
Get of Fenris http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
7 of 7 09/04/2005 7:12 AM
Red Talon http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
1 of 7 09/04/2005 7:14 AM
Red Talon http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
taught by a Fox-spirit.
System: The difficulties of all rolls to track the Garou are increased by two. This Gift becomes an
innate ability to the Garou who learns it. She need not expend any points or make any rolls.
2 of 7 09/04/2005 7:14 AM
Red Talon http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
System: The Red Talon need only succeed on a Perception + Primal Urge roll (difficulty 7) to
determine the general health and fitness of an individual. This Gift also works on animals and Garou as
well as humans. One success detects any injuries, whereas five successes would reveal the creature's
entire physiology.
3 of 7 09/04/2005 7:14 AM
Red Talon http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
System: This Gift can only be used on a human child of no more than ten years. The player pends three
Gnosis and rolls Charisma + Primal Urge. The difficulty is the child's age; any child less than a year old
automatically is barred from setting foot in a city for the rest of their life. For children aged one and up,
the number of successes rolled becomes the number of decades that pass before they can re-enter a city.
If they do so before then, they suffer incapacitating cramps, refuse to eat, and stay immobile until
removed from the city.
Since this Gift only works on those too small to fend for themselves, few who use it simply abandon
their charges. After all, a dead human child in the wild isn't the example the Whelp's Compromise
wants to make.
Taught by: Wolf or Ape spirit
Book: PG3e
4 of 7 09/04/2005 7:14 AM
Red Talon http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
5 of 7 09/04/2005 7:14 AM
Red Talon http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
her permanent rating. These extra points must be regained as usual, and they do not add extra dice to
rolls involving these Traits.
Taught by: Wolf
Book: WW3e
6 of 7 09/04/2005 7:14 AM
Red Talon http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
7 of 7 09/04/2005 7:14 AM
Shadow Lord http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
1 of 8 09/04/2005 7:17 AM
Shadow Lord http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
2 of 8 09/04/2005 7:17 AM
Shadow Lord http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
3 of 8 09/04/2005 7:17 AM
Shadow Lord http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
Book: WW3e
4 of 8 09/04/2005 7:17 AM
Shadow Lord http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
Book: WW:tDA
5 of 8 09/04/2005 7:17 AM
Shadow Lord http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
house for ecoterrorists - but she may also smooth over the edges of the victim's memory so that he does
not realise anything is missing. THe Garou may also use this Gift to alter her own memories in
situations where she feels that this is necessary.
System: The player spends a point of Gnosis and rolls Manipulation + Empathy (difficulty of the
victim's Willpower). A single success allows the character to excise the desired piece of information.
Additional successes enable the character to make secondary adjustments to the target's memory to hide
the fact that something is missing.
Taught by: Ruatma
Book: RatH
6 of 8 09/04/2005 7:17 AM
Shadow Lord http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
Stormcrow.
System: The Garou rolls Wits + Intimidation (difficulty of the target's Willpower). For a number of
turns equal to the successes scored by the Garou, the victim will lose one Rage point per turn, while the
Garou will gain that Rage point. This may be attempted only once per target per scene.
7 of 8 09/04/2005 7:17 AM
Shadow Lord http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
System: The Garou must spend a variable number of Gnosis points and succeed in a Gnosis roll
(difficulty 8). For each Gnosis point spent, the Garou summons an exact duplicate of himself to fight by
his side. These Garou have identical identical Attributes and Abilities, but not fetishes; they may not
use Gnosis or Willpower, and each has only as many Health Levels as the number of successes rolled.
The shadow-Garou last for one scene.
Taught by: Night or Chimerling
8 of 8 09/04/2005 7:17 AM
Silent Strider http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
1 of 8 09/04/2005 7:19 AM
Silent Strider http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
of Gaia.
System: The Garou rolls Perception + Occult. The difficulty for this Gift is based on the concentration
and strength of the Wyrm's influence (sensing a single formor in a room would have a difficulty of 6).
Vampires can be sensed using this Gift, but only those with Humanity scores lower than 7.
2 of 8 09/04/2005 7:19 AM
Silent Strider http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
3 of 8 09/04/2005 7:19 AM
Silent Strider http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
Gnosis and rolls Perception + Occult, difficulty 7. One success is needed to smell the direction of the
ghost from the body. Every day the search continues, another Perception + Occult roll must be made,
with one additional success required for each day spent searching. The Storyteller determines how far
away the ghost is.
Taught by: Servants of Owl
Book: PG3e
Alternative Versions
From: Damien (Silent Strider Rank 3)
System: Additional: only the ghosts of those who had a task left undone on their mind at the time
of death may be found with this Gift. Unless the task in question concerned the Silent Strider
using the Gift, the difficulty is 8.
4 of 8 09/04/2005 7:19 AM
Silent Strider http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
5 of 8 09/04/2005 7:19 AM
Silent Strider http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
6 of 8 09/04/2005 7:19 AM
Silent Strider http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
can be healed like aggravated damage. Typically, the victim's fur is streaked white by the incident.
Vampires and other undead are unharmed by this Gift - they simply remember what has already
happened to them.
7 of 8 09/04/2005 7:19 AM
Silent Strider http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
with clarity. Though the future is mutable, the Garou will see the most likely event.
System: The Garou must spend two Gnosis points and roll Intelligence + Enigmas (difficulty 8) while
spending some time in a meditative trance.
8 of 8 09/04/2005 7:19 AM
Silver Fang http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
1 of 9 09/04/2005 7:20 AM
Silver Fang http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
The Garou can cause a silvery light to ignite around her body. This Gift is taught by a Lune.
System: The Garou must spend one Willpower point. The effect lasts for the duration of the scene. The
light illuminates in a 100-foot radius, and the ensuing glare adds one to the difficulties of all
hand-to-hand attacks on the Garou; the difficulties of all missile attacks, however, are reduced by one.
System: The player spends one Gnosis point and rolls Intelligence + Empathy (difficulty 7). Success
indicates that the Garou knows that the majority would like to see, be it attack, mediation, harsh
punishment or clemency. The more successes the player rolls, the better the Garou understands the
people's desires, even if the people would rather keep those desires secret. Note that this Gift by no
means reveals the wisest or most rational decisions, just the most popular one.
Taught by: Falcon
Book: WW3e
2 of 9 09/04/2005 7:20 AM
Silver Fang http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
for the duration of the scene. Galliards who use this Gift are -3 difficulty on all Social rolls.
3 of 9 09/04/2005 7:20 AM
Silver Fang http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
4 of 9 09/04/2005 7:20 AM
Silver Fang http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
destroy the Gift's effects over time. The effects of the Gift last forever or until a participant breaks faith.
The person who does so suffers five Health Levels of aggravated damage (as he is rent by the
spirit-talons of Falcon), and is marked as an oath-breaker (as the Stone of Scorn rite).
5 of 9 09/04/2005 7:20 AM
Silver Fang http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
6 of 9 09/04/2005 7:20 AM
Silver Fang http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
shaping the air around him with his hands, the Garou may form a solid block of matter to serve as a
chair, create a bowl or cup for holding liquid or construct some other useful item. Alternatively, the
Garou can form small, stone-sized balls of air to use as hurled weapons against his enemies. The items
last until the Garou disperses them.
System: The player simply rolls Dexterity + Repair (difficulty 7). The character may form one small
item of solidified air for each success, or use two or more successes to shape a larger item (such as a
throne-like seat). "Air-stones" used as weapons do the character's Strength + 1 normal damage, and
dissipate upon contact with their target (or any other solid substance). In addition, the victim must
make a Stamina roll (difficulty 8) to remain on her feet when the "air-stone" discharges its mass. If she
fails the Stamina roll, the victim is stunned for the remainder of the round and can take no action.
Taught by: Zarok
Book: RatH
7 of 9 09/04/2005 7:20 AM
Silver Fang http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
packmates are within line of sight of the Fang, they gain one extra die on all their dice pools, and two
bonus successes on all Willpower tests.
Divine Regalia cannot be invoked if the Garou is already wearing armor of any sort, whether mundane
mail or a Gift such as Luna's Armor.
Taught by: Falcon
Book: WWtDA
8 of 9 09/04/2005 7:20 AM
Silver Fang http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
worth. The creatures may or may not show their treasures to their Garou, depending on how they regard
her. Some powerful creatures (Jagglings or Incarna) may temporarily disperse a Garou's spirits by
spending Gnosis. Otherwise, the spirits fade away completely during the day.
9 of 9 09/04/2005 7:20 AM
Stargazer http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
1 of 7 09/04/2005 7:20 AM
Stargazer http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
2 of 7 09/04/2005 7:20 AM
Stargazer http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
appear in the pool. The Storyteller should determine the clarity and accuracy of the visions. No
successes indicate a failure of the Gift, while a botch produces false visions or an extremely chaotic
jumble of meaningless images.
Taught by: Sokhta
Book: RatH
3 of 7 09/04/2005 7:20 AM
Stargazer http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
4 of 7 09/04/2005 7:20 AM
Stargazer http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
5 of 7 09/04/2005 7:20 AM
Stargazer http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
difficulty on any roll to command others, and he may even ask them to act in ways contrary to their
nature (although not acts which will directly harm them). In addition, he may issue a resounding Ki-ai
at anytime, a bellow meant to scare opponents and give the Stargazer the initiative in combat. Roll
Stamina + Expression; each success lowers an opponent's initiative and attack Dice Pools by one die
for three turns. The ki-ai does not require a separate action; chracters do not have to split their Dice
Pools to issue one in the same turn in which they attack. A Ki-ai may be effective against a single
opponent only once per scene.
6 of 7 09/04/2005 7:20 AM
Stargazer http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
mage; however, Stargazers usually let mages learn from their own mistakes, intervening only if the
Paradox threatens someone other than the unwise willworker.
7 of 7 09/04/2005 7:20 AM
Uktenna http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
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Uktenna http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
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
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Uktenna http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
and herb-spirits came to medicine men in dreams to tell them how to heal the sick. Wise Uktena still
know that medicine comes from these spirits in dreams, and this Gift allows them to call forth the herbs
for wisdom. It is taught by the spirit of an aloe plant.
System: This Gift is used when an Uktena is attempting to heal someone seriously ill. Before the
Uktena goes to sleep, the player spends one point of Gnosis and rolls Charisma + Occult, difficulty 8. If
the roll is successful, then the Uktena will awaken with new insights in how to heal the sick person.
Each success on the Occult roll adds one dice to any Medicine rolls for that day. Should this grant the
Uktena more than ten dice on his Medicine dice pool, he may even attempt to cure incurable illnesses
such as terminal cancer or HIV/AIDS. To do so, six or more successes are needed on appropriate
Medicine rolls.
Taught by: Aloe plant
Book: PG3e
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Uktenna http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
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Uktenna http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
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Uktenna http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
ground, or, adversely, to cause flooding or mudslides. This Gift is taught by a Frog spirit.
System: The player spends a point of Gnosis and rolls Wits + Occult (difficulty 7). The number of
successes indicates the amount of rainfall summoned. One success calls down a light drizzle; three
successes results in a full rain shower. For or more successes causes a torrential rain to fall. The effect
lasts for one scene, although the Garou may extend the duration by continuing to spend Gnosis.
Depending on the affected terrain and the Garou's intent, this Gift can cleanse a piece of ground
ravaged by acid rain, return moisture to a parched field or cause rivers to overflow their banks.
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Uktenna http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
success uncovers a falsehood if one exists and the nature of the mask (cosmetic, magical, etc). Two
successes pinpoint how deeply the taint runs and the exact nature of the hidden heart (ie: the target is
Wyrm-corrupted, a Bane, a vampire, etc) while three successes allows the Garou to discover such a
creature's immediate intent (ie: what its plans are for the rest of the scene).
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Uktenna http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
bone from a corpse herself, the Uktena can change it into a devastating weapon. A vulture spirit can
teach this Gift in exchange for a few scraps.
System: The player rolls Perception + Athletics (difficulty 7) and spends one Gnosis point. The number
of successes equals the number of aggravated Health Levels the attack causes to the target (this damage
can be soaked as normal). The bone shatters after one use, but any properly harvested bone will suffice.
Alternative Versions
From: PG3e (Uktenna Rank 4)
System: This Gift may also be used to inflict a delayed damage upon the victim. By spending an
additional Gnosis point, the damage may suddenly occur a number of days after the attack equal
to the successes rolled. This is most common when the Gift is used to execute an offender. Many
victims, certain of their own death, are reduced to simply walking aimlessly in this time.
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Uktenna http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
System: The Garou spends one Gnosis point and rolls Manipulation + Animal Ken (difficulty 7). The
size of the horde is determined by the number of successes; one success will cause a certain amount of
bafflement from those affected, while five will attract tabloid reporter and crackpots from miles around
for years to come.
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Wendigo http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
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Wendigo http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
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Wendigo http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
whispers secrets to the Wendigo and often follows her around even after the Gift expires. A Buffalo
spirit teaches this Gift.
System: The player must spend one Gnosis, and roll Charisma + Occult (difficulty 7). The number of
successes equals the number of ancestor spirits that come to the user's aid. Although the ghosts cannot
affect the physical world - they are simply memories and not actual wraiths -they can provide
information and skills as per the Past Life Background.
Taught by: Buffalo
Alternative Versions
From: PG3e (Wendigo Rank 2)
System: And one Rage.
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Wendigo http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
success.
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Wendigo http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
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Wendigo http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
affect Native Americans have been dispelled by a Shadow Lord who swindled the Gift out of a naive
Wendigo - who found himself the victim of a Gift he'd just taught. The Shadow Lord has not been
heard from in recent days. A wind-spirit teaches this Gift.
System: For one scene, the Garou can inflict an artificial Harano with a Manipulation + Expression roll
(difficulty 8). Five or more successes can result in permanent mental injury. During the duration the
victim is too depressed to perform any actions without a successful Willpower rolls (difficulty 6).
Alternative Versions
From: PG3E (Wendigo Rank 4)
System: The player spends one point of Rage and rolls Manipulation + Expression (difficulty 8).
More than five successes inflicts permanent Harano upon the victim; otherwise, the suffering
lasts for the rest of the scene. (See rules for Harano).
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Wendigo http://www.arsimagica.net/cgi-bin/cgiwrap/eccles/sg.pl
System: The Garou spends on Gnosis point and rolls Wits + Enigmas (difficulty of the target's Stamina
+ 4); each success causes one automatic Health Level of damage, accumulating at one per turn until the
number of Health Levels lost equals the number of successes. This damage is aggravated and may not
be soaked. Vampires affected by this power have their blood coagulate, losing five Blood Points per
success; if this reduces them to zero, they enter torpor.
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